Tailor Archive
Thread: Big Patch 2 Report
Vandessa wrote:Also, a little warning to you guys who run harvesters.
Power consumption was doubled with this patch.
Argh! Power consumption is already killing me! I guess that I am going to have to spend an evening running surveying missions so that I can afford a really nice generator instead of making clothes. As a non-master, there is no way I can afford one just by making clothes (I am still only pulling in about 15K a day from clothes sales).
Well I might have spoken too soon about the double power consumption.. the math right now doesn't add up right. Even though a personal harvester says its 50 units of power an hour, when depost enough for say a day it comes out 2days on the timer. So I'm not sure which is going to be true in the end now.
Vandessa wrote:Well I might have spoken too soon about the double power consumption.. the math right now doesn't add up right. Even though a personal harvester says its 50 units of power an hour, when depost enough for say a day it comes out 2days on the timer. So I'm not sure which is going to be true in the end now.
I hope so! The good news is that I should be able to get more colors after tonight!
That change is already on the Live servers as of the last major patch. I have a Fusion-Ion Generator pulling up some nice 750-ish PE Radioactives. Whenever I open the Deposit Power window on one of my harvesters I have the option of depositing up to 44,000 Power, even though I only carry around half that much at any given time.
Definitely a good change for anyone who can afford a fuser. I obviously don't need all that power to myself (it's also on a 89% concentration and fusers gather materials much faster than other harvesters anyway), so I'm sharing it with an architect. Even with her massive consumption for a fleet of ore and steel harvesters, there's still plenty of power to spare, and it doesn't cost any more than other generators to maintain.
The change is less useful for Wind/Solar generator users, since you can't sample them to see the PE without actually placing the harvester and gathering power with it.
In more Tailor-related news, woopie! Now if we can just get the 7-day limit nixed and some form of decay or other sustainable economy boost, most of our issues from prior months will finally be fixed. Vote Vendessa in 2004!
All you have to do is multiply the bonuses from a slot by the number of components required to fill the slot. Trivial. Quick and clean. Can still be accomplished before the publish if anybody out there reading this has the power to make it so.
Avallach wrote:
You're right of course, and the BE designer in one of his long posts in that forum agreed....this is the temp "fix" until a real fix can be coded, which is appearantly non-trivial. :-(
Still checking on that. Hopefuly I will know soon.
Also looks like schematics were bumped up to 1000 count sliders
Joy!
Now if only we can get them to recind the new pet calling restrictions...
Okay I tried crafting using myoflex in 3 seperate slots (all +11 each)
still no stacking of stats.. got a +11 outift ![]()
Yes.
Kyma wrote:
I'm confused by the Myoflex. I made a Decorative waist wrap last night using 3 +2 myoflex. The finished piece said it had 6 on it. Did they change it on TC?