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Efficient grenade production tips   [ Edited ]
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CarissaLeigh
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SPEED PRODUCING NADES

Here are some of my tips on how to reduce the time it takes to produce a crate of grenades and bring it to market.

First, you will need 3 Factories to Speed produce C12's and C22's.  4 Factories for Thermal/Imperial Det.  5 Factories for Protons.    Grenades and there parts are VERY complex and that translates into a long time to produce.  My Imperial Detonators are 408 seconds.   That is like 4.7 days(not counting server downtime) to complete 40 crates of Imperial Detonators, after the time it took to make the parts. 

Note: When you make the subcomponents, label them to avoid mistakes.  "Warhead Fusing 1" and "Light warhead 1" representing the two subcomponents to make a C12.   "Warhead Fuser 2" "Warhead Stablizing 2" "Medium Warhead 2" would be for Imperial Detonators, etc.   The purpose of the labels is so that if you have 10 factories running parts and grenades you know where they go at a glance.

  1. Start production of the Subcomponents using one factory for each part.
  2. One day passes then go pull one crate of each matching numbered part.
  3. Make a Grenade schematic with the matching numbered parts.
  4. Load Grenade Schematic and enough resources to make 1000 grenades in that factory.  You will have enough grenade components for 999 finished grenades, but starting/stopping factories will sometimes eat a set of resources.  By having one set of extra resources in there it will help avoid that problem.
  5. Transfer the matching numbered components from the parts factories to the grenade factory.
  6. Be sure not to forget to turn on the factories, after you transfer parts over!
  7. Every day go to the factories and transfer the parts into the grenade factory. (this is why you need labels)
  8. You basically cut 10+ days to make a full 40 crate run into about 4'ish days. (on the Big nades)
  9. Process works on the little nades as well.  Make a full 40 crate run in 2 days'ish.

Note: This has an added benefit, when producing the Larger munitions.  For example:  If you complete all the parts for Imperial Detonators that will leave you holding 3 sets of 40 crates of subcomponents(120 units).  And as you know a Factory INPUT hopper(100 unit capacity) will not hold them all.   By utilizing the extra factory you overcome the capacity problems and greatly reduce your production time on the larger munitions.

It's all about choosing the right resources.  The better your resources the better your end products will be.    

  • Maximize your choices to get the most for the resources you have available.  
  • Look at the parts and see where your best numbers are. 
  • An OQ 750 + UT 750 steel is better than an OQ 950 + UT 450 steel on the end product. 
  • That OQ 950 steel may have DR 600 and be better served on a different part of the grenade.  
  • Why do I say this......ONE factory run of Imperial Detonators will burn up 157k units of Steel!!  
  • Unless you are setting on millions of resources you must be careful where you put your resources.  

 

 

Message Edited by CarissaLeigh on 01-12-2005 10:52 AM

Carissa Leigh
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12-29-2004 10:50 AM  

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Giamai
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very nice post
 
and yes i have actually forgetten to turn the factory on once in awhile

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12-29-2004 12:59 PM  

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Irxosskisx
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Oh and watch the Status of your Factory.. I just had 2 days worth of Stuff go Poof when my Factory got destroyed.. Sad thing was the only notice I got on it was when it was at 2%... and that was when I was in bed! Arrrgggghhhhh...

Irxosskisx (Lowca) - 12 Point FS Master Weponsmith,Master Armorsmith, Master Artisan, Mayor of Mojovia Trandosan For Ever!

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12-29-2004 02:51 PM  

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jefdenbeffer
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3 factories is enough for Imp and Thermal Detonators.
If you wait till all components are finished u need 125 or so space in input hopper and that only has 100.
When the fusing mechs are finished put them in the input hopper. At that moment approximately 550-600 medium warheads and stabilizing devices are ready, put them in input hopper as well and you can start production at once.
By the time the first TD or ID are fully made the other components will be finished.


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12-30-2004 02:00 AM  

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CTRL_ALT
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My friend just bought two new rebel detach HQs for our city...and i'm his friend (sort of the city's weaponsmith).
 
Last time (when we only had one rebel detach HQ) I made 500 DRX and 1000 XG mines, lol...hate making munitions.

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12-30-2004 02:03 AM  

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jefdenbeffer
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you will need to add resources for the full 1000 though coz it eats extra resources when the components run out in the middle of a batch


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12-30-2004 02:12 AM  

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SeaRaptor
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Because I hate carrying crates between factories, I simply run 6 factories doing full-time C-12 production.  I run 6 batches of warhead fusing mechanisms, then 6 batches of light warhead mechs, then 6 final combines of C-12s.  It takes approximately a week to do  a full run, but 240 crates a week is a pretty good production rate, IMHO.  

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12-30-2004 06:36 AM  

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CarissaLeigh
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SeaRaptor wrote:
Because I hate carrying crates between factories, I simply run 6 factories doing full-time C-12 production.  I run 6 batches of warhead fusing mechanisms, then 6 batches of light warhead mechs, then 6 final combines of C-12s.  It takes approximately a week to do  a full run, but 240 crates a week is a pretty good production rate, IMHO.  



The problem I was running into was burnout coming off and on.    I would let my stock slip down low, then get a ton of requests for nades.   I would then have to rush the orders though. 
 
Each evening I'll go to the factories and move parts over.    It's not too bad.
 
I like your way as well.  Works well for the two component nades as long as you have your vendor well stocked already.
 
 

Carissa Leigh
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12-30-2004 10:31 AM  

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SeaRaptor
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CarissaLeigh wrote:

I like your way as well.  Works well for the two component nades as long as you have your vendor well stocked already.
I agree, I don't think I'd do it this way for anything other than 2-component grenades.  It was hell building up my stock level of grenades at first, but things have fallen into a nice rythym, and I'm rarely sold out of C-12s these days.

Felton Kel
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12-30-2004 10:48 AM  

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CarissaLeigh
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jefdenbeffer wrote:
3 factories is enough for Imp and Thermal Detonators.
If you wait till all components are finished u need 125 or so space in input hopper and that only has 100.
When the fusing mechs are finished put them in the input hopper. At that moment approximately 550-600 medium warheads and stabilizing devices are ready, put them in input hopper as well and you can start production at once.
By the time the first TD or ID are fully made the other components will be finished.


You process is Very similar to mine.   Throw and extra factory into your process as the Grenade producer and you will see production times dropping.

Carissa Leigh
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12-30-2004 10:49 AM  

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Rhadida
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Hehe and I thought I was crazy fullfilling a 200 crate deal of Thermal detonators, ah well at least I have 9 factories to do the job

Nice outline though!!!

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01-03-2005 05:36 AM  

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CarissaLeigh
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Edited some of the wording and text.

Carissa Leigh
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01-12-2005 09:50 AM  

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Augger
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Carissa,
 
Which grenades do you seem to be selling the most of?  I am finding that my C12s are sporatic movers whereas my C22s I cannot keep in stock.
 
I get the occasional request for Thermal Detonators, and have had 1 request for Protons, but to be completely honest about it,  I cannot keep completely stocked with 16 full time factories running as it is.  LOL!
 
I'm thinking I might just stick with the two component variety.
 

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01-13-2005 05:19 AM  

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Maceey
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and just a little tip you don't have to stop the factory to get to the output hopper just leave your mouse over options when it's running


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01-13-2005 06:16 AM  

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Mogro
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What I'd love is to get to the INput hopper while the factory is running...

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01-13-2005 07:29 AM  

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