Architect Archive
Thread: Angel, PosiTech, GMT..
Folks
We need to get some of the more mature Architects to work to catalogue the changes to our class with out the editorials and emotional outbursts. Just so we can determine where we are.
What I have noticed so far ( in only a little while on this morning )
#1 Double clicking a factory crate in my backpack no longer takes out one unit.
#2 We are now able to split a factory crate
#3 Readouts for power no read in hours a min instead of the 1=60 hours display
#4 There may be a change to capacities on harvesters ( after re-deeding ). I have not verified this but it looks true, we need to quantify this.
#5 There may be a change to the power consumption rates depending on how good the harvester is ( we need to quantify this )
#6 There is what I first thought was a glitch in the graphics for power and capacity on the harvester display but that may be a graph showing how effective it is.
#7 There is now text when re-deeding telling you that you will reclaim your deed.
Man I wish I had more time this morning to work on this before I had to go to work, I need to start writing stuff down. Folks please add to the list, not that you like it or don’t like it, but just a listing of the changes.
Here's something strange:
I checked my harvesters this morning. I have 3 mediums running on the same stuff, same concentration (or 1% off). One is running at 50 units of power/hour, the other two are running at 100 units/hour, and double the maintenance rate. This could have resulted because of the following:
1) The two areat 1% difference? If this is correct, we'll have to be careful because the maintenance will increase with an increase in resource conc.
2) I might have experimented on the 50 units/hour harvester? (I dont' remember at all) If this is correct, it could mean that Master-made harvesters will have greater value because following experimentationthe maintenance and power rates will be lower. Also, this is an immediate effect, not dependent on redeeding, so we may have to go out and change them with "experimented" harvesters. One thing to consider. I think it's the ore mining unit (ie: for amineral harvester) that is experimented on for efficiency, and everything else is durability. Does this mean that if we experiment only on the ore mining unit, the effects will be the same as if we experimented on everything? Of course, this is only supposing that this supposition is correct.
Obviously, only a response from the devs or in-game research will resolve this issue. Personally, I would appreciate a response from the devs...
Wawa Momo
What I noticed in making a heavy flora this Morning and grinding the last of my walls to make Master today. Also observations after re-deeding a heavy:
1. Double clicking a factory crate puts the proper amount of items in the crafting hopper. i.e. 6 small structure storage modules all at once.
2. Hopper size did not change on one of my heavies when re-deeding. Still 100k. Doesn't mean it won't later. The other heavies I didn't move still show 100k also.
3.Maint. and power requirements have doubled. Whether or not this was intentional is neither here nor there until it changes again. My harvesters, all heavies, are using power and maintenance at the new rates. Will have to log power usage to see if the rates vary by harvester. My structure factory rates doubled also.
4. I got 4 points of experimentation on a structuremodule I was making a schematic for. Now I was using extrusive ore and steel with unit toughness well into the 900s, but I never got more than one point before. My crafting tools are all rated +12.48 for experimental effectiveness. The durability, I believe that is what I experimented for, went up to 51% after experimenting. I started a run of 200 modules this morning before I left for work and will use them to make walls, which I willexperiment on as wellusing the same ore and steel, and then a make a heavy mineral and see if it effects hopper size this evening.
5. A certain macro still works. Nuff said.
6. I too noticed the graphics change on the harvesters, but the readings were still the same, so I didn't sweat it.
7. The re-deeding text is a very welcome change. Not only does it tell you your deed was reclaimed, but on the first destroy command it tells you you have met all requirements to reclaim the deed.
8. When placing ingredients into the input hopper on my structure factory I still got the bug that doesn't show the item being moved from the inventory to the hopper, yet the count on the inventory and hopper do still change accordingly. Annoying.
I'm at work now and can't remember all I saw. Will do some more investigating this evening.
1. I made a heavy mineral extractor last night and ended up with a base extraction rate of 10, and a hopper capacity of 112,000.
2. My partner also made a heavy mineral extractor (also a master architect) and ended up with a base extraction rate of 7 and a storage of 25,000.
I always experiment fully on factory scematics (relevent ones here are turbines, ore harvesting units, and small storage modules). I also experimented on the walls, after my firt heavy last nigt came out 102,000 storage and got it to the 112,000.
Possible conclusion. Wall and final assembly experimentation resulted inincresed storage. Sub component experimentation may have resulted in the higher base extraction rate. I will be testing the base 10 heavies today to see if they really can extract that much more than the pre-patch heavies (they were always 7)
Tinkerer, Master Architect, Wanderhome
Here is my observations from the two harvesters I checked before I was unceremoniously cut to pieces by a plains hunter:
FYI: I checked 2 medium harvesters on 50% ore deposits.
1. The power requirement is not 100 on both of them.
I will have to watch it to see if it really has or if it is merely a fix to the number so that you still get the same power and not that it actually doubled. I thought someone had said they fixed the number so that it would be on an hour time like maintenace versus a half hour time like it used to be!?!
2. I used the "Empty Harvester" and the resources poofed!
I would recommend not using this. What I dont know is if they will show up again later (like the merchant bugs and purchasing bugs) or if they are simply gone forever. I will check tonight but Im sure they were not in my inventory. Anyone else run into this?
This concerns me alot.
3. A friend who crafted a couple of small harvesters said the capacity was 1000 and the rate at which it pulled seemed less.
