Artisan Archive
Thread: Crafers and DEVS: Reguarding the power for harvesters. You guys just nerfed us.
As of this morning the DEVS fixed the power bug for harvesters. I am totally for that fix. Providing power to harvesters is a good idea. But I do not agree with the numbers that are required to keep the harvesters powered.
These numbers are estimates but should give an idea as to the problem.
To keep 1 harvester running for 24 hours requires about 500-600 power. The average power harvester can harvest that in a day. Now the problem is that all harvesters that I have seen require 500-600 power a day. I personally have 9 harvesters up which is roughly around 5,000 power per day that I need. The only way to keep up with that much power is to have a power harvester for every regular harvester I have. Which means that I can have 5 regular harvesters and 5 power harvesters. To top it off the wind harvesters require more credits to keep maintained.
SO to recap:
harvesters - 500-600 power needed per day
power generators - will harvest 1k power a day
5-6 regular harvesters and 4 power harvesters up at a time
We only have 10 lots to place harvesters at a time. This will reduce our material income significantly.
I suggest upping the lots to 20 lots so wecan have our normal 10 material harvestersif we want. Or even upping our lots to 15 will help. The other suggestion is to lower the power usage ofour harvesters so that we can more easily manage our power usage.
Please post suggestions and comments. Please no flames. If you have any other information on this topic please post it.
-JoeTD
Yeah, you just have to be completely lucky to find a decent wind spot that's anywhere near your other materials. The wind resources shouldn't shift the same as everything else. Planetary wind patterns don't change that dramatically or frequentlyto my knowledge, except seasonally of course. But there are certain spots that always have good wind.
Anyway, with windmills costing twice what a regular harvester costs, in maintenance and move costs, you have to find at least a 40% spot to make it worthwhile.I had a nice 53% until it shifted a day later ![]()
Speaking of which, does solar power shift also? Or is it based on something like actual daylight?
Hmm.. I tried radiocatives, but the time I checked, there weren't any anywhere even close toTheed, so I had like a 27% level. It's probably changed by now so I'll check again.
But when you have both wind and radioactive power in your inventory, they both show up as one amount in the "deposit power" interface. So I don't know how it tracks which kind you're putting in if they are gonna provide different amounts of juice.
There is one drawback to radiactive fules, in that the harvester itself needs fuel. So to set one up, you have to have gotten fuel from somewhere. And unless you want to stand around waiting for it to make more for itself, you have to have a significant amount on hand before you build the thing.
However, they do cost less credits to keep up than a windbox. I just can't wait until I can make a solar box and be done with stupid wind.