Architect Archive
Thread: Question: What resources will I need ?
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Bandola
Thu May 13, 2004 4:32 am
#1
This question is coming up a lot recently, I have approached this on the basis of anybody starting as an Architect and in it for the long haul. Hologrinders have their own thread already. Maybe it can be included somewhere in the FAQ once it has been through the mill of comments and corrections/additions. Anyway, here goes...
What Resources will I need as an Architect?
For Walls & Structural modules:
These are dealt with seperately as they are by far the largest single components you will need to make if you are going to craft Harvesters and Structures.
Each Structural module takes 200 units of low grade ore and 50 units of metal. Quality is unimportant.
Each Wall takes 10 Structural modules plus 200 units of ore and 300 units of metal, totalling 2,200 units of ore and 800 units of metal.
For harvesters and buildings/civic structures you will need lots of walls/structural modules.
These are dealt with seperately as they are by far the largest single components you will need to make if you are going to craft Harvesters and Structures.
Each Structural module takes 200 units of low grade ore and 50 units of metal. Quality is unimportant.
Each Wall takes 10 Structural modules plus 200 units of ore and 300 units of metal, totalling 2,200 units of ore and 800 units of metal.
For harvesters and buildings/civic structures you will need lots of walls/structural modules.
To make Harvesters:
Ore - any quality - known generally as grind quality ore.Used in walls and structural modules in vast quantity.
Ore (Carbonate) - any quality - used in components (e.g. generator turbines), specifically carbonate ore.
Ore - High in HR/SR/UT (over 900 in these stats) - used for example in the final combine for harvesters, stats matter.
Steel - HQ as the above ore, also used in components to determine final quality, stats matter
Steel - any quality, used in components
Aluminum - stats don't matter when used in components e.g. gen turbines. Also used to make Personal Harvesters, in which case
Ore - any quality - known generally as grind quality ore.Used in walls and structural modules in vast quantity.
Ore (Carbonate) - any quality - used in components (e.g. generator turbines), specifically carbonate ore.
Ore - High in HR/SR/UT (over 900 in these stats) - used for example in the final combine for harvesters, stats matter.
Steel - HQ as the above ore, also used in components to determine final quality, stats matter
Steel - any quality, used in components
Aluminum - stats don't matter when used in components e.g. gen turbines. Also used to make Personal Harvesters, in which case
HR/SR/UT should be as high as possible
Copper - grind quality for components, except for components in crafting stations where CD matters
Non-Ferrous metals (e.g. copper/aluminum, other non-ferrous)- used in components such as gen turbines, quality does not matter,
Copper - grind quality for components, except for components in crafting stations where CD matters
Non-Ferrous metals (e.g. copper/aluminum, other non-ferrous)- used in components such as gen turbines, quality does not matter,
Also used to make Personal Harvesters, in which case HR/SR/UT should be as high as possible
Metal - both grind quality in large quantities to be used for example in walls and components, and high in HR/SR/UT where it is
Metal - both grind quality in large quantities to be used for example in walls and components, and high in HR/SR/UT where it is
sometimes used in components or final combines along with or instead of steel (but steel is compulsory in a lot ofcases)
Lub Oil - used where chemicals are called for and stats (HR/SR/UT) matter, lube oil (and liquid petchems) do not have these stats, so
Lub Oil - used where chemicals are called for and stats (HR/SR/UT) matter, lube oil (and liquid petchems) do not have these stats, so
do not count AGAINST the average stats when used
Polymers - if high in SR & UT (over 900) these can be used in place of lube oil to improve the average if needed.
Reactive Gas - used in gen turbines for example - stats don't matter
Inert Gas - small quantities, stats don't matter.
Polymers - if high in SR & UT (over 900) these can be used in place of lube oil to improve the average if needed.
Reactive Gas - used in gen turbines for example - stats don't matter
Inert Gas - small quantities, stats don't matter.
Crafting Stations (thx Pawlin for the details):
Metal with very high conductivity, usually copper (for station final assembly)
High OQ INert gas, Polymer, copper, steel, ore and metal (for electronics GP module, control unit and energy distributor)
Metal and/or steel with both high OQ and conductivity. (for droid storage compartments and micro sensor suite)
Metal with very high conductivity, usually copper (for station final assembly)
High OQ INert gas, Polymer, copper, steel, ore and metal (for electronics GP module, control unit and energy distributor)
Metal and/or steel with both high OQ and conductivity. (for droid storage compartments and micro sensor suite)
Stats should be as close to 1000 as you can possibly get if you're aiming for > 40 rating on the stations.
