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  • The Basics Of Strip Mining
    By: Donavias D'Armetho, Posted at: Mon, Jun 30th 2:38 PM 2003, Last Edited: Mon, Nov 29th 1:42 PM 2004
    Rated 4.70 by 40 people

    (How to operate and maintain a harverter)

    Greetings everyone.

    Now this simple guide is NOT a by the book .... nor is it to express a mastery into the art of harvesting. It�s what it says .... a guide. There are variables, situations, and unforeseen problems that arise, and be prepared for these issues. One issue that�s on going now is when you harvester is placed and active, the inability to extract the type of material that is in the harvesters hopper. Hopefully this will be attended to soon. I found that if this indeed does happen, that if you /sit and /logout in front of the harvester that�s giving you the problem, that when you log in ... the problem is gone. May want to give that a try.

    Ok .... let�s get to some basic�s. And be aware of the safety tips.

    In order to harvest a material, be it chemical, mineral, floral, or power, you will need to obtain a deed for that particular machine. The nice thing about these deeds is that you can use them anywhere. You can get the deeds from an Artisan, the bazaar, or craft one yourself. Anyone can use these. Medic�s can use a floral and chemical harvester. Weaponsmiths? A mineral and chemical harvester. The list goes on.

    IMPORTANT SAFETY TIP #1. Harvesters need power. Your FIRST deed should be a wind or solar generator. These do not �hook� up directly to the other harvesters, but the output hopper contents are what you use to power the other equipment. Nice thing about these is that they are self-running. You just drop them, switch them on, and you �collect� power. To switch them on, click and hold till the radial menu pop�s up. You have 2 options. One is structure management. The other is structure permissions.

    Structure permissions. This allows you to assign access permissions to others by adding or deleting names. Use caution on this because you can delete yourself from your own machinery. (I did it in beta to see, and it worked and /bugged it. So .... I�m not sure if it�s fixed or not and I�m not gonna test it to see).
    It�s divided into 2 parts. Administration list , (who can administer the machine), and hopper list (who can extract the materials).

    Structure management. This is where the meat and bones of it all is. Let�s step through each option. There is deposit power (not found on the wind or solar machines), operate machinery, name structure, pay maintenance, status, and destroy structure.

    Deposit power. This is where you place the power to operate the machine. You will get a slide bar to allow you allocate how much you want in each machine, if you own more than one. You will get a confirmation message telling you that it was successful or not, and what reserves are in use.

    Name Structure. This is where you name it. Some character though, don�t work, so you�ll have to play around with the naming of your equipment.

    Pay maintenance. Yes they wear out. And yes you have to maintain them. The cost on average is about 800-1k credits per day. The maintenance costs to keep them from a total break down is in the status screen.

    Status. This screen let�s you know what your machine is doing, it�s condition, what power reserves it has, and it�s cash input for it�s maintenance pool. It�s an FYI for your equipment.

    Destroy structure. This is a strange one. I never used it myself but, apparently your able to regain the deed of the equipment that you placed in that area, for relocation to another area. Now in order to do this, a message will appear that tells you the requirements to reclaim the deed.
    First the equipment MUST be at 100% condition.
    Second there is a certain amount of credits that MUST be in the maintenance pool. (usually 3000 credits). Third and the big one. The command must be issued 2 times within a 30 second time span. If you issue the command 2 times WITHOUT the other requirements met, you WILL destroy the equipment, and NOT get a deed in return.

    Operate machinery. I saved this for last. This is where you get you potatoes from, to excel you to your other crafting skills. Clicking on this will open the machinery interface.
    You will notice that there is a few buttons on here, as well as some display information. We�ll step through these from the top down.

    Turn harvester on. Well that�s kind of self explanatory

    Turn harvester off. Ditto for this one too.

    Change resource. This will bring up a new window box that allows you to set the resource for what your wanting to extract. When you scroll through it you�ll see the type of materials as well as the percentage concentrations. The higher the percentage, the more material. (more on the importance of surveying a site to build later). When you set this and click ok ... a percent extraction bar and the material being extracted, including it�s icon will display in this small window above the Rate/Spec counters box.

