Architect Archive
Thread: House, Furniture, Harvester FAQ Rev. 0.4
House, Furniture, Harvester FAQ Rev. 0.4
For Player City related questions see the FAQ from the Politician forum:
http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=7581
GENERAL STRUCTURES
Q-0.1: Why can't I build a house/harvester/factory?
A-0.1: Several things to be aware of: You need to outside of the no build zone around a city in order to build a house. Usually you can't build within 500 or 1000 meters of a city. Also, you there can not be obstructions like other structures and the house needs to be on somewhat level ground. Make sure you've got enough lots available too. You can not be within the radius of a MOB spawn.
Q-0.2: How much do houses/harvester/factory cost to buy? (asked in forums)
A-0.2: This varies widely from server to server and from architect to architect. Contact the local architects on your server for pricing. You may pay more for a ready made deed than if you have to wait. However realize that most houses and harvesters take a lot of materials to make so the prices are in the thousands to hundreds of thousands.
HOUSES
Q-1.1: How many lots does a house take?
A-1.1: Smalls = 2, medium = 2, Large = 6, Guild = 9 except Naboo round small (style 2) = 1 and Tatooine Guild = 7.
Q-1.2: How much can you store in a house?
A-1.2: The rule is 75 per lot with a max of 250, which translates to:
Smalls or medium = 150, Large or Guild = 250. Naboo round small = 75.
Q-1.3: What does maintenance cost for a house?
A-1.3: Daily maintenance is: Small = 384, Medium = 816, Large = 1200, Guild = 2400
Q-1.4: What do the houses look like?
A-1.4: Pictures and floorplans are available on several player sites, like:
http://www.swgarchitect.com
http://ripecreations.com/wynedesign.html
The official SWG site has had images as well on a Friday Feature from 9/26/03:
http://starwarsgalaxies.station.sony.com/content.jsp?page=Player%20Houses%20Index
(not sure if that link is still working)
Q-1.5: How much does it cost to redeed a house?
A-1.5: The formula for the redeeding cost is 100 x maintenance rate. So if you have a harvester that has a maintenance rate of 30, the redeed cost is 3000.
Q-1.6: My sign is goofed up. How do I fix it??
A-1.6: Beats me. Any help here?? Anyone please? Did they fix this?
FURNITURE
Q-2.1: How do I move furniture?
A-2.1: You can select the item and then use the radial menu options to move forward or back and rotate left or right.
Or the command /move [forward|back] x will move the item x distance and /rotate [left|right] will rotate 90 degrees or /rotate [left|right] y will rotate y degrees.
Furniture is moved in reference to the character's viewpoint so if you move it forward then it will move away from you.
Q-2.2: How do I hang things on the wall?
A-2.2: Some items drop at a certain height by default such as backpacks. Furniture items including such things as table lamps drop on the floor by default. To move these items up the only way to do so currently is to walk up a flight of stairs and drop the item and then move them off the stairs. Small houses do not have stairs so you can't do this in a small house.
Q-2.3: How do I turn on the free-standing lamp?
A-2.3: Right now you can't. Torches are the only lamp style that actually gives off light.
Q-2.4: Can you make me a chest, cabinet, etc. that I can put stuff into?
A-2.4: None of the furniture items created by Architects allow you to put stuff inside of them. The only exception that kind of fits the bill is the Crafting stations. You can hang backpacks on the walls and use those for storage.
Q-2.5: How do I target or pick up my round Couch / Couch II / Tan couch ?
A-2.5: This piece of furniture is apparently intermittently bugged for some people. You might try waiting a day and see if you have any better luck targetting the item. You can try using the /pickup command where is the name given to the couch such as "/pickup couch". Also if you have someone you trust a lot then you might give them admin rights to your house and see if they can target and move the couch (only do this with someone that you know won't rob you blind).
HARVESTERS
Q-3.1: How many lots does a harvester take?
A-3.1: All harvesters require 1 lot each.
However the physical clear and flat landscape squares required for medium and heavy harvesters is more than a personal.
Q-3.2: How much is maintenance and energy requirement for a harvester?
A-3.2: For mineral, chemical, fora, gas and water:
Personals: 720 credits and 600 energy
Mediums: 1440 credits and 1200 energy
Heavies: 2160 credits and 1800 energy
Energy collectors use:
Windmills: 1440 credits, Solar : 1440 credits, Fusion: 1440 credits.
Q-3.3: Can you build me a large windmill or a small solar generator?
A-3.3: There are 3 generators of energy: wind harvesters, solar generators and fusion generators. Wind harvesters are the personal size energy generator, solars are the medium level and fusions are the heavy.
Q-3.4: How much does it cost to redeed a harvester?
A-3.4: The formula for the redeeding cost is 100 x maintenance rate. So if you have a harvester that has a maintenance rate of 30, the redeed cost is 3000.
Q-3.5: How much do harvesters produce?
A-3.5: It is dependent on the extraction rate of the harvester in question. The extraction rates vary from harvester to harvester depending on the experimentation results during its crafting.
The general formula is:
Output per hour = Extraction rate in kg/h * 60 * density% = # units produced / hour
Output per day = Extraction rate in kg/h * 1440 * density% = # units / day
Example: A medium mineral harvester with an extraction rate of 6 kg/h on a 75% aluminum density will give you
= 6 * 60 * 0.75 = 270 units per hour production or 6480 per day
FACTORIES
Q-4.1: Which factory is used to make medical supplies?
A-4.1: The food factory is required to make medical items.
Q-4.2: How many lots do factories take?
A-4.2: Equipment, food and wearables factories take 1 lot. Structure factories use 2.
Q-4.3: How much is maintenance and power requirement for a factory?
A-4.3: Factories require 1200 credits and 50 energy units per hour of use. When a factory is not in use it does not use power.
Hi all, I revised the FAQ again. I'm sure that some of the items are in need of update and would appreciate anyone that can help out.
Streetlamps also give off light at night indoors or outdoors and can be placed inside of any building.
Q-2.3: How do I turn on the free-standing lamp?
A-2.3: At least right now the free-standing lamp does not give off light and can not be turned on. Torches (inside) or Street lamps (inside/outside) will give off light.
Anyone know if the round couch is still buggy? How about the schematic for the master armoire, have they fixed that yet?
The couch is still buggy.
The armoire is even more borked than before. ![]()
Q-3.6 : Can you build me a fusion with extraction rate 15, 16, etc?
A-3.6 : Currently the maximum possible extraction rate for fusion generators is 14. It was previously possible to make fusions with extraction rate of 16 and there are some that came out with rates of 25 or more (probably buggy) however the current extraction rate maximum is now 14.
Q-3.7 : Why do chemical, gas, flora cost so much more than mineral or water?
A-3.7 : You're guess is as good as mine. Possibly an 'ooop's by the DEV's.
Furniture:
Q-2.6: Can you make a rug or painting?
A-2.6: Architects do not make rugs or paintings. Paintings are a NPC quest item.
Harvesters:
Q-3.6. What commands are used to operate an extractor
A-3.6. These are the only commands that appear to be working at this time
- /stru - Show status of harvester
- /pay xx - Add Maintenance
- /addp xx - Add xx Power - Leave off amount for dialog
- /setPermission [admin][hopper] name - add name as either admin or hopper/or remove if already on list
- /harvesterDeactivate - turn off harvester
- /harvesterActivate - turn on harvester
- /harvesterSelectResource - ????
Yes, quite right. Thanks for the catch.
That makes it:
Q-4.3: How much is maintenance and power requirement for a factory?
A-4.3: Factories require 1200 credits per day and 50 energy units per hour of use. When a factory is not in use it does not use power.