This is not confirmed. I will check this tonight with redeeding to see if that changes it or if the change went live for smalls only by creating a couple mediums and throwing them down.
Issues I've seen since patch:
only was able to stay logged in for 14 minutes yesterday before my server "unloaded", but:
1) Different graphics which have already been mentioned...just looks like a bad overlay, no effect noticed
2) I always keep my harvesters between 2-3 days of maint. This keeps me paranoid enough to check them often so I don't miss a resource shift. Now, a few things have happened:
When I logged in yesterday, I had 2 new emails, each telling me the coords of a harvester and that it has reached a very low percentage of condition. I had a Solar that had 3days of maint dropped in on monday night, so should have been good until Thurs sometime down to 16%...am i missing something? it should have only been down to 0 credits in maint Thursday night, yet, on Wed, night, it was 7800+ credits in the hole....it was hardly worth dumping the money into, but I wanted to see what happened...
Also, a heavy harvester had the same issue...I have 8 of them in the same area, and all 8 were given the same amount of power and maint, and moved to the same resource, again, on Monday night.
7 of them were going just fine, 1 of them was 7300+ credits in the hole again, and in danger of "poofing" no nearby harvesters had "extra".
So, the good part (maybe this has been here a while) is that I got email telling me to go take care of it before it goes up in smoke. The bad part, is that they were paid for...I feel I got kinda screwed out of some $$, but not that big of a deal...The email was the interesting part.
Crates moving stuff into required schematic positions is a very welcome change, but I haven't tested to see if you actually need the equivalent number of free slots in inventory as a "temp space" for it to work properly.
I'll play more when I get home tonight.
acer
1. All oldplaced (placed before patch)medium harvesters and solar generators had 50k capacity
2. One Medium mineralthat was placed before patch and re-deed after patch displays capacity 50000 on the deed. Havent placed it yet to check hopper.
3. All old (medium mineral) Deeds made before patch and had storedin my inventory,displayreduced capacity (5500) after patch. I havent placed them to check hopper size.
4. One Solar generatorbuild afterpatch displayed 50870 (yes, +870) capacity and had similar hopper capacity when placed.
5. All observations done on Tempest server
Conclusion: it seems some old deedsto be/display buggy capacitance. Newly made structures might implement experimentation that possibly gives +capacity to before patch
Aenaos
Okay, this is what I have seen on the Valcyn server:
1. Clicking on the crates in your inventory works when building something, clicking on the crates in the Input hopper of the crafting station DOES NOT.
2. Experimentation on Ore mining Units for Heavy harvesters makes the base extraction rate go up, with a 70% Ore mining unit I got a 10 (yes 10!) base extraction rate. I haven't tested the harvester yet to see if that is the actual rate or not. A 25% hopper experimentation got me to 112K hopper size.
3.Default action of clicking a crate is to split, not get from crate (but with being able to click on the crate during crafting it isn't so much of a problem)
4. Any deed in my inventory seems to have changed its hopper size to the lower numbers (13.6K in one case on a heavy mineral :smileymad
Any heavy mineral re-deeded came up with 100K.
I feel excitement mounting, if they could just fix the heavy that has a 13.6K hopper I would be happy ![]()
Balinas - Master Architect, Valcyn
Ok,
here is what I noticed today.
2 heavy mins, 1 exp'd, the other not.
exp'd, base extraction 8, capacity 144012
not was base 7, capacity 12000
Power & maint usages ARE doubled. This is not a graphical error, nor a misread of the timing by the new schedule, & may be bug related; yet it was the same thing on all harvesters in my fleet, regardless of ore concentrations. I regularly refresh all maint & power every 3 days to +10k each. before this was good for 9d22h maint,6d 4hfor power this morning was down to 23h some-odd-mins maint, 16h some odd mins on all harvesters.
factory uses are as yet unchecked.
Hopper/extraction rates on placed harvesters all read baseline pre-nerf (note that even tho it was useless, I still experimented everything i had, since i had the time to); only maint & power rates changed.
crates into schematics seems to function properly; factory crate pulls as yet unchecked.
note for previous experimented heavy min harvs, i had used 880+ OQ/UT materials; subcomponents were always experimented.
Zawash' iriBetsua
As an update...the new empty harvester option just deletes all the resources...so it isnt a bug. Silly me I thought it was to take everything out not to delete it. Not sure why anyone would ever want that as option. It is confusing though.
Second thing. I was able to check 8 harvesters...all medium. 2 had power consumption rate of 100 the other 6 had power consumption rate of 60. I cant recall specifically what if any experiments I did on any of the subcomponenets but I know that I did not experiment on the final combines. Normally I experiment on anything going into the factory but on mediums I tend to not use factory parts except for the structure modules or walls.
Will continue to look at this. I still find it odd that they would go to such lengths to say the changes werent going to happen but yet they did.
Im still not 100% sure that the power/maintenance has doubled. I didnt see anything out of whack on mine excpet as noted above. I added 2500 power and got an extra day and change which is normal. So I am not going to say this went into effect. The power did "double" since they moved it to an hourly scheme but that doesnt mean we actually need double to last the same time.
I will redeed some of my harvesters tonight to see what happens when I do. Ill also look at some of the other reported issues to see if I can find anything to add.