Architect Archive
Thread: Consolidated list of what's known about harvester experimentation
Page 1 of 3
Neilla
Tue Oct 14, 2003 8:11 am
#1
I think it will be helpful to pull together a list of what's known about experimenting up harvester experimentation rates. I will include some things that are unknown/speculative. Of course, this may all be academic + extraction rate experimentation may go away, but its probably useful to capture what is known.
Additions to this are solicited. There may be important information out there that I haven't come across.
The extraction rate is governed by the extraction efficiency characteristic of the mining component (fluidic pump, ore mining unit, light ore mining unit, or harvesting unit). Does anyone have proof that something else is involved?.
The extraction efficiency of a mining component is governed by the Unit Toughness of the materials used plus experimentation.
Extraction rates of 4-8 have been reported for medium harvesters and 7-11 for heavy harvesters (other than fusions). Does anyone have hard data on the breakpoints for the experimental extraction efficiency to reach various levels of quality?
The confirmed reports for the highest rates (8 and 11) have involved use of +25 Structure Experimentation Tapes. Has anyone made an 8 or 11 without experimentation tapes?
I have heard unconfirmed reports of 12-13 for heavies. Can anyone confirm this?
Extraction rates of 13-26 and hopper sizes in the 400s have been reported for fusion plants. Experimentation on the ore mining unit should get you to 16 or 17. Can anyone confirm these high values? And how are they attained
Hopper size seems to be governed by final assembly and determined by the decay resistance (33%) and unit toughness (66%) of the materials used, plus experimentation.
Additions to this are solicited. There may be important information out there that I haven't come across.
The extraction rate is governed by the extraction efficiency characteristic of the mining component (fluidic pump, ore mining unit, light ore mining unit, or harvesting unit). Does anyone have proof that something else is involved?.
The extraction efficiency of a mining component is governed by the Unit Toughness of the materials used plus experimentation.
Extraction rates of 4-8 have been reported for medium harvesters and 7-11 for heavy harvesters (other than fusions). Does anyone have hard data on the breakpoints for the experimental extraction efficiency to reach various levels of quality?
The confirmed reports for the highest rates (8 and 11) have involved use of +25 Structure Experimentation Tapes. Has anyone made an 8 or 11 without experimentation tapes?
I have heard unconfirmed reports of 12-13 for heavies. Can anyone confirm this?
Extraction rates of 13-26 and hopper sizes in the 400s have been reported for fusion plants. Experimentation on the ore mining unit should get you to 16 or 17. Can anyone confirm these high values? And how are they attained
Hopper size seems to be governed by final assembly and determined by the decay resistance (33%) and unit toughness (66%) of the materials used, plus experimentation.
Vilguin
Tue Oct 14, 2003 8:37 am
#2
I am not an architech, but I can let you know that I purchased a fusion-ion generator after the patch...I was surprised to see the extraction rate at 27 and the hopper size around 430,000.
JediSpaz
Tue Oct 14, 2003 8:40 am
#3
I have made extraction rate 10 Hvy. Minerals without tapes. I am currently using pre-patch comps so I can't verify the quality of the ore mining units but my final combine materials all have a UT of over 920.
One note though.When using these same comps. for fusion generators I only get an extraction rate of 16.
Hope this helps.
One note though.When using these same comps. for fusion generators I only get an extraction rate of 16.
Hope this helps.
Ogre6369
Tue Oct 14, 2003 8:46 am
#4
I made a fusion yesterday with a 16 extraction rate. I used high UT materials and experimented on the generator turbines, manufacturing assembly, and ore mining unit. I had no bonus from tapes.
I made a heavy with an 8 extraction rate by experimenting on the ore mining units.
High OQ and UT materials could be used to make even better components. Now we just need our missing points.
Rasildon
Tue Oct 14, 2003 8:53 am
#5
I have one fusion now running with a max extraction rate of 29 kgh, and hopper size is 430k.
Neilla
Tue Oct 14, 2003 9:29 am
#6
Rasildon wrote:
I have one fusion now running with a max extraction rate of 29 kgh, and hopper size is 430k.
It is known how to build harvesters with a bonus of +3 (+4 with a tape) vs. the old values, so a heavy with a rate of 10 and a fusion with a rate of 16 are things that are understood. I've heard reports of 29 kgh fusions, but I have no idea how they are produced or whether they can still be made.
