Artisan Archive

Thread: Artisan FAQ 10/05/03

royalewitcheez
Sun Jan 11, 2004 11:26 pm
#79

Also, I found these in wooshoofoo's guide to resources... the commands for operating harvesters. I'm posting here cause I couldn't find them anywhere else around here, for anyone else who might be looking.

/structurestatus (or just /struc) to see the Status.
/name HarvesterName will rename it to "HarvesterName".
/setpermission Admin PlayerName will add PlayerName as an admin.
/paymaintenance X (or just /pay X ) to pay maintenance of X. Any number you choose, of course.
/addpower X (/addp X) to add X many power units.
/harvesterdiscardhopper to discard everything in the hopper. Use this if your harvester is already empty but the harvester won't redeed.
/harvesterActivate and /harvesterDeActivate are long to type and useful in macros only; they turn the harvester on and off.



Armor by Rooyal
900m Directly west EAST of the Theed Spaceport -3980, 4080 Naboo (Ahazi)
Jakber
Mon Jan 12, 2004 12:40 pm
#80

I just purchased by first personal mineral harvester. I did a /survey and found a good source of a mineral (can't remember the name) but when I set my personal harvester over the site there is no choice in my harvester. I cannot pick the mineral to be harvested as nothing is listed in my harvester. What am I doing wrong?



Jakber
Elder Jedi
sciguyCO
Tue Jan 13, 2004 1:23 am
#81






Jakber wrote:
I just purchased by first personal mineral harvester. I did a /survey and found a good source of a mineral (can't remember the name) but when I set my personal harvester over the site there is no choice in my harvester. I cannot pick the mineral to be harvested as nothing is listed in my harvester. What am I doing wrong?




There's a "Change Resource" button that gives a list of everything on that spot, along with its concentration percentage. Scroll through that list, pick the one you want, then "OK". This will display that resource type in the main harvester window, and you can then turn it on to start extracting.


Now if you mean that the "Change Resource" window is completely empty, I'd think that's probably a bug. I have yet to find a spot where nothing is available to harvest. Plus you had surveyed to that spot, so unless there was a massive resource shift between your last survey and trying to operate the harvester, that resource should be there. There may be some lag, try closing and re-opening the resource selection window, or maybe even the whole "operate machinery" window.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Factol_Pentar
Wed Jan 21, 2004 11:02 am
#82

ok, so I may not be in the right place, but:


What is the difference between Plates and Tapes?


and are they used for specific things?







Allieria Moonstrider
Done Dec 17th
To much has changed


DaMJN
Wed Jan 21, 2004 4:23 pm
#83

(If I'm Right(Which I'm 99.9%I am)about this Question then my Fusions are Bugged.)


Q-What Resource does Fusion Ion Generators harvest?



___________a________________
Nolmik Revan
High King of Corellian Systems · Bendar Cocke · Father of Rendar Locke
Master Master Sharpshooter·Master Medic ·Master Doctor ·Un-Banned
Proud To Tan:Master of Milk Shake:Also known as Milk
ikolian
Fri Jan 23, 2004 12:47 pm
#84

It's radioactive metals- Yes, I've also noticed that it's a 'Fusion' generator that uses heavy metals when that's fission that uses heavy metals. It'd make more sense for the Fusion Generator to work off water.(Electrolysis+Water= Hydrogen and Oxygen, Oxygen is discarded and Hydrogen fused)



Colonel Eanow Wo'Tah- Valcyn Server
Alliance Ace pilot/Swordsman/Master of almost mastering professions then dropping them
Almost mastered Pikeman/Ranger/Commando/Fencer
GeminiMoon
Sun Jan 25, 2004 3:48 pm
#85






Sentee wrote:

Is the ability to color item names still in? I can't get it to work on my uber CDEF's =/Please tell me I'm missing something.



Right now I'm using something along the lines of "\#336C9FCDEF \#C0C0C0 Rifle" I've tried spaces and no spaces after the color command I've tried putting a \ at the end of the color command, I've tried using the basic FF0000 combinations and still nothing works =/







Item coloring has been disabled. Just fora furture refference, the hex codes onlly have 6 alphanumeric characters. (#RRGGBB)




Moonlight's Kitchen
STC, Naboo /waypoint -3780 4916
In-game Name: Claire
What's in stock?


Sentee
Sun Jan 25, 2004 10:27 pm
#86

Damnit, guess I missed out on that fun bus =(
JediDharma
Tue Jan 27, 2004 9:57 pm
#87

OK, I've read aboutcreating a manufacturing schematic to manufacture bulk numbers of items. How do I do this? Do I need to be near a private crafting station? Basically I want to gain XP by making a boatload of birdcages. Will this work, or do I lose out on the XP. I made a manf. schematic for 250 birdcages, but I dont know how to place it in the public crafting station. Does anyone know how to do this?



