Capitalist Ambitions - How To Make Money in 1.3?

I tried both the storage boxes at base & on my freighter. I prefer to have them at the base. Less running about.
My dome nursery looked very much the same but I used colour coded corridors to help avoid getting confused.
I found once I built a geobay I could delete it and the vehicles remained, even if I turned the game off. (PS4)

2 Likes

That’s a very good point. I hadn’t thought of colour coding. One of the problems I had when the base had more domes was that I would get lost in it - everywhere looked the same.

That’s why the current design has three cylindrical rooms down the spine - they’re wasteful of resources, but they make each atrium area visually distinctive. When I’m running around harvesting, it’s easier to see where I am.

But colour coding would achieve the same thing, without the cylindrical rooms. I can feel a rebuild coming on…

2 Likes

I colour coded my storage boxes too.
Green for raw nursery materials.
Red for isotopes.
Black for manufactured products.
Etc. etc.
In my current just-started game I’m even using colour coding so I can quickly identify which room which technician is in, like I did with the nursery set up. It doesn’t look as uniform from outside but it certainly helps with not getting turned about when running about inside.
I choose the heavy corroded material finish to give it that construction site modular patchwork look.

3 Likes

Polyphemus, what you say in the OP - is not truth.

Days of making millions in minutes are NOT over. In fact, with 1.3, we now live the days of making HUNDREDS millions units in SECONDS. This is possible when selling whole cargo hold of top-grade player-manufactured goods, in one action. Those goods, namely Fusion Ignitor and Stasis Device both, are priced at ~18 million Units each item, 215 of such items (48-slot hauler with zero general inventory slots taken for upgrades) would sell for some ~4 billion units (of course, things get bugged once you’re over 2 billion Units, and those are extremely hard to make). As for harvesting matherials needed to craft those, current reports estimate that 100…150 million/hour profits are easily possible, and somewhat higher is possible with utmost optimization of all involved activities (travelling, harvesters, farming, crafting). One needs new 1.3 product recipes to have it happen, of course. Visit Operation Centers and Manufactoring Plants to get them.

Trade prices vary good deal, but you need to know which kinds of 7 different types of economies produce which trade goods, and even more importantly, - which ones are seeking to buy which goods. Sell and Buy percentages visible in the Galactic map is only the tip of the new economy (1.3) iceberg.

NipNip requires as much attention as any other plant when you have them in Planters, which now require fuel. Use Biodomes which don’t, if that’s the problem.

Dynamic Resonators differ in price very little when you arrive to any particular system, however, you can reduce their price extremely very much by selling them in the system. The limit of price reduction (for Resonators as well as for any other goods) is -80%. To reach this limit, you need to sell 267 items (this is true for most or perhaps all “5 items per ship slot” things; minerals and such, you’d reach the limit of price reduction by selling 2667 pieces). Buying any amount of merchandise does not seem to affect price. Therefore, try this: 1. have 48-slot Hauler with 43 open slots; 2. buy 43x5 = 215 Resonators and put them all into the ship; 3. fly into a new system which has “Wealthy”, “Booming”, “Advanced” etc economy power (you need Economy scanner installed in your Hauler’s Technology inventory, so this gotta be 1.3 48-slot Hauler); 4. go to Station’s terminal, and sell all your 215 Resonators in one single action. This gives you ~6 million Units, and this also drops this system’s Resonators’ price by 64.5%; 5. remaining in your “Starship” inventory, switch to buying (new 1.35 feature) screen of the Station’s terminal and buy all Resonators you have available (“Rich” and such economies will have some ~120…150 Resonators available in the Station’s terminal alone), - you’re now buying at only 35.5% of normal price; 6. go back to Station’s hangar and buy more Resonators from any ship(s) docked, and transfer those to your Ship’s cargo hold manually, until you have, again, 215 Resonators total; 7. rinse, repeat, profit. :wink:

As for other ways for making money, you can still make some millions in minutes with the new 1.3 Fauna and Flora scanners: all Sigma, Tau and Theta upgrades installed in your multitool and intelligently linked with other scanning upgrades to maximize profits grant literally few million units for scanning just a dozen species, and when i say “species”, i mean both plants and animals here.

You can also do missions. Initially, rewards are rather humble, however, when you’ll get to high ranks with guilds, high-reward missions will become available.

