Architect Archive
Thread: How do you make a high functional crafting station?
overall quality of all the resourcesdetermines the effectiveness of the optionl components except for the sensor suite that uses 33% conductivity and 66% OQ.. On the craftion station itself you need metal with conducivity over 950. Do all this, fully experiment on all the parts with no failures and you'll get a final station over +35 functionality. I made one of each station type for my PA'a Hall and they all came out in the +35 - +36 range. The +34 in the structure station and I had a couple failures on the optional parts after my factory broke.
Dutch Nelson
GalaxyGuy inc
Philomorph wrote:
And do we have any verification that higher effectiveness actually means something yet?
Not totally sure how it adds into the formula but I am sure it has something to do with crit fails as that is the only thing that matters. It shows us the funcionality rating now so it has to or will be used to figure something out. But your question is good because I have no idea if it really affects anything yet.
Utilize all the optional items and experemetn them all up over 90% except for the sensor array. If u do that, you will get a decent station. Mine usually run in the 38-40 range.
In order to get a high functionality rating crafting station, you want to place all the optional sub-component parts in as well.
2x control unit
2x micro sensor suite
5x droid storage module.
The qualities of these optional subcomponents GREATLY affects how your finish product come out.
Basically the forumula goes like this:
crafting station with fully experienmented sub components > crafting station with no sub components > crafting station with badly made sub components.