Architect Archive
Thread: what a waste of a fusion generator
sanfordthejunkman wrote:Ok this is what I dont get. I get to finally make this and plant one. COOL. Can knock down all my crummy wind power mills. Make one go to plant it and BAM no resource to power it. **edit** I went to4 different planets and zippo zilch, none. No radioactive material. Now what is the point of having this thing. I spoke with one person in game and he stated one time it went 3 weeks with out spawning radioactive material. Again **edit** is the point of owning one when they stuff doent spawn in? My tool doesnt even show up the source material for it. What gives?
The trick is to have several with you at all times. When you see open land and a fusion quick do a survey and check the concentration (or be vigilant and just survey often while out and about). If it's above 55% or so, drop ALL the fusion reactors you can and pump'em with maintenance and let them go for a few days. Come back and empty them, see if it's shifted and repeat. By the time it shifts (anywhere from 3 days to a week) you have a nice nest egg of radioactive to get you through the dry spells. Heck, I still have over 400K of PE 947 left from over from over three weeks ago.
SWGcraft.com shows that there is radioactive available on Talus and Dathomir. However both of those are the same type and it was marked available as of 7 days ago. So its possible it has dried up.
Usually there is a radioactive resource or two available on most planets. Our guild has mined radioactive for income for several months and only had 1-2 periods of a week or so where there wasn't rad available on our home planet of Talus.
He's right..... Eclipse is in a Power Drought right now.
But the point of Fusions is what one of the other posters stated. When you find it, drop a couple on it and let it run for the entire spawn. Because of the PE calc, you can easily use 2 Fusions at BER14 to power 8 Heavy Harvesters for 2 straight weeks almost.
Try doing that with Wind/Solar Power and you'll see the purpose of having them. If Radioactive was always spawned what fun would that be? We have to work for something.
sanfordthejunkman wrote:Ok this is what I dont get. I get to finally make this and plant one. COOL. Can knock down all my crummy wind power mills. Make one go to plant it and BAM no resource to power it. **edit** I went to4 different planets and zippo zilch, none. No radioactive material. Now what is the point of having this thing. I spoke with one person in game and he stated one time it went 3 weeks with out spawning radioactive material. Again **edit** is the point of owning one when they stuff doent spawn in? My tool doesnt even show up the source material for it. What gives?
Agree with you.. resource rotation is ok but deletion is most unacceptable in my opinon
Silvadeus wrote:
Quick question, what is so important about the PE>
PE 500 or less, every unit of power equals one unit of power that goes into a harvester. So if you have a stack of 1000 units of 300 PE wind, and put 1000 power into a harvester, then it will use the entire stack.
When PE is greater then 500, the amount of actual power per unit of power in the stack can be as much as doubled. For a quick calculation when you have greater than 500 PE, just double the PE and that's how much a stack of 1000 will be worth. For example, if you have 700 PE, then a stack of 1000 of that power would actually be 1400 power. 1000 PE means a stack of 1000 units is actually worth 2000 power.
The system calculates this when you put power in a harvester or factory. If you have a stack of 1000 units of PE 500 wind (1000 actual), and a stack of 500 units of PE 1000 radioactive (also 1000 actual), the Add Power window will actually show that you have 2000 power instead of 1500. Then if you put 500 power into your harvester and it takes from the radioactive stack, it will take 250 units from the stackbut actually put 500 units of power into the harvester.
Message Edited by BoberFett on 02-08-2004 11:56 PM