Ranger Archive
Thread: Trap factory run?
Then take this schematic to an equipment factory that you have admin rights to and proceed with the run. Make sure that you load the same resources into the factory that you did on the schematic, so if you've split resources to make 200 traps, they need to be split to make 201, the 201st being the schematic.
Hope that helps,
Plunk
L-man wrote:
I'm drawing a blank right now, is this one of the types of crafting stations we have in our HTFB? If so can we use the one in camp to generate the schematic?
Yes and Yes
I actually ran my first factory run of traps EVER last night.
2 crates of P-Darts. if you have any more questions let us know, as an alt WS I got used to factory runs pretty fast. Once you know what you're doing they're easy and fun.
WildBil2Me wrote:
I actually ran my first factory run of traps EVER last night.
2 crates of P-Darts. if you have any more questions let us know, as an alt WS I got used to factory runs pretty fast. Once you know what you're doing they're easy and fun.
My first factroy run I did 1000 'glow wire traps', got enough for years now
I figured I was missing something obvious. I was using the generic crafting tool, rather then the Weopon/android/general crafting tool. Worked great after that ![]()
Odd world now.. the hunters have become crafters!
Actually, I think I'll enjoy using traps again. I'd gotten out of the habbit because before the CU I'd sneak up on a lair and hopefully everything would be dead before they knew I was there and tossing a trap gave you away every time and wasn't as reliable as I liked them to be. We'll see how it goes now.
Palma wrote:
Odd world now.. the hunters have become crafters!
Shhhhhhhhhhhh. **whispers** Don't say such things. If we are crafters, then come ranger revamp, they'll remove trapping and camping as prerequisites. They'll put traps and camps into the BE profession. Then we'll have a magical ability to camo people with the twittle ofa wand. **Voice returns to normal** After all, combat classes can't craft. You know this;just look at doc/cm. /unarmedrolleyes3
Sounds silly, but would it surprise you?
ThGilsRooc wrote:
Palma wrote:
Odd world now.. the hunters have become crafters!
Shhhhhhhhhhhh. **whispers** Don't say such things. If we are crafters, then come ranger revamp, they'll remove trapping and camping as prerequisites. They'll put traps and camps into the BE profession. Then we'll have a magical ability to camo people with the twittle ofa wand. **Voice returns to normal** After all, combat classes can't craft. You know this;just look at doc/cm. /unarmedrolleyes3
Sounds silly, but would it surprise you?
That sir, was humerous...gotcha JB!
Can't honestly say I'd miss the camping.
20 moreSP and no more latrine cleaning ![]()
Palma wrote:
Can't honestly say I'd miss the camping.
20 moreSP and no more latrine cleaning
Well it seems you no longer get wilderness xp while camping, you get scouting...so for the new Rangers out there will not have to spend weeks sit'n in a camp just to max it out.
LOL, I was just about to ask this same question
now for even more n00b questions...what kind of power do I put in a factory? does it matter?
*thinks to himself* I think there is different kinds lol
There are different kinds: Radioactive, Solar, Wind... Basically Radioactive is best I think, as it usually has the highest PE or Potential Energy, but all will work. The main difference is the higher the PE, the longer it will last as you will get a boonus or something for a PE over a certain amount, like 800 or 900.
Hope this helps!