    Actual Rate. Listed in KG/H or Kilograms per hour. This hour is game time. The higher the number the better the extraction into the hopper. It�s listed in hundredth�s (I.E. 1.45 KG/H)

    Spec Rate. Listed just like above. This is showing you the MAX this machine can extract at for a given material. (more on the importance of surveying a site to build later)

    Integrity. This round display shows you the percentage of lord knows what. It never changes. (maybe a visual and numeric of the facility if it�s shot at or something)

    Capacity. This round display shows you the percentage of the material in the hopper. (visual and numeric)

    Hopper. This is where you collect the resources you have extracted. This will open a secondary window and give you the contents of the hopper. To remove it, highlight the content(s), click retrieve, and it will slide bar ask how much you wish to remove. Set that, and click ok.

    Well, that�s how to operate and maintain them. Now for a little basic info on WHERE to put them. You need to find an area to farm. The survey tool is your friend here. If you don�t have the skills to use one (novice Artisan is all you need), I�m sure you could hire a Surveyor to assist you. Your looking for a high percentage concentration of the base materials your looking for. Notice I said base (mineral, floral, etc..) and materials. Plural. All. Why cut your nose off to spite your face? Extract the materials you need. You�ll probably need more than one. Right? So THAT�S what you survey for. The averages in percentages.

    When you open the survey tool you�ll get a box to the left that (usually) is blank .... and a menu to the right of the different materials you can survey for. Run out in an area , about 500-1000 meters from the time you get the message �now leaving yada-yada�.

    Survey about 5 or 6 things. Get an idea where all the resource pools are at. Also look at the surroundings. Is their thieves or swoopers around? Is their opposite faction camps near by (Rebel or Imperial)? Is their aggressive animals and their lairs near? The key word here is aggressive. Lots of nasty stuff out there...so be careful.

    IMPORTANT SAFETY TIP #2. The best place I found to build a farm is near a non-aggressive animal lair. Why??? Less likely to have a swooper camp spawn in the middle of your farm. Then you�d have to hire mercenaries to clear the camp to you can get your hoppers cleared.

    Once you have an area that may look good open your inventory and click on the deed. It will radial and you want to click on use. This will pop you in an overhead shot of where your standing. Your looking for a wide area that�s NOT marked by diagonal hash marks. If your able to place your equipment, it will be in a green box. Place carefully because planning is essential if your going to place more. If you don�t like the area or if you want to move a little closer to that said placement area..... just hit the escape key.

    IMPORTANT SAFETY TIP #3. You can run around looking for the best place by use deed... escape...use deed escape, etc. A quick way of finding the best area to placement of your future farm.

    IMPORTANT SAFETY TIP #4. Your energy extractor has a WAY bigger footprint than the other harvesters. Just be aware of this.

    When you found your site. And your ready to place your deed, just right click the mouse and your equipment is set.

    I hope this basic guide helps you out in the starting of a new endeavor, and any additions or comments are very welcome to help those out whom do not know.

    �Teach honest and well ... for you were unknowing yourself.�

    SWG: Crafting: The Basics Of Strip Mining, by Donavias D'Armetho
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    25 threads, 1 2 page(s) long 
       Integrity Reply...
      Posted @ Fri, Oct 29th 10:15 AM 2004
      By: Ikuryo
      Scholar
      21 posts
      Score: Decent [3.12]

      Not sure if this is mentioned anywhere. The Integrity of the extractor will not change as long as you keep it feed with credits for maintance. If you leave it for too long and it runs out of credits it stops working and the integrity starts to drop. You can still retrieve you resource as long as the extractor has some integrity left. If it reaches zero the extrator is destroyed and anything it had is lost.

      You will know if the credits have run out because it will not be working and there will be a small fire and smoke rising from your extractor.

       
      0 Replies
       experience Reply...
      Posted @ Thu, Apr 15th 2:47 AM 2004
      By: gstrich
      2 posts
      Score: Decent [3.00]

      does the harvesting give xperiance?                                                                             

       
      0 Replies
       placement blues Reply...
      Posted @ Wed, Oct 15th 8:06 PM 2003
      By: Malafides
      13 posts
      Score: Decent [3.00]

      How close can you place an extracter to a city?  What other factors can keep one from placing an extracter? I keep getting a "Building is not permitted here" message whenever I try to place one.

                                            

       
      1 Reply
         RE: placement blues Reply...
        Posted @ Thu, Oct 16th 12:50 AM 2003
        By: Frelghra
        Scholar
        94 posts
        Score: Decent [3.30]

        It varies a lot from city to city.  For example, you can place a harvester a mere 300 or so meters from Anchorhead, but you have to be about 1 km away from Mos Eisley before you can place. Your best bet is to turn your overhead map on and head away from the city until you reach other peoples' harvesters or houses. Pretty much every city has a perpetual ring of installations around it.            