There are also other, more advanced and/or exotic than most insofar mentioned, methods to gain wealth in the game, including but not limited to advanced forms of trading (theoretical limits for those is even higher than above-mentioned ~150 millions / hour), which i won’t disclose because i didn’t practice those myself (just ideas; above-described Resonator trading is a thing i’ve done personally); certain inventive “exploitation” of specific NPCs’ habits and customs; and, of course, mods.

Overall, as i hope you can see from the above, 1.3 generally enhances - and very much, - profitability of “money-making” aspect of the game. Apply your intellect and look for better opportunities, and i’m sure you won’t be limiting yourself to Circuit Boards for any much longer time!

1 Like

By far the quickest way I’ve seen my money pile up since 1.3 is having all of the fauna/flora scanner upgrades. Just by playing the game passively you can amass millions. Just yesterday I made 20 million without even trying, I was just clearing off some guild quests and stocking up on fuel for my hyperdrive. Some of the guild quests are very lucrative too in the later levels, they give rare craftable items that can sell from 400,000 to 2,000,000 a piece, sometimes getting 3-5 of each.

4 Likes

Why configuration do you need for scanners in multi tool?

With the 3 flora and the 3 fauna you get 100k to 340k in scanning animals and 50k with plants. When you are on a planet with a medium 12 of each you don’t waste you time :wink:

2 Likes

But do you need to set them out a particular way in your multi tool to benefit from maximum synergy?

Touching, for synergy, as anything… Either vertically or horizontally. The outline of the icons highlights (blue? In this case) if synergy bonus it’s active.

Yeah, I’m sure the shape you lay them out can have an extra effect as well like in a tee shape or a square, just wasn’t sure if you knew of a particular shape for the flora and fauna upgrades

I only found out about the synergy bonus AFTER 1.3. Had a fully teched-out ship but almost nothing was actually touching. Pays to do a bit of research doesn’t it? :blush:

1 Like

I was on a “High radio signal planet” Had a lot of buildings , compared to other planets, now. Like planets where a couple updates back. https://forums.etarc.org/t/etarc-hub-csfd-address-reporting/3101/2?u=sir_oops

I’m still finding my feet with 1.3 and have realised I need cold hard cash, and lots of it.

If anyone can offer any help on any of the below I’d be much obliged.

  1. Following 1.3 and the biome changes I’m now living on a frozen world where Coryza… sorry, Frostwort now grows in abundance. So can I grow this outside to save on space? Does this still count towards complexity?

  2. What would be an ideal set up for me based on this, as in ratio’s? How many Biodomes would I need etc?

  3. I had an old Insulating Gel farm on my freighter, 60 Mushrooms and 40 Cacti, they are still waiting to be harvested in their glowing red Hydroponic trays so obviously that’s a lot of crop. What would be the best way of using this harvest now?

Many thanks

That’s what I did! I’m not trying to get rich, but when I set foot on a planet I feel the urge to scan EVERYTHING!
Then, when I look at my bank account I wonder: “whoa! where does all that sweet money come from?”!
In the 1.36 notes I kind of understood they will reward even more for this, well, sounds good to me!

@Polyphemus did this to make living glass which sells for around 600.000 units each…
https://forums.etarc.org/t/capitalist-ambitions-how-to-make-money-in-1-3/2987/53?u=frank_cadillac

P.s. yes the outdoor plants do count toward your build cost

Your fungi will make a nice headstart to make explosive. (Acid & Unstable gell). All you need is a 25 mordite per 600 batch of fungi to get the acid. This will get you halfway.
Your cacti will get you the other half by making the unstable gell. 200 each.
(Figures are units not plants)
Good luck! :wink:

1 Like

In general:

The most common products created through farming currently are Circuit Boards, Liquid Explosives and Living Glass to make money with. Each of these products can sell well depending on market value at a trading location.

Each of the above products require a variation of farming crops. These crops each have their own harvest times and yield. To maximise the amount of crops you can farm, it is suggested to find the best location (planet) for the crop you require most, to be able to grow outside. Growing crops inside is more expensive as it requires additional building. It will however always be a combination of inside/outside crops, unless you wish to farm everything inside.

Pay attention to the harvest times, because you may want some time in-between farming to do other things. For example: Living Glass requires Frostwort, Coprite and Gamma Root. Frostwort grows in 15 minutes, while Coprite and Gamma Root both take 30 minutes to grow. To maximise harvesting you would have to do your rounds every 15 minutes, unless you double the amount of Frostwort to allow for 30 minutes rounds.

