Artisan Archive
Thread: Crafting/Resource beginners question
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brittas
Wed Jun 23, 2004 5:28 am
#1
I'm currently working my way through Artisan with the aim of mastering and then moving on to Droid engineer. I've not been playing for long but really enjoying the game and the crafting side of things.
One or two questions for you more experienced types though if I may.
I've tried a few times to make a Furniture and a weapon/Droid specialised crafting tool. It seems the most important thing I should look for when selecting materials is conductivity. I was lucky enough to find copper on tatooine with a conductivity of 906. I've looked for chemicals with any conductivity at all and I've not yet found any (assume there is no such property in the chemical resources?).
My problem is ... that even with copper rated 906 conductivity I'm producing specialised crafting tools with a -7% modifier. Am I doing something terribly wrong or is the conductivity of my resource just not high enough. 906 seems pretty high to me. What properties should I look for in the chemical used in creating the tools? I used Tatooine fibreplast in my attemps as that seemed to have nice overall stats.
Just a bit bothered that I'm having trouble crafting a seemingly basic item (from engineering III) and wondering if I'm missing something important
Thanks for your time,
Fosse
One or two questions for you more experienced types though if I may.
I've tried a few times to make a Furniture and a weapon/Droid specialised crafting tool. It seems the most important thing I should look for when selecting materials is conductivity. I was lucky enough to find copper on tatooine with a conductivity of 906. I've looked for chemicals with any conductivity at all and I've not yet found any (assume there is no such property in the chemical resources?).
My problem is ... that even with copper rated 906 conductivity I'm producing specialised crafting tools with a -7% modifier. Am I doing something terribly wrong or is the conductivity of my resource just not high enough. 906 seems pretty high to me. What properties should I look for in the chemical used in creating the tools? I used Tatooine fibreplast in my attemps as that seemed to have nice overall stats.
Just a bit bothered that I'm having trouble crafting a seemingly basic item (from engineering III) and wondering if I'm missing something important
Thanks for your time,
Fosse
Opiam
Wed Jun 23, 2004 5:53 am
#2
I faced the same issue when I stared my crafting career. Then I realised by reading the forums that if I stood next to a crafting station (like the ones near the coronet starport), I could use my artisan experimentation points to get better results. Give this a go - you will see the difference.
Vandaemus
Wed Jun 23, 2004 5:56 am
#3
Firstly, your right, chemicals dont have conductivity. so they wont affect the final outcome.
the -7 or whatever you are getting is about the same as i get when the item is first assembled. in order to get it higher you have to experiment on it. for this you need a weapon and genral crafting tool (not the generic one) and be standing in front of a weapon and general crafting station. when you click assemble you will see a window open giving the options of "experiment", "Create prototype", "Create manufacturing schematic"
select experiment and there you can apply the experimentation points that are available to you.
On each"successfull" or better experiment its quality will improve. a failure will lessen its quality (obviously).
A couple of other points to note. when experimenting you will be limited by 2 things. the first is the number of expermentation points you have (this is determined by your crafting experimentation skill) and the and the second is the expermentation quality of the materials you used.
for example at level 4 engineering you should have 6 points of experimentation (i think, i cant remember to be honest). so what you will find with your 906 conductivity copper is that you may well use up all your points before you reach the limit available. on the other hand if you used a low quality copper (say 300 conductivity) you will probably get it to its maximum before all your points are used.
hope that helps
brittas
Wed Jun 23, 2004 6:18 am
#4
Thank you, useful information.
I'm mainly trying to make a Weapon, Droid and general crafting tool using my generic crafting tool. I've tried standing next to a weapons, droid and general crafting station but I can't seem to access experimentation while using the generic crafting tool. The FAQ states that I can't experiment with the generic tool so how do you create a weapons, droid and general crafting tool with experimentation? Aren't I stuck using a generic crafting tool because the item is complexity 11? Seems like a catch 22 to me but I'm sure that is not the case.
Or am I missing something and need a bonk on the head?
Thanks again.
sciguyCO
Wed Jun 23, 2004 8:42 am
#5
brittas wrote:
Thank you, useful information.
I'm mainly trying to make a Weapon, Droid and general crafting tool using my generic crafting tool. I've tried standing next to a weapons, droid and general crafting station but I can't seem to access experimentation while using the generic crafting tool. The FAQ states that I can't experiment with the generic tool so how do you create a weapons, droid and general crafting tool with experimentation? Aren't I stuck using a generic crafting tool because the item is complexity 11? Seems like a catch 22 to me but I'm sure that is not the case.
Or am I missing something and need a bonk on the head?
Thanks again.
You can make a WDG tool with another WDG tool, you don't have to use a generic (although a generic can be used, just without experimentation).
What you do is make a temp WDG tool with your generic. Then use that tool to make another when standing next to a WDG crafting station. This time you'll have the option to experiment.
High effectiveness on a tool is nice, but it's effect on assembly/experimental success is pretty small. Don't beat yourself up too much over it.
EchibMaverick
Wed Jun 23, 2004 11:19 am
#6
Resources are not always on the server, alot of times you will have to wait weeks or months even before the best resources will show up. Also you will need to be a master before you can expect to make the best items.
brittas
Thu Jun 24, 2004 5:21 am
#7
Thanks for the advice. I made a weapons, droid and general crafting tool with a -7 mod then used that to make a better one with a +10 mod. All is good and thanks for the help.
Still, seems an odd way to do it 
Fneegan
Thu Jun 24, 2004 8:12 am
#8
I just posted this about crafting better harvesters - it hold true for everything you craft.
Use aHIGH quality Crafting Tool at a HIGH quality Crafting Station.
Few tips:
+ Crafting Tools go up to 15.0 quality (you may have one that is less quality - even in the negative ranges) Get the best quality Crafting Tool you can get your hands on or ask as Master Architect to make you one.
+ Crafting Stations go up to 45.0 quality (again, you may be using one of less quality - oryou're not using one at all). Normally, you will find good ones in Player Cites and Malls.
+ Use your Crafting Tool at a Crafting Station and use the EXPERMENT option.
+ Give it the best quality resources it ask for. If it want's conductivey, get the highest in conduct...etc
Good Luck
brittas
Fri Jun 25, 2004 4:42 am
#9
Thanks Fneegan!
I'm beginning to see the light at the end of the tunnel. I found experimentation to be a lot of fun and have been quite pleased with the results. I just need to work on more artisan skills to unlock more experimentation points.
Looking forward to it.
Flynn_Nomad
Fri Jun 25, 2004 5:45 am
#10
THAT my friend, is a statement you will be finding yourself saying over and over regardless of what profession you choose!
brittas wrote:
Thanks for the advice. I made a weapons, droid and general crafting tool with a -7 mod then used that to make a better one with a +10 mod. All is good and thanks for the help.
Still, seems an odd way to do it
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