Architect Archive
Thread: Harvesters & power
I'm pretty sure this dead horse has been beaten enough. But just to make sure that it's said clearly...your Wind harvester does not need a 70+ wind concentration to be effective. When I first built extractors I had a wind gen on a 39% that gave me enough power to keep 2 extractors going with a bit of left over. I've since switched to a Radioactive extractor. Not sure if it really effects things, but the Energy Potential of Radioactives of the lvl 6 catagory is 3 times higher then for the wind energy you can get on naboo. My 75% vein of radioactives supplies in a 24 hour period about 2k or so radioactives. And I find that about 5-6 hundred radioactives will power an extractor for 24 hours. so that basicly it's self but 2-3 other extractors it can power. And about 5-600 creds will maintain a harvester for 24 hours. So really it shouldn't take you more then 1 set of 2 destroy missions for Gnorts to power your harvesters for a day.
I agree it can be a bit manotonise to do this, but it's a good oportunity to practice crafting, and to visit with friends. It's also kind of fun to run all over the place exploring, and trying to find that rich vein that hasn't been tapped yet.
while i'm on a roll I also have an opinion on why the resources lvls change and move. In game it makes sence because you have 12 harvesters running on a vain of steel and it's going to run out. But the other reason is to balance the game and make it fair to new people. If everything was static within a month every single half decent source would be tapped, and anyone new starting the game would be screwed. But if it moves every week or two then people have to resurvey, and the new people have a chance to get some resources to, with out having to pay for it from power gamers who have been there since day one.
But that's enough from me for now.
Scott
Radioactive 5 and 6 are power.
My FIRST mineral harvestor collected Rad 6 - Now it can power itself.
Granted I found a hotspot for it and /sampled till I got 100 samples of rad 6.
Now down goes the harvestor - and I got 100 power to start it up.
I set it to dig for rad6 and pay 500 maintenance (all I had left at the time)
Within one hour I had another couple of hundred rad6 - sold it -
<rinse and repeat>
I made enough off that thing in power in a 24 hour period to BUY the metal
to make more harvestors
Within two days from that small start...........
I have 2 mining rad for power(76 - 77%)- and 2 windmills for power(46%)
This powers the other 4 collectors I have. 3 mineral (67-80% )and 1 flora (63%).
I have soooo much power left over - I easily sell it on bazaar.
And all the metal and flora - geeze -I use some and sell some.
It is profitable - but requires maintenance -
And they are not all in the same place - they are however within about a 3Km radius -
One being way out...
And AVOID the reds on the screen - run around them.
I use 128m setting on scope - and keep the reds near the edge.
If it is infested by some Mauler types (KOS)
- Go find a marksman class and give him the coordinates
He will most likely thank you for the tip.
Got the extra cash? Make it a mission for him ... Pay for his services.
Next time he will remember you - and you cannot wait an entire day for them to "Move Along"
If a resource runs out - or even low - Just change the resource type for that harvestor -
You may not have to move it at all. Even a 30 - 40% can be productive and worth leaving
it in place for the time being - a new resource may become available the very next day...
Remember it takes 1500 creds to turn one into a deed - and when you set it up again you have to
"Repay" the maintenace to start it up !! all the time it coulda been pumping out a different resource..
This strategy works for me - The only thing I have moved so far was the Windmill ....
And man did that make a difference - it tripled the power output.
"I'm in it for the money sister"
Tria Redstorm
Redstorm Resources
Sunrunner
Surveyor - Artisan
Aspiring Master Chef
Naboo - Kaadara
(Currently on BusinessVacation on Tatooine)
It actually might have a fade out thing built in, but the resources simply get harvested so fast that it overwhelms it.
Each planet has X amount of resource X. When it runs out it's gone for good, and another may or may not be generated. I don't know if the percentages start dropping when the total resources get down to a certain number or not, but even if they do, we may simply be unable to see it due to the rate at which we're all harvesting away.
Hopefully the Devs will find a way to ease the transitoins a bit.
Having said that, resources don't pop in and go belley up in the same day. Sure you might setup the day before the go, but that's just plain bad luck. It's really best to try to get a handle on which resources are new to the planet, and which are old (and possibly petering out) before deciding what to harvest. So technically, the onus is still on the player to be as savy (and lucky) as possible.
