Architect Archive

Thread: Architect Supply List

Ripchi
Fri Jul 23, 2004 1:29 pm
#1









I just started Archy and am trying to stockpile good resources while I work my way through it, so when I finally complete it I'll have a good supply. I saw a poston the DE forum listing all the required resources and important stats for their profession, but couldn't find one here for Archy, so I decided to try and put one together. Going through all the schematics atwww.swgcraft.com here'swhat I got. I thought it might be helpful to others too. Feel free to post any corrections or comments and i can update it as needed.


General Non-Quality Resources

Each of the resources below is used by at least one Architect schematic but doesn’t affect experimentation, so the stats aren’t important.Each indent represents a more specific classification of resource required, and may be used to fill requirements for a less specific resource requirement.(For example, if your schematic called for non-ferrous metal, you could fill it with copper instead.)


Mineral
Gemstone
Low Grade Ore
Extrusive Ore
Siliclastic Ore
Carbonate Ore
Metal
Non-Ferrous Metals
Aluminum
Copper
Ferrous Metal
Steel
Chemical
Fiberplast
Inert Gas
Reactive Gas
Water
Organic
Flora Structural
Wood
Flora Food
Hides
Wooly Hide


Specific Non-Quality Resources

Resource Used In
Pholokite Extrusive Ore - Master Level Café Table
Kelsh Copper - Master Level Armoir
Thallium Copper - Master Level Chair
Titanium Aluminum - Master Level Bookcase
Duranium Steel - Master Level Chest
Endorian Wooley Hide - Master Level Couch
Ionite Intrusive Ore - Master Level End Table
Dathomirian Leathery Hide - Master Level Loveseat
Endorian Evergreen Wood - Endor Huts (Garden)
Endorian Deciduous Wood - Endor Huts (Garden)
Dantooine Flower Fruit - Dantooine Meditation Area (Garden)
Dathomirian Vegetable Fungus - Dathomir Obelisk (Garden)

Quality Resources
This is a list of all resources that have an experiment affecting stat. Depending on what you’re crafting, different stats will be important, so I’ve listed each different type of use and which stats are important for that crafting. Each type of crafting may require additional resources, but those resource don’t have the stats to affect experimentation so aren’t listed here.


Low Grade Ore
Harvesters (HR, SR, UT for Extraction Rate / MA, UT for Hopper Size)

Metal
Crafting Stations (CD)
Harvesters (HR, SR, UT for Extraction Rate / MA, UT for Hopper Size)
*"Mining Components" (HR, SR, UT)

Steel
Harvesters (HR, SR, UT for Extraction Rate / MA, UT for Hopper Size)
*"Mining Components" (HR, SR, UT)

Chemical
Use Lube Oil for the "chemical" in ALL harvester final assembly and *"mining components" that call for chemical. It has NOexperimentation affecting requirements.


*"Mining Components" include:
Turbo Fluidic Drilling Pump Unit
Fluidic Drilling Pump Unit
Harvesting Mechanism
Heavy Harvesting Mechanism
Light Ore Mining Unit
Ore Mining Unit

Pawlin
Fri Jul 23, 2004 2:27 pm
#2

Good list. I can add a link from the FAQ to this post.


I notice there are a few resources listed under the quality resources that have "Components (UT)" like Polymer and Amorphous Gemstone. I think when we use those its for teh artisan parts and either the quality doesn't matter like in Power cores or the resource stat that matters is the OQ.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
ZenDragonMLS
Fri Jul 23, 2004 3:02 pm
#3

Great job! Thanks.


The General Non-Quality and the Specific Non-Quality lists look very good - I didn't see anything wrong with them.


I think that there are some errors in the General Quality Resource section, as well as some places where "reality" conflicts with what the schematics say.


1. Although the schematics for factories creates the illusion that certain attributes matter and contribute to the overall "quality" of the factory, the reality is that there is no difference in practice between a factory made using crappy resources and no experimentation and one made using ultra-high resources and massive experimentation. Given this, I think it's misleading to have factories listed anywhere in this section.


