Artisan Archive
Thread: Powering harvesters
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.
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.
When you say radioactive is that meaning reactive gasses? I don't see a radioactive in my survey tools.
-DD
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)?
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.
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.
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.