Architect Archive
Thread: Architect, House, Furniture, Harvester FAQ Rev. 1.0
Architect, House, Furniture, Harvester FAQ Rev. 1.0
This revision adds a full section for questions specific to the architect profession.
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
http://canda_vespin.home.comcast.net/
http://swg.warcry.com/index.php/content/furniture
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: 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.
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).
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.
Q-2.7: What do the furniture items look like?
A-2.7: Pictures are available on several player sites, like:
http://www.swgarchitect.com
http://ripecreations.com/wynedesign.html
http://canda_vespin.home.comcast.net/
http://swg.warcry.com/index.php/content/furniture
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
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 : Medium minerals and waters only take 3 structural modules and the chemical, gas and flora require 3 walls. Thats an extra 8250 resources. Why do they take more to build? You're guess is as good as mine. Possibly an 'ooop's by the DEV's.
Q-3.8. What commands are used to operate an extractor
A-3.8. 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
/name - will change the name of the structure
/harvesterSelectResource - ???? (not sure if this one works)
Q-3.9: What does BER mean?
A-3.9: BER stands for Base Extraction Rate. This is a term for the amount that the harvester will collect in one minute if at 100% density for the resource. Shown in the harvester operation window as Kg/h.
Q-3.10: What is the current max BER of each size harvester?
A-3.10:
Personals - 5 (?)
Medium- 10
Heavy - 13
Fusion - 14 (currently)
Wind - 9 (?)
Solar - 8 (?)
(not sure on personals, wind or solars as I don't build them myself)
Q-3.11: Why is my harvester using so much power? It says I have zero power and I had a couple days worth in it yesterday.
A-3.11: There is currently a display bug in the power. If you turn the harvester off and then turn it back on again, it should then reset the power readout.
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 per day and 50 energy units per hour of use. When a factory is not in use it does not use power.
ARCHITECT PROFESSION
Q-5.1: What should I charge for a building/harvester/piece of furniture??
A-5.1: Copy/paste from ZenDragonMLS -
"Find the vendors for many of the Master Architects on your server. Go visit them. Copy down the prices. Talk with miners and ask them where they get their harvesters and how much they pay. Check the Bazaar for furniture prices. Check the Trade Forum for your server.
Then sit down and figure out what kind of business *you* want to run. If you want to be a low-cost / high-volume guy, then figure out how you can keep your operating costs as low as possible and yet pump out lots of stuff (high-volume means you will need extra lots and/or people to mine for you). If you want to focus on furniture, then you need to make sure that your vendor always has a large selection on it and you need to advertise a lot. If you want to only service miners by making high-end heavy harvesters, then figure out the economics of *their* business and charge for your harvesters based on their payback (e.g., selling someone a money-making machine that never decays for an amount that they can earn back in 2-4 days is not a recipe for long-term success.)
You get the idea: price is only *one* aspect of your whole business model. Think through how you want to play and pick your prices to fit that model. Whatever you do, don't take some "rule of thumb" like "charge X credits per unit of resources that it takes you to build it" and call it a "business model". Take more control over your business than that."
Q-5.2: What does "similar" mean in "similar wall modules" or "similar structure modules"?
A-5.2: It really doesn't mean anything. If the schematic calls for "similar" items then they do not have to be factory made and they do not have to use the same materials. You can mix and match parts made with different materials, by hand or in a factory. This is also true for schematics used in a factory, so if you make a heavy mineral harvester schematic then you do not have to have factory made identical walls when you produce the harvester in your factory.
Q-5.3: How do I make a good crafting station?
A-5.3: To make a crafting station with a high functional rating in the 40's you need to use all the optional components and everything has to be highly experimented with high quality materials. The crafting station itself should use 400 of very high conductivity metal (usually copper has high cond.) say around 990 or better. The other 50 can be an ore which does not have conductivity and therefore counts as perfect. All the optional parts use high overall quality and it should be as high as you can get. The droid storage components have to be made by a novice droid engineer. The control units and micro sensors are master artisan items. So either find a supplier or attain those skills yourself.
Q-5.4: What is a good grind item?
A-5.4: There are some options here: walls, statues or crafting stations. Walls can be sold for a profit but require more clicks. You have to make 10 structure modules per wall. Walls take 3000 resources total and give 6000 XP. Statues are the fastest way to XP but they don't have a big market and require a lot of gemstone. Statues also use 3000 resources and give 6000 XP. Crafting stations can be ok as well since they only use metals. Stations take just 450 metal and therefore give 900 XP.
Q-5.5: How do I make a BER 13 heavy / BER 10 medium?
A-5.5: You have to use good materials for the main mining part and during the final combine. The materials for walls, storage modules or generator turbines do not matter. Ore mining units, Light ore mining units, Turbo fluidic drilling pump unit, fluidic drilling pump unit, Heavy harvesting mechanism, harvesting mechanism are the mining units. The materials should have high Heat resist, Shock resist and Unit toughness. The formula is HR + SR + UT + UT. That number should be as close to 4000 as possible. The mining unit should be highly experimented and in the 90's. The medium level units should say BER 4 on the schematic and the heavies should be BER 6. Whenever the schematics call for a chemical, you can use lube oil which does not have the stats and therefore counts as perfect.
Q-5.6: What resources do you need for architect?
A-5.6: Its about 60% ore, 30-35% other metals and a mix of chemical, reactive and inert gas. To make high extraction rate harvesters you should also collect Ore, steel and other metals with high heat resist, shock resist and unit toughness. For the buildings and furniture, quality of the
Q-5.7: Where do I find the schematic for control unit, micro sensor suite, power conditioner, energy distributor, electronics memory module or electronics GP module?
A-5.7: These are all master artisan items. You use the weapon, droid, generic crafting tool and you have to be a master artisan to have the schematics.
Q-5.8: How do I make the different kinds of statues? I only see Gungan head in my schematics.
A-5.8: When you select Gungan head statue and then get to the last where you name the statue step there is a drop down menu in the top right corner where you can select from a list of all the different styles of statues.
All professions need a faq stickied to the top. Why does architect not have one...
Q-3.7 : Why do chemical, gas, flora cost so much more than mineral or water?
A-3.7 : Medium minerals and waters only take 3 structural modules and the chemical, gas and flora require 3 walls. Thats an extra 8250 resources. Why do they take more to build? You're guess is as good as mine. Possibly an 'ooop's by the DEV's.
I heard an explanation that makes a bit of sense, Minerals and waters are available earlier in the skill tree than the other mediums, lower level architects can make them, it would therefore make sense that they are not as 'complex' to craft than the other mediums, hence structural modules rather than walls. So possibly not an OOPS but deliberate.
Quick question, Ive seen Naboo homes on Dant before but was told you can only place Generic homes on any planet outside Tatt and Naboo. Is this correct? Were the Naboo homes Ive seen elsewhere simply placed using an exploit/bug?