2. In several places you list "Components (UT)" for various resources. I looked through the archtect component schematics and didn't find anyplace where that was the case, other than structural modules and wall modules. Structural modules don't currently even allow experimentation, and although walls allow it, it doesn't effect anything. So I think that you need to strike any "Components (UT)" line items under the resources.


3. As Pawlin said, I believe that some of your items (e.g., Polymer) are used to make either the Master Artisan or Droid Engineer components, and as such they don't belong in this list.


4. In theory we need "chemical" for some of the key mining components and final harvester assemblies and that would require it to have high HR/SR/UT. In practice we always recommend that people just use Lube Oil for the "chemical" and since it has none of those attributes, the quality doesn't matter at all.


5. Given the care you used on the "General Non-Quality Resources" section to make the point that you *could* use a more specific thing when it called for "non-ferrous metals" for example, I'm a bit confused by the listing of aluminum and copper in the "General Quality Resources" section. The only thing I can figure out is that you are including the resources needed for generator turbines. Generator turbines don't care about quality either.


6. Essentially, I think that if you focus on strictly "Architect" products, and only those where quality matters, that bottom section can be greatly simplied. It looks like this:


Low Grade Ore

Harvesters (HR, SR, UT / MA, UT) (because there are two different attributes in the final product)


Metal

Crafting Stations (CD)

Harvesters (HR, SR, UT / MA, UT)


Steel

Harvesters (HR, SR, UT / MA, UT)



Again, great job. This will be an excellent place to link from the FAQ.




Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Ripchi
Fri Jul 23, 2004 6:13 pm
#4






Pawlin wrote:

Good list. I can add a link from the FAQ to this post.


I notice there are a few resources listed under the quality resources that have "Components (UT)" like Polymer and Amorphous Gemstone. I think when we use those its for teh artisan parts and either the quality doesn't matter like in Power cores or the resource stat that matters is the OQ.







I was getting my information from SWGcraft.com, and it shows experimentation only being affected by UT on the following...


Generator Turbine
Light Power Core Unit
Manufacturing Mechanism
Small Structural Storage Module
Structural Module
Wall Module
Power Core Unit
Structure Storage Module


Those are the parts I included under Components (UT). Is that not the case? I just got novice archy so haven't had a chance to play with it yet, so can you verify if UT affects any of them? The schematics says it does, but that may not hold true I'm sure.




Ripchi (Master Swordsman) My Roleplay (RP) Threads
Agod (Artisan & Architect) My Interior Design Gallery
Citizen of Stars End on Lok, Tarquinas Galaxy (Located at 5205, 4457)

Visit the SEE 2cpu Bulk Resource Vendor outside Coronet at 245 -3585.
ZenDragonMLS
Fri Jul 23, 2004 6:34 pm
#5

That was our point - the *schematic* says it but on some of those items you can't experiment at all, and on the rest it makes no difference. That is, you could have materials with UT = 1 and make walls modules that were indistinguishable from wall modules made with UT = 1000 stuff.


If your purpose is to communicate to other architects and potential architects (which I think are a good audience for your wonderful list), then you want it to reflect the *reality* of the situation. I would hate for a Novice Architect to focus on getting high-UT materials for making generator turbines - it would be an absolute waste.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Pawlin
Fri Jul 23, 2004 6:49 pm
#6






Ripchi wrote:



I was getting my information from SWGcraft.com, and it shows experimentation only being affected by UT on the following...


Generator Turbine
Light Power Core Unit
Manufacturing Mechanism
Small Structural Storage Module
Structural Module
Wall Module
Power Core Unit
Structure Storage Module


Those are the parts I included under Components (UT). Is that not the case? I just got novice archy so haven't had a chance to play with it yet, so can you verify if UT affects any of them? The schematics says it does, but that may not hold true I'm sure.







No, experimentation does not matter on any of those items.


You may be able to experiment on some of them but it has no impact.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Ripchi
Fri Jul 23, 2004 11:17 pm
#7






ZenDragonMLS wrote:

5. Given the care you used on the "General Non-Quality Resources" section to make the point that you *could* use a more specific thing when it called for "non-ferrous metals" for example, I'm a bit confused by the listing of aluminum and copper in the "General Quality Resources" section. The only thing I can figure out is that you are including the resources needed for generator turbines. Generator turbines don't care about quality either.






