Artisan Archive
Thread: Harvester Process
Hi all,
I'm a medic in need of resources so I can craft my stimpacks and medkits. One thing for sure is that sampling resources with a Survey tool is slow going, so I thoughtabout getting harvesters to gather my materials, which would let me concentrate on creating my med gear.
Can someone explain to me how I would get a harvester going? I saw some deeds at the Bazarre but I didn't know what I would need to get the harvester(s) producing for me.
Mymedic needs organic, inorganic, chemical, and water so I'm assuming I would need 4 harvesters. Is this correct? Would I need more than one of each harvester? How much is the upkeep per harvester?
If someone could enlighten me, that would be great!
Thanks,
Sunder - Corbantis, Naboo, Moenia
You are correct in that you'll need 4 Harvesters. You will also need a Wind Power generator. Each harvester can gather one type of resource at a time, so if you need two different organic materials, you'll need two organic harvesters.
The upkeep is as follows:
Wind Power Generator - 1440 credits/day
Personal Harvester - 720 credits and 600 power/day
I have just placed my first wind generator, and mineral harvester. I am an Artisan and made my own deeds, but I assume the placement process is the same for everyone.
You need to go at least 1000m away from town to place your harvester. Obviously look for a spot that has a decent amount of the resource you are looking for.
Select 'Use' option from your deed, and an overhead map should appear showing your immediate surroundings. You get a representation of your harvester to move around the map, and select where you want to put it. This representation has to be colored green for you to be able to place it, so move it around until you find a nice spot.
Click it to place it, and you should be back in normal view, looking at a roped off square where your harvester is being placed. Select 'status' from the area's radial menu, and it will tell you how long it will take to make it (a couple of minutes approx for the two I placed). Wait a while and your structure should be built.
I forget the actual names of the radial menus, but you can use the harvester through these menus. You need to switch the wind harvester on, and keep giving it credits for its upkeep (500 creds gave me 8 hours of maintanence free use). The mineral harvester needs credits and power (which you can buy from the bazaar or collect from your wind machine). 500 creds gave me 16 hours of use. I'm not sure how much power it takes yet, but I gave it 60 units from my wind generator.
Remember you need to go back to the harvesters to top up your maintenance credits, give it power, and collect the resources.
See other posts for descriptions of what happens if you do not pay the maintenance costs. What I do not yet know is whether the maintanance credits are used up if you switch the harvester off.
Now if only I could get a harvester to harvest hides
I findI can get by with one harvester of each type. By switching the resource harvested on a regular basis, I can easily build a stockpile of all the resource types I need.
Note that the "inorganic" component oflow-level medical schematics can be water or chemical, so you may be able to get by without a mineral rig.
Note also that the team is considering some pretty extensive changes to medical crafting before you make too much of an investment.
Thanks for the reply. Man, that's some expensive upkeep considering I've only accumulated about 3000 creditsbetweentraining and other stuff and I've played all weekend.
How do I obtain a harvester? Do I just buya deed and then use it on the resource location of my choice? Does it build itself then or do I need to buy more stuff to build it? How often do you have to clean out the hopper? In the inventory screen, it shows resources can have a maximum of 100,000 untis I believe. Is this the same for the harvesters?
Obviously I'm going to have to wait until I get a good cash flow going (i.e. tons of missions) so I can afford those machines....man...artisans must be RICH! (hehe....flame potential there i think)
Thanks for the advice,
Sunder