Architect Archive

Thread: Extraction Rates and Storage Capacity

Darkflinx
Thu Oct 09, 2003 3:52 pm
#14

I just made several medium mineral miners with extraction rates of 8kg/hr and hopper capacities in the 55-63k range. If extraction experimentation stays in this will be the best patch ever for Architects... and they said we got no love in this patch. LOL



Palomino of Flurry
seller of fine furniture, crafting stations, tools, and harvesters
-1916 -4368 on Tatooine just south west of Bestine
AlbinoWookiee
Thu Oct 09, 2003 5:23 pm
#15

"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."


You couldn't be more wrong. I made all the harvesters I own. I experimented on them all because I knew one day it would matter. All my pre patch harvesters are worthless now even though they were experimented to high percentages. A post patch harvester with base experimental values of 22% is much better than one of my pre patch harvesters that had experimentedresults of 85% - 98%.




------------------------AlbinoWookie
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Fosterkenobi
Thu Oct 09, 2003 5:41 pm
#16

well it looks like a good job you experimented on them all because I as sure hell didnt


WHY?


What was the point, if the patch was going to upgrade old and new harvs to what they should have been in the first place, shouldnt people have been told, shouldnt the harvs made stay the same?


I sure as hell would have love to have known due to buying 500k units of the cheapest crapiest ore ever which now seems completely worthless.


For some people I can see why this is good, it allows PAS who have the use of 100+ harvs to dig up more stuff quicker and use less harvs to do it, therefore enabling to mine many other items


For the little guy who has struggled other the past weeks to make all his large heavies scrimping and saving have basically been shafted.


I have 10 heavies now with a capacity of hardly anything, i just made a medium that bought up more ore than my heavy and had more capacity.


Now this is not a flame at the csrs is just to make some people realsie how other people are feeling right now!


As the little people might as well just give up master architect now and join the marksman wagon.



And I still cant see anything in the pathc notes to say they were going to chnage something




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Humdoros
Thu Oct 09, 2003 7:05 pm
#17

AlbinoWookiee,


That is not what I am seeing from my pre-patch harvestors that were experimented on. It should be noted that there are varying reports from the different galaxies. Aparently, there are claims from certian galaxies that re-deeded harvesters are retainer the old default values. So perhaps your server has its own unique bugs as well...


What galaxy are you on?


Tinkerer, Wanderhome





Tinkerer
Retired Master Shipwright
Founder, RennTech Guild
Retired RTECH Mayor and Guild Leader
Force Sensitive since December 2003
In Cryogenic Freeze December 30th, 2005
Aidendorf
Thu Oct 09, 2003 8:15 pm
#18

made the following just awile ago:



3 medium mineral


7 kph


60-63k storage capacity



1 heavy mineral


10 kph


101k storage capacity<failed>



2 fusion generators


16 kph


120k storage capacity



all parts wereexpirimented ,and factory run with schematics . all experiments were 60%+. final assembly was random.


If the patch stays,seems like 90% of the populace will go with the medium mineral harvesters,as its giving the biggest rewards for cost.


The only factor i can see that effects your extraction rate at the moment,is the ore mining unit for all harvesters. fusions seemed to follow this pattern as well,contrary to whats been posted here.


The one thing im a bit confused on,is for the fusions only got the ability to increase the storage,not the effectiveness,but i have not done any expirementing on harvesters other then basic personals prior to this.any help on bumping up the fusion to that 18-20+ range would be appreciated.



_Anya_
Thu Oct 09, 2003 8:45 pm
#19

I made3 harvesters tonight...results as follows:


1 med mineral from existing (experimented) parts made prior to patch = 5 kph, 55k storage


1 med mineral made from all new parts after patch = 6 kph, 61k storage


1 solar generator made from all new parts after patch = 8 kph, 60k storage


I also made a number of houses and experimented on them. Has anyone checked to see if the maintenance rates are affected on houses?





Anya
Wannabe TKA of Radiant!

Humdoros
Fri Oct 10, 2003 12:07 am
#20

I am drawing from other threads and consolodating here. Ranges seen so far:


Heavy Mineral Mining Installation. Extraction rates 7, 9, and 10. (Confirmed) Storage 10,000-112,000 (Confirmed)


Mineral Mining Installation (Mediuim). Extraction rates 4, and 5. Storage 1,000-5,400. (Unconfirmed)


Tinkerer




Tinkerer
Retired Master Shipwright
Founder, RennTech Guild
Retired RTECH Mayor and Guild Leader
Force Sensitive since December 2003
In Cryogenic Freeze December 30th, 2005
Mkappus
Fri Oct 10, 2003 12:08 am
#21

Have you been able to determine if resource quality on the subcomponents matter or just the final combine? Do we need to use good quality ore on the structural mods?



