Doctor Archive
Thread: Mass producing stims considerations
I'm going to start making some stims for a change if times alows since i'm almost set up with a constant flow of enhance packs . my main motive is to keep my city supplied with stims which would benifits hunters. i've talked with the mayor and she's willing to resale my items . my motices aren't only making money it's also to promote the city i live in.
so i decided to plan my moves in order to figure out how to alocate my harvesters and how i'm going to makethose stims.
I'm planning to make stim Bs and Ds and i'm going to use tatooine fiberplast /other for chem release duration /stim , some good mineral for stim B. i did the math and discovered i need a harvester operation of about 50% flora 30% chemical and the other 15% mineral , 5% water. basicly this can translate to 3 (2 lokian 1 other) chemical extractors 5 flora extractors(2 lokian 2 flora 1 berry) ,1 mineral and 1 water extractors. i think i need about 20k resources per day which is easyly doable.
i do have a more detailed plan on an excel document with many calculations i'm willing to share if someone is interested.
here are a few things i'm still considering :
- ditch mineral and use chemical only on my stims
- not use adv bio efect since i want quantity rather than quality making me more flexiable ( stim would still have good power not as many charges)
- the rotation on 2 factories and will i need more or consider somekind of time sharing. i do have 20 lots at my disposale ![]()
- what's a sensible output rate of stims i calculated with 2 factories i can make about 2-3crates per day
i will apritiate any feedback
Playdead wrote:
mosheg wrote:
- ditch mineral and use chemical only on my stims
- not use adv bio efect since i want quantity rather than quality making me more flexiable ( stim would still have good power not as many charges)
Use what ever has the highest OQ/UT rating you can find mineral OR chemical (fiberplast/poymer), the free boost to charges is worth it.
I wouldn't ditch the ABEC, a large majority of my customers would rather have a stim with more charges than a little more power. Make the ABEC and experiment to the max on charges. Ifyou have tocut a cornerditch the Advanced Chem Release (herb meat & CL4 Liquid can be a pain to get) and try to get real nice high OQ/PE flora and Solid/Liquid Petro and make 15+ powernormal Chem Releases.
Garbage in garbage out, don't make you city known for having crappy stims. Find the balance between quantity and quality at least.
Awesome response, I'm with this guy. As to ditching mineral for chemical in your stims, well... I haven't had the chance to experiment with it lately, but it seems that inorganics with PE affect the power of meds now, but I'm not entirely sure. I'd say see what you can do before you make your final schems and start pumpin the factories. And above all else, heed Playdead's words... garbage in garbage out, nobody likes to travel to find crappy stims.
A question tho, why Bs/Ds? I'm surprised you aren't going for Cs, which with good ingrediants will come out with 30 MU naturally [without experimentation].
Something of an aside here:
I have yet to sell any Ds (they come out at 40 med use before experimentation with my resources), because all of my customers would rather have the extra 20 or 30 power and 5 charges they get from a 40-use stim E. And mind you, I charge 15k more per crate for the Es...
mosheg wrote:
- ditch mineral and use chemical only on my stims
- not use adv bio efect since i want quantity rather than quality making me more flexiable ( stim would still have good power not as many charges)
Use what ever has the highest OQ/UT rating you can find mineral OR chemical (fiberplast/poymer), the free boost to charges is worth it.
I wouldn't ditch the ABEC, a large majority of my customers would rather have a stim with more charges than a little more power. Make the ABEC and experiment to the max on charges. Ifyou have tocut a cornerditch the Advanced Chem Release (herb meat & CL4 Liquid can be a pain to get) and try to get real nice high OQ/PE flora and Solid/Liquid Petro and make 15+ powernormal Chem Releases.
Garbage in garbage out, don't make you city known for having crappy stims. Find the balance between quantity and quality at least.