Gobb Koss
Master Artisian/Chef
Ahazi Server
Theed, Naboo
Whitestarr
Mon Feb 02, 2004 2:34 pm
#88

I'm new to crafting and understand the basic concepts; however, I'm having trouble trying to figure out how one would upgrade weapons. Obviously, one can make rifle muzzles or grips but how do you upgrade those weapons? Please help.....
stryfex03
Mon Feb 02, 2004 2:57 pm
#89

The manufacturing schematics are for use in a factory (not in a crafting station). You don't get exp from items made by a factory.
sev_rance_tann
Mon Feb 09, 2004 2:15 pm
#90

Ok, maybe a slightly advanced crafting question (or n00bish, lol). I read the crafting guide and know that when it says "Overallquality 33%" and "Conductivity 30%" it means that OQ and conductivity are the stats that will effect how my item turns out. What I dont get are the percentages. Is that how much it increases it? If an item has three slots does that mean thestats of the resources in each slot effect the effectiveness, orjust the one in a certain spot? (Like 'mod four' or 'mod six')Lol, and can someone explain the 'mod #' thing? I have an item thathas six mods, each effected by a different stat the resource has. I saw someone (an armorsmith friend) use a formula when looking atthe resources he had to judge how good the armor would be and said something like 383 and 678 > 1600, so the armor would have X percent of resists. 0_o? I hope these questions made sense, lol. I'm basically trying to use the best materials for certain items to make the best item I can. Thanks everyone.


Ok, to add an example in hopes of clarity:

"Constrictor cloth

Requires:

-15 creature food

-20 flora

-15 creature resources


Experimental effectiveness

Mod Four

Flavor 33%

OQ 33%

PE 33%"


That's pretty much exactly what it says, although for each item it requires it says something like "coaglitive agent" etc, but that stuff doesn't matter, does it? I feel so n00bish -_-;

Message Edited by sev_rance_tann on 02-09-2004 01:22 PM

Chewato
Tue Feb 10, 2004 8:54 am
#91






sev_rance_tann wrote:

Ok, maybe a slightly advanced crafting question (or n00bish, lol). I read the crafting guide and know that when it says "Overallquality 33%" and "Conductivity 30%" it means that OQ and conductivity are the stats that will effect how my item turns out. What I dont get are the percentages. Is that how much it increases it? If an item has three slots does that mean thestats of the resources in each slot effect the effectiveness, orjust the one in a certain spot? (Like 'mod four' or 'mod six')Lol, and can someone explain the 'mod #' thing? I have an item thathas six mods, each effected by a different stat the resource has. I saw someone (an armorsmith friend) use a formula when looking atthe resources he had to judge how good the armor would be and said something like 383 and 678 > 1600, so the armor would have X percent of resists. 0_o? I hope these questions made sense, lol. I'm basically trying to use the best materials for certain items to make the best item I can. Thanks everyone.


Ok, to add an example in hopes of clarity:

"Constrictor cloth

Requires:

-15 creature food

-20 flora

-15 creature resources


Experimental effectiveness

Mod Four

Flavor 33%

OQ 33%

PE 33%"


That's pretty much exactly what it says, although for each item it requires it says something like "coaglitive agent" etc, but that stuff doesn't matter, does it? I feel so n00bish -_-;

Message Edited by sev_rance_tann on 02-09-2004 01:22 PM






The percentages are the amount that that quality contributes to the item. For example if you could find something with 1000 Flavor, 1000 OQ, and 1000 PE you could experiment that stat (Effectiveness) to 100%. In the real world you are more likely to find something like 950 Flavor, 600 OQ, and 750 PE. To determine the best item multiply each stat by it's percentage and total them. So (950 Fl * 33%) + (600 OQ * 33%) + (750 PE * 33%) gives a maximum of 76% (well 75.9 actually). Using those material that is the best possible result.


With items that have different stats to be experimented you really have to watch these. One good example of this is Stims (both pet and medical). You can experiment Effectiveness and Charges and the qualities and percentage can be different. With some materials you may want to sacrafice the Effectiveness for the number of charges, while with other Effectiveness is better. For example the same materials may allow to to craft a stim that will heal 777 damage with 33 charges or 1000 damage with 25 charges. Which is better? That is situational of course, for myself I alway prefer more charges as long the number of charges times amount healed is higher.


And as a more informal indicator, it you have skill points left and have had no failures, you have made the best item with those materials.


And always look at the effect of what you are experimenting. A good example is Personal Harvestors. Always experiment BER (Extraction Rate) unitl it reaches 4 (the best possible) then switch to hopper size. It would be silly to start with hopper size experimentation, since most people are more concerned with how fast you harvest, not how often you have to check the harvestor. You have still have blocks left in experimenting BER, but unless you have perfect material (HR 1000, SR1000, and UT1000) you will not reach 5 so make the hopper size larger, if you want. Hopper size is not that critical so if you do not have points to experiment it that is still ok.


Hope this helps.

Message Edited by Chewato on 02-19-2004 05:15 AM

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