Architect Archive
Thread: What matters in experimenting // how to make best harvesters please help thx :)
hey, i recently mastered architect. yeah i did it for holo, but i went silent, and im stopping here for now, want to do a lot with architect. ive been setting up a few factories and heavy harvesters but i have some questions. For each schem, it says what matters , usualy its ut around 50% and heat/shock each 25% respectively. To get my harvesters to BER13 that im going to be making, what value the UT/heat/shock have to be on my resources, and do all the components matter, or just the final step of producing the actual harvester.
For instance, can i produce the structural components/walls with completely crappy resources and then use really good resources in the final step for the harvester and get ber 13? and what do i need to experiment on, all components or just some. im kind of new to the whole artisan/experimenting thing so any elaboration would REALLY help me. also what are most people charging for heavy harvesters. thanks so much in advance
Xisle Miqied
Master architect/Artisan
as a bio engineer I experimented as well, then SOE said I was a cheater because my animals turned out to be too good for them.
So don't experiment whatever you do... make the harvesters really bad, like BER 1 or 2, and they can't touch you.
Walls, small structure storage units and generators dont count in the final equation. The type of metal, ore and chems do.
Most architects use a good quality Duralloy Steel, a nice Katrium Intrusive ore and a rubbish lube oil for the chem component. Ideally the Steel and the ore should have a UT value above 950 and SR & HR at least above 930. The idea is to get the UT,SR & HR calculation as close to 1000 as possible. Hence if you have a resource that is UT979, SR950 & HR973, and the schematic gives a weighting of 50/25/25 to each, then the "weighting" of that resource will be 970.25 (which will give you a BER13 at around the 84% experimentation mark.
Note that as lube oil doesnt have either UT, SR or HR as part of its stats, its value is negated in the final experimentation calc. If you use a chem that does have a UT, SR or HR value (polymer is a classic), then it WILL be counted and will drag down your final results.
Hope this helps ![]()
Use godly minerals for the "mining" component (e.g., ore mining unit, fluidic drilling pump). Use godly minerals for the final assembly. Use lube oil for any "chemical". Experiment the hell out of the mining components and final assembly. Use crappy materials for walls, generators, etc. Make a schematic for the mining component (this is *required* for heavies) and run them off in a factory. Make a schematic for the harvester itself and run it off in the factory.
"Godly" minerals are ones where ((2*UT)+HR+SR)/4 is > 900, the higher, the better.
Yep - you need a decent crafting station (and the public ones in the towns WON'T suffice) and a decent crafting tool (the ratings of both will affect the type of success, number of crit failures, etcthat you have during experimentation).
First, experiment the ore mining units, etc to as high as you can get them (ideally they should have a final experimentation rate above 90%, and with a BER of 6) and then factory make as many as you think you need or can store - beware as the ore mining unitsDON'T crate up like Turbo Fluidic Drives or Heavy Harvesting Units -and having a house full of ore mining units is not fun. The walls you can experiment on (that affects the final hopper size but not much in my experience), the turbines you can't experiment on, same is true for the small storage units.
Once you have everything, you can either handmake the deeds, or tip the lot into a factory and burn up one deed for a schematic (expensive if you are only make 3 or 4, ideal if you are making 30 or 40).