         
        0 Replies
       Surveying Reply...
      Posted @ Mon, Sep 1st 11:58 AM 2003
      By: ChefGroovy
      Scholar
      26 posts
      Score: Decent [3.42]

      Since its basically free to re-deed extractors, its easier to place extracter and use it to survey everything at once. If don't see anything you like, destroy harvester and move it.

                                                         

       
      ----------------------------
      My life... for the Horde!
      3 Replies
         RE: Surveying Reply...
        Posted @ Sun, Sep 14th 6:37 PM 2003
        By: northanger
        15 posts
        Score: Decent [3.00]

        It's never been free to redeed harvesters.  It's always cost two days maint and that did not change with patch. Difference now is that maint above the redeed cost stays in the deed (as well as power).                                      

         
        0 Replies
         RE: Surveying Reply...
        Posted @ Sun, Sep 7th 9:25 AM 2003
        By: Anonymous
        Score: Default [2.00]

        From the 9/4 patch notes:

        "Allow for power and maintenance to carryover if structure is re-deeded. Power and maintenance values will remain in the harvester upon re-placement."

        Great change, but I reclaimed a wind generator last night and when I reset it I had still lost the 3K maintenance pool.  So I'm not sure this is fixed yet. Maybe it's like so many things involving the resource system: It takes time for it to show back up. Dunno, I'll check it today.

         
        0 Replies
         RE: Surveying Reply...
        Posted @ Wed, Sep 3rd 2:16 AM 2003
        By: kursan
        6 posts
        Score: Decent [3.00]

        Im not so sure it is, when I have moved the extractors I often lose credits from the maintenance pool in the process                                                                

         
        1 Reply
           RE: Surveying Reply...
          Posted @ Thu, Sep 4th 10:15 PM 2003
          By: Dansce
          8 posts
          Score: Decent [3.00]

          For a shot time it was, but you now LOSE the 3k in credits to redeed the harvester.  Definately survey first now.                                                                

           
          ----------------------------
          Dansce Klmis
          Vice-Admiral of Nothing Personal, Smuggler
          Radiant Galaxy

          *Better living through MY chemistry*
          1 Reply
             RE: Surveying Reply...
            Posted @ Fri, Feb 18th 8:44 PM 2005
            By: bjitima
            1 posts
            Score: Decent [3.00]

            Ok, so I'm not sure what I'm missing.  I can't redeed any of my harvesters. The only option I have is to destroy them, and then it tells me that it can be redeeded but only gives me the option to proceed or not. When I tell it to proceed it says it will not be redeeded and the only way I can find to take it down is to destroy it. Can anybody tell me what I'm doing wrong?            

             
            0 Replies
       specific Minerals Reply...
      Posted @ Sat, Aug 30th 6:06 PM 2003
      By: kursan
      6 posts
      Score: Decent [3.00]

      Anyone know if minerals come back once they run out?. i.e. are there a finite number of types of Dolovite Iron and if you wait long enough you can mine it again, or is it a case of once its gone its gone for good.                                      

       
      1 Reply
         RE: specific Minerals Reply...
        Posted @ Tue, Jul 27th 2:37 AM 2004
        By: Sindarlee
        8 posts
        Score: Decent [3.00]

        I thought that concentrations simply shift once in 5-6 days... nothing to do with how much folks mine from those concentrations I think.
                                                           

         
        0 Replies
       harvesters are great Reply...
      Posted @ Mon, Aug 25th 7:41 AM 2003
      By: Anonymous
      Score: Default [2.00]

      the old macroing the sampling won't work anymore since every now and then you will get a try to... message, and that will halt everything til you proceed. Besides with harvesters I can sample 10 different metals/chems whatever at the same time as I am doing something else. that averages about 1k of resources an hour. granted I have to buy my energy and put money into them to keep em going. But 2 hours of money "harvesting" gives me about 2 days worth of harvesting.

