Bio Engineer Archive

Thread: crafting tools

sciguyCO
Wed Jan 21, 2004 12:11 am
#27

This is a bug with the tool. You can use a WDG tool to experiment on items like high-level food, structures, armor, etc, if you stand next to a WDG station. Since this makes the Structure, Armor/Clothing and Food/Chem tools pointless (unless you want a smaller list to scroll through) don't expect this to last.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Sysious
Wed Jan 21, 2004 6:52 pm
#28

items requireing a structure tools? Such as?
motodragon2002
Fri Mar 12, 2004 2:22 am
#29

I'm still a newbie to the game, only a few weeks old but I busted my rump to get artisan 4 4 4 4 and architect 0 0 2 0. Now I'm trying to make better harvesters but the best tool I can seem to make is a -6.........What gives?

And when I go to experiment I only get 2 points.....could someone explain this to me so that I can better understand what I'm doing wrong. I only ask because the most money I've ever had is 80k credits and I blew 60k of that trying to make stuff i can sell only to come out with crap.....

Help
Asteroids
Fri Mar 12, 2004 2:40 am
#30

First of all congrats on the work you've put in so far, I hope you've had fun getting there.


Regarding tools, whether you use a poor or good crafted tool in your crafting won't affect the final quality of your product. The quality of your tool is said to affect your % of critical failures. They max out at 15 functionality using perfect resources so the 6 you got isn't as bad as it sounds.


With only two experimentation points at 4 4 4 4 I would say maybe you are using really bad resources. You need high conductivity (don't worry about the chemical slot as you won't find conductivity in chems).
motodragon2002
Fri Mar 12, 2004 3:03 am
#31

I was using as high a conductivity produce as I could find in the bazaar some of which was over 900, the steel however i couldn't get over 700......

I'm trying to make a medium mineral harvester but the best I can get is a BER 4 one that is just plain crap LOL
Subedeimatt
Fri Mar 12, 2004 4:51 am
#32

The reason your experimentation and final results arepoor on the Medium Mineral harvester
isdue to a number of reasons, but mainly because you're only 0020 on the architect tree. You really need to be master to get the experimentation and assembly right to max out the BER and you should certainly be at level IV on the construction branch of the architect tree before you even think about attempting harvesters. You'll just be wasting your resources otherwise with guaranteed poor results everytime.If you're looking for something to sell, make factories: they don't require experimentation and you can make themearly on in the grinding process. If you're committed to architect, I'd recommend you build wall modules: they give you decent xp plus you'll need stacks of them when you become master and start building out the good stuff. A quicker grind is gungen head statues which give you goodxp butare heavy on resources and have no end market (market is swamped with them).


Would seriously recommend you check out the FAQ on the Architect boards if you haven't already - great set of information that covers pretty much everything. Good luck!


Subedei

Master Artisan

Master Architect

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sssSubedeisss
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Asteroids
Fri Mar 12, 2004 5:15 am
#33







motodragon2002 wrote:


Now I'm trying to make better harvesters but the best tool I can seem to make is a -6.........What gives?





Ok my apologies, my post was referring to tools since your thread is titled 'Crafting Tools' and you are posting on the Artisan boards. Wasn't clear to me from the above that you were referring to making harvesters but sounded like you might have thought the tool you use could make a better harvester.
motodragon2002
Fri Mar 12, 2004 5:22 am
#34

You read it right I was thinking maybe the tool had something to do with it, turns out its just because I'm still not to skilled in the architect profession. I thought however that all experimentation skill was scored from Artisan....so I'm guessing I need to get 4 4 4 4 in architect before I mess around with harvesters......gonna start grining modules and walls and the occasional factory. I just need something I can sell to fund my grind as I now have 2 and nearly a 3rd factory that I can't seem to sell even for 30k........
meschuster
Fri Mar 12, 2004 6:14 am
#35

Unless I am mistaken, all crafting professions have their own unique experimentation mods. You may have 10 experimentation points as an artisan, but they only apply to items that artisans can craft. As an Armorsmith, I have +100 Armor experimentation, so that means I have 10 experimentation points (1 experimentation point per +10 experimentation mod) to items I can craft as an armorsmith.


So you are correct that you need more architect skills to get better results. You may not need to be a master though to get decent results. Not sure of the architect skill tree, but armorsmiths have one branch that gives all the experimentation mods so even at 0/0/0/4 armorsmith I had 7 experimentation points because I had +75 armor experimentation (the last +25 which took me to 10 exp. points was gained at master). Check out the skill boxes and see what gives architect experimentation.





Gondolin-Tarquinas
Genjin Hatsumi-Chimaera-Europe
Old-man Potts-Radiant
nefarious
Sun Apr 25, 2004 7:56 am
#36

Not sure if anyone else has this issue, but is there anyway to see the condition of the crafting kits? they only way I can tell how much life is left is when I get cloned and it tells you 45%. I'm not against having them decay, but why don't they show the condition of the kits when you examine them.



Kadissa Wavingfly
Freelance Pilot - Elder Creature Handler
HOBO

There are no great men, only great challenges that ordinary men are forced by circumstances to meet.
owako
Sun Apr 25, 2004 10:56 am
#37

Only way to tell is when they get to 0 they will stop working. Stupid that they decay I agree.



Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein
Asteroids
Mon Apr 26, 2004 12:15 am
#38







nefarious wrote:

I'm not against having them decay, but why don't they show the condition of the kits when you examine them.





I had your problem too, until I started looking at things from the devs point of view. Now things like this are clear to me. If you could see the condition of the kits it would be common sense. But the devs approach things in this game using 'chimp' logic.


My Dad says it just because they are lazy though and never thought about coding it.
Azzoi
Wed Aug 25, 2004 9:19 am
#39

What is a good rating fro a crafting tool and what makes a good crafting tool???





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