Goliath
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Sneezy
Fri Oct 10, 2003 12:12 am
#22

I'm reposting my findings from TC, since the patch went through even though Q3PO said it wouldn't *rolls-eyes*.


NEWLY created harvesters will have better capacities than what's listed below, but I'm keeping the info intact for posterity's sake *grin*



1. Maintenance/Power consumption didn't change. The STATUS of power consumption is incorrectly showing a doubled rate, but the display is incorrect.


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.


3. Energy extractor rates were dependent on the FINAL combine. The deficit in our experimentation points was particularly rough for energy extractors as you had to chooseextraction rateOR hopper capacity,OR compromise both at the same time by splitting your points.


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.


5.Personal harvesters and wind power were dependent on Artisan experimentation points. Everything else was architectural experimentation points.


6. There was a bug where the capacity of the wind and solars was swapped. Solars had capacities equivalent to personal harvesters (3K max), while Winds had capacites equivalent to large harvesters (50k max)


7. From what I could tell from my own observations and talking to others, the reason some harvesters retained their previous stats and some didn't seemed to boil down to what was actually deployed during the patch, and what was just sitting in a backpack somewhere. Deployed harvesters retained their stats, while unused deeds fell to the mighty nerf axe.


* = extrapolation


Personals
Capacity: 1500 - *3000 (I managed to crit fail one of the experiments, sowas able to get theexact minimum)
Extraction Rate: 2


Mediums
Capacity: *5000-*10000,(unexperimented running in the neighborhood of 5.5K, and "great" experiments runninga bitunder8K)
Extraction Rate: 4-6 Kg/hr for medium mineral harvesters (experimentation result < 40% = 4, 40-59 = 5, >60 = 6)


Larges
Capacity: *15K - *50K
Extraction Rate: dependent on type, but definitely modifiable. For High Efficiency Water Harvesters (the least resource intensive of the heavies) I was able to make7 (fail),8, and9 (>60) Kg/hr harvesters.


Winds
Capacity: 15K-50K
Rate: 4-6


Solar
Capacity: 1.5K - 3K (ewwwww!)
Rate: 6-9


Fusion
Didn't have the time/resources to test these. My prepatch didn't change. it had 100K capacity and a 13Kg/hr rate. A fellow architect was able to create a 19Kg/hr rate with 409K capacity.




Lepo Otrooc
TC Master Architect
Skystone, Tatooine


Humdoros
Fri Oct 10, 2003 12:13 am
#23

Here are some previously hard-coded rates:


Mineral 2, 4, 7


Fusion 13


Wind 5


Solar 8


I don't have flora,water, or gas. Anyone?


Tinkerer




Tinkerer
Retired Master Shipwright
Founder, RennTech Guild
Retired RTECH Mayor and Guild Leader
Force Sensitive since December 2003
In Cryogenic Freeze December 30th, 2005
Vallosk
Fri Oct 10, 2003 12:16 am
#24

I have been using high quality steel and ore on final combines of all big structures I make, and I have a fusion gen I made pre-patch that turned out to have a 29 extraction rate. I have no idea if better subcomponents would have helped, but as I recall I had experimented those up on my schematics as well even though I didn't use my best resources on them.


To get an idea of the resources I used to make that fusion generator, check swgcraft.com -- look up the ore fedaide and the steel abiso. Those are what I use on my final combines...


Vallosk

Vallosk
Fri Oct 10, 2003 12:26 am
#25

After posting previously, I got curious to check the hopper capacity on my 29 fusion generator, so I logged back in and gave it a gander. The hopper capacity on that one is 446872, according to the deed.


Just another data point to add to the list, though it may not matter if they end up rolling everything back to the way it was. I sort of hope they don't, since this really gives architects the ability to compete with each other like weaponsmiths and armorsmiths do, for example. It just means that instead of getting a ton of any old ore and steel, there will be even more of a premium on the higher grade ore and steel.


Vallosk

Torlack
Fri Oct 10, 2003 12:52 am
#26

I really like the change, except for old harvies being badly broken. Even though in theory this means a ton of new sales, it also means there is a good chance many of my current units will need to be replaced. :/

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