Architect Archive
Thread: Another Arch. Noob with more questions...
Question 1. How do i get more lots? As I know its possible and the basic 3 just aint cuttin it
Every player has ten lots for all buildings. All harvesters, factories and the Small Naboo House (Style 2) take one lot, all other small and medium houses take two lots, and large houses and PA (guild) halls take five lots. Buildings can, of course, be redeeded to free up lots for other buildings, or to move them.
Some players work with non-crafting players, usually guild members, to pool lots to get resources. Some players rent lots from others. Other players do cross-server lot trades (a practice I don't do and that I believeSOE disapproves of but doesn't really stop). Others work with resource sellers to get discount rates for regular sales and deliveries of bulk resources. What you choose is up to you.
Question 2. Oncea factory is created and its pumpin out stuff, do you still have to feed it resources to makethe items?
Yes. A factory needs the same EXACT SAME resources used to build from the manufacturing schematic you install in the factory to build items. If the schematic uses parts that have serial numbers (not all items do--Structure and Wall Modules do not--but most do), the serial numbers must be exactly the same as the serial numbers of the parts use to make the manufacturing schematic. All factory-built partsfrom a particular manufacturing schematic have that schematic's serial number.
The factory then runs until one of the following events occurs:
- The factory runs out of power.
- The output hopper fills with 100 crates or items, the maximum capacity for all factories' output hoppers.
- The factory runs out of at least one ingredient needed to build the item.
- The manufacturing schematic installed in the factory reaches its build limit (by default, this is 1000 items) and disappears.
- The factory is manually stopped by any player with admin access to the factory.
Question 3. How the hell doyou guys get a ore? I cant seem to find anywhere with high ratings of ore, nor can I find any on the bazaar....
Characteristically, low-grade ore is found in wide, low concentrations rarely exceeding 70%. There is one exception to this: Fermionic Siliclastic Ore. This is one of eight classes of resource that were introduced with the Jump to Lightspeed expansion for use in shipwright schematics, which is why these eight classes are collectively known as "shipwright resources". Shipwright resources break the rules for other resources in their respective classes. These are the characteristics of shipwright resource classes:
- Found one exactly one planet at any time. If it disappears from a planet, a new shipwright resource in that classis randomly spawned on another of the ten original SWG planets or moons (never on Kashyyyk). So ifthe current type ofFermionic Siliclastic Ore despawns (disappears or goes out of shift) from Talus, for example, a new Fermionic Siliclastic Orewill randomly reappear on one of the ten base planets or moons, usually within minutes and no more than hours, depending on server activity. The new type might even spawn (come in shift or appear) on Talus again.
- Found in many high concentrations,many of them exceeding 90%. Typically, a shipwright resource appears in at least three concentrations exceeding 95%, with at least one reaching 97% to 99%. This makes Fermionic Siliclastic Ore a very attractive low-grade ore for making Structure and Wall Modules, since these make up the bulk of an architect's factory runs, and quality doesn't matter for them.
- Stays in shift for two to three times longer than most other resources. Most resources spawn, stay in existence for seven to ten days, then disappear forever. A shipwright resource usually sticks around for three weeks or more, so you don't have to move harvesters as much.