Artisan Archive
Thread: Harvester Rate?
I thought the merchant forum would be a good place for this question, because all merchants have had use harvesters.
A harvester displays that it has a mining rate of 2.5KG/H. ok what is 2.5KG/h?
A harvester displays that it has a mining rate of 2.5KG/H. ok what is 2.5KG/h?
Not REALLY the best choice, since only merchants who either sell resources or are in another craft would have any use for harvesters, but...
It really means next to nothing.. it is a contrived value that is only really useful to compare harvester yields to each other. Perhaps a kilogram is 1 inventory unit, and an hour is an in-game hour...
However, if you want to make this number useful... you can, ROUGHLY, assume that that harvester will bring in that number of resources per minute. Really, it's about what it brings in in 62-65 or so seconds, so when you start working out what you will have in 24 hours you get further and further off, but assuming that is units per minute, you'll at least be relatively close.
I have never found any method of calculation that works for that so I don't try. There is probably somewhere a weight for each unit of resource but I don't know what it is so I can't guess what the yeild in units is supposed to be. I say this primarily because a 70% vein of gas yeilds more uints than a 72% vein of Steel.. but it shouldn't if we wer measuring the same weight per unit right???
Try http://dynamic6.gamespy.com/~swgcraft/(SWGCraft.com)
They have loads of tools for calculating harvester costs, and production, and a full explanation on how harvesters work..
Also http://swg.allakhazam.com have good guides on harvesters in the game guides section
DocSavag: I've never noticed that, yields seem to produce linear results for me across all resource types, including wind, solar, and fusion (radioactive mineral) power, minerals, chemicals, and gas. I've never harvested flora or water, so I can't say the same for those from first hand experience, but I assume they are the same.
The Yield is the important number, if you are using a personal gas harvester with a 2kg/hr MAX yield on a 70% spot (should be an actual yield of 1.4kg/hr, or AROUND 1.4 units per minute = 84 units per hour), and a personal steel harvester with a 2kg/hr MAX yield on a 72% spot (should be an actual yield of 1.44 units per minute = 86.4 units per hour)... the steel SHOULD give slightly more, and I've always noticed this to be the case. Assuming that both harvesters stay powered and maintained the entire time, at least.
I'm not saying this is gospel, though, and I'd be interested in hearing if others had the skewed results DocSavag had. ?
KruppeRift: Ah, I'd never seen that... I worked most of those numbers out myself... they ARE working off of the flawed assumtion that the kg/hr is really unit/minute, which it isn't (exactly, but very close), so their numbers will be just a little low (for yield) and high (for cost), but... for ease, its good to assume that IS a per-minute value. ![]()
However, they do fail to account for the cost of moving harvesters, the costs of setting up that many harvesters to begin with, the intangible time cost to maintain all those harvesters, the fact that most people will run into lot limitations decreasing their potential, harvester downtime while still paying maintenance due to resource shifts, the cost of lost power due to harvester moves, etc.
In another post, I'd worked out the cost of minerals using medium harvesters and solar gens, with a 10 lot limitation, all on 60% spots (which most know is a luxury for medium harvesters and solar gens, unless you live in a VERY flat area with few contenders for resources) to be about 0.76 credits per unit cost... that includes movement costs of harvesters, assuming you'd have to move 3/4 of the harvesters every 6 days, and assuming each time you moved you lost 6 hours of harvesting due to the lag between the resource shifting and you setting up a new harvester... and that is ignoring the cost of procuring the 2 solar and 8 medium harvesters you'd need to do this, and also ignoring the time requirements to maintain this many harvesters constantly on a 60% spot. Still not a bad cost, but it is definitely on the optimistic side.
People with personal harvesters have it easier, but they are limited by their lots that way... but they are able to place on much higher concentrations, and cheaper move costs and setup fees... but, while they can get a better per unit price, they can't churn out the quantities a person using 10 lots worth of larger harvesters can. ![]()
Still, a very useful site.. thanks for pointing that out.
I sell Solar Power, which I've worked out costs me 0.26 Credits per unit, and it flies out of my shop and on the bazaar at 2cr per unt
800% profit !!!
*shhh* ![]()
That SOUNDS about right. However, you have to modify that by the resource's density.
I have actually never timed it to see how much it is.
what server are you on. I'm doing the same thing on lowca on tatooine. haha Well i guess a good idea is a good idea!