Jarex_2
Tue Oct 14, 2003 9:33 am
#7
I redeeded a Heavy mineral with an extraction rate of 10 this morning, it is now 7.
Rasildon
Tue Oct 14, 2003 9:33 am
#8
It is one of the ones I built, I have no SEA's and frankly...I built it over a month ago. I don't recall what resources I used or anything. I wish I could shed more light but I was as shocked as anyone when I saw it because my other three are 22's. /shrug
QuinaCrafter
Tue Oct 14, 2003 9:36 am
#9
Those +25 tapes are utterly insane. I used 971 UT to make ore mining units and light ore units. I don't have any tapes myself, and the highest i got was 63%. Rate 7 on Mediums, Rate 10 on heavies. With those tapes, you could make mediums with rate 9 or so, completely overwhelming the heavy market. Why would you pay 140k for a rate 11 heavy, when you could pay 30k or so for a rate 9 medium, that takes half the power and maint?
Betatoxin
Tue Oct 14, 2003 9:56 am
#10
Jarex_2 wrote:
I redeeded a Heavy mineral with an extraction rate of 10 this morning, it is now 7.
On what server? TC has had a change for some time. If it changed again it was stealth changed.
If this is true I am for one very saddened. If all we ever get to experiment is the storage capacity then that is a huge blow to architect.
I have not seen this much community excitement and teamwork ever in architecture. This place started to feel like the other crafting boards where people can actually experiment.
Finally there was product differentiation, something new, actual content for architect beyond the limited player city changes consuming the developers.
If however this report is untrue then great, every day that goes by without a change to the experimentation is more evidence it will not change.
Can we get a word from our correspondent on this issue? Are the devs saying anything?
Neilla
Tue Oct 14, 2003 10:06 am
#11
The breakpoints on producing a +4 extraction rate (8 for medium, 11 for heavy, 17 for fusion) seems to be 75% experimental results.
The best guesses are that the break points are 0-24%, 25-49%, 50-74%, and 75%+ for +1, +2, +3, and +4 extraction rate Is it even possible to produce a harvester with an extraction rate of 4/7/13 any more?
Novice architects with installations 2 seem to be able to produce +2 extraction rates (mediums with a rate of 6). This is consistent with the breakpoints noted above.
Editorial comment: It appears that Novice = +2, master = +3, skill tape = +4. The evidence above indicates that architecture is now all about having a single uber-item. There are architects with uber skill-tapes that don't seem to spawn any more and everyone else. I think that's kinda pathological and sad. But the devs hate architects anyway.
The best guesses are that the break points are 0-24%, 25-49%, 50-74%, and 75%+ for +1, +2, +3, and +4 extraction rate Is it even possible to produce a harvester with an extraction rate of 4/7/13 any more?
Novice architects with installations 2 seem to be able to produce +2 extraction rates (mediums with a rate of 6). This is consistent with the breakpoints noted above.
Editorial comment: It appears that Novice = +2, master = +3, skill tape = +4. The evidence above indicates that architecture is now all about having a single uber-item. There are architects with uber skill-tapes that don't seem to spawn any more and everyone else. I think that's kinda pathological and sad. But the devs hate architects anyway.
Sinclare
Tue Oct 14, 2003 10:10 am
#12
I can confirm the Fusions. I currently have one with a 31 extraction rate and a ~425k hopper.
Jarex_2
Tue Oct 14, 2003 10:37 am
#13
Eclipse. There are several people saying the same thing. Greenmarine had stated that experimenting on extraction rates was bad, I think he said game-breaking in there somewhere. I believe that this change was not meant to go in and that it will soon be taken back out.
Betatoxin wrote:
On what server?
If this is true I am for one very saddened. If all we ever get to experiment is the storage capacity then that is a huge blow to architect.
I have not seen this much community excitement and teamwork ever in architecture. This place started to feel like the other crafting boards where people can actually experiment.
Finally there was product differentiation, something new, actual content for architect beyond the limited player city changes consuming the developers.
If however this report is untrue then great, every day that goes by without a change to the experimentation is more evidence it will not change.
Can we get a word from our correspondent on this issue? Are the devs saying anything?
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