Tailor Archive
Thread: Tailoring FAQ Updated Post-CU
A special thanks to Anabelle and Vandessa, and all the other members of this forum whose work I have plagiarized.
Please DO NOT respond to this post. Please PM me with comments about this FAQ.
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INDEX
1. Tailoring Basics
2. Crafting Stations and Factories
3. Materials and Equipment
4. XP Progression
5. Grinding
6. Making Components
7. Experimentation or Lack Thereof
8. Fashion: Aesthetic Crafting
9. Sockets and Skill tapes
10. Bioengineered Clothing
11. Limited Use Schematics and Loot
12. Decay
13. Pricing
14. Your Template
15. Selling Your Goods & Vendor Information
16. The FS Tailor
17. Troubleshooting
18. Known bugs & Issues
19. Appendix: Dressing Your Vendors
Message Edited by NJ62 on 09-27-2005 05:19 PM
Message Edited by NJ62 on 09-27-2005 05:21 PM
Message Edited by NJ62 on 09-27-2005 05:22 PM
What can I do as a tailor
Tailors can do the following:
- Create clothing for aesthetics
- Create clothing with enhancements
- Create components for other professions to use
How do I craft an item?
Put your crafting tool in your quickbar. Then open your crafting tool. You can double click your resources into the "slots" or drag them into the "slots." If your schematic requires a component, you must craft that component first, and then load the component into the slot from your inventory.
If it calls for 20 units of fiberplast, can I use 10 of one type and 10 of another?
No. You must use the same type of resource in a single slot.
What do I do if I've made a mistake!? I only had 27 hide and I needed 40 in the slot!
Simply double click the slot and the mistaken item will come out back into your inventory.
Can I put ingredients in my backpack?
Yes. Simply double click on your backpack in the "loading" screen and you can access your backpack items. However, if you realize you made a mistake and try to double click the resource out of a slot, you will get an error. Simply use the "green arrow" to navigate back to your main inventory. Once you are there, you should be able to unload the mistaken material.
Do I have to wait until I finish creating an item before I start a new one?
No. You may create an item with a different crafting tool while the crafting tool that you just used is "counting down." A crafting tool is free for use when it has no numbers counting down.
Message Edited by NJ62 on 10-07-2005 03:16 PM
What is a crafting station and why do I need one?
A crafting station does two things. The first is that you can access some schematics, which you cannot access without standing near a station. The second is that you can make schematics.
What is the difference between a private and public crafting station?
Most schematics are available with a public crafting station. However, some complex schematics requre a private station. A private station can be either something you put in your house, or be contained in a droid.
What is a factory schematic?
A factory schematic is a way for your factory to mass-produce components that you need.
Can't I just hand-make components?
Some clothing requires "identical" panels which must come from the same factory run.
Can I use factory-created components in clothing that does not require "identical components?"
Yes! It may be more expensive (because a factory costs money and power) but it saves quite a bit of time.
Do "identical panels" have to come from the same crate?
Technically identical panels have to have the same serial number so they need to come from the same factory run. By nature, factory runs come in crates of 25. If you have 2 crates from the same factory run, with the same serial number, it is perfectly okay to use one panel from one crate and one panel from another crate in the "identical panel" slot. For ease of figuring out which crates are the same-serial as other crates, when making your factory schematic, add a DATE at the end of your name - "Synthetic Cloth 10/2"
Will I get experience from factory-crafting?
You will not get experience from a factory making components. However, you will get experience for hand-crafting the final item regardless of whether the panels came from a factory.
How do I make a factory schematic?
In order to make a schematic, craft near a crafting station. Then, you will get to a box which says either "create prototype" or "create factory schematic". Choose "create factory schematic" and you will have the option to customize, set the factory limit, and the name. The schematic will then appear in your datapad.
What limit should I set on my schematic?
You can always limit how many items are made by limiting the amount of materials you provide for their creation. If the station runs out of ingredients it will simply stop. Therefore, you can set all schematics at 1000.
