Architect Archive

Thread: ION GENERATORS. How do they work?

Bandola
Fri Jan 23, 2004 2:09 am
#1

These pull radioactive power. Take your Mineral Survey device and survey for any and all listed radioactives. Follow to the highest concentration, rememberign to survey each time you reach the resource survey waypoint. When you have found a spot with the best concentration in the area do one of the following:

A. Try to place generator, swear when you get the message 'Building not permitted' and go look for another spot away from town, uneven terrain etc.

B. Try to find a space amongst the other 200 generators in the location where you can place yours then either give up and start to look again, or place your generator on the nearest available spot which only has 20%.

C. Place your generator 1st time on a 90%+ spot for a 900+ PE radioactive with no othergenerators in sight, in which case rush off to get more generatorsto placeto pull as much as possible before the next resource shift (in about 20 mins time). Only to return an hour later to find 'B'.


When you have your generator down, don't forget to put money in it (maintenance), select the resource you want to harvest (radioactive), and turn it on. Come back before the money has run out, your hopper is full,or when the resource has 'shifted' to collect your power.


Good Luck !




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

sosusred
Fri Jan 23, 2004 2:17 am
#2

thank you bandola. This clears things up for me.



THE ONE AND ONLY

DOMINATOR


Pawlin
Fri Jan 23, 2004 12:57 pm
#3

You can check SWGcraft.com to see when the radioactive resources available appeared. That will give you an idea of how long they'll last. e.g. if there are 2 rads available and one is listed as available as of 6 days ago and the other appeared 2 days ago then it would be better to start with the rad that appeared 2 days ago cause the 6 day old stuff is close to shifting out.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Pawlin
Fri Jan 23, 2004 12:58 pm
#4

Oh, and if you weren't aware the PE rating on radioactives does matter.


The formula is energy = PE/500. So PE = 750 will work as 1.5 units of energy per rad unit resource, PE=1000 is worth 2 energy per unit of resource.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
sosusred
Fri Jan 23, 2004 1:48 pm
#5

I just bought one of these bad boys today adn not sure how it works? Lol. Im kinda new to the whole resource harverster thing. What do I plop it down on? I bought it from this guy who really did not tell me how to use it, I just know it gets energy. thanks.



THE ONE AND ONLY

DOMINATOR


Mkappus
Fri Jan 23, 2004 2:44 pm
#6

Follow up question. Is there much point to fusions now that they are capped at 14? Do you get any benefit from a fusion vs a heavy other than the extra 1 kg/hr of extraction?



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Pawlin
Fri Jan 23, 2004 3:00 pm
#7






Mkappus wrote:
Follow up question. Is there much point to fusions now that they are capped at 14? Do you get any benefit from a fusion vs a heavy other than the extra 1 kg/hr of extraction?






Fusions use 1 lot, solars and wind use 1 lot.

Maintenance cost for fusions, solars and wind is all the same.

Fusions can pull 13-14 BER while wind and solar are 8-9 BER.


Big differences: Radioactive often comes in densities in the 80% range while wind and solar often maxes out at 40-50%.

High PE rad can be worth twice as much as solar or wind energy.


For 1440 cr a day you can expect to get 70% density of 750 PE rad that will give you about 13k res at 13BER that will power you for 19k+ energy.

For 1440 cr a windmill will get you maybe 50% density of 1:1 energy and at 9BER you'd end up with 6.5K energy.


So a fusion will pay for itself in just 1-2 weeks on the going rate for energy and fusions.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Mkappus
Fri Jan 23, 2004 3:09 pm
#8

Pawlin,


My question is a fusion vs a heavy mineral. They both can pull radioactive. Are there any advantages to a fusion over a heavy mineral? Say there isn't a radioactive spawned, my fusion is worthless. If I am using a heavy mineral I can switch to something else.


Does a fusion do anything to the radioactive that a heavy mineral doesnt? Is a fusion noticably cheaper than a heavy mineral?





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Pawlin
Fri Jan 23, 2004 3:18 pm
#9

*edit* Fusions use 1440 cred maintenance.



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
King_of_Dragons
Fri Jan 23, 2004 3:19 pm
#10

Wind, Solar, and Fusions all have the same maintanence cost. Heavy Mineral vs Fusion maintanence difference is huge, like 3-4:1. So you can use a heavy mineral and pay 3-4x more in maintanence if you want.



Jalwin Moerad - Hologrinder
Mayor/Co-Founder of Dark Force City

Mkappus
Fri Jan 23, 2004 3:24 pm
#11

Thanks for the answer. I have one fusion, but when a good radioactive is around I shift one or two heavies to it. Just haven't had the time to make more fusions.



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Pawlin
Fri Jan 23, 2004 3:48 pm
#12

Oops, I misread.


Fusions don't use power themselves. Fusions use 1400 cred maintenance. Heavy mineral uses 1800 power and 2250 maintenance, roughly 4000 creds total cost to operate for a day. Plus the fusion gets that extra 1 BER max. Fusions can often be bought cheaper than heavy minerals but YMMV server to server.


On the other hand the BER13 heavy mineral is a lot more flexible.







Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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