Artisan Archive

Thread: A little math on harvester costs

jknapow
Wed Jul 09, 2003 1:12 pm
#14

Your calculations are accurate, but all are ignoring the fixed cost associated with picking up the harvestor, be it wind or other resouce.


Take Mineral resources: 60 credits per Hour maintenance. = 1440 for (1 day or 24 hours)


At 70 % eff. 1 day costs1440 maintenance for an output of 2016 KG or 1440/2016 or .71 credits/unit


Adding in power it becomes ( 1440+ 600(x) ) / 2016 [assume

jknapow
Wed Jul 09, 2003 1:43 pm
#15

Sorry maintenance on mineral harv30*24 = 1152


so 1152/2016 = .57 credits/unit


plus power (1152 +600)/2016 = .86


plus maintenance 1 day pick up (1152+600+1500)/2016 = 1.61


Moral of my Posts if your going to make a living off of mining...make sure you do not pick up unless you have to...



Doupe





Gentle with nerf bat plz...



Doupe

darthfodder
Wed Jul 09, 2003 1:55 pm
#16

Dont forget the other costs:


Treking through the dessert finding concentrations without getting killed. (getting easier now that the landscape is looking like Gary Indiana)


Heading back into town to sell the materials.

Willforce
Wed Jul 09, 2003 3:32 pm
#17

hey now I live 1 city away from Gary,it aint that bad yet.



__________________________________________
Ronalds Seabreeze---- Bloodfin
Master Tailor - Master Merchant - Master Armorsmith

RIS certified
mattvk
Wed Jul 09, 2003 7:03 pm
#18

OK, after exactly 7 hours on a 42% spot, my brand-new harvester that was fully paid produced 800 units (799, to be exact). That works out to just over 114 units per hour. Pushing that forward to a 100% spot gives a theoretical maximum of 271 units per hour.


According to the information over at swgcraft.com, the "real" maximum production rate of a wind generator is 300 per hour. Apparently, the 5kg/hr listed is actually more like 5 units/minute (and this sounds closer to what I've seen on the extractors as well, with 2 units/minute equaling a maximum of 120 units an hour). Working backwards, 42% of 5 equals 2.1, so if the generator was producing 2.1 units a minute I should have expected to see closer to 126 units per hour in the hopper, or about 10% more than I actually did.


I assume the discrepancy between the 300 theoretical max and the 260 actual max I sawis from one of 2 things: either the servers were down for a while, reducing the total run time, or the generator itself uses up some of the power. I'll have to test this over a shorter time frame when I'm actually online and know the server is up...

mattvk
Wed Jul 09, 2003 7:11 pm
#19






Siddhartha wrote:
I think the number on the harvester and wind generator is correct, I'm harvesting wind at 25% and in one hour I get 125 wind power.





Siddhartha, that's very interesting - does your harvester say target output of 5kg/hr? What is the actual output per hour - I would assume it says 1.25, correct? You've actually tested this against the clock and seen exactly 125 units produced in an hour? If so, then my numbers are completely out to lunch. Of course, that makes harvesting and generating even MORE profitable (that is, if I can figure out how to get what you're getting.....!)

Willforce
Thu Jul 10, 2003 12:35 am
#20

500 sounds right,im running 2 at 33% now and coming up with simular numbers



__________________________________________
Ronalds Seabreeze---- Bloodfin
Master Tailor - Master Merchant - Master Armorsmith

RIS certified
jknapow
Thu Jul 17, 2003 2:29 pm
#21

Ok as promised above, I made a speadsheet and doublechecked my math against the actuallstuff seen on SWG:


Wind using personal Generator:


5 units per min


60 maintenance per hour


zero power


3000 pick up tax


Cost after the following numbers of days assuming a 60% resource location (best I have found on Naboo) per unit wind


1 day = 1.028 credits per unit


2 days = .681 credits per unit


3 days = .565 credits per unit


4 days = .507


5 days = .4722


6 days = .4491


7 days = .4325 credits per unit and after 1 year 365 days for lol = .3352 (cheapest)


At 100 % effeciency the cheapest (365 days) .22 credits per unit


So if you say .6 credit cost per unit power, and use that in a personal mineral extractor on a 90% resource spot:


2 units/min, 90% spot, 1500 pick up tax, 30 per hour maintenance, 600 units power per day


Cost after x days per unit is:


1 day = 1 per unit


2 day = .706 per unit


3 days = .610 per unit


4 days = .561 per unit


5 days = .532 per unit


6 days = .513, and 365 days = .412 credits per unit


For kicks assume 100% wind, and 100 % resource at 365 days and cost per resource is .297 per unit (impossible to achieve in game, but theoretical cheapest resource using personal harvestors with personal wind machine)


I would say that .70 per unit harvested is realistic to achieve with personal harvestors and at 2-3 per going rate, an nice investment, though limited by 10 lots. (at 90% ruffly 2600*7 harvestors 2 lots for wind 1 for house equals 18200 resources per day for sales of *3 = 54600 credits cost of12740 or profit of 42000 credits per day, not all that bad of a gig, I assume it only gets better with heavy installations may have to switch professions)


Also need to factor in the above calculations assume 2 things, which are hard to achieve with server downtime and any RL.