As mentioned before, Bio-Domes are cheapest and easiest to use compared to using Trays which require to be built inside a structure. So to maximise profits, make sure to build Bio-Domes with just a single door entrance for those crops that require to be grown indoors. Make sure to put one Bio-Dome on top the main Base building, including a Ladder for the full 16 slots, while all others will have 13.

For calculating profits several things need to be taken into account and depending on circumstances (crop to grow outside), product to make, and additional needs, can be tricky to fully calculate ahead of time, although not impossible. The total amount of points allowed is 2000, of which the default Base already uses 20 points. For max profit, add the 16 slot Bio-Dome to this main Base plus a Ladder and you can subtract an additional 45 points. Any additional points used for needs like Storage Containers, Save Point, Landing Pad, etc., can be subtracted ahead of time as well, to know how many points you have to work with for the crops and extra Bio-Domes.

Example:

  • Main Base: 20
  • Bio-Dome: 40
  • Ladder: 5
  • 10 Storage Containers: 9*5+1=46
  • Save Point: 20
  • Landing Pad: 50

Total points left: 2000-181=1819

This now leaves you with a good starting point to calculate the additional points available for the crops and Bio-Domes, while already having 16 slots available for crops to grow inside. From here on, it will be somewhat tricky to further calculate what is possible. I would suggest to check a single product recipe, calculate the amount of planting slots required and the amount of points that will use. You have 13 slots for each additional Bio-Dome/Door added and usually the amount of indoor crops is not quite equal to 13. I will attempt a calculation for Living Glass on a Radiated planet for max profit below, using the above calculated starting setup:

Living Glass example

Based on earlier mentioned base setup, 15 mins. harvest round, max profit.
Points left: 1819
Each Living Glass requires:

  • 2 Coprite (indoors)
    2 slots / 10 points
  • 2.5 Frostwort (indoors)
    2.5 slots / 12.5 points
    (due to harvesting twice per 30 mins.)
  • 8 Gamma Root (outdoors)
    0 slots / 40 points

I can already put 3 times this recipe inside the 16 slot dome:

  • Coprite and Frostwort (indoors)
    3*(2+2.5)=13.5 slots / 3*(10+12.5)=67.5 points
  • Gamma Root (outdoors)
    0 slots / 3*40=120 points

Current sub-total: 1819-(67.5+120)=1631.5 points, with 2.5 slots remaining.

Now to continue with the more tricky part, which is to estimate/calculate the amount of additional Bio-Domes possible. Each additional Bio-Dome/Door combo costs 45 points and has 13 slots. For exact calculation, we need to calculate the amount of recipe that fits these 13 slots, lets call that n:

  • n equals 2 Coprite and 2.5 Frostwort to fit 13 slots
    n=13/(2+2.5)=13/4.5 (=2.8888) times the recipe per Bio-Dome
  • Bio-Dome/Door
    45 points
  • Filled up
    13 slots / 13*5=65 points
  • Cost per Bio-Dome for Gamma Root
    n*8*5=520/4.5 (=115.5555) points
  • Total cost per full Bio-Dome and Gamma Root
    45+65+(520/4.5)=1015/4.5 (=225.5555) points

We have 1631.5 points remaining, so we need to divide by the cost of each additional Bio-Dome to calculate the amount possible:

  • Bio-Domes possible
    1631.5/(1015/4.5)=7.2333 (rounded up)

This means:

  • Total slots for Coprite and Frostworth
    16+7*13 slots=107 slots
  • Amount of recipes indoors for Coprite and Frostwort
    107/(2+2.5)=107/4.5=23.7778

We have to round that up to 23, meaning we will have some slots left empty.

  • Total Coprite (indoors)
    23*2=46
  • Total Frostwort (indoors)
    23*2.5=57.5=58
  • Total Gamma Root (outdoors)
    23*8=184

Now let’s verify:

  • Main Base: 20
  • Bio-Dome: 40
  • Ladder: 5
  • 10 Storage Containers: 9*5+1=46
  • Save Point: 20
  • Landing Pad: 50
  • 7 additional Bio-Domes = 7*40=280
  • 7 additional Doors = 7*5=35
  • Frostwort (indoors) = 58*5=290
  • Coprite (indoors) = 46*5=230
  • Gamma Root (outdoors) = 184*5=920

Total points spent: 1936

So this means 23 Living Glass each 30 minutes, when harvesting every 15 minutes due to the Frostwort growth time. 3 slots remain empty, 107-(46+58)=107-104=3 and you have half the yield of 1 Froswort = 25 Frostwort left over each 15 minutes harvest round. There are also 64 points left over to spend on other things. 23 LG/30mins. equals about 32mil./hr

You can check costs for building here:
https://forums.etarc.org/t/nms-building-table-version-1-34/3031

Additional tips:

  • Geo Bays can be placed outside Base boundary to not have them count towards Base Build points. The vehicles can be used for storage if wanted.
  • When owning a freighter, you could have your Storage Containers there.
  • A Save Point is not required if you have your Space Ship near, to enter/exit.