Aluminum and copper are required for (at least) Heavy Min. Mining Installations, from what I understand. You couldn't substitute them with any ol' metal, so I put them on the list.


I did remove the factories from the list as quality of the resources won't affect them.


This has already been a big help to me. Without your comments I would have been trying to get the best materials for schematics that aren't truly affected by the resources. Thanks, and keep the feedback/corrections coming. I'm all new to this, so it's real helpful to have your help fixing this list.



Ripchi (Master Swordsman) My Roleplay (RP) Threads
Agod (Artisan & Architect) My Interior Design Gallery
Citizen of Stars End on Lok, Tarquinas Galaxy (Located at 5205, 4457)

Visit the SEE 2cpu Bulk Resource Vendor outside Coronet at 245 -3585.
Larant
Sat Jul 24, 2004 8:42 am
#8

A fine post...thanks for the list



Larant
Toumaline Industries
-1784 2372 Dantooine Factory Outlet Mall

Master Armorsmith
Master Artisan
Merchant

Over 100 Served
Pawlin
Sat Jul 24, 2004 12:25 pm
#9






Ripchi wrote:


Aluminum and copper are required for (at least) Heavy Min. Mining Installations, from what I understand. You couldn't substitute them with any ol' metal, so I put them on the list.


...




Aluminum and copper are explicitly only required for harvesters within the generator turbines. The quality of materials used in gen turbines does not matter.


For harvesters the quality only matters for the materials used in the final assembly and for the materials in the mining component.







Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
ZenDragonMLS
Sat Jul 24, 2004 9:23 pm
#10






Ripchi wrote:


Aluminum and copper are required for (at least) Heavy Min. Mining Installations, from what I understand. You couldn't substitute them with any ol' metal, so I put them on the list.






Ah, as Pawlin points out, now I see what you were doing.


The nice thing about swgcrafts schematics is that they show you not only the specific breakdown (e.g., 100 steel, 2 identical generator turbines, etc) but they give you a "rolled up" list of raw resources that are required for the final assembly plus all of the components. And that is very handy for calculating your *cost* (NOT price) for the item.


However, when you look at "quality", you must look at the specific breakdown (NOT the rollup) and figure out what matters.


So, for example, you need to take this list:


1. Requires 400 units of Steel
2. Requires 600 units of Metal
3. Requires 1 Wall Module
4. Requires 200 units of Metal
5. Requires 300 units of Metal
6. Requires 6 similar Wall Module
7. Requires 400 units of Chemical
8. Requires 2 identical Generator Turbine
9. Requires 6 identical Small Structure Storage Module
10. Requires 2 identical Ore Mining Unit


And isolate just those raw resources listed there. Those are the ones for the final assembly and quality matters a lot for them.


Then go through and ask the "quality" question for each of components. The ONLY one on that list where quality matters is the Ore Mining Unit. So then you'll do the same thing with the OMU schematic.


Again, this is a great list and is progressing well - you just need to keep boiling it down to the essentials a bit more.





Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

ZenDragonMLS
Mon Jul 26, 2004 10:43 am
#11

Bump. This is an excellent list and we should either stickie by itself or get Pawlin to add it to his 7 volume series "Everything you wanted to know about Architect but were too lazy to read".





Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Bandola
Mon Jul 26, 2004 11:09 am
#12






ZenDragonMLS wrote:

"Everything you wanted to know about Architect but were too lazy to read".




ROFL ! I actually burst into laughter when I read these words, (which caused acute embarassment because there was an important meeting going on in the next office) it nicely sums up the feeling that ZenDragon has been perpetuating on recent threads, some people just don't read anything before they rush to make asses of themselves in print.




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Pawlin
Tue Jul 27, 2004 12:23 am
#13






ZenDragonMLS wrote:

"Everything you wanted to know about Architect but were too lazy to read"





If I were to rename the FAQ that would be the title.







Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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