Architect Archive
Thread: Harvester issues
Only good thing is that harvesters don't seem to stop when power reaches 0 and goes negative.
I had 6 harvesters running for 4 days.
When i checked them today 5 were at 0 power ( negative actually as it absorbed some power when I put some) the 6th had power left. They all had harvested the same amount...
im not online game right now to give the exact figures..
i was only able to check my chems this morning... 2 13rate...was running in the 130'sih range 2 12rate was running in the 120'ish range...so something happened... when i placed them yesturday they were running in the 170-180c/h range...i havn't made it to my minerals to check them.
this was with out redeeding
My harvestors are running at 2x maintence, too. I keep a spreadsheet on all of them, and their power and maintence costs are outstripping the projected numbers 2:1.
so angel,
the maintaintain got upped alot on purpose and poweruse also. i assumed bigger maintain was a bug and deed shows 30/hr on mediums plus 8cr per extra rate each, which would havemade sense, but to up thecosts that much is quiet bad.
on the other hand we got ppl like daryl jerk, who still defend lowcutter and cant calculate compared to real business.
not worth to discuss with him anyways since he never get the point anyways
That's exactly what I was thinking, but I couldnt figure out how to explain it because whenever I put it into words it didn't make sense
As long its not just a visual bug, I have noticed that my harvesters are using about 2 times as much as they should, I don’t have the exact figures as I don’t record how much was in my harvesters as well as how much I put in.. I believe the problem lies with the formula used to calculate the remain power in the harvester and ducting being taken form the wrong number. I say this because it looks like it recording the actual value that is deposited instead of the proceeded value base the energy potential of the power source.
I guess if you’re not a programmer that might not make any since. The game showing the proceeded value of what our power, but only deposits the actual units we put in. When it comes time to deduct for power consumption it subtracts from the units and not the proceeded value. There doesn’t seem to be anything with the display, just its calculation.
The maintenance got upped on purpose, but not by alot. (At maximum, the maintenance got increased by less than 50%, unless you have a bugged harvester, which seems to be happening regularily)
The power was not supposed to be upped at all.
I think the publish of the new power use based on potential energy made this buggy thing .. I think it still store the good amount of energy as data in DB, but calculate it wrong when in game server memory
When you add power that adds it to both memory counter and server counter when maintenance is taken it's from both too ... but the formula to calculate the power consumption in memory seems wrong making it looks like you ran to 0 power (or negative) while the maintenance in DB is still processing and thus not stopping harvesters.
I happend to see the wrong power reserve and move out-come back a few minute laters and the power reserve where right (maybe a refresh between DB and memory happend between)
I hope this help
Zypen wrote:My answers to your questions, based on my operations are:
A) there is a display problem both with what’s being shown on the dead and what they show after being planted, but the maintenance that’s being deducted seems to be correct.
B) As long its not just a visual bug, I have noticed that my harvesters are using about 2 times as much as they should, I don’t have the exact figures as I don’t record how much was in my harvesters as well as how much I put in.. I believe the problem lies with the formula used to calculate the remain power in the harvester and ducting being taken form the wrong number. I say this because it looks like it recording the actual value that is deposited instead of the proceeded value base the energy potential of the power source.
I guess if you’re not a programmer that might not make any since. The game showing the proceeded value of what our power, but only deposits the actual units we put in. When it comes time to deduct for power consumption it subtracts from the units and not the proceeded value. There doesn’t seem to be anything with the display, just its calculation.
At least that’s the way it looks here on my end.
Eirn
Master Architect
Starsider
Your observations are consistent with mine. Harvester is still working, but displays "0" maintenance. /addpower 5000 results in 4532 units of power remaining.
I've been using high-PE radioactive power.
We could probably figure this out by doing the following:
1) Have 1K PE sub-500 wind energy in your pocket.
2) Have 1K PE 900-something radioactive in your pocket.
3) Set up two harvesters.
4) Select Harv 1, /addpower 1000 - should use all the wind energy
5) Select Harv 2, /addpower 1000 - should use *some* of the radioactive.
Go away for a while. See which harvester runs out first.
Extra Credit: Have 1K PE-700 radioactive, too. Destroy your 900-something after lodaing Harv 2. /addpower 1000 to Harv 3 from the mid-range radioactive stack. Compare rate of power consumption ("actual" - when the harv stops working - versus "displayed" in structurestatus).
Then /bug it and see it ignored for a month or two anyways.