Chef Archive

Thread: Little things I've learnt and others may not know

Zhor
Mon Mar 15, 2004 7:56 pm
#1

Well I guess it might be important (if it's not recorded anywhere else here) on the little things that can make our lives easier. Such as:

You can pull crates from factories (well examine output hopper for that matter) while a factory is still running a schematic. Simply just highlight factory, radial menu and put your mouse on "Options" Do not click "Stop manufacturing items" but let the mouse go while the pointer is on the "Options" button.

Your output hopper will open and you can pull anything from it as you please. Like selling the crates or making a schematic if it's a component etc etc etc.


Anyone else have handy little tips?




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
Bashin
Tue Mar 16, 2004 6:00 am
#2

One that seems like a DUH...but many many newer crafters dont know is you can click on a factory and examine it...it will tell you what is being made and the time it takes to make an item.







Nolof's Greasy Spoon
400M from Anchor Head
, Tatoonie
Waypoint 252, -5732

The Hair in the Food is only given by us rare and superior Wookie Chefs!
+20 Food Experimentation --- +26 Food Assembly


svin
Tue Mar 16, 2004 7:37 am
#3

Wow Zhor - that was a GREAT tip- I didn't know that. I used to stop production, etc etc.


Thank you!



Chestie LaRue
Master Chef | 4/4/0/4 Merchant
-1000, -4770 on Tatooine in the Aegis Mall! - 1400m from Anchohead | 1200m from Bestine
-47, -522 on Tatooine in the Darkfire Cantina (shuttleport here!)
Naritus Server
Bah - I'll throw my professions mastered into the mix: 4 - Still no slot
SitructheGhost
Tue Mar 16, 2004 8:27 am
#4

I have been going crazy thinking something was messed up when the output hopper kept opening on me for no obvious reason. No I realize this is what I was doing.


lol



thanks






Sitruc Yrrejih

Master Chef / Bio-Engineer 4424 / Tailor 0010

I don't care, this is still what I am!
Gracchus
Tue Mar 16, 2004 9:29 am
#5

I didnt know either of those facts
Sarly
Tue Mar 16, 2004 9:54 am
#6

I had to learn all that the hard way, good post.



Sarly Shaloo
Master Chef Extraordinaire
Owner of The Burning Rose Cantina
Citizen Of Mos Nova

KMad
Tue Mar 16, 2004 10:18 am
#7






Bashin wrote:

One that seems like a DUH...but many many newer crafters dont know is you can click on a factory and examine it...it will tell you what is being made and the time it takes to make an item.







i did not know that, thank you!


one thing i've done, that again is obvious but some might not think of it, is to email the chef baby faq link to BE friends. because my BE friends go inSANE with questions from chefs that the chefs ought to know the answers to, about chef things, not BE things. now, my BE friends have a place to point those newbie chefs to.





KMadness Candy Treats and Junk Food
Because Whit's too lazy to cook it all herself!
Twilight's End, Naboo (-3036, 5300)
vercupti (+75 prec) thakitillo (+77 sta)
flameout (+65 con) mando (49 fill 19 min +54 str)


i want a complex game with an easy interface, not an easy game with a complex interface
sciguyCO
Tue Mar 16, 2004 11:52 am
#8

This is something I've finally nailed down, and while the general run of things is pretty well known,


How to determine max experimental percentage based on resource stats:


Step 1: Figure out the "weighted value" for each contributing stat over all resources.


StatA: the contributing stat (PE or Flavor or OQ or ...)
x: the number of units of the resource used in the schematic
y: the resource's value for StatA


Weighted StatA = ( x1 * y1 + x2 * y2 + ... ) / (x1 + x2 + ... )


Important note: if a required resources does not have a value for the stat, it is not included in either the top part of the division or the bottom. The denominator is the total number of resources that have a value forStatA.


So for Vercupti, you would calculate the weighted PE like this:

Weighted PE = ( 10 * TuberPE + 20* InsectMeatPE ) / (10 + 20 )


Since Lubricating oil does not have PE, its quantity is left out of the denominator. For OQ you'd do this:


Weighted OQ = ( 10 * TuberOQ + 20 * InsectMeatOQ + 20 * OilOQ ) / (10 + 20 + 20)


Since the oil does have an OQ, that value is included in the sum on the top side and the oil's quantity is included in the sum on the bottom side.


Step 2: Use the percentages from the schematic to combine the weighted stats.


When selecting the schematic or picking resources, on the bottom-right corner of the crafting window will be a list of the experimental categories (Filling, Flavor, Nutrition, Quantity) and a percentage contribution of various stats. To determine the "Category quality" of your resources, simply multiply the weighted stats obtained in step 1 by these percentages and add them up.


