Artisan Archive

Thread: Lot Sizes for harvesters, generators and factories.

nefarious
Wed Nov 19, 2003 8:48 am
#1

I've been looking for specs on most of the structures to see which ones are the best for what I'm tring to do. Mostly I'm curious about lot size and maintanence. I've been looking and haven found any info, if someone can point me to it I would appriciate it.


Kind of like how they broke down all of the houses in the one friday feature, or if they don't have on it would be nice to make one.




Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
Droid_Engineer_Rho
Wed Nov 19, 2003 8:51 am
#2

All harvesters, generators and factories use one lot each.

I cannot remember maintenance rates any longer.



Taking a well-deserved vacation from his successful Droid Engineering business, Master Rho can be found puttering around the galaxy.
nefarious
Wed Nov 19, 2003 8:57 am
#3






Droid_Engineer_Rho wrote:
All harvesters, generators and factories use one lot each.

I cannot remember maintenance rates any longer.





OK, I thought the larger ones would be more than one.


Thanks for the quick response.




Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
sciguyCO
Wed Nov 19, 2003 10:51 am
#4

Personal Harvesters require 30 credits/hr maintenance and 25 power/hr. A medium is twice that (60/50), and I believe a heavy is three times (90/75). Now, if a heavy harv's extraction rate is experimented above 7 K/H, there's an additional "high efficiency" upkeep. There was a post by a dev that stated the maintenance increases by 8 credits per hour for each K/H above 7. So an 8 K/H would cost 98 credits, a 9 K/H 106, and so on. There was a bug reported (not sure if it's fixed) where this maintenance increase keeps getting added every time you redeed. So the first time you place a 10 K/H it would be 114 (90 + 8*3), redeed once and it becomes 138 (114 + 8*3), redeed again 162 (138 + 8*3)...


All power generators (I may be wrong on fusion, though, haven't personally gone that heavy) use 60 credits/hr maintenance. Since the extraction rates on solar and fusion are better (at least when comparing equally experimented generators), upgrade as soon as possible. I like solar, just because of the lower initial purchase price and I don't want to deal with the fusion's larger footprint. It seems the "high efficiency" upkeep also applies to fusions.


A food/chem factory requires50 credits/hr and 25 power/hr. I'm not sure if this is across the board for all factories, though.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Choochoofry
Wed Nov 19, 2003 12:09 pm
#5






sciguyCO wrote:

Personal Harvesters require 30 credits/hr maintenance and 25 power/hr. A medium is twice that (60/50), and I believe a heavy is three times (90/75). Now, if a heavy harv's extraction rate is experimented above 7 K/H, there's an additional "high efficiency" upkeep. There was a post by a dev that stated the maintenance increases by 8 credits per hour for each K/H above 7. So an 8 K/H would cost 98 credits, a 9 K/H 106, and so on. There was a bug reported (not sure if it's fixed) where this maintenance increase keeps getting added every time you redeed. So the first time you place a 10 K/H it would be 114 (90 + 8*3), redeed once and it becomes 138 (114 + 8*3), redeed again 162 (138 + 8*3)...


All power generators (I may be wrong on fusion, though, haven't personally gone that heavy) use 60 credits/hr maintenance. Since the extraction rates on solar and fusion are better (at least when comparing equally experimented generators), upgrade as soon as possible. I like solar, just because of the lower initial purchase price and I don't want to deal with the fusion's larger footprint. It seems the "high efficiency" upkeep also applies to fusions.


A food/chem factory requires50 credits/hr and 25 power/hr. I'm not sure if this is across the board for all factories, though.







I use fusions quite a bit and can confirm the maintenance bug. Originally, my fusions with a rate of 16 were 60cr/hr. After the patch, it was classified as a "high efficieny" item and the cost was 6cr/hr more....total of 66cf/hour. All was good until I went to redeed them last night. Now it the costhad increased to72cr/hr....6cr more per hour. So the redeed bug applies to these fusion generators as well.


Anyone know if a fix is planned or how I can get my fusion gen back to it's designed 66cr/hr rate?


Thanks


ChooChoo

sciguyCO
Wed Nov 19, 2003 12:51 pm
#6

I saw some mention in the architect forum about the bug, it looks like the accumulating "high efficiency" maintenance is going to be resolved in the hotfix. It was supposed to be today (wednesday), but got pushed back to tomorrow. Check the "Announcements" or Devtracker pages for details from JustG. I'd expect a "on the plate for tomorrow" post sometime this afternoon with a list of the fixes to be included.


Here's hoping it updates all the old deeds.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
-Cereus-
Wed Nov 19, 2003 9:07 pm
#7

Just a couple of notes:


1) With really good resources and good experimentation numbers you can make personal extractors that are as good as non-experimented medium ones, with that said, in theory you could make a wind harvester that is as good as a solar one. The personal harvestershave amuch smaller footprint and are easier to place.


2) All factories and harvesters require 1 lot except the structure factory for architects, it takes two.





Miyaka Kanzaki

Master Droid Engineer

Tatooine, Chilastra
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