       
      1 Reply
         RE: harvesters are great Reply...
        Posted @ Sat, Aug 30th 6:08 PM 2003
        By: kursan
        6 posts
        Score: Decent [3.00]

        The macro still works for me. Sure the messages slow mining down a little but its not really a great problem. P.S. I set up a camp before I start mining. It doesnt last long but it helps to get rid of some of those pesky wounds                                      

         
        0 Replies
       Why use extractors? Reply...
      Posted @ Tue, Aug 19th 5:35 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Why use expensive extractors if you can AFK sample when you are not playing. You can make by far more resources in a shorter time for no cost to you in game. I set my self up for AFK sampling whenever I am not playing, at work and sleeping. On average I will sample around 1k worth of recourses per hour at suvery4 and an 80% spot. Its nice going to bed and waking up seeing 8-9k worth of resource in your inventory. Granted you will probably need a good internet connection to keep from going LD and be sure to sample out side of the cities, like in the newbie zones so you don�t get hit by lag spikes that can make you go LD, plus prey that they don�t bring the servers down for a patch. Make sure to have a fair skill in a medium range weapon skill and have it equipped when you are AFK for you could get jumped depending where you are sampling. Don�t worry you will auto fight and the macro will put you back to sampling when it cycles to the next string. I have yet to come back to the computer to find out I died although I have seen some extra pistol xp here and there. =)
      How do you do this you may ask...
      Text file Macro...
      You can make nice long macros in text files and load them in game using the /load command.
      You can find lots of examples here on Allakhazam and they are easy to make once you understand how they work and what you can and can�t do with them. The one I made lets me work on both my survival skill and my surveying all at the same time as I sample resources like mad when I am AFK.
      One thing about the macros is you can not loop them. You can make them very long like the one I use will run for around 10 hours before it ends but it is currently impossible to make one run forever and I have also found that there is a limit to the size of the macro you can load. I made an insanely huge one that could run for a couple days but it would not load properly but when I cut it down to around the 10 hour mark it would load just fine. Also no one macro will work for any character perfectly. You will have to customize the �/pause (value)� in the macro to your characters action and mind pool values. It�s pretty simple to figure out with a stopwatch. Also you will have to make a second macro that will overwrite the first and cancel out all the strings that are not yet completed when you decide to start playing again otherwise the macro will continue to run while you are playing. It sucks to sit down when you�re in the middle of a battle or start sampling when you are running away from something because you for got to turn the macro off.


       
      2 Replies
         RE: Why use extractors? Reply...
        Posted @ Wed, Sep 24th 12:11 PM 2003
        By: ANolan
        Scholar
        29 posts
        Score: Decent [3.06]

        Not dissing afk macro mining (though unattended macroing is against the tos I believe), but some people don't like to stand in one spot all night while they aren't around (dying not withstanding). So, the idea of being able to build a harvester and being able to come back to it after doing other things is a better idea for them. Plus if you consider that it can be done by someone with no real skill (like myself) and your friends can take the materials when you're not there to get it. And finally, you can later add more than one if you start making more money.

         
        ----------------------------
        Just Say No To Spice (JSNTOS)

        wwjd Read the book and find out (john 3:16)
        0 Replies
         RE: Why use extractors? Reply...
        Posted @ Tue, Aug 26th 8:32 AM 2003
        By: Anonymous
        Score: Default [2.00]

        You can easily loop a macro.

        Create a macro called Loop and enter this text
        /ui action toolbarSlot01;

        The create a macro called Sample and enter this
        /stand;
        /sample;
        /pause 500;
        /sit;
        /pause 300;
        /say Nice!
        /ui action toolbarSlot00;

        Now, find a clear toolbar pane and drop the loop macro in the first slot and the sample macro in the second.  Click on the first slot button (i.e. loop) and you will sample forever.

        Easy really

        (for those technically minded. The first macro clicks the second slot button (i.e. sample). When the sample macro has finished it clicks the first button (i.e. loop) and repeat. To stop the macro just move the sample macro to slot three and it will all end)

         
        0 Replies
       extractors Reply...
      Posted @ Fri, Aug 15th 6:44 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Im not really sure if any one has ansewered this qeustion but i will do it to the best of my ability....ok there are 3 types of harvestors personal, meduim, and heavy lets start at personal very simply they cost 720 creds a day maintinance and not really sure on power consumption on them all 25pw an hour i believe...on all extrators they need to have these in them befor you turn them on...meduim extractors are around 1100 creds a day at 50pw hour and they extract twice as much as a personal, and heavys cost is about 1900creds a day at 75pw an hour (i think) and they extract 3 or 4 times as much as a meduim.....