Aside from that, cash really isn't that big a deal anyway... If you have to move your harvestor that sucks, but oh well. Money doesn't quite grow on trees, but it does grow on destroy missions. ;p
I like to take two destroy missions on the way to my generator, and do them first. That way I have the credits to dump into the maintenance pool when I get there. I grab up the energy and head to my harvestor. (Usually surveying for other possibles... heh Heck I found the 95% Fiberplast lode when I was running a delivery and got hooked on surveying for good. Nobody else even has a harvestor there! ;p In between the generator and harvestor I've found some 60% to 80% lodes of steel, copper, polymer, lubricating oil, and a few other things. All neatly waypointed for me to browse when I'm purchasing that next harvestor. heh) So, anyway... dump the energy, grab the Fiberplast, then run back to town surveying.
I've found lots of interesting lodes just randomly surveying. You gotta just try stuff really. For instance I went looking for Solar on Corellia. There are currently two kinds. Well, one of them was considerably higher so I started tracking it up to find the peak. When I got there I decided to try the other one. It didn't peak in the same spot, and it was higher even though it had been lower!
It can be a lot of work to sift through lots of resource types, so I generally pick a catagory, like copper, steel, fiberplast, ect... But, I also randomly check lots of things. I have low mind, but good focus and willpower so even if I survey my mind empty it's refilled quick.
As another note... For avoiding aggressive mobs it's really useful to turn on the overlay map, (Ctrl+M). As an added bonus waypoints show up on it, even inactive... complete with their full name.
Also if you find yourself lacking of time to maintain the harvestors consider hiring somebody you trust to help out and give them priviledges to them.
If the harvesting game is too much for you, avoid it entirely. You can always use the bazaar, and you can contact people who harvest and strike up direct deals with them as well. If you watch the prices well enough you can even buy resources sold below market value and resell them. You can even ask them to deliver directly to your vendor. (They can offer to sell things to your vendor, which you then accept or decline.)
If even that is too much work, then I humbly suggest that perhaps crafting isn't your thing. heh heh
Hmmm... I wonder where you Fiberplast vein is. I have a whopping 98% vein all to myself near Theed. I have been waiting to see hoppers pop up all over, but it has been there since Saturday and not a single one besides mine are there still.
TGate, it sounds to me (and I could be wrong) that you thought setting up a wind generator by your harvester would automatically power your harvester. It doesn't work like this. All wind generator's do is harvest energy. You still have to take the energy out of you wind generator and put it in the chem / mineral / food harvester. There is no way to connect these. You don't 'plug in' your harvester to a wind generator.
Palinya
I started with wind, had no problems really. I now use 2 solar palnts. one powers 4 medium harvesters and 2 factories. The other solar plant just sits there gathering power, till I sell it on the bazaar. I can sell enough power from one to pay maintenance on both. Works so far.
I keep the solar plants close to my house. I gather power first before I head out on the long run to my harvesters. As far as the harvesters go, they run well on the power I give them.
I have to run missions to keep up the maintenance on those though. Allthough if I sold 50% of what I harvested I could maintain them and raise a profit even. But as a builder I need all the resources I can get my grubby hands on ![]()
Kermog wrote:Alternative power sources? Here ya go. The source must have Potential Energy. I tried 2. Petrol Feuls don't work. But Radioactives do!!!!!!!!
But the catch is that Personal Mineral Extractors do not gather as fast as Wind Generators or Solar Generators. But if you need power close by and there are lot's of Radioactives in the area, then they are a workable substitute. You will probably be able to use 30%-50% of the Rads to power the harvester collecting them and then power 1-2 other harvesters.
Alternatively, plop yourself down and sample the Rads yourself. I gathered 3000+ in like 4-5 hours while working around the house on Sunday. And I told this guy panicing trying to buy wind power from me. Saved his ars suggesting to mine Rads.
-Kermog on Kauri
Yes, a PERSONAL mineral harvester has less efficiency than wind, however you can find a higher concentration of radioactive ore than you ever will wind or solar.
And aside from that..
Fusion Generators
That's right--the best power source in game. Efficiency of 13. I have mine on an 89% spot.
It was expensive, but I've already made my money back with the extra power I've sold.