Armorsmith Archive
Thread: Orske's Current Best Resources for Armorsmiths
SandLizard wrote:
Prodimysterio wrote:
Prodimysterio wrote:
More than anything, I was just curious how many days and or weeks old the data that is currently listed in your script is, that's all. Hopefully you can add the historical data at some point. If so, I think it would push your creation here into the uber stratosphere.
Well, I do have the time from when SWGCraft posted the resource -- but I currently only list it for the resource found to be 'best'. Under the 'best' resource line, you'll see something like this:
Found on: Dantooine(12d 8h)athomir(12d 2h):Endor(12d 3h):Lok(12d 8h):Rori(12d 9h)
That basically lists the planets the resource is found on, and the days and hours it's been since that resource has been listed on SWGCraft. I could do that for all resources when you do a 'show all', but that just makes the current (loooong) page longer, and takes longer to generate as it will increase the size....oh, probably 33%larger (think one line for each resource listed...oof).
Maybe I should implement a 'top 10' feature, as some schematics call for pretty generic stuff, like 'metal' -- and that's a long list of resources (or even 'mineral' heh). A top 10 might be nice to see if you can't find a good spot for #1 and #2 is close behind, you can just place on that....hrm....I'll think about it.
As for historical data, if I have some time tomorrow to delve into it, I will.
LOL, no, no, I knew that. I guess I am not making myself clear on the originating date of the script, so just don't worry about it.
A top 10 list would be nice. I think that it would be a good summary for everyone to see versus having to scroll through several pages just to get some quick stats.
I also look forward to hearing more about the potential to implement the SWGCraft historical data. Best of luck!
SandLizard wrote:
Keeper32 wrote:
Thanks for the credit. And congratulations on actually spelling my last name correctly. That's got to be a first for people lol.
Who knew those 3 hours of work would actually pay off for more than just SWGCraft
The Heat and Energy layers are apparently reversed. Energy layers use Plexite gemstone and alantium ore, while heat uses Frasium ore and Kerol-Fire gemstone. Odd that two sites reverse them when the file I made wrote it correctly?
While I'm at it. Armor:Condition:KashyykianCeremonial lists that resource quality doesn't matter, this is incorrect. It follows the same experimentation that all appearances do.
Deflectors:MKIII:SpecialProtection is glitched. Doesn't show any resources, but shows the min/max experiment percentages.
Oops. Armor upgrade kits don't exist anymore. Might want to scrap it from the list.
Message Edited by Keeper32 on 09-01-200507:38 AM
All fixed, thanks for your help.
CGGuns wrote:
One possible addtion... I would provide the info myself but I am at work att and do have the info in front of me.
Could you add the RIS appearance info and the RIS segment info?
I can easily add it, but I need the resources required, and the experimental qualities. Post 'em if you got 'em
Prodimysterio wrote:
Thank you for this. It is indeed a very useful and time-saving tool for everyone to have.
One question. Will this script ever include historical data from SWG Craft? Also, I was just curious to know what date this script first started for armorsmith resources.
It doesn't really matter when it started, as it only uses current resources as listed by SWGCraft. I will be looking into historical resources, to see if I can retreive that information (if possible, hopefully it is and wouldn't require any massive code change).
I mostly wrote this tool to help point me to what's best in shift at the moment, especially because as a shipwright, we go through massive amounts of resources and to keep crafting without buying any resources, you need a mining farm on the move(and lot trades too for the good stuff, heh).
OK... got the stuff.. and I realize it has a somewhat limited use (other than it would centralize all resource needs in one easy to use place) as most resources dont have an experimental quality need... anything will do.
R.I.S. Segments
Titanium Alumimun - Quality does not matter
Chanlon Intrusive Ore - Quality does not matter
Rori Fiberplast - Quality does not matter
Armor Appearance
Talusian Fiberplast OQ+SR+DR
Chromium AluminumOQ+SR+DR
Feathered Appearance
Polysteel Copper - Quality does not matter
Laboi Mineral Crystal Crystalline Gemstone - Quality does not matter
Oridium Intrusive Ore - Quality does not matter
Sorry I left that kind of generic,
For the RIS you put it under "armor appearance"
It should actually be under the category you call "condition" with the other Armors... and instead of calling it armor appearance just call it RIS
The new category you created and call "appearance"probably should be titlled "Armor Appearance Enhancers"
This is a wonderful tool...any chance we could sticky it?
MonKaiku wrote:
something is messed up, it screwed up polymer, and I KNOW those are in swgcraft
How is it messed up? It's not listing something that's there?
CGGuns wrote:Sorry I left that kind of generic,
For the RIS you put it under "armor appearance"
It should actually be under the category you call "condition" with the other Armors... and instead of calling it armor appearance just call it RIS
The new category you created and call "appearance" probably should be titlled "Armor Appearance Enhancers"
Check it now, I *think* I understood what you meant
MonKaiku wrote:
something is messed up, it screwed up polymer, and I KNOW those are in swgcraft
Think you could be a little more verbose? How did it screw up polymer?
The-Fluid-One wrote:
/bump for another good thread
Thanks! Hope it comes in handy.
NOTE: still waiting to hear back from Trokk on swgcraft about historical data.
Message Edited by SandLizard on 09-07-2005 07:42 PM
SandLizard wrote:
Any ideas/suggestions for improvement, or has anyone noticed any discrepancies in resources/stats required?
For the wookie armor appearances...
The system isn't calculating the caps for the wood required in these pieces. They are:
Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300
Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300
Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800
((Info aquired from Lunariel's post on resource caps))
EDIT: Something in my mind just triggered...does the system only calc the caps if the name is an exact match? I'm pretty sure it doesn't calculate the caps of say..Beyrllius Copper...when the schematic only calls for copper. Is the same true vis versa? And doesn't the game still use the caps in these situations?
Message Edited by RPMayhem on 10-04-2005 05:32 PM