Artisan Archive
Thread: mineral extractor?
About missions - Delivery missions don't say where they are going, but if you pick two with similar payoffs, they might send you to the same place. You don't know for sure until you've met with the contact. For destroy missions, DO NOT have your best weapon in your hand when selecting missions. Difficulty is based on your skill with the weapon equipped. Also, if you're still having difficulty completing destroy missions, prospect up some minerals until you have 500 or so. Sell em on the bazaar. Buy a better weapon from another player. With a better pistol, I'm mowing down things that gang-raped me before.
About harvesters - Have around 5-10k in the bank before you start planting harvesters. I put down 2 harvesters and a generator, then I couldn't run them because they ate up all my credits. Did 6 destroy missions and I'm swimming in power and credits now. Well, at least I've got them so they'll run for 2 whole days in a row.
Here is a question:
If i re-Deed a Harvestor, and it still has Power and extra creds beyond the 1500, are they lost? or will they still be a part of it when u re-use that deed?
Reasonable1 wrote:
About missions - Delivery missions don't say where they are going, but if you pick two with similar payoffs, they might send you to the same place. You don't know for sure until you've met with the contact.
All you have to do is take a look at the mission details and pay specific attention to the direction of and distanceto thedestination. Then just find missions that end is the same direction and are within 1000 meters or so of each other.
What are the maintenance costs on harvesters and wind generators?!
Come on folks. This is a Harvester thread. Not a mission thread.
Mineral Extractors cost 30creds/hr of maintenance
How much energy/hr do they cost?
Wind Generators cost 60creds/hr of maintenance to run.
So basically...
How much energy per hour do mineral harvesters need?
It doesnt matter anymore.
Today I went to my 3 wind generators and 2 mineral extractors and red conn aggressives "appeared" out of no where. Every single Time! I dont think this is a coincidence.
Actually, 1 of the spawns was already there. However, there was a scout nearby in a camp. He probably triggered the spawn when he went to his own harvester[s].
1400 cr lasts ~2 days
600 power lasts ~1 day
I can give you exact numbers later, I have all of it logged in a VB app that decays in real time to let me know before I log in that night which harvesters need what ![]()
OA