Architect Archive
Thread: How do you make good harvesters?
Make sure you are using very good materials, the properties need to be in the 900's particlurarly on the metals for the three important experimental atributes. I was lucky that nearly all my materials have the important atrbutesin the 900's. High Unit toughness carbonate ore also makes this job easier.
Make sure you fully experiment on the Ore Mining unit, I usually experiment only 2 blocks at a time, that seems to get me the best results.
Also fully experiment on the final creation of the item, again I use 2 blocks at a time.
If you are going to make several of them,bite on a pencil if you need to, but make that first 13 BER machine a schematic and then you are sure that all the rest you make ( until you run out of those materials ) will be 13 BER.
Use a good crafting tool ( 13 or better ) and use a good crafting station ( 35 or better ) for the best resluts.
If you're going to make a schematic for a heavy harvester, keep one thing in mind. The 10s of thousands of resources that go into the schematic are used up. If you can't handle that kind of material loss, then don't do it. Also, you will want to make sure you have plenty of the exact materials and components you used (except wall modules, those don't need to be identical) or the schematic will become useless too fast. If you can afford to lose the materials for the schematic and have a lot of materials saved up, then you can make a lot of money manufacturing these things.
Should I assume that since the low grade ore is the vast percentage of material going into a harvester, that it contributes an equal amount to the final product? i.e.
if the ore is 50% of total resources, will it provide 50% of the extraction rate of the final product? Or do you only cound the individual components going into a product.
If it takes 10 wall modules to go into a harvester, out of say 25 components, then the overall contribution of the ore quality would be 40%.
Thanks!
It is the itmes on the final combine that are important yes. And finding ore with those atributes is not easy.
About schematics, would you rather loose one harvestor to a schematic, or make 2 13's 2 12's and and 11?
Oops, the wall modules do not count toward BER rate, neither does the stroage, nor does the generator turbiens. Only the Ore Mining unit and the resources used to make the final harvestor.
No, not everything needs to be high quality at all.
Let's take a very specific example - heavy mineral harvesters. According to the rollups at swgcraft.com, these take a grand total of 27,770 of resources when you consider generator turbines, wall modules, etc.
For harvester effeciency, only *two* things require high-quality resources. You need to use good materials on the Ore Mining Unit (OMU) and on the final assembly. *Everything else* can be be built using whatever lousy resources you have handy.
OMU (2 needed) is:
steel 370
metal 150
gas 75
Final assembly is:
steel 400
metal 1100
chemical 400
The attributes that matter are: Unit Toughness (UT), Heat Resistance (HR), and Shock Resistance (SR).The "weighting" of those is: 50% UT, 25% HR, 25% SR. An easy way to calculate a "goodness" value for a particular material is: (2 * UT) + HR + SR. Using a new steel ("Beroe") on Wanderhome as an example, it has HR 955, SR 959, UT 945. It's "goodness" is 3804. You can divide that by 4000 (max possible) to get 95% if that is easier to think about.
So for the OMU and final assembly you want to use steel and metal with the highest "goodness". Notice that for "metal" you could use, for example, some iron if it has a better score than the steel. The scorefor each material is in relationship to the total, with things with no values omitted. For the OMU the gas doesn't have any of those properties so it doesn't contribute to the calculation, so the steel counts for 71% of the final score and the metal contributes the other 29%.
For the final assembly, use a chemical that doesn't have any UT, HR, and SR - lube oil.
Experiment that OMU as high as it can go (you can calculate how high the max can be using the materials you have). Don't really pay attention to the "rate" in the OMU - you want that percentage as high as you can get it. Make a schematic and let it rip. Then grab all of your materials and do a final assembly, experimenting it as high as it will go. The final BER is a function of the quality of the OMU and the quality of the final assembly.
As Dayln says, plan ahead and assemble a whole pile of materials, ranging from OMUs and generator turbines to the steeland lube oil. Remember that *everything* except the wall modules need to be identical - so you need big runs of the components to make this work. Make a schematic for the heavy and load the factory up.
I made a schematic yesterday. I had enough of everything (except wall modules) for 34 heavies. Making the schematic burned one of those, but then my factory spit out 9 of them (all I had walls for yesterday). Now as I gather ore for walls, I'll just crank out a few more every few days.
In short, although the heavy mineral takes 27,770 units of resources, quality ONLY matters for about 10% of the material used - 1500 for the final assembly and 1040 for the 2 OMUs.
I can get 12s consistantly with stats over 800, rarely do I get a 13 but I have gotten one or two. To get 13s I think you need over 900, but not for a 12.
I know that the ore mining unit has to be over 75% I believe and have a 4 extraction rate. Is there a difference between a 4 that is 75% and a 4 that is 85%? I am not sure on the threshold for 4, it could be 80%.
My point is I can get a 4 on the ore mining unit with resources around 800 ut. I would like to save the better stuff for the final combine. But it making out the ore mining unit does make a difference, then I will have ot use the best stuff on it too.
Oops, didn't read all of Mikka's post answered my question.
I thought something with no UT was like using something with zero UT. Are you sure it is advantageous to use a chem with no UT?
It has been my experience that when assembling the final harvestor that ore and chemical only affect the durability of the harvestor and not the efficiency.
G
Simplified, the basic question is, if you have a schematic that needs the following:
- metal - 1 unit
- chemical - 1 unit
and the key attribute is UT, what should you use for the chemical?
Assume a metal with UT of 1000. Assume that you have ChemA with UT of 500 and ChemB with no UT at all. If you make this with ChemA, your calculated UT for the final will be (( 1000 + 500) / 2) = 750. If you make it with ChemB, your calculated UT for the final will be (1000 / 1) = 1000. Something that contributes *nothing* to the value doesn't get counted.
You can test this very easily. Make something like a crafting tool, which needs metal, mineral, and chemical IIRC. Make 2 of them and compare the scores. Use a high-conductivity copper for the metal and whatever chemical you have around. For the mineral use a metal with a crappy conductivity for the first one you make, and then some ore or gemstone (without conductivity) for the second one. I think you'll find that having a non-zero value causes the averaging, but having a zero (null) value doesn't. So the second one will have a better score since only the copper contributes.
You mean to tell me that the ore quality being used to make the wall modules is totally unrelated to the extraction rate of the final harvester?