Nutrition quality = 0.33 * WeightedOQ + 0.66 * WeightedPE

Filling quality = 0.75 * WeightedDR + 0.25 * WeightedOQ

etc.


Step 3: Divide the Category quality by 10.


The maximum experimental percentage is 1/10th of the total category quality. If you added everything up and got Nutrition Quality = 870, the nutrition category will cap out at 87%.


Any decimals seem to get rounded down, so a Filling Quality of 659 will still only allow you to experiment up to 65%, not 66%.


Starting Percentage


The starting percentage appears to depend on both the type of success you get on assembly (moderate, good, great) and the max percentage. For a great success, the starting percentageis somewhere between 1/4th and 1/5th of the maximum. Since there's rounding being done all over the place, it's hard to pin down exactly.


An amazing success on assembly doesn't seem to increase the starting percentage compared to a great success, although it might be getting lost in the rounding.


Final note: So why is Garrmorl broken?


Since Garrmorl's only raw resources are hide and bone, there isn't anything to contribute to the weighted PE or weighted Flavor so those are always 0 in the Category Quality calculation. And (as far as I've been able to determine) the weighted OQ still gets the 0.33 multiplier, giving you a Flavor and Nutrition cap of 33% even with 1000 OQ hide and bone.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
Zhor
Mon Mar 22, 2004 7:40 pm
#9

*BUMP* Also, from various dealings with suppliers, it's good to name to name sucomponent(also get suppliers to name their stuff) with "Name of subcomponent" "first 3 letters of serial"

I.E trim 7us, trim 00a, trim 34d and I also name the cask the same first 3 letters of the trim serial. This way, I sometimes have left over trim (as crystalline gemstones ran out) and I can see at a glance which trims will fit into a schematic. Being given 400 crates of just 'trim' at once by various suppliers can get my hoppers a bit jumbled so I prefer suppliers to give me subcomponents with the serial letters named as I earlier stated. Most if not all suppliers actually are pleased with the way this is and then incorporate it into their own products/subcomponents as it is much easier to havbe multiple items of the same type but different serial in the same hopper. (I try to keep trim/casks in same hopper etc)




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
Syke
Tue Mar 23, 2004 2:16 am
#10

This isn't really a hidden feature kind of thing, but more of an organization idea.


Name your factories. I have 8 and name them as follows:


Medical Component Crates


Medical Resources


Inorganics


Harvested Organics (meat, bone, hide)


Organics


Food Component Crates


Containers


Miscellaneous



You can also use factories as storage getting far more storage space than a house when comparing inventory space vs lots.



----------------------------------------------------
Syk'e Auttic Master Chef & Author - Formerly Syke Auttic Transcendent Emarr

FOOD: 60, -5524 (south of Coronet)
FOOD and MEDS: Celmar (6407, -1831 & 6596, -1777)
Zhor
Tue Mar 23, 2004 4:02 am
#11



Syke wrote:

This isn't really a hidden feature kind of thing, but more of an organization idea.

Name your factories. I have 8 and name them as follows:

Medical Component Crates

Medical Resources

Inorganics

Harvested Organics (meat, bone, hide)

Organics

Food Component Crates

Containers

Miscellaneous

You can also use factories as storage getting far more storage space than a house when comparing inventory space vs lots.






Actually, a house *with a vendor* can have a LOT more storage A vendor only counts a container (backpack/bag) as one item so what I do is load up 49 resources into each backpack (5 or 6) and name them as needed 'water' 'fuits' etc etc. I have my crafting stations (one for trim, one for food) in my house and put on/off various backpacks from my vendor as needed. I think I have about 400-600 different stacks on my vendor which I use to make my recipes. Also having the crafting station right next to vendor is a lot more easier (as its in a research center and is a 44.46 station) than being out in a factory somewhere. Time is precious




All gone. Nothing to see now. Bye Bye Ahazi most of you guys were cool
fatgit
Tue Mar 23, 2004 4:39 am
#12

Unfortunately, the vendor storage will soon be fixed, only merchants will get more than 150 "spaces" on vendors :/

Until then, it's a great way to store things.

Another tip, is to get a Merchant with Efficiency IV to put 1credit into the maintenance of every structure you own, this lowers the maintenance by 20%
Camenai
Tue Mar 23, 2004 7:44 am
#13

When you have items that are done in the output hopper of your factory and you want them in your inventory, you don't have to click and drag them to your inventory, you can double click them and they will pop into your inventory.






Cameralli, Chilastra Master Chef, Retired
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