      The only exception to this rule is energy extractors ie..wind,solar, these 2 only require credits for up keep i recomend that you drop about 3000 im them and kepp it above that as to reclaime the deed when you go to move it....no there is a 3 power to a fission generator these require creds for upkeep and radioactive materails to supply the power....ok i simple break down

      personal extrator 2kg/h
      meduim extractor 4kg/h
      heavy extractor 8kg/h (varies depending on biulder)

      also one other note all extractors can differ as to who biulds them and the experimented aspect of them can change hopper size and maintence cost this is as much as a know  

       
      0 Replies
       Placing Wind/Solar Harvesters Reply...
      Posted @ Wed, Jul 23rd 6:44 PM 2003
      By: Anonymous
      Score: Default [2.00]

      This is probably a newbie question, but is there any surveying involved with placing a wind or solar harvester?

      I havn't been able to play yet so I can't confirm this myself yet.

      Anonymous as I don't have an identity yet :(

                                            

       
      1 Reply
         RE: Placing Wind/Solar Harvesters Reply...
        Posted @ Fri, Aug 1st 3:46 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Yeah, the game treats wind/solar spots just like metal/chemical/floral etc.  So you need a wind survey tool to survey for wind, you find a good spot and throw down your wind harvester. Then you use your ambient solar energy tool to find a good sun spot and you can place a solar collector there. The survey tools can be created w/ Novice Artisan skill and somewhere around 20-30 of any metal (should take you about 10 minutes to find a decent patch then sample)

         
        0 Replies
       Extractor Placement Reply...
      Posted @ Mon, Jul 21st 1:09 PM 2003
      By: crystalmatrix
      11 posts
      Score: Excellent [5.00]

      One thing that I've noticed is that you can't place a structure near a lair/den/waren etc. They also take up larger amounts of space than you would think they would. This becomes a problem when, if you can actually find a spot that is "far enough away from town", multiple lairs are located in the area.

      As far as I know, you only have to see the "leaving so and so" message to know you are far enough away from town. Even then though, I have a very hard time placing at the best spots. It would be really nice if it told you why you couldn't place a structure.

      As for me, I'll just continue to think many places are bugged (such as west ans north of Kor vella) and ignore those locations when searching for a good site.

      Best advice is leave the mining up to ppl who do it for a living. I say that because it takes a lot of experience to know which locations will let you set down there or if you are just wasting your time. (True, it doesn't take a genious to figure out, but it does take LOTS of time to find the BEST spots.) Part time miners are better off just doing as Xaverri mentioned and just plopping one down where you see a bunch of extractors during your travels. (Note: Look for locations where there are a lot of different companies extracting. Sometimes you will run across a noob that placed a bunch of machines in a bad spot, or someone is letting them rot because the location is no good any more. So always check your survey.) You only ever need to put down one extractor per resource. You want to keep a good spread of different materials you are mining, so you aren't hurt so bad when other peeps catch on and flood the market with cheap/high volume reasorces the same as yours. Nothing pisses me off more than ppl selling resources below market value. The diversity allows you something else to sell while the other guys go out of business because they are selling below their operating costs. The smart miner knows how much money it takes to mine resources. It takes credits to get those resources out of the ground. Remember that :P

       
      0 Replies
       About destroying... Reply...
      Posted @ Mon, Jul 21st 12:57 PM 2003
      By: Renalor
      6 posts
      Score: Excellent [4.50]

      Something else to keep in mind when deciding to pick up your generator (or whatnot) and relocating it:

      If it costs less to buy one (like 2500cr for a wind generator) than it costs to destroy and move (3000 credits to move generator + cost of maintenance to bring it up to code)...

      ...save yourself some credit and just destroy it without paying maintenance.

      Rensi De'Siric
      Sunrunner

      Edited, Mon Jul 21 12:47:53 2003

       
      1 Reply
         RE: About destroying... Reply...
        Posted @ Sun, Feb 22nd 4:27 AM 2004
        By: SixtySeven
        3 posts
        Score: Decent [3.00]

        I find that paying the 3k is the best option in some circumstances.  Currently I am running 10 Wind Generators (all BER 9). The time it would take to buy 10 more BER 9 wind generators would more than outweigh the 3k to redeed them... overall, they make me about 100k credits a day profit.                         

