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About This Page About This Page: This is a discussion on Hidden Production Dependencies within the Jumpgate Chat forums, part of the Jumpgate TRI Discussions category, at Joystick Required Forums. Hey there, I wonder if there are any hidden station production dependencies. For example, does a station produce more of a certain commod if the station is stocked with food,
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Old 05-31-2009, 09:52 AM   #1 (permalink)
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Thumbs up Hidden Production Dependencies

Hey there,
I wonder if there are any hidden station production dependencies. For example, does a station produce more of a certain commod if the station is stocked with food, water, armor, fuel cells or med supplies?
The patch notes indicate this; here is a quote back from 2005:

Quote:
-Adjusted econ to provide activity-driven demand for Med Supplies, similar to mechanisms for Ammo, Armor, and foods created last summer.
If this is true, it would be nice to know if the production is more efficient (same amount of input materials, higher output) or if it is more productive (higher input, higher output).

Thanks in advance.
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Old 06-01-2009, 07:43 AM   #2 (permalink)
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Re: Hidden Production Dependencies

Presence of food (Organic food, manufactured food and grain -- in descending order) and water make production more efficient -- though I do not know if there are specific, optimal ratios.

Level 50 players can also "/prodboost" manufacturing for things made in their home faction.
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Old 06-01-2009, 10:43 AM   #3 (permalink)
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Thumbs up Re: Hidden Production Dependencies

I tried to increase the production of textiles at Hyperial, but 500u of manufactured foods had no effect on local production. :/

Also is there any way to increase the production of grain/organic foods apart from the "/prodboost" command? Because production is quite low at only 5-10 units per cycle on various stations.
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Old 06-01-2009, 10:52 AM   #4 (permalink)
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Re: Hidden Production Dependencies

No, it would not work on Textiles. These are first-tier commods (as is grain and Organic Food). In other words, they do not require a forumula of other commidities to make them. They are simply "auto-produced" at a station.

If you give me an idea of what you are trying to do, I can probably give better/more helpful advice. Are you looking to produce something in partcular? Or are you just lokoing for something to produce?
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Old 06-02-2009, 05:39 AM   #5 (permalink)
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Re: Hidden Production Dependencies

Actually I'm trying to produce anything. In the past when first tier commods were still spawned, you could always haul some commods and produce explosives, RAM, optics, whatever.
Nowadays it seems as if the only thing you can do is mine 24/7 and haul a few hundred units of silicon. Which isn't exactly my favourite activity.
The overall productivity is abysmal, which leads to huge stockpiles of some resources (60,000 units of iron @ tripoint, WTF?) and a shortage of "important" commods [silicon (!!), water, carbon, magnesium and a few others).
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Old 06-02-2009, 06:23 AM   #6 (permalink)
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Re: Hidden Production Dependencies

Well one thing I would suggest is Proximity Fuses, which are produced by a SF in Cornea sector. You could also try to produce RF Transceivers, but they require Germanium -- one of our chronically-rare commods (along with Silicon, Helium, Water, RAM and CPUs).

An easy one is to haul some Magnesium to Hyp to crank up Deepol production. Not critically necessary, but it's easy.

What is needed more than production is redistribution. So if you have generally good PR, you can look at key stations for each faction (OP, Wake and QC) and try to ensure that they are well-stocked.
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Old 06-02-2009, 06:55 AM   #7 (permalink)
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Re: Hidden Production Dependencies

Quote:
Originally Posted by Ambrosius View Post
What is needed more than production is redistribution. So if you have generally good PR, you can look at key stations for each faction (OP, Wake and QC) and try to ensure that they are well-stocked.
Is redistribution still a money loser? I would love to get back in a tow and tool around a bit, but I thought I recalled losing money moving commodities without a mission.

If not, any suggestions of which commodities to move where?
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Old 06-02-2009, 07:14 AM   #8 (permalink)
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Re: Hidden Production Dependencies

I was talking about equipment, not commods -- and I honestly don't know the answer. I thought the tax was lowered on equip so that it was possible to make a nominal profit when hauling from a producing station. I suspect some runs would be profit losers. But if you're on when I'm on, I'm always willing to kick in some cash for QC stocking work.
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Old 06-02-2009, 07:33 AM   #9 (permalink)
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Re: Hidden Production Dependencies

Quote:
Originally Posted by Ambrosius View Post
I was talking about equipment, not commods -- and I honestly don't know the answer. I thought the tax was lowered on equip so that it was possible to make a nominal profit when hauling from a producing station. I suspect some runs would be profit losers. But if you're on when I'm on, I'm always willing to kick in some cash for QC stocking work.
Ok, I will do that. I never really thought the economy was top notch, but it was fun...I especially liked that beacons had an effect on the tax rate. I've got a volleyball game tonight, and then drinks at the White Eagle, but I'll check in and see if you're around after....I sent a request in to have my old account re-activated from the graveyard, but this is the third time I've tried (e-mailed once, Scott told me in NYC he'd get it done, and then this e-mail) so I'm not overly confident that they'll get him going, so I may end up as an Oct in a Tow....which will also mean I have to change ships and whatnot....so I hope they get my account back and running.

Anyhow, I assume we're in the same time zone (Eastern) so catching up with you shouldn't be a problem.
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Old 06-02-2009, 07:55 AM   #10 (permalink)
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Re: Hidden Production Dependencies

Ratneck is activated. Smelly Oct worm that he is!!!

I usually play hoops on Tuesdays, but my knee is being uncooperative these days. :\ Yes, I'm EDT -- (Eagles fan, remember?)
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Old 06-02-2009, 08:43 AM   #11 (permalink)
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Re: Hidden Production Dependencies

MrYuk the dirty SOL was my original Pilot from my retail box code though, and he's gone Classified. When I started playing again I tried to wake him back up, but it wasn't working....so I created a new account since you no longer needed a CD key. Someone in the IRC chat told me I could e-mail pilot_support@netdevil.com and they could pull him off of backups...so I figured I'd give it a go but still have gotton no response....I have a feeling he may be gone for good.

Yeah, I remembered you were an Eagles fan....hence why I figured your timezone.... Eagles fans aren't usually allowed outside of Philly. I have to go there for a conference next year and I'm going to see if I can get a suit made up to look like a Giant's jersey....that way I can get my ass kicked at a business conference.

<Edit>
Hmm...After typing that I just went in and tried to transfer him again...and it worked! They must have taken care of it last time (and not told me) or just did it from the e-mail! We shall see, he's still classified on the stats page....might just take a couple minutes to update. </edit>

<Edit 2>
Ok, It seems that somehow...even though that account was there and had a password I knew....it's a Level 1 Oct starter pilot......?? Not sure what's going on there........</EDIT2>

Last edited by Ratneck; 06-02-2009 at 09:01 AM..
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Old 06-02-2009, 01:01 PM   #12 (permalink)
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Re: Hidden Production Dependencies

I found it! I found my original CD with the key on the back! I'm not getting anywhere trying to get my account reactivated, maybe if I provide them with the CD-Key they'll be able to find it. It was literally in the last box in the closet....I went through my folks basement, attic, the closet in my old room, and my entire computer room. Of course, it was in the bottom box of the closet with all the heaviest stuff....and now I have to clean the computer room.....
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