Droid Engineer Archive
Thread: DE Guide to Factories
Equipment Factories take a single lot, and require Maintenance (credits) and Power (any applicable power like Radioactives or Solar, etc…). Power is only consumed when the factory is actively running, but the Factory consumes Maintenance all the time just like a House. The Maintenance does not increase while it is making items. You can add Maintenance and Power through Radial Menu options, or use the following /commands. You must have the Power someplace in your personal inventory, but it can be nestled in a backpack if you wish. You can NOT remove excess Maintenance or Power after you have deposited it into the factory!
To add maintenance, target the factory and type (without the “” marks) “/paymaint XXXX”, where the X’s are replaced by the amount of maintenance you wish to add.
To add Power, target the factory and type “/addPower XXXX”.
Virtually everything crafted in this game has a Serial number. This unique ID is very important when you are doing complex runs of Droids and Droid parts. Some of the Droid Schematics you see in your crafting tool will be asking for a number of “Identical” components (like EMM or GP). What this means is that the schematic is calling for 2 or more of that specific component that has the exact SAME Serial Number. The only way that you can provide the Schematic with this is if you create the needed component in a Factory.
In order to make use of a factory, you must have a “Manufacturing Schematic” (MS from here on out). A crafter can make a MS if they are near an appropriate Crafting Station or a Droid with an appropriate Crafting Module installed. Obviously, DE use the “Weapon, Droid, and General” Crafting Stations. When you create a MS for an item, you are creating a “recipe” for the item. The factory will make multiple EXACT duplicates of that item (same serial number). But in order for it to do that, the factory must be loaded with the exact same ingredients you used to make the MS. This includes components as well. If you are making a run of "Stupid Droid Personality Chips", you must load the factory with IDENTICAL EMM components. This means you will have to run EMM components first.
You load the MS into the factory through the radial interface. Once this is done, you just load up the Ingredient Hopper with the required component crates and resources, and choose “Begin Manufacturing”. Notice that you will use up one “set” of ingredients in the process of making the MS. Essentially, you are burning that set in order to prepare the data for the Factory. This is why Weaponsmiths like sets of 11 Krayt Tissue….if the item calls for 2 Identical Krayt Tissue (which is required of you want to run them in the factory), you will lose the first 2 for the Schematic, and only have 8 left to load into the Factory, resulting in 4 completed items from the factory. So, technically, if you want a “perfect” run of 1000 items, you will need enough resources for 1,001 Items. Also note that this is impossible if the finished product includes any components, since you can only make 1000 in a Factory. In our Example above with the Stupid Chips, you will only be able to run 999 items in the factory, since one of the EMM is burned in the MS.
Lets run through all the steps needed to make an “Advanced LE Droid” decked out for Combat. The final Droid Assembly will require a Droid Brain, Stupid Personality Chip, Armor Module, 3 Combat Modules in a Cluster, and an LE Adv Chassis.
Review Resource Needs
1Droid Brain – 14 Copper, 5 Inert Gas, 8 Siliclastic Ore, 8 Chemical, 4 Metal.
2.Personality Chip – 10 Copper, 1 EMM
a.EMM – 5 Polymer, 3 Copper, 2 Inert Gas, 2 Ore, 8 Metal
3.Level 4 Armor (level 4 ‘cause its easier) – 55 Duralloy Steel, 12 Ferrous Metal, 15 Non-Ferrous Metal, 10 Fiberplast
4.Combat Modules (3 per Droid)– 35 Non-Ferrous Metal, 5 Metal, 2 Inert Gas.
aCluster (1 per Droid) – Droid Brain, 7 Chemical, 7 Ore, 52 Metal
i.Droid Brain - Brain – 14 Copper, 5 Inert Gas, 8 Siliclastic Ore, 8 Chemical, 4 Metal.
5.LE Advanced Chassis – Adv Droid Frame, Droid Brain, Sensor Package, Motive System, Manipulator Arm
aFrame – 220 Steel, 70 Fiberplast
bBrain - Brain – 14 Copper, 5 Inert Gas, 8 Siliclastic Ore, 8 Chemical, 4 Metal
cSensor – 5 Chemical, 4 Copper, 2 Inert Gas, 2 Ore, 11 Steel
d.Motive – 5 Chemical, 5 Ore, 32 Metal
e.Manipulator Arm – 5 Chemical, 5 Ore, 45 Metal
So for each completed Droid, you will need 3 Droid Brains, 1 Adv Frame, 1 Sensor Package, 1 Motive System, 1 Manipulator Arm, 3 Combat Modules (inside a Combat Cluster), 1 Level 4 Armor, and 1 EMM component.
That’s a total of 12 factory runs! “What?!” You ask? How did I get 12? You only see 8? Here you go…Red is the MS count, or how many items of that type to make in the factory (remember, one item is burned in the making of the MS!)
2.Advanced Droid Frame 333
3.Sensor Package 333
4.Motive Units 333
6.The LE Chassis (uses parts from runs 1 through 5) 332
7.Combat Modules 999
8.Combat Capable Socket Clusters (with 3 Combat Modules EACH from run 7 and Brains from run 1) 332
9.Level 4 Armor 332
10.EMM (Master Artisan) 333
11.Stupid Personality Chips (with EMM from run 10) 332
Whew!!
Excellent!
I have been meaning to do something like this for quite some time - there is a great need for factory education.
Perhaps you should add this to your .sig, as other professions could definately find the information useful as well.
Kudos,
Audio
http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=70439
/bow
Respectfully,