         
        0 Replies
       Bigger Harvesters Reply...
      Posted @ Mon, Jul 21st 12:55 PM 2003
      By: Draenic
      2 posts
      Score: Decent [3.00]

      Can anyone tell me if the bigger harvesters are actually worth having?  Do they consume more lots but produce greater ammounts of resources? Is maintenence the same price or greater? Just wanna check before I look into getting a couple.                                      

       
      0 Replies
       Faderbain Reply...
      Posted @ Fri, Jul 18th 6:39 PM 2003
      By: Anonymous
      Score: Default [2.00]

      One thing to remmeber when placing your harvestors'

      The are can be overmined and the resource will completly disappear, this seems to happen on a dailey basis, some resources once in great concetrations no longer exsist. this is a game design function. word of advice, dont put too much power or maintence money in your harestors as you may want to move them in a day.             

       
      0 Replies
       generator upkeep? Reply...
      Posted @ Fri, Jul 18th 6:20 AM 2003
      By: falacy
      1 posts
      Score: Decent [3.00]

      what I'm wondering is do the wind generators cost credits to upkeep as well? I'm currently running 2 units, one on a nice supply of radio active material for power. seems to me that using the radio stuff gives me the option of collecting another material as well. but if the wind thing is 0 upkeep, than that it would make sense to build one!            

       
      1 Reply
         RE: generator upkeep? Reply...
        Posted @ Fri, Jul 18th 6:33 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Maintence upkeep on wind genrators is double that of the regular harvestors but they require no power to keep them running, Ie 30CR per hour of maintence cost                                                   

         
        0 Replies
       Lot of Problems... Reply...
      Posted @ Sat, Jul 12th 4:43 PM 2003
      By: Anonymous
      Score: Default [2.00]

      This is probably a noob question, but...it seems every time I turn my wind generator on, it gives me a 'major system failure' (and its integrity drops to 99 or 98 percent). Then, I have to add credits to the mainentence pool to restore it (just to have it break down the next time I try to turn it on). Is this something wrong on my side, or is this just innanely bad luck?            

       
      1 Reply
         RE: Lot of Problems... Reply...
        Posted @ Wed, Jul 16th 4:16 PM 2003
        By: Anonymous
        Score: Default [2.00]

        You have to keep extra credits in the maintenance pool and refill it regularly,
        i believe 30 credits an hour or something like that.
        basically dump 1k or 2k into it and that should last you a realtime day or more, you can also check status on the machine after you put money into the pool and it should tell you how many hours it will run on that much            

         
        0 Replies
       build distance Reply...
      Posted @ Fri, Jul 11th 2:09 PM 2003
      By: Anonymous
      Score: Default [2.00]

      Not sure why the original poster mentioned 1-km as a build range, perhaps that's the way it was in early Beta ? But, from what I've heard from others and seen  myself, you need to be 2.5 km or farther from a city.. Seems a bit too far to me, but that's the way it is..

      Also, keep in mind that resources 'expire' and move.. A good site for Steel XX today will have nothing in 6 - 10 days real time.. or somewhere around there. I'm running on Sunrunner, it's been up about, what, 8 days? One type of steel (olikit or something?) has just disappeard from near town and was replaced (over 2 days) with Ibeery (sp).. This means you will have to keep an eye on your harvesters and move them from time to time (and as I understand it, it has to have a full maintenence credit pool to 'pick up' and you will lose all the credits in it when you pick it up.. but at least you get to place it again)..

      I would really like to hear the output results from different harvester types/sizes for units over real time..

       
      0 Replies
       ##KG/HR? Reply...
      Posted @ Fri, Jul 11th 8:11 AM 2003
      By: Anonymous
      Score: Default [2.00]

      How much is a Kg/hr in real numbers?  Do all materials have the same weight (of 1g?)? How long is an hour game time?

      Or simply, with a spec rate of 2Kg/hr how many resources would that be in one realtime 24 span? :)

      Thanks.                                      

       
      1 Reply
         RE: ##KG/HR? Reply...
        Posted @ Fri, Jul 18th 6:29 PM 2003
        By: Anonymous
        Score: Default [2.00]

        Here's the Math and I did this over several tests of time, and production rates.
        KG/H is the exact number of units your harvestor will harvest per Real life minute. simple math

        take the max rate of your harvestor IE 2 kg/h
        mulitple by the concetration and that will give your the KG/H that your harvestor will harvest
        maintence and power cost's are units used per RL hour.

        With those basics you can figure just how much your harvestor will harvest in any given amount of time and how long it will function.

