Architect Archive
Thread: Factory run of Harvesters question
Tarquinas
Master Artisan
Master Architect
Master Tailor
Stargzrrag wrote:
I am building up my resource stockpile to do a run of harvesters. When I do, do all my walls have to be from the same run? Thought I'd ask before i waste my time.
Normally I would just assume yes, but the list of required ingredients you can get when you put in a schematic doesn't list serial nuber on crafted items.
-Agrin Pi'Nel
Tarquinas
Master Artisan
Master Architect
Master Tailor
no, anything that takes structural moduals or walls does not have to have the same mods/walls. (look at your schematic..they dont even say a serial number)
MistakenIdent wrote:
Just remember the your run will produce individual deeds, not crates/stacks of deeds. Max you can make on one run (without babysitting and removing as they are made) is 100.
Max heavy minerals I can do in 1 run is 26-30 somewhere in there, because of the limit on the ingredient hopper.
Neclonmite wrote:
Wait a minute, so if I make a schematic for heavy mineral BER 13... it does not matter what walls I use at all? I can take a brand new ore that came out after the schematic, hand make the wall modules and stick it in the ingredient hopper with the schematic and it will work?
This is the most limiting factor from what I can tell. . .
Yes that is right, on a factory run the wall modules (or structural modules for med mins and med waters) are unique in that they do not have to be identical, any walls even those made by different archs can be used, so you can supplement your walls by buying in. This is what I do, and it is useful because a novice will hand make walls for the xp so they are not in crates, rather than store them I can use them up quickly in a factory (as long as I babysit the factory a bit).
Also be aware that if you are making a large quantity of walls, then the structural modules in the walls do not have to be identical either, so if you want to factory make some walls then you can use a couple of different batches of structural modules for this.
How many harvesters for a factory run ? That is a matter of opinion, you need to weigh up what you are going to lose in resources versus what could lose on unsuccessful experimentation. You also need to consider how much resources you have available or can obtain. I normally make a minimum of 30 in a factory run, and usually 50 or 100 depending on type. Before the patch that allowed us to retry on an assembly crit I would even make a schematic for as few as 5 if I was making to fill an order!
You just have to remember that a single BER dropped is going to reduce the value of your harvester, how much you will reduce your cost by is up to you, but there are plenty of harvesters out there at max and lots of money, so realistically you have to reduce quite a lot before anybody will buy it.
Of course it is random, you could hand make 20 all with great experimentation results, or you could make 5 sub par ones in a row, you could still do that when trying to make your schematic. SO, it's really up to you.
Message Edited by Bandola on 02-10-2004 11:48 PM
Thornstar wrote:
I would strongly suggest you save up for a max run of them(26?) as this would be a far far better way.
max is not 26, the 26(?) limit is the most you can make in a factory without having to 'manage' it by adding components as it runs out .
The actual max depends entirely upon what harvesters you are making, for mediums this is999, for others:
Hvy Mins : 165
Hvy Chem: 249
Hvy Gas: 249
Hvy Flora: 249
Hvy Water: 249
Fusion Gen: 249
of course, you will need a lot of resources and a lot of factory management to be able to reach these maxes.
Manipulative wrote:
And also remember, that every time you turn off a factory, you lose 1 item being produced. If you are planning on babysitting your factory for OMU's or deeds, you are going to throw a bunch of resources in the bit bucket.
Well if you are smart you calculate the exact number of harvesters you can create with a full hopper, and ONLY put in the exact amount of ingredients it will require to make fully rounded off number. Then you just babysit it because it's going to stop on its own(having made all the harvesters and not eaten resources) relatively quickly.