How do I use the factory schematic?
Go to your factory and under options, select insert draft schematic. Choose your schematic from the list. Then load in your ingredients. Then start your factory.
What materials do I put in the factory?
You have to use the same materials you used to make the schematic. If you used nabooan fiberplast A to make the schematic, you cannot use nabooan fiberplast B to run the schematic. A simple way to tell is, after you load in your schematic, click on "list ingredients." The exact names of the resources you used should pop up, along with the ratios in which you must load the ingredients into the station.
How do I maintain my factory?
A factory must have money at all times to stay up. It is more expensive than a house. A factory will auto-deduct from your bank account when it runs out of maintenance and notify you by e-mail. If you have no money in your bank account, your factory will decay until it is at 0 condition and will become "condemned" - which means it's unusable, and you cannot access either hopper until you pay up. A factory only uses power when it is actively running a schematic.
How many lots does a factory take up?
One lot for a wearables factory.
Can I use someone else's factory?
Yes, as long as you are on the admin list. However, the e-mails which indicate that the factory is done, or error messages, only go to the owner of the factory.
Can I use my factory as storage?
You can put ANYTHING in the input hopper of your factory. The output hopper of your factory holds completed panels, and you cannot put anything in it - once you take the crates out, that's it. Many tailors leave the completed crates in the output hopper until they need to use them. There are 100 slots of storage in the input and 100 slots of storage in the output hopper. Factories degrade quickly, however, and it is somewhat dangerous to rely upon them for storage.
Message Edited by NJ62 on 10-07-200503:17 PM
Message Edited by NJ62 on 10-07-2005 03:17 PM
What crafting tool will I need?
You will need a clothing/armor crafting tool - although at first most of your schematics are available with the generic crafting tool, later on you will need a specialized tool. You cannot make one of those yourself unless you train in artisan engineering. Usually, master artisans can experiment these up - it's unclear the significance of having a "better" crafting tool.
How many crafting tools will I need?
I would recommend at least 4. You can start crafting with a new tool while the tool you just used is busy creating the prototype (you should see the numbers counting down).
What materials will I need?
You will need the following, but not necessarily all at once. If you want to check what materials you will need for future schematics in a particular line, see Swgcraft. Here is a complete list
General materials:
Fiberplast
- Polymer - though many items will accept lubricating oil, others will not. Best to just mine Polymer
- Steel
- Copper
- Metals of any type (though it's more efficient to just mine steel or copper
- Amorphous Gemstone
- Crystalline Gemstone
- Wooly Hides
- Bristley Hides
- Any Hides
- Iron (in small amounts)
- Ore (in small amounts)
- Bone (in small amounts)
- Avian meat (in small amounts)
Specific materials (in small amounts)
Plexite Amorphous Gemstone
- Green Diamond Crystalline Gemstone
- Thoraneum Steel
- Titanium Aluminum
- Tatooine Wooly Hide
- Nabooan Scaley Hide
Does resource quality matter?
Nope. Not at all. Not for regular clothes, not for BE clothing. Right now there are conflicting reports as to what happens with a wookiee armor segment. Currently it appears that we still can experiment on these, but there's no confirmation that it affects the overall quality of the armor.
What sort of station will I need?
You will need a clothing and armor crafting station. You can use a stationary one or a droid.
What sort of factory will I need?
A wearables factory. Around tier 3, some schematics will require "identical panels from a factory crate." This means that you must produce those panels in a factory.
What are recyclers, and do I need them?
Recyclers are items that turn stacks of materials into a generic stack of materials with 200 stats across the board. There are five types of recyclers: Creature, organic, chemical, metal, and ore. Recyclers are made from parts that can be looted off various NPC's and assembled. In particular, tailors would be interested in the creature recycler, because it will turn those little leftover stacks of hide into one big stack of hide, and resource quality does not matter. For most other materials, it is not worth the investment. To learn more about creature recyclers, both about what-materials-convert-to-what and about assembly, see Ani'Cul's guide.