Hoping no mistakes were made and this is useful in any way … :wink:

6 Likes

Totally agree with @DevilinPixy.
Those components are the best to set up for early cash.

If usability outweighs absolute maximum profit then these couple of tips may help you. I like to run from room to room and make stuff at each room but in doing this my maximum production is below optimum…depends on your end goal and style of game play. I’m on a desert planet so my setup utilised the fact cacti grows outside but the principles are pretty much the same

Explosive:
A dome with one doorway filled with mushies(600) and one Mordite(25) will provide exact supplies needed for Acid.
Only 2 cacti plants(200) are required for an Unstable Gel to mix with above Acid to make 1 explosive.
No waste/leftovers therefore minimum storage required.

Living Glass:
A dome with 2 doorways gives exact growing spaces for Frostwort(500) to make 2 Glass.
A dome with 2 doorways gives exact growing spaces for Gamma Root and Coprite to make Lubricant
No waste/leftovers therefore minimum storage required.

Circuit Boards:
More complex but worth more…
Need twice as many Solanium to Frostwort to make Heat Capacitors (you can take advantage of Frostwort fast growing times to store some (double?) so your glass crop effectively supplies your full requirements).
Requires 100 Cacti Flesh to 200 Starbulb to make poly fibre.
Cacti and Solanium are very slow so staggered growth methods are required with extra plants if planning to have all three of the above materials in your production…or patience.
I have 2 domes dedicated to both Starbulbs and Solanium but I messed up and end up with too much of each.
My Cacti grow outside so I have an over abundance but again they are slow growing and are used for both explosive and polyfibre.

I’ve interconnected my domes either with tunnels or ladders depending on use and I also have a couple of dormant planters downstairs with one example each of unused crops (eg: gravatino) so for whatever reason I have access to that should I require.
I have some extra features I can delete if I find my base complexity is filled but at the moment I have 2 domes for explosives, 2 domes for Frostwort, 2 domes for lubricant, 2 domes for Starbulb & Solanium, several cylindrical rooms, a landing pad, a ramp and several cacti outside and still have room to expand a bit more.

I hope this ramble is accurate and actually helps someone…:grin:

Edit: fixed my home description.

4 Likes

Thanks everyone for your replies, this will help me out a lot. What are the best economy’s to sell Living Glass too? This is also needs more understanding on my part.

Many thanks again!

As for options, since much of the way I play is centered on moving toward the center, or at least away from any fixed base, I find a base restricting so I’ve gone the route of Fins_FinsT post above and using the buy/sell of Dynamic resonators. Usually I can net 4-5M profit per sell/buy session. This does require the ship tech “Economy Scanner” installed on your long warp ship, but I can load up my 48 slot pre-1.3 ship (with no additional tech installed) full of Resonators (215 I think?), switch to my long warp ship, scan for Wealthy/Opulent systems, warp, switch ships, sell/buy resonators to refill, switch ships, explore a bit, them move on to another wealthy/opulent system, without needing to go back to my base. Fair warning, only sell/buy in rich systems, I found mediocre ones have less station travel and once got stuck not being able to fill up my 48 slot ship and lost money on the next transaction.

I use my Freighter for farming things both for crafting and for ship tech supplies, it adds some additional value without much effort since most of my money is made with the buy/sell on the market. Any additional credits I make from farming/crafting is a bonus. Since I’m using the freighter to store my ships, and I have to swap them at each system, I can recharge trays whenever I want to without stress.

BTW, I’ve also found that if you are farming a big room in your freighter (and this may be true with bases), if you stay in the room, the charge on the trays lasts a LOT longer and you can usually get 2-3 crops per charge as opposed to the less than 1 you get if you charge then leave and come back later. While this may not be optimal if you’re sitting down for a long session of playing, it works great if you are doing other things in real life. Charge the trays, park yourself in a corner where you can see the room, go do things IRL, check in after grow time or when you see things ready to pick, harvest, go park in corner again, do something else in real life…rinse repeat.

1 Like