Artisan Archive
Thread: Harvesters sucking up too much cash?
Anyone else experiencing this problem?
Unlike the power timer, the cash timer is easy to read and understand... I know I had three days worth of cash in there, and both were down to about 12 hours in one day
I've placed cash in both again today, and recorded the time... so I guess we'll see...
Yeah the cash maintenance timer is completely unreliable from what I've found. Put in 4 days come back in a day and its already down to 1 day....They seem to eat up cash at a much more rapid rate then it leads you to believe.
Power part seems to work fine though.
Shrug my guess is its a bug or someone somewhere in the programming messed up on the timers for the cash maintenance.
The rates on harvesters are FUBAR'd
They say things like Maint. Rate: 15
Power consumption: 25
15 what? 25 what?
It's per half hour on Maintenance rate if you check and god only knows on power.
The way they're coded it's a 60hr day!!!
No really!!!
Check it.
Put in 1500 power and you get 1 day!! that's 25 x 60
Yes, the 60 hours days can beseen as you add power incrementally. The days roll-over every 60 hours. So a power reserve of (2:45) would be 2 days, 45 hours.
I understand the power consumption rate, my issue was that I lost 2 days worth of cash in my harvester...
Power example. This is a water harvester I'm looking at:
Power reserves: 1038 (0:41)
Power Consumption: 25.0
1038 / 25 = 41.52
So, like the previous poster stated, I need 462 more power to last a day... I shove it in there, and now it reads:
Power Reserves: 1500 (1:0)
Power Consumption: 25.0
It's odd, but seems to work out, I dunno... let's move onto maintenance, which has a rate of 15, my calculations after each would be maintenance time according to a 60 hour day:
Maintenance Pool: 1200 (1 day and 16 hours.)
1200 / 15 = 80 = 1 day and 20 hours?
Maintenance Pool: 1500 (2 days and 2 hours)
1500 / 15 = 100 = 1 day 40 hours?
Maintenance Pool: 1800 (2 days and 12 hours)
1800 / 15 = 120 = 2 days?
So you can see that adding 300 cash, adds 10 hours according to the timer, and the days roll over every 24 hours... according to the timer. So is it running on a 24 hour day, or a 60 hour day like the power? I don't get it... I give up... ![]()
Diabolist,
Yes, I've noticed this too. I put in cash, and it says I have 4 days. But it seems to be consuming the cash faster than it's stated maintanence cycle.
Ditto for me, I maintain a group of harvesters for my friends and make the rounds every day to ensure they have at least 24hr of run time on them.
Sunday morning I payed fees on all that needed them and played off and on throughout the day and later that evening I checked the power supply for a few and noticed some said they had 4hr and 6hr remaining, but this was less then 12 hours after paying them to run for 24 hours or more? I thought something was screwy or either I wasn't paying attention enough earlier in the day ![]()
I experienced the same problem with my windmills and here is my best explaination. I made my first windmill as soon as I was able to, I set it up and noticed it was using far more credits per day than the 1440 it stated. By that time I have moved up to eng IV and I made another one and placed it. I noticed this one seemed to use just about 1440 per day so I tore down the first one. Now that I have hit architect I made another one and experimented on it. This new one actually costs less than the 1440 per day.
I really feel that the experience level of the crafter affects the cost per day of the harvester but SOE has not been able to have this reflected in the numbers on the harvester and I imagine it will be fixed eventually. I have noticed this same thing with my mineral harvesters too. It will be really nice when this issue is fixed and you can plant a harvester and get an accurate reading on the cost per day, until then make new harvesters or buy them from a master crafter.
Hope this helps