        Recent developments have actuall put the time frames into the status windows

         
        1 Reply
           RE: ##KG/HR? Reply...
          Posted @ Sun, Jul 20th 2:04 PM 2003
          By: Anonymous
          Score: Good [4.00]

          I did some math.  My wind generator gathered 967 resources in about 7 hours worth of work, at a listed rate of 2.40KG/H. This equates to approximately 57 units/KG.

          When checking with a mineral extractor, I found the same to be true.

          Therefore, a 100% mineral extractor will extract 2736 units per (real) day.

          As for the inputs, the quoted power rate is in units of energy per hour, so for a personal harvestor, it's 25units/hour, or 600/day.

          For the maintenance, for some reason the quoted price is per HALF hour. Why this is the case, I'm not quite sure, but it is. Therefore, wind generators cost 30*48=1440 credits/day, and personal harvesters cost 720 credits/day to maintain.

          If you want to compute the price to yourself for each unit of mineral, use this handy formula:


          126
          ------- + 720
          wind%
          _________________

          2736 * min%



          Where wind% is the concentration of wind for your generator, and min% is the concentration of minerals for your extractor. (Remember to express percentages as decimals, e.g. 75% is .75)

          As an example, if you're at 50% wind and 75% mineral, you will get:

          2052 units of mineral/day, at a cost of .47 credits per unit.

          Also, the number of (personal) harvestors a wind generator can maintain is:

          floor(11.4 * wind%) In our example, we could have 5 harvestors running on our one wind generator.

          Hope all this helps.

          Jegadun Ak'dana, owner/founder of JegaCorp Co on Bloodfin

           
          0 Replies
       Nari Reply...
      Posted @ Thu, Jul 10th 11:11 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Quick question...I know that the wind or solar generators are the best for fueling harvesters, but I am curious about something else.  Of the other fuels, i.e. radioactive material, what is the best? Can the solid petro fuels be used?

      Thank you.                         

       
      0 Replies
       Placement Reply...
      Posted @ Mon, Jul 7th 6:52 PM 2003
      By: Anonymous
      Score: Default [2.00]

      You need to be 1,000 meters away from a city in order to place any building or even set up a camp.  There are also some area�s way out in the middle of nowhere that will give you the "Can�t place building here" message.

      You'll also have a hard time finding a spot that you can place your building in hilly terrain. And seeing that power generators have a large footprint you�ll have an extra hard time placing them in hilly terrain.

       
      0 Replies
       swoopers? Reply...
      Posted @ Fri, Jul 4th 11:28 AM 2003
      By: sonixa
      12 posts
      Score: Decent [3.00]

      Ok, What is a SWOOPER? The guide mentions swoopers but I don't know what this means. Thank you.                                                                

       
      1 Reply
         RE: swoopers? Reply...
        Posted @ Tue, Jul 8th 9:50 AM 2003
        By: Greleah
        6 posts
        Score: Decent [3.00]

        A Swooper is Lady Valarian's "escort" service. A swooper is a pilot, and usually a yellow con to a intermediate to advanced marksman. Also depending on your faction .... they are *usually* very hostile and have a nasty habit of death blows. Valarian's are not too pleased with Jabba's clan, and vice-versa, so killing a swooper will increase you Jabba faction and lower your Valarian.            

         
        0 Replies
       The Question Reply...
      Posted @ Wed, Jul 2nd 5:23 PM 2003
      By: Amanbraid
      1 posts
      Score: Decent [3.00]

      I'm starting out a marksmen aiming for pistoleer, but while on my adventures I come across small colonies of buildings, not just harvestors, but houses as well. This is amazing to me, and I want to be able to supply myself with these type of buildings. Recently I just plopped down a Wind Generator, now my next step is to get some mineral harvestors up. But whats the next step? Can i sell raw materials to other planets in the server? Heres the question, what are people doing with these mass amounts of raw materials? Most things have a cycle, i'm trying to figure out what it is, I can't keep doing missions to get money in order to run my harvestors can I? These harvestors must make money for themselves am I wrong?

      Edited, Wed Jul  2 17:15:52 2003

       
      ----------------------------
      - Gravity Fails Me -
      1 Reply
         RE: The Question Reply...
        Posted @ Tue, Jul 8th 10:10 AM 2003
        By: Greleah
        6 posts
        Score: Decent [3.00]

        Depends on the type and quality of the material. You can sell it in the bazaar, on the street, or use the material in production of just about anything.  A weaponsmith, for example, uses lot's of metals and chemical materials. A GOOD weaponsmith uses the same materials of a HIGH quality and conductivity, and has no problem paying top credits for those materials.

