Architect Archive
Thread: New harvester-user confused in the wake of patch day
Hey guys maybe you can help me out. I have 4 small harvesters, and i put 720 credits (24 * 30 per hour) and 1200 power (24 * 50 per hour) in my harvesters and then I checked the status. It said 1 day exactly for both power and maintenance...great!
So I run off and do some missions and come back to my harvesters and check the status again. I was assuming there would be enough credits and power in it to expire at the same time, but one of the harvesters has something like 19 hours maintenance and 22 hours power....while another has 21 hours maintenance and 18 hours power. When I turned these harvesters on, they both had exactly 24 hours in both money and power...so what am I doing wrong? My wind power had exactly 500 potential energy andIused the same wind power for all harvesters if that has something to do with it.
Also on a side note, I put down some harvesters for aluminum but I think that resource was depleted so I switched to some radioactive mineral. I then pulled out about 2k worth of radioactive, then checked in a few hours and it disappeared! I went back and pulled out another 300 radioactives and that also disappeared. It only seems to happen with radioactives....am I doing something wrong with it? I understand I get wounds by sampling it...do I have to get a special container for it or something, because it is really annoying to have that resource just disappear from my inventory. I dont really have a need for it, but my aluminum spot was gone and there was 90% radioactive in the area so I decided to get some while my harvesters were destroyed.
Thanks for any light you can shed.
I personally have not had time to see how the changes effect things as a whole but I can tell u that you don't mine radioactive with a tradional mineral extractorthat is used by the Fusion reactor to withdraw the ore which in turn is used as energy for haveeters. You need a Fusion reactor they run between 75-100k
Again I haven't studied the new harvester settings thoroughly but this is what I have observed. It appears on the surface that the harvesters are now truly reflecting any experimentation that goes into them.
For example if an architect is building a mineral harvester deed and experiments on it and the area of experimentation happens to be storage and the result is a success then the harvester would hold more ore on the other hand if the experimentation is a failure then it would stand to reason the harvester would hold less ore. The same idea should hold for other areas of experimentation such as durability which I would think would affect the amount of credits and energy needed to run the harvester.
I say this because before this patch no matter how successfull or what lvl of failure I had on the storage experimentation of a structure they always held 100000 units. I think the devs have just caught up thats all.
Unfortunately if I am right this renders some harvesters in need of replacement.
power consumption figures are just wrong -- according to the figures, I'd have toload 2x the amount of power in a harvester than normal to keep it running. If the numbers were accurate, it'd be better than the old, unreadable power information, but still...
--Freiyia Scola, Master Architect, Naritus
power displayed is double what the actual power consumption is. I did a very thorough test on 5 seperate harvesters with the same results on each.
used 26 units of power in 30 minutes on a medium is a base of 50 units/hour when display showed 100 units/hour
same for all 5