Architect Archive
Thread: Publish 10 and crafting
Kdr_Kane wrote:
I just want to give some warning to my fellow architects about Publish 10.
Obviously, they changed the schematics when they broke architect on Test Center a week or so ago. Now it's working. But, I want you to know that the way schematicsare changed.
Now, the schematic shows you the formula for the "quality" of the materials you are using. I was paying a little more attention to the schematic when I was making five fusion generators. Well, you know that you can't experiment on BER when you have a BER 6 OMU for your fusion. So, you can only experiment on hopper size.
LUBRICATING OIL IS NOT AS GOOD AS MEDIOCRE POLYMER.
Are you following me? I didn't have a lot of chemicals to try out. Just some polymer and my lube oil. But, where you normally expect lube oil to work the best because it doesn't have any UT, SR and MA. Now, it appears you need chemicals that have those qualities for your best combines.
I'd like some confirmation of this.
If you are planning to make some schematics soon, DO IT NOW, before the patch.
This doesn't really surprise me - they tried to put this in some time ago, problem is - far too many schematics require materials that have no stats that are required in a boatload of schematics. Confidence they'll go thru and adjust those? - ZERO
I'm not an architect - so I don't know how hard this hits ya'll - but I know several other professions that this is a killer for - and why the change was made - then nuked, some months back.
Actually, with the new crafting screen, it's very easy to tell what is going on. They have the different "slots" displayed just like they always do. However, they have added a "quality bar" next to each slot. So when you click on a resource for a particular slot, it lights up that slot with a bar coded by height AND color. So you get a high/green bar when you are using something that is "good" and a low/red bar when you are using something "bad" (with yellow in between). When you select a resource that has NO attribute that matters, the bar is completely empty (NULL).
I'll go on in a minute and double-check this but as far as I can see not only is it still working as it is on live, but in fact we now have a visual feedback to remind us.
ZenDragonMLS wrote:
In the past few days on the TC I've made OMUs (schematic), Fusion (by hand), and BER13 Heavy Mineral Harvester (schematic). I've used junk inert gas and lube oil there *exactly* like I have on live (Wanderhome). I've gotten *exactly* the same result as I have on live.
Actually, with the new crafting screen, it's very easy to tell what is going on. They have the different "slots" displayed just like they always do. However, they have added a "quality bar" next to each slot. So when you click on a resource for a particular slot, it lights up that slot with a bar coded by height AND color. So you get a high/green bar when you are using something that is "good" and a low/red bar when you are using something "bad" (with yellow in between). When you select a resource that has NO attribute that matters, the bar is completely empty (NULL).
I'll go on in a minute and double-check this but as far as I can see not only is it still working as it is on live, but in fact we now have a visual feedback to remind us.
Hey Zen!!!
Ok, I just tested this myself... and you are absolutely right.
I made 2 Mineral Mining Installations.
I used the exact same resources for both, all the way through the entire process. The ONLY thing I changed on my two examples was to use Polymer in one, and Lub Oil in the other.
Final results:
With Lub Oil: Experimented to 52%, BER 7, Hopper size 58872
With Polymer: Experimented to 47%, BER 7, Hopper size 58889.
Conclusion:
Lub oil works just like it always has. It does NOT affect the stats of the harvestor AT ALL.
To further prove this... much like Zen said, when you click on Lub Oil, it shows all the experimental stats as "---" which means null. They don't increase OR decrease the stats of the final harvestor combine.
Hope this clears things up! These crafting changes are AWESOME!!
I also took a number of screenies of the new crafting window. Later today I'll edit them and post them to show what they tell you - I think it might be useful to even point there from the FAQ to make some things clearer to people.
Message Edited by Bandola on 08-22-2004 11:52 AM
Fivo Asia
Cafa wrote:
Sufficed to say will be interesting to find out. Really gladd I got that High Stat Polymer in the bank!Pub 10 is coming!
Fivo Asia
Cafa... we already DID find out. Tested it on TC. Resource qualities work EXACTLY the SAME as pre-Pub 10. Only difference is the interface.