        ~D~            

         
        0 Replies
       Placing Reply...
      Posted @ Wed, Jul 2nd 3:51 AM 2003
      By: Xaverri
      15 posts
      Score: Decent [3.00]

      I'm a Commando in training but im also going to be running a harvestor or 7 for my artisan friends to keep in good with them so they give me free LEWTZ :) One thing i noticed while out and about, is: if you run across a bunch of harvestors...stop and check whats so great about that place...If you want some of the resources they are harvesting, then waypoint it, and come back or plop down a harvestor of your own...The tricky part is finding a good spot for the 9x footprint of the Wind Generators. Sometimes you may end up running away from the best spot for some distance before finding a Green space. one thing you can be assured of, though is that if there are that many harvestors in the area then chances are its either really safe, or the materials harvested are just that good.

      My Two cents on harvesting...Look me up on radiant (Naboo/Theed area)...Name's Miraxis and i hang out by the cantina a lot...come and see me if you need some resources and ill see what i can do for ya.

       
      0 Replies
       Destroyable? Reply...
      Posted @ Tue, Jul 1st 1:49 PM 2003
      By: IonusFelthin
      3 posts
      Score: Decent [3.00]

      Can harvesters be attacked/destroyed by Players or NPC's?                                                                             

       
      ----------------------------
      Ionus Felthin
      Keep the rabble entertained
      1 Reply
         RE: Destroyable? Reply...
        Posted @ Tue, Jul 8th 9:55 AM 2003
        By: Greleah
        6 posts
        Score: Decent [3.00]

        Good question. And my best guess is yes, if you yourself are in an Overt status WHEN you place your equipment. I tried it covert and it named the harv with a tag on it ... but others are unable to destroy it.

        I haven't been able to prove the overt theory as yet though.                         

         
        0 Replies
       Re:Troubles Reply...
      Posted @ Tue, Jul 1st 5:43 AM 2003
      By: Anonymous
      Score: Default [2.00]

      You need to be at least 12## meters away from a city. Dunno if that's the problem tho.                                                                

       
      0 Replies
       Troubles Reply...
      Posted @ Tue, Jul 1st 4:12 AM 2003
      By: Anonymous
      Score: Default [2.00]

      Am I the only one that needs a troubleshooting guide to extractor placement?  I find a decent resource spot, but then I can't place the extractor. Matter of fact, I can't find one place that it will let me build. I've tried close to town, I've tried running away from town for about 15 minutes and placing once I'm a looong distance from it. Just keeps saying "Building is not permitted here.", it's rather annoying. Any tips would be appreciated.

       
      2 Replies
         RE: Troubles Reply...
        Posted @ Tue, Jul 15th 12:45 AM 2003
        By: Orudins
        1 posts
        Score: Decent [3.00]

        Actually, I can understand the "Can't place building here" part.  A message I'm getting when I'm not getting that message is "You can't do this in your condition". What condition is it probably talking about? Looked at everything it might be and I'm stumped.                         

         
        2 Replies
           RE: Troubles Reply...
          Posted @ Mon, Aug 4th 2:40 PM 2003
          By: smorpheus
          1 posts
          Score: Decent [3.00]

          Yeah I've seen this too, did you figure it out, or are you still unable to plant harvesters?! :)  I think perhaps it has to do with factioned lands.                                                   

           
          ----------------------------
          ---DOCMARVEL: GODLY SHAMAN OF TICHONDRIUS---
          0 Replies
           RE: Troubles Reply...
          Posted @ Sun, Jul 20th 1:48 PM 2003
          By: Anonymous
          Score: Default [2.00]

          "You can't do this in your condition" means that you are moving or just recently moved, and the server hasn't figured out that you stopped moving.  Just stop moving, wait 5-10 seconds, and try again. It'll work like a charm.                                      

           
          0 Replies
         RE: Troubles Reply...
        Posted @ Tue, Jul 1st 12:01 PM 2003
        By: Greleah
        6 posts
        Score: Decent [3.00]

        It can be annoying at times, but I noticed that you may find an area that may be suitable for placement and see if you can pitch a camp. If not you can't build either. Hey that's part of the survey process. Not only are you looking for the best possible percentages, you also looking for the least amount of trouble. If you can camp, then start the area machine placement process. (the use deed ... escape ... etc. trick).

        Besides camping will let you see what spanws around your area, before you build.

        Hope this helps

         
        0 Replies
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