Artisan Archive

Thread: Powering harvesters

Alzyre
Tue Jul 01, 2003 10:27 am
#14

I have collected my materials last night right about the time i hit eng3 and I am ready to build 1 wind gen and a harvestor. Is there a way to tell in the game how to do this?? Ihave seen some help on the boards but no step by step havestors for dummies. I have made it this far with few problems and have done pretty well, but i dont want to mess anything up if there is a kind helper out there who could do a quick step by step to help us out who weren't in beta, or am i overanalyzing and theres no real way i can get this wrong...thanks for the help
Caendri
Tue Jul 01, 2003 10:49 am
#15

Graeme,


You don't need to power wind harvesters.




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Ralthiel
Tue Jul 01, 2003 10:50 am
#16

I would hope that things like Radioactive materials and petrochemicals would be a more potent enegry source than wind, because wind mills are insane to keep in working condition, I placed one last night and it started at 92% condition which is odd, but right off the bat it told me a cost of like 2500 some odd to get it to full condition, then another 1440 per 24h to keep it that way. I believe it costs ~600 wind energy to keep a personal harvester going for 24h, I would hope that I wouldn't have to harvest 600 radioactive to do that lol, can you imagine that harvester would belike an a-bomb.


I would hope that we could get some developer clarifaction on this.

YukonSam
Tue Jul 01, 2003 10:54 am
#17

I've had no luck with petrochemicals, but radioactives work fine. I believe you need the same number of units, regardless of the type of energy.
SueDenim
Tue Jul 01, 2003 11:20 am
#18

From my limited (less than one day) experience with my new Chemical Harvester, it doesn't look like the energy requirements for the Radioactives I'm putting in are anywhere close to 600 per day - more like 1/3 of that, maybe?

For my needs (as a tailor), it looks like my best scenario is having two chem harvesters - one for fiberplast, one for polymer - and just surveying for radioactives by hand. I've got a good source of them near town, so the result is that I can get tons of the chem resources I need and only have to survey by hand for relatively minor amounts of radioactives and a bit of metal used in tailoring.



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Traenol
Tue Jul 01, 2003 11:25 am
#19

here is a thought ... use a harvestor in a very high concetration of Radioactive/liuquid petro chems to harvest your fuel for you ... they harvest more than theyd use, plus you could easily then transfer to your other harvestors to keep em going.
SueDenim
Tue Jul 01, 2003 11:41 am
#20

I did think about that, but it doesn't seem like it'd be convenient for my particular situation. The concentration of radioactives within the city limits is pretty high (like 70% or thereabouts), while the nearest to my harvesters isn't all that close, and is only like 50% or so. So it still looks like hand-mining radioactives is the most efficient solution for me (especially in terms of reducing "fussy" time spent going to and from harvesters while keeping an eye out for hostile critters, etc.)



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
DarthDaver2
Tue Jul 01, 2003 2:31 pm
#21

When you say radioactive is that meaning reactive gasses? I don't see a radioactive in my survey tools.



-DD

Philomorph
Tue Jul 01, 2003 3:47 pm
#22






SueDenim wrote:
I did think about that, but it doesn't seem like it'd be convenient for my particular situation. The concentration of radioactives within the city limits is pretty high (like 70% or thereabouts), while the nearest to my harvesters isn't all that close, and is only like 50% or so. So it still looks like hand-mining radioactives is the most efficient solution for me (especially in terms of reducing "fussy" time spent going to and from harvesters while keeping an eye out for hostile critters, etc.)




A harvester at a 50% concentration will harvest more than 1000 units a day I believe. Far more than you're likely tobe getting by hand if you're doing anything other than sampling.Would that be enough to run your two harvesters (plus itself)?



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Saice
Tue Jul 01, 2003 4:13 pm
#23






Philomorph wrote:





SueDenim wrote:
I did think about that, but it doesn't seem like it'd be convenient for my particular situation. The concentration of radioactives within the city limits is pretty high (like 70% or thereabouts), while the nearest to my harvesters isn't all that close, and is only like 50% or so. So it still looks like hand-mining radioactives is the most efficient solution for me (especially in terms of reducing "fussy" time spent going to and from harvesters while keeping an eye out for hostile critters, etc.)




A harvester at a 50% concentration will harvest more than 1000 units a day I believe. Far more than you're likely tobe getting by hand if you're doing anything other than sampling.Would that be enough to run your two harvesters (plus itself)?




Not to say anything about stock pileing or selling the extra at he bazzar.



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sportmanpo
Sat Oct 25, 2003 9:27 am
#24

You can power harvestors with radioactive or wind. The PE of the wind or Radioactive is what determines the units required for a period of time. The higher the PE, the less units it takes for 1 day. Radioactive can be found with very high PE but wind is usually around 200-300. You do not want to sample radioactive often, it takes a 300 action hit and causes sickness.
MonGiovanni
Sat Oct 25, 2003 4:40 pm
#25

Only Wind Energy, Solar Energy, and Radioactives can be used to power harvesters.


Wind Energy is generated by a wind mill. Solar Energy from a Solar Generator. Radioactives can be generated either by a mineral miner or a fusion generator.


100 units of wind energy is the same as 100 units of radioactives (in terms of how much they'll power) IF there Potential Energy (PE)is the same. The actual effectiveness of one unit of energy is calculated with the following formula:


If PE is less than 500, actual effectiveness = unit count (e.g. if you have 400 units of energy at 334 PE, it will count as 400 units of energy)


If PE is greater than 500, actual effectiveness = (Unit Count) * (1 + ((PE - 500)/500)) This means, if you have 400 units of energy with 750 PE, it will count as 600 units when you deposit it into the harvester.


Hope this helps.




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Ewach
Sat Oct 25, 2003 5:12 pm
#26

Consider purchasing your power instead of harvesting it yourself.


I used to play the wind mill and solar collector game. However, now that there are big time power brokers selling bulk radioactive power (on Sunrunner, at least) for 1 credit per unit - I just buy my power.


Now I no longer have any lots tied up generating power and it allows me to have more harvesters.





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