Artisan Archive

Thread: Harvester Question, a medic confused...

Peyoan
Thu Jul 31, 2003 7:48 am
#1

i ran into a man selling harvestor and wind generator for 1500 for both, i thought, why not.

so now i go out, find a nice vein and place my harvester and generator. Now, i find it's costly to maintain (i've read this elsewhere before hand, i knew what i was getting into).

So i go sell 500 hides, 700 bones, and 300 meats (i'm a scout as well), and over 200 stimpack-A's to fund my new venture. What my goal? is to provide myself with enough inorganics to maintain my medical crafting, and basically 'get my feet wet' in harvesting resources to possibly acquire my own chemical and water resources as well.

now, here's my question:
1) on the output hopper it says it produces resources at like 5 something per hour. To be fully profitable, wouldn't i have to find a 100% vein and sell the resources for more than 10credits a piece just to maintain the damned harvester???
2) is there something i'm missing...? how MANY resources does a harvester produce in a day? i have power (bought on the bazaar).

help!!!



Peyoan Wanderhomian:TripleMaster-Droid Engineer/Merchant/Artisan
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Timkatt
Thu Jul 31, 2003 8:06 am
#2

Personal mineral extractors are supposed to cost 720 credits and 600 power a day. I say supposed to because there is a math error where they often time take more than that in less than a day. a personal wind generator should cost 1440 credits a day.


4 kill mission a day should keep you in money to run a wind generator, mineral and chemical harvester. IF the maintenance was calculated correctly.A high enough concentration of wind will power up to 3 harvesters easily. I usually get kill mission that are on the way to my harvesters and kill two birds with one stone. You can sell excess mineral resources if there quality resources for up to 5-6 cr/unit average price is about 3cr/unit.


Try speculating the market. if your harvesters are on a rich vein of good resources get a lot and put in on the market after a resource change.


You can move your harvesters by paying 1500cr per harvester and 3000cr per wind generator. In my opinion this isn't worth it. especially for the wind generator because it will be cheaper for you to buy a new one unless the money is already in there because you can't get the money or power back out.


I hope this provides you some insite into harvesters. Let me know if you've any other questions.




Bexley
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MaddoDoggiy
Thu Jul 31, 2003 8:22 am
#3

Wind generatorsrequire 1440 credits/day to produce, in a halfway decentlocation (~40% concentration), about 2000 units of energy per day, maybe a little more. This works out to an energy cost ofaround ) 0.7 credits/unit. (For a minute, disregard the fixed cost of buying the generator and harvester.) A personal mineral harvester costs 720 credits/day to maintain and uses 600 units of energy per day. Including the cost of the energy, running the mineral harvester costs around 1200 credits/day. On a good spot (~90% mineral concentration) a harvester can produce around 2500 units of resources per day. So your all-in cost for extracting resources is around 0.5 credits/unit.


Now that doesn't factor in the fixed cost of the generator and harvester. That's harder to figure because with resource shifts, we can't be sure how long you'll be able to harvest with those assets. Let's be conservative and say that you'll be able to operate your harvesters for three days before resources shift. That adds another 500 credits/day to your cost, and brings your net-net cost of resources to around 0.7 credits/unit. In the three days, you will have spent a total of around 8000 credits (1500 for the harvesters, 4300 for generator maintenance and 2200 for harvester maintenance).


In those three days, you'll be able to harvest 7500 units of mineral resources and be left with 4200 units of energy (after depositing 1800 to run your harvester for three days). If you sell all your left over energy at 2 credits/unit and half your resources at 4 credits/unit--both pretty fair prices--you'll make an overall profit on the deal of around4200 credits and be left with3750 units of essentially free resources. The only real cost we haven't figured in is the time it will take to do all this.

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