Artisan Archive
Thread: Ok Test Center Artisans find out what the new Recyclers are
We've been having this exact same conversation on the Correspondent's forum.
Here is what I understand to be the case:
Using the appropriate type of recycler, set to the appropriate resource type:
When you put in some, say colat iron or whatever, it gets transmuted into Generic Iron. Generic Iron will be usable in any slot calling for Iron, Ferrous Metal, Metal, or Mineral.
Regardless of the stats of the source material, the resulting material (the generic material) will have the exact same stats.
Lets say for discussion that the generic material stats were set at 200 for all values.
If you put in 20 units of colat iron ( 700 800 250 100 etc), you'd get 20 units of generic iron (200 for all stats).
So, the source material stats have NO IMPACT ON THE RESULT.
Why is this useful?
Imagine you are making a lot of items. For these items, resource quality doesn't matter (clothing, for instance). You have a bunch of small stacks of fiberplast laying around, but since they are all different, they don't stack. Toss 'em all in the recycler and get one large stack of generic, low quality, fiberplast. Now you can make a big run of shirts, or whatever.
Handy.
No, it's not the magic smelter we wanted, but it is still pretty cool. Taking existing resources and making a new resource who's stats are based off of the existing resources remains undoable in the current resource system.
There are a myriad of craftables that will profit from these devices none the less.
I'm trying to loot 'em on TC now.
Be good,
Guru
so will these "base stats" be set in stone? as in when you use organic recycler it will always give you the same "base stat"generic organic? or will it be like a spawn and change every so often?
Guruweaver wrote:
Regardless of the stats of the source material, the resulting material (the generic material) will have the exact same stats.
Lets say for discussion that the generic material stats were set at 200 for all values.
If you put in 20 units of colat iron ( 700 800 250 100 etc), you'd get 20 units of generic iron (200 for all stats).
So, the source material stats have NO IMPACT ON THE RESULT.
mrlaze wrote:so will these "base stats" be set in stone? as in when you use organic recycler it will always give you the same "base stat" generic organic? or will it be like a spawn and change every so often?
Guruweaver wrote:
Regardless of the stats of the source material, the resulting material (the generic material) will have the exact same stats.
Lets say for discussion that the generic material stats were set at 200 for all values.
If you put in 20 units of colat iron ( 700 800 250 100 etc), you'd get 20 units of generic iron (200 for all stats).
So, the source material stats have NO IMPACT ON THE RESULT.I guess waht I am asking is a recycler a way to get the same generic resource over and over and over?are these recycler just adding 5 (or however many new rycyclers there are) new resources that can only be retrived from the said recycler.
They will be set in stone. There won't be 'spawns' of the generics. Just one for each resource type (I think) for all time.
That's the beauty of it.
Guru
Guruweaver wrote:
Taking existing resources and making a new resource who's stats are based off of the existing resources remains undoable in the current resource system.
mrlaze wrote:
so will these "base stats" be set in stone? as in when you use organic recycler it will always give you the same "base stat"generic organic? or will it be like a spawn and change every so often?
I guess waht I am asking is a recycler a way to get the same generic resource over and over and over?
are these recycler just adding 5 (or however many new rycyclers there are)new resources that can only be retrived from the said recycler.
My hunch on how it'll work (still trying to find parts on TC):
- Go to options on the recycler (similar to setting survey range on a survey tool) and select a resource category. Let's say you pick "Iron".
- Drag a stack of resources onto recycler. If the resource isn't a subtype of the setting on the recycler (say you accidently drag Copper onto it), you get an error.
- Recycler spits out a stack with resource name "Recycled Iron", type "Iron", with whatever stats the devs pick for recycled resources. Dragging any type of Iron onto the recycler get's you a stack of generic "Recycled Iron". Stack size will be the same as the input (although I suppose it's possible that the quantity gets reduced by the "processing").
- The resource name "Recycled Iron" (or "Recycled Ferrous Metal", or "Recycled Fruit") is includedin the master resource table. So every recycled stack will be identical to every other recycled stack of the same resource category, will stack with the same type, and will be valid in schematics made from the recycled resource.
Fhtagn wrote:Guruweaver wrote:
Taking existing resources and making a new resource who's stats are based off of the existing resources remains undoable in the current resource system.
no? ok, so how is that different from what REing does with ship parts?since it's already being done with other items in the game, I don't see why this shouldn't be possible...in fact, this is the perfect way to allow the newer people to compete with all the "old boys" who've been accumulating resources these many moons -- take that one resource with a good PE, combine it with that other resource with a good OQ, and get a generic base resource with good PE and OQ
As it was explained to me:
Unlike the item system, the resource system has a large database, per server, listing every resource that has ever spawned since the galaxy came online.
What you have in your pack/house/whatever isn't an item, in the game server since. It is rather a pointer to the resource database and a quantifier. So your resource stack really says "Noeco has 500 units of resource serial number: blah". Now, due to the way the resource spawning system works, one cannot 'make' new resources of arbitrary statistics. A dev cannot wave their wand and make a polysteel copper with 1000 conductivity and overal quality. The only thing a 'alchemy' machine could do is 'create' a resource that had spawned at some time in the past. That's it.
So, it would be possible to make a 'slot machine' kind of device where you drop in X units of a resource and you get X units out of some historical resource. But, in the current design, it isn't possible to just make a resource of a specified set of statistics. So this makes refinining, et al, impossible at this time.
Or so it was explained to me.
Guru
Fhtagn wrote:
Guruweaver wrote:
Taking existing resources and making a new resource who's stats are based off of the existing resources remains undoable in the current resource system.
no? ok, so how is that different from what REing does with ship parts?
I'll bet it has to do with how the item stats are stored in-game. This will get into some database specific stuff, which I have a lot of on-the-job experience with, but I'm by no means a DB guru. And I definitely have never seen a database diagram for SWG, so this is mostly speculation.
For any item you can pick up or manipulate, you probably have a database row that looks like this:
ItemID, ItemType, Property1, Property2, Property3, Property4, ...
ItemID marks the serial number or whatever for the item so it can be tracked in the game (in inventory, equipped, in a vendor, etc). ItemType would an index indicating be the item class (ship engine, Composite bicep, LLC, etc) referencing another table to mark whether Property1 isengine speed, Kinetic Resist, min damage, etc. Then you have a list of item propeties (either actual numbers, or maybe a delta value referencing yet another lookup table for an ItemType's base stats).
Reverse Engineering takes the properties of the source items, creates a new item with mixed stats. But it uses up the same storage space as a regular crafted/looted item.
Resources are probably handled differently. There's likely one table for all the resource names:
ResourceID, ResourceClass, OQ, DR, CD, ...
Then, for a particular stack of resources, it would have a row in the master "item table" would still use the "ItemID, ItemType, ..." from above, but Property1 is the stack size, and Property2 is the ResourceID. All the resource's information (name, OQ, DR, etc) is looked up in the resource table.
Message Edited by Bermag on 01-13-2005 04:28 AM
Guru