1) that when you pickup, you are not wasting any unused power or maintenance (i.e. for mineral, exactly 1500 on meter an 0 power)


2) That the harvestor did not drop below zero power or zero maintenace, so you had either down time or had added costs to fix.


3) down time during moves of installations and time to locate good resource hot spots...


I will rerun these with medium and heavy extractors once I learn the stats on those.


Once again moral of story, leaving a harvestor planted for 3 or more days can cut your total cost in half as opposed to moving them everyday.


Hope this is helpful,


Doupe

Philomorph
Thu Jul 17, 2003 2:38 pm
#22

The medium harvesters are exactly double the personal ones in all numbers and rates. I've read that the large ones are double again on the cost, but max rate is 7 (instead of doubling to 8). Solar plants are double the rate of windmills, but cost the same to maintain.


---


I don't want to be a negative Nelly, but I'm not really sure what the point of your most recent post is.


I can't imagine anyone short of a brain-dead stormtrooper not realizing after one day with a harvester that it's cheaper to leave it running as long as the resource is there than it is to move it around a lot.


Of course resources move every 5-8 days or so, so any calcuation beyond that is irrelevant anyway, but again, I think it's pretty obvious.


It is however interesting to see how inexpensive resources can be under optimal conditions. But I've never seen wind over 50% but once (right now in fact) and I've only once seen a vein of a resource over 80%. I think it's probably more common to see your windmill on a 45-50% level and your harvester on a 60-70% vein. Maybe some calculation based on that would be easy given your spreadsheet's already set up.


But forget doing calculations based on a daily basis and just do ones for like a5 day average, since you have to move your harvesters and windmills every 4-7 days on average.




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Elmseeker
Thu Jul 17, 2003 8:26 pm
#23

Not to mention that wind generators cost 60/hr not 50


Lofyt
Fri Jul 18, 2003 5:43 am
#24

My findings are (after 2 weeks of study) that in general a resource will cost the harvester owner about 1.99 credits/unit to procure. This number reflects energy costs, resource cost to create deed, player time, and daily maintenance costs. I dont move my harvesters, I maintain them fully until the resource is used up.


If there are good percentages of new resource I want to harvest at same site, I continue to maintain harvester, otherwise I just destroy it, eating cost of remaining energy & maintenance (usually less than a days worth since I maintain daily)


I then add a 300% markup on the per unit cost of resource... so for general resources 6 credits/unit. For extremely high quality resources the price may double. These are my prices, and I make money that is equilivant to a marksman running destroy missions for the same time of work that I put into maintenance and general resource location.


If you think you can make a living off selling low priced resources... go for it. If anything, I will buy your low $ resource, and resell it at my 300% markup. I will not go poor just because I can't run destroy missions for 4 hours a night. It's a free market, charge what you want, but don't be suprised when all you see on the market are 6-10credit/unit resources because many of us are playing the commodities market.




Nonu Ainypiat, MD
ÐNonuPharm MedicinesÑ
Stimpacks - Woundpacks - Cures
Syn City Naboo -1360 3435


InvincibleOverlord
Fri Jul 18, 2003 11:02 am
#25

I find my In Game numbers run along the same lines as Lofyt's. I do OK but I don't make a killing on the market. Most of my harvesters are set on high-end resources in hard-to-reach places.


I spend time finding what the best (or at least better) materials are available, run across the planet looking for high-yield deposits. You know what I found out? More often than not, these are kilometers from the nearest city, often surrounded by aggressive mobs. I go out every day to drag these goods back to the market. I figure all the aggrevation the artisan is saved, and my time, should be worth something. In the mean time, I see a lot of lower quality materials cross the market. For example, I was selling a 931 OQ fiberplast at the same time most stuff on the market was 120-something, and 682 OQ steel while the normal steel was 118. Does that make a difference? I don't know I am not really an artisan. But I do know the moved. I am 1/2 marksman by trade. And I know I will pay a lot more for a DTL20-a rifle with a damage of 88-124 than I would for one that is 57-94, all else being equal. I also know that when the material is found, all the lots of it get bought up in a couple minutes.

I guess that is a long way around to say, sure, cost to produce is about the same no matter the quality of the resource, but price sold should take quality into effect, because there are more factors than just energy and maintenance involved.



C Prometheous Marshal C
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Master Bounty Hunter and Jedi ... lol... I kill myself!
Paweh
Fri Jul 18, 2003 4:02 pm
#26

There's one other place where 90%+ resources can be found: Right in the center of the most populated town in your area, where you can't place a harvestor to get it (Seriously, I saw a 97% concentration of a polymer in a spaceport's shuttle area).



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Paaweh

Elder Musician, Elder Merchant of Radiant
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