Architect Archive

Thread: Harvester Power

drwoobie
Thu Jan 08, 2004 12:49 pm
#27

The only types of energy that can be used in harvs are Wind, Solar and radioactive.


Inert petros and other gases are labeled as energy but cannot be used as such.


High PE radio active is your best bang for your buck.




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Agauro
Thu Jan 08, 2004 6:03 pm
#28

Thank you very much for the info.
Elite_Jedi
Fri Jan 30, 2004 10:26 am
#29

Are you sure it's a medium?


BER does not effect maintenance or power use.


Only the fact as to whether it is a personal/medium/ or heavy does.





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BoberFett
Fri Jan 30, 2004 10:28 am
#30

Turn the harvester off and then back on. It will show the correct amount.
AZFisher
Fri Jan 30, 2004 10:36 am
#31

Yes I am very sure that it is a medium chemical 10.
AZFisher
Fri Jan 30, 2004 10:37 am
#32



BoberFett wrote:
Turn the harvester off and then back on. It will show the correct amount.





I will try that tonight and see
Pawlin
Fri Jan 30, 2004 10:47 am
#33

Yes there is a display bug with power balance on harvesters. Turning them off and back on will reset to the correct power amount.


The following macro will come in handy:


/harvesterDeactivate; /harvesterActivate





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ZenDragonMLS
Fri Jan 30, 2004 10:49 am
#34

Check out the FAQ - it tells you about the bug and how to work around it.



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LukeBorgman
Fri Jan 30, 2004 11:51 am
#35

I second that: I've noticed all my harvesters consuming double power for weeks now. The status reads right but the consumption is double. ...old and new harvesters alike.



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ZenDragonMLS
Fri Jan 30, 2004 3:31 pm
#36

Mine have never consumed "double power". When I go to service them, the first thing I do is (via a macro) deactivate/activate. Then I empty the hopper. Then I check the status. I have function keys assigned to add 1 day of credits and 1 day of power (separate keys). So if it is at 4/4 and I want to make sure it's topped off I'll give it 4 days of credits and 4 days of power. When I come back 3-4 days later and use the same routine, the consumption is EXACTLY what it should be.



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Manipulative
Fri Jan 30, 2004 3:31 pm
#37

This is the power display bug.


Note that the bug is worse than just display, and that you will lose the power on redeed, if the display is wrong. Before redeeding, you should cycle the harv on/off, then redeed. This can be a signficant power savings, if that harv has been on a depleted resource for a couple of days, not using any power. Note, that in this case, you will need to first select a new resource (any will do), turn the harv on, then turn it off, then redeed.


I'll be happy when this bug is fixed, as was just reported it may be on TC.





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Automath
Fri Jan 30, 2004 3:52 pm
#38

After confirming you have power in the harvester by deactivating/activating and looking at status or by selecting a new resource, deactivating/activating you will be able to redeem or add new power with out any loss.

Also, if no power is in the harvester, after doing the above checks, adding power will first bring the amount to zero, the amount depends on how long its been active without power. At present it is best to redeem a harvester if there is no power in it, some times it has taken me 5000 units of power to get back to zero due to me having left it to run with out power for a few days


These issues do not seem to be current on the test server. As, the status display works properly in the first place and adding power to a harvester after it has been active without power for a time, will start the count from zero, so adding 500 units actually means you get 500 units added.


Probably as clear as mud, but heck its late here



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