Architect Archive
Thread: Extraction Rates and Storage Capacity
Here is what I have learned so far:
The base extraction rates used to be hard coded into all of our mines. They were:
Personal=2, Medium=4, Heavy=7 (for mineral extractors for example)
Experimentation now controls the base rate and storage capacity. I am currently able to acheive a base rate of 10 on a heavy, with a storage of 112,000, but have not tried 800-900+ materials yet...
For the mines you have out there. For now, they are operating with the old hard-coded values. Once you pick them up, they will take on their "true" atributes. Here is my hypothisis: The Oracle database has always known how good these mines were, but the system was overiding these values with the hard-coded ones, so experimentation and resource quality never mattered until now. Therefore, since most Architects never bothered (and rightly so) to use good resources or experiment, nearly all of the existing mines are crappy and have very poor stats.
Therefore, most people will want to replace them. (comence whining now if you like)
Please use this thread to post base extraction rates and storage capacities for various harvestors you produce. (Please go whine somewhere else.) This will allow us to determine what the range is for each available harvestor.
Thanks!
Tinkerer, Master Architect, Wanderhome
Sweet!!!
I can now confirm the new base rate of 10 is working. I am getting an actual rate of 5.36 kg/hr on a 53% spot of aluminum.
Tinkerer
Ok I did an experiment last night i made 2 heavy miners and 2 fusions here were the results
HEAVIES minerals
Unexperimented Storage 104k+ Harvesting rate 8%
Experimented Storage 125k+ Harvesting rate 9%
FUSIONS
Unexperimented Storage104k harvesting rate 8%
Experimented Storage 200k+ Harvesting rate 23%
This was done using the worst resources i had and the best i had on hand. I did have 992 ore and that was about the best resource i used.
Update:
Heavy Mineral Extractor (old base rate 7): New Range 7-10 (Reported so far).
Heavy Mineral Extractor storage: 10,000-112,000
Mineral Mining Installation (4). New Range 4-5
Minerl MiningInstallation storage 5,000-10,000
Fusion reactor (13). New Range 13-29
Fusion storage: 100,000-446,000
Personal Mineral Extraction Rate (2): New range 1-2
Personal Mineral Storage 1500-3000
Wind (5): New rate 4-6
Wind storage: 15k-50k
Solar (8): 6-9
Solar storage: 1.5k-3k
Two additional notes: Surpluss maintenence is now shown in the deed
None of these stats are showing up in vendors under examine, so name them apropriatly.
Also, please use this thread just for facts, thanks! (Please use another thread for likes/dislikes about all this)
Tinkerer
Last night about 12:30 PDT I was experimenting building Personal Mineral and Wind harvesters, I was seeing (Admittedly only on the deed) storage capacities on the 32k-40k range. The extraction rates did not change.
Sneezy, Great Post, Thanks!
I can now confirm two of your points from TC on the production server Wanderhome.
"2. ALL harvester capacities were dependent upon experimentation on the FINAL combine. I think this is where I had the most worry about potential changes to the profession. I'd hate to see someone unable to sell something they had just spent 30K resources on and because of bad luck with the random number generator created something unsellable, or at worst case have to be sold at a loss."
My best heavy mineral so far is 137,395
"4. Medium and Large harvester extraction rates were dependent upon experimentation on a preliminary component. This was actually a very nice feature as it was worthwhile to experiment on your ore mining unit, light ore mining unit, fluidic drilling pump, or harvesting mechanism without risking a day's worth of components while you fiddled with them."
I have not yet been able to exceed an extraction rate of 10 on a heavy mineral. Perhaps there is a ceiling, or we will have to wait for the rest of our experimentation points.
Tinkerer
I made 2mineralheavy's today for my own use.
Both had an extraction rate of 9 (from the same factory run from prepatch on the ore driller) and while harvestor capacity varied slightly, both had over 100K capacity, so I don't see this being an issue.
Where I do think it will now matter, is whatever actual extractor component you use, you need to make it the best you possibly can. This is one area where the true arches (the rest of you, not including myself) will be able to differentiate your high qualityproducts from mine. This is as it should be, those who are capable of making a harvestor that get's you say 20% more material for the same cost of production, should benefit from all the extra effort and skill they put into making the product.
The bonus hopper size on the other hand, is mostly useless. If you can make one with say a 200K hopper, compared to one of mine with "only" a 100K hopper on a heavy Mineral, while this may earn you bragging rights, it really won't affect the price you can charge, since the 100K is more than adequate.
Vorgus on Bria
I just created a mineral mining installation (medium) with an extraction rate of 7 and storage of 58,535 (on a great result).
(I wont break my own rule and express an opinion here but...sweet!)
Tinkerer
my old mediums (they were all deeded at patch time :-( are all 5k hopper.
I had the resources to make 1 and exp it. (I only get 1 point currently) but it came out with a 56k hopper and a 5 rate.
the components I used were average in all respects, just the junk I had laying around for grinding.
as for personals I am a master artisan (human at that) and made a personal with a 46k hopper, don't remember the rate on it now.
my solar gen was deeded at patch time :-( it now has a hopper of 1930 wich isn't even worth dropping somewhere :-/
anyhow, even though I lost alot of money and time with the patch I am glad they turned on exp. should easily double or triple the prices of our products.
thanks,
Feltope Lasershot
The problem apparently was that old deeds got nerfed but that they did mean to put in experimentation. They said they will have the old deeds fixed by the 11th. Also some people think that power rates have doubled but they say that they haven't so we will see where that goes.
http://forums.station.sony.com/swg/board/message?board.id=Announcements&message.id=139#M139
Anyone has tested what happenes with the pre-patch deeds with low capacities when you plug them?
Something tells me that real capacity wont be the same as the displayed on, like it was supposed to be on TC.