Architect Archive

Thread: Managing Crafting with RL

gubbie
Wed Aug 03, 2005 12:00 am
#1

Hi all,

I've been a buy/resell merchant for ages and founded highly sucessful companies. I've been semi retired but I'm looking to try something new. Like crafting my own products. I've been trying to devise a plan where I can see what I need to produce each day and what resouces I need for Arhitect. I'm new to architect but i'm trying to devise a plan which will enable me to build furniture, harvs, houses, and factories. Its hard to put my question to words if you can bear with me but is there a faq which talks about what structures need what componets and how much resouces total do you need to get. I want to make a production plan so I can have fun with crafting and be efficent so I'm not infront of the computer screen for hours on end. If anybody could give any advice I'd appreciate it.



The FurBallinator
Brother of Fuzmoo!
Pawlin
Wed Aug 03, 2005 12:09 am
#2




gubbie wrote:

...is there a faq which talks about what structures need what componets and how much resouces total do you need to get....



I dont' cover this in the FAQ and I don't recall seeing any guides that list all the our structures and their requirements.


For harvesters theres4 basic common components : walls, structure modules, generator turbines and small structure storage modules. The quality doesn't matter for these. If you make big runs of those and keep a stock on hand then making the harvesters is just a matter of running off some mining parts and then doing the final deed.


Houses also use power cores and structure storage modules.



All our deeds use structure modules and/or walls. So thats going to be your primary production item.


For referenc the schematic page on SWGcraft shows the deeds and gives their requirements.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
gubbie
Wed Aug 03, 2005 12:13 am
#3

Thanks Pawlin!

In your personal experience has crafting architect items such as say a BER 13 Harvestor in batches of 10 been time consuming even if you have the resouces. Lets say 2 factories, lol sorry I'm just trying to think of scenarios and such to help me better understand the time commitment.




The FurBallinator
Brother of Fuzmoo!
Pawlin
Wed Aug 03, 2005 12:39 am
#4

Once you've got the sub components ready, making a harvester only takes a few minutes in a factory. The factory time is complexity level x 8 seconds. But the complexity does go up 1 point for every experimentation. So a heavy mineral is complexity 35 and if you do 3-4 experiments then you're looking at 38-39 complexity which equates to 304-312 seconds or about 5 minutes each.


The bulk of your factory time will be on making the structure modules and walls. Easiest way to do that is to setup a full run of structure modules and let it run over night. A full run of 1000 takes around 24 hours give or take.


I figured the total factory time for a heavy mineral once including sub parts and it was around 90 minutes.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
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