These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
 

Use of multiple tower mods

Author
Durep
Lunar Labs
Domain Research and Mining Inst.
#1 - 2014-07-31 05:00:06 UTC
So I started my first set of capital construction jobs, parts for a JF, I have 2 Thukker arrays in a tower. I put the material and blue prints in a hangar in 1 of them and start "use blueprint" to create jobs.

There are no more slots, so I can start unlimited jobs but the costs go up,

1) do I have to move the bp's and materials to other Thukker to keep the costs down?
2) does the system automatically move stuff around?
3 Can I put it in a corporate hangar array and start them from there?
4) Does having 2 thukkers do me any good at all?
5) at what point do the costs start to climb as I create more mfg jobs? How do I know this? Do more arrays keep it down?

When I look at the components required for an Anshar (prepatch ME-1) The required quantities are about 112% more post patch (using the advanced large ship assembly array), but the Thukker gives a 10% reduction in materials, are there other reductions I can find to keep the cost back down where they were pre-patch?

All much more confusing and difficult to figure out costs.



Andrew Indy
Cleaning Crew
#2 - 2014-07-31 05:29:01 UTC
Pretty sure that Multiple Mods in a POS are useless ,other than for storage since CCP scrapped the multiple Mods bonus idea (too much effort basket).
Qoi
Exert Force
#3 - 2014-07-31 09:17:01 UTC  |  Edited by: Qoi
Durep wrote:
So I started my first set of capital construction jobs, parts for a JF, I have 2 Thukker arrays in a tower. I put the material and blue prints in a hangar in 1 of them and start "use blueprint" to create jobs.

There are no more slots, so I can start unlimited jobs but the costs go up,

1) do I have to move the bp's and materials to other Thukker to keep the costs down?
2) does the system automatically move stuff around?
3 Can I put it in a corporate hangar array and start them from there?
4) Does having 2 thukkers do me any good at all?
5) at what point do the costs start to climb as I create more mfg jobs? How do I know this? Do more arrays keep it down?

When I look at the components required for an Anshar (prepatch ME-1) The required quantities are about 112% more post patch (using the advanced large ship assembly array), but the Thukker gives a 10% reduction in materials, are there other reductions I can find to keep the cost back down where they were pre-patch?

All much more confusing and difficult to figure out costs.




You should not put two Thukker Component Arrays in the same tower unless you are trying to bait a super cap fleet Big smile

1) The second one is 100% useless
2) No
3) No
4) No
5) Everyone who starts a job in that solar system increases the cost for all other costs in that solar system, there is nothing you can do about that. (Well, except from making sure nobody else is using your system Pirate)

Things that affect material quantities: Teams, Blueprint ME, Facility. There even is a 5.44% material reduction team up for JFs right now http://eve-industry.org/teamscout/?g=902 - you can expect to pay through the nose though.

Keep in mind that all these percentages stack multiplicatively, so a 10% bonus is better than two 5% boni, etc yada yada.

http://eve-industry.org

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#4 - 2014-07-31 13:26:57 UTC
Every job you install changes the job price, but I've found that it doesn't always increase it. I am working in a system that has 1%-2% costs, but a fairly low job volume (no NPC facilities, few moons), and often times prices will decrease as I install jobs. YMMV.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Durep
Lunar Labs
Domain Research and Mining Inst.
#5 - 2014-07-31 13:59:31 UTC
I suppose the same logic applies to research labs, assembly arrays, etc. 1 and only 1 is needed.
Hope Alar
Blue Tridents
#6 - 2014-08-01 15:45:57 UTC
Durep wrote:
I suppose the same logic applies to research labs, assembly arrays, etc. 1 and only 1 is needed.


Correct, but the labs have changed a little bit. A mobile laboratory will grant ME and PE research function, but you need a design laboratory to get Copy/Invention slots. The new mobile structures names may be a bit off, but the jist is that you cannot get by with just one mobile lab and do copy/invention/ME research/PE research.
Tau Cabalander
Retirement Retreat
Working Stiffs
#7 - 2014-08-01 16:20:30 UTC
Hope Alar wrote:
Durep wrote:
I suppose the same logic applies to research labs, assembly arrays, etc. 1 and only 1 is needed.


Correct, but the labs have changed a little bit. A mobile laboratory will grant ME and PE research function, but you need a design laboratory to get Copy/Invention slots. The new mobile structures names may be a bit off, but the jist is that you cannot get by with just one mobile lab and do copy/invention/ME research/PE research.

In short, to cover everything, you only need:
* One Hyasyoda Lab, or a Research Lab. [ME & TE]
* One Design Lab. [Copy & Invention]
* One Experimental Lab. [Reverse Engineering]