*back from the grave*
thanx for all the help. the goal is to keep a city on good huntinggroundstocked . so i'm not going to use any adv chem due to the limitation on gathering herbivore meat and unstable spawn of petrol 4. i can probobly keep power around 300-350 on b 750-800+ on D not sure about C .
i think i can do B/C/D using 3 factories in rotation . weather i use adv bio or not depend on how well i can alocate harvesters but anyways.
here are the production caps :
subcomponants:
adv bio : 635 per dayper factory , (22.8k resources per day)
chem : 568 per day per factory , (9.1k resources per day)
adv liquid: 540 per day per factory (6.5k resources per day)
bio : 900 per day per factory(10.8k resources per day)
stim (componants are available asumed):
stim b : 540 per day per factory (13k non componant resource per day )
stim c: 415 per day per factory (11.6k non componant resource per day)
stim d: 360 per day per factory (11.5k non compnant resource per day )
how to get it done :
let asume i make at least 950 stimBand the rest C,D
1 factory adv liquid for3 days = 1620~
1 factoyr adv chem for 3 days = 1620~
can make 1600 stims asume 950 B ,400C and 250 D ,
need 250 extra bios :
1 factory adv bio for 3 days = ~1905 adv bio
1 factor bio for 3 days = 2700 bio ( well over)
stim runs :
stim B : runs for1 day 18 hours
stimC : runs for 1 day 2 hours
stim D : run for 14 hours
total time = 5 ~ days ,
resources needed : 196K~ = 5 harvesters extraction rate 7 for 4 days probobly need more to cover diversity,
estimated harvester alocation : 1 lokian wild wheat , 1 tatooine fiberplast ,2 flora , 1 fiberplast/inorg , 1 water/berry by quality
how to do this with 2 factories : 1 factory alternate subcomponants , 1 adv bec , then 1 factory all stim b and other factory alternates between C and D wich probobly lengthen time cycle to about a week.
i hope i can get it all done between full time job ,my girlfriend and my relaxed play style.
.
There is no reason not to use ALS as ALS use same number of ressources than LS, and ALS give the power of the med. In fact ALS can be less expensive than LS because you can use crappy ressources for ALS that will give a much better results than expensive resources used for good LS.
When you have invested in your formula, there is no reason not tu use ABEC, because ABEC will at least double the charges on the whole thing, thus making is more economic worth of the med. Experiment on charge for ABEC.
Dont use ACRDM unless some ranger can mass sell it to you.
All you need to to harvest the right stuff in bulk, or find a realiable ressources resseler to get the right stuff.
if you produce inferior stimthere is much chance noone will buy them unless a few stupids.
Ledao wrote:
Something of an aside here:
I have yet to sell any Ds (they come out at 40 med use before experimentation with my resources), because all of my customers would rather have the extra 20 or 30 power and 5 charges they get from a 40-use stim E. And mind you, I charge 15k more per crate for the Es...
Agreed that's what sells better, but personally, I think it's crazy (except for PvP where every bit of power coutns). The extra 20 power and 5 charges comes at the expense of an extra ABEC, which adds more to the price (and hassle since the 2/1/1 sub ratios are easier to deal with than 3/1/1/) of producing the Stim than it is worth in this case.
Don't get me wrong - I think Stim-Es are worth it when power is maximized. I just don't think that the 40 med use Stim-E is a great value proposition versus the 40 med use Stim-D. But you have to sell what customers want.
I tend to try and make sure I don't get any left over crates- so I tend to do full runs of everything or split it up in such a way that there's no "waste". Crate management already drives me nuts anyway.
Personally I use advanced components on everything except for the chems. Just can't get the herbivore meat. I do have lots of dolovite so I make medpacks with adv sds as well. Keep in mind the abec will push up the charges on your B's- your main point is to keep your citizens supplied (right?) so those extra charges will keep them going a little longer. Plus it's not difficult to get the resources for the adv bec. My B's come out pretty consistently around 35/350 with bland resources (and our Dantooine berries have been bad for ages).
For resources I'd recommend telling your people to watch out for inorganics with high oq and ut. Half the stuff I mine is tips from friends, forums etc.