Housing & Civic Buildings:
As there is no meaningful experimentation line quality does not matter, folowing resources are needed -
Ore and metal for walls and structural modules
Aluminum, Reactive Gas, carbonate Ore, Copper, Non-Ferrous metal (the ever present gen turbines as components for certain
As there is no meaningful experimentation line quality does not matter, folowing resources are needed -
Ore and metal for walls and structural modules
Aluminum, Reactive Gas, carbonate Ore, Copper, Non-Ferrous metal (the ever present gen turbines as components for certain
buildings)
Chemical, Copper, Metal, Ore. Fiberplast & Hides (components for tents), Flora & Wood (some gardens), Gemstones (statues), water
Chemical, Copper, Metal, Ore. Fiberplast & Hides (components for tents), Flora & Wood (some gardens), Gemstones (statues), water
(fountains), Silicastic Ore & Extrusive Ore (some gardens), Vegetable Fungus (some gardens).
Furniture:
Now where to start ?
Again quality is not important
Aluminum - Tables, loveseat, data terminal, but specifically Titanium Alu for the Master Bookcase
Chemicals - Ballot box terminal and potted plants
Copper - Ballot box terminal, some tables, and in components for Data Terminals. Kelsh Copper specifically for the Master Armoire
Now where to start ?
Again quality is not important
Aluminum - Tables, loveseat, data terminal, but specifically Titanium Alu for the Master Bookcase
Chemicals - Ballot box terminal and potted plants
Copper - Ballot box terminal, some tables, and in components for Data Terminals. Kelsh Copper specifically for the Master Armoire
and Thallium Copper for the Master Chair
Fiberplast - Master Couch, Armoire and Chair (oh yeah, and candles)
Organic - candles
Inert Petchems - Master Couch, Armoire, Loveseat and Chair
Inert Gas - components for Data Terminals
Hide, wooly hide, leathery hide - seating, beds
Metal - countless uses
Steel - some chairs & chests, plus specifically Duranium Steel in Master Chest
Ore - what a surprise - a few uses, but not too many
Fiberplast - Master Couch, Armoire and Chair (oh yeah, and candles)
Organic - candles
Inert Petchems - Master Couch, Armoire, Loveseat and Chair
Inert Gas - components for Data Terminals
Hide, wooly hide, leathery hide - seating, beds
Metal - countless uses
Steel - some chairs & chests, plus specifically Duranium Steel in Master Chest
Ore - what a surprise - a few uses, but not too many
Wood - wooden Chair and plants.
Here's the list of the specific resources for master furniture as supplied by Pawlin:
kelsh copper
thallium copper
titanium aluminumduranium steel
pholokite extrusive oreionite intrusive ore
endorian wooly hide
dathomirian leathery hide
Now I am sure this will get a few corrections/additions, buthopefully it is pretty comprehensive and accurate.
Message Edited by Bandola on 05-13-2004 12:10 PM
Message Edited by Bandola on 05-13-2004 12:13 PM
Fneegan
Thu May 13, 2004 10:29 am
#2
That sums it up nicely.
I have one little question about Heavies. Isn't somewhere the lube should have NO (or as little) UT as possible ?
Pawlin
Thu May 13, 2004 10:35 am
#3
Lub oil does not havea UT stat at all. That is why it is preferable.
Pawlin
Thu May 13, 2004 10:39 am
#4
Here's the list of the specific resources for master furniture:
kelsh copper
thallium copper
titanium aluminumduranium steel
pholokite extrusive oreionite intrusive ore
endorian wooly hide
dathomirian leathery hide
Bandola
Thu May 13, 2004 11:30 am
#5
thx Pawlin
contributions welcome, especially for the stations, I don't make those myself, I'm not master Artisan...
...I really must get around to that one day.
Pawlin
Thu May 13, 2004 11:56 am
#6
Crafting stations require:
Metal with very high conductivity, usually copper (for station final assembly)
High OQ INert gas, Polymer, copper, steel, ore and metal (for electronics GP module, control unit and energy distributor)
Metal and/or steel with both high OQ and conductivity. (for droid storage compartments and micro sensor suite)
Stats should be as close to 1000 as you can possibly get if you're aiming for > 40 rating on the stations.
Pawlin
Fri May 14, 2004 12:21 am
#8
I put a link to this thread in the FAQ entry for the question : "Q-5.6: What resources do you need for architect" The existing FAQ entry was pretty short and I left that as the "short answer".
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