I don't mine berries/water all the time, adv suspension only needs 6 of each after all.
I tend to have 1 or 2 on Lok wheat, 1 or 2 on Tat fiberplast, 2 flora, 2 inorganic. These are heavies though (rate 13 if I'm not mistaken), they pull up more than I use so I can swap some when I need to, for example when a particularly good inorganic spawns.
none in their right mind would ever use a regular liquid suspension for a stim unless they are a newbie.
anyways i'm want to crank them out in bulk , omiting adv bio would save meharvesters trip to lok and tatooine, let me reuse more resources and would cost me 6-12 charges and 6-12 power .
my motives isn't profit only motivated i want to improve the status of my city (which is on dantooine) by providing stims to hunters. the mayor got a medic vendor in a central location and i'll let her resell my stims.
my main problem is real life time limitations and if i can save time by checking 4 spots rather than 5 or 6. it would be better.
maybe i should just use a resource hog approach or do what a good doctor friend of mine does : buy everything.
cool 2 responses at about the same time. hard to sync on that. anyways there are a few parameters i omited. it's corect that it's better to do a full run but to be realistic you may not be able to do them in a "timely" manner.
the ideal situation is having all your factories doing something i gave a general plan but the problem is i can't be online 24/7 unless you cooperate with other people.
here are the times of doing full runs (rounded up to nearest hour):
1000 item runs
adv bio : 1 day 14 hours
chem : 1 day 19 hours
adv liq : 1 day 21 hours
bio : 1 day 3 hours
stim b : 1 day 21 hours
stim c : 2 days 10 hours
500 item runs
stim d :1 days 10 hours
so if you log on in 1 regular hour you can get full runs done in 2 day cycles . you can be more flexiable if you can log on twice a day, maybe a short login in the morning before work. you can always stop factories in the middle and rerun them getting your products.
you can use factory restart to your advantage. you can run your 3 factories for an hour or 2 and before you log off you stop em , get some componants and start them over, make a schematic for your stims, and after you wake up one of your factories may be free so you can get it to make stims right away, with little hassle.
i've just thought of another way too maximize run time , alteranate stim/componants dayly. basicly make about half the componants, stop one of them , make stims, basicly making your componants and stims play a game of catch up to eachother. a fairly complicated model for a simplemethod. you basicly know how fast the componants "run" . the main runners would probobly be the stims and the adv bio. you need more adv bio for stim D and you can make adv bio fasater. to save time and resources this works well with regular bio.
the alternative to all this mess is find a number devisable by 50 close to 1000 that works ![]()
The good thing about Adv BEC and Adv LS is the resources for them are always available. I mean, dant berries, lok wheat, tat fiber etc is always there, so you can strip mine the heck out of it. No sense cutting corners on them.
Even bad ABEC and ALS are better than awesome normal ones. Heck a non experimented ALS is like 40 power, I don't think you can even experiement a normal one that high.
Personally I keep an eye on the stuff, and when see something thats particually good, I'll put 4-5 heaviesout and rape it, get afew 100k worth.
As for metal in final combine. The only stats you concerned with on the non organic is UT and OQ. Steel is generally easier to find high in both than fiberplast, at least in my experience. I've yet to find a fiberplast that had +950 UT and OQ, don't keep too close an eye on it tho.
stim b : 1 day 21 hours
That's your limiting factor for stim-b. I believe its 144 seconds per item:
3600 * 24 / 144 = 600
Allowing for that, I'm making runs of 510 components.
Final assembly of 500. 10 spare for experiementing final schematic
Four factories, 3 component run, one assembling yesterdays components.
Allows me to "set things up" when I login each evening and pick things up at roughly the same time each day. If thing's get too out of whack, I just start another component run, and take a day's downtime.
I've yet to work on the logistics of stim-c, wound and revive packs. Anything that has 6 different types makes me think I'll do a 6 day cycle, or get another set of factories.