Message Edited by NJ62 on 10-19-2005 12:15 PM
What do I grind to get Domestic Arts 1-4 and Novice Tailor?
The artisan forum has a good FAQ on how to grind artisan lines.
What do I grind to get to Master Tailor?
Stock up on Fiberplast and Steel. Make Ribbed Shirts until you get Field Wear 4. Then grind Cartridge Belts, which take Inert Petrochemicals, Steel, and Metal.
What Resources Will I need?
RIBBED SHIRTS up to Field IV32000 TXP = 218 Ribbed Shirts = 6540 Fiberplast and 6540 Metals44800 TXP = 305 Ribbed Shirts = 9142 Fiberplast and 9142 Metals
57600 TXP = 392 Ribbed Shirts = 11755 Fiberplast and 11755 Metals
70400 TXP = 479 Ribbed Shirts = 14367 Fiberplast and 14367 Metals
CARTRIDGE BELTS (X 3) up to Master
32000 TXP = 108 Cartridge Belts = 5400 Inert Petrochemical 2700 Metals and 3780 Steel44800 TXP = 150 Cartridge Belts = 7500 Inert Petrochemical 3750 Metals and 5250 Steel
57600 TXP = 193 Cartridge Belts = 9650 Inert Petrochemical 4825 Metals and 6755 Steel
70400 TXP = 236 Cartridge Belts = 11800 Inert Petrochemical 5900 Metals and 8260 Steel
#'s courtesy of Abzintia's site
Approx Totals:
42000 Fiberplast104000 Inert Petro
94000 Metal
73000 Steel
I need a tailor macro
Check out tailoring macro thread.
What am I doing wrong? I'm not getting xp!
Crafting xp comes in stealthily and doesn't give you a system message. However, if you look at the numbers and you are truly not gaining xp, simply relog, and the xp should catch up. Alternatively, there could be a macro issue that is preventing your macro from creating practice prototypes. To make sure your macro is working, look at your crafting tools and see if each has a "countdown" number when you use it. If no countdown numbers are appearing when you use your macro, something is wrong. (Most likely you are next to a crafting station when you should not be).
Making components
What components do other crafters use?
- Synth cloth:
- Armorsmiths
- Architects - high end furniture
- Reinforced Fiber Panels
- Armorsmiths
- Architects - tents
- Trim
- Chefs - casks
- Fiberplast panels
- Armorsmiths
- Architects - tents
- Armor padding - A.K.A. "wookiee pillows"
- Armorsmiths
- (Yes, this is the only component that we make and cannot use ourselves.)
What do I do if a crafter asks me for components?
That's really up to you. You can 1) say no, 2) provide the items in crates, or 3) make the crafter a schematic using his materials.
- If you are a master tailor, you may be too busy to do it, so it might be nice to refer the crafter to an up-and-coming tailor who is more willing and needs cash. The tailor will make money, the crafter will get his items, and you will have more time for doing whatever you were swamped doing before.
- If you choose to provide the crates of items, make sure you don't sell yourself short. The crafter may argue that materials go for 2 or 3 cpu on the open market, and will not take into account costs of factory maintenence and power. Make sure to add in all your overhead costs so you don't lose money on the transaction.
- In terms of making schematics from the crafter's own materials, it's a simple matter of taking his materials, making a schematic to your datapad, trading him the schematic from the datapad, and the armorsmith himself runs it through his own factory. Many armorsmiths will expect this service for free, and it's your choice whether or not to provide it for free or for a fee (it will probably depend on whether it's a friend or stranger). Although the armorsmith may argue that it only takes time, that is time you could spend making money in another form, so be firm about a fee if you want one. The result of not charging a fee may be a huge amount of time making schematics for free, and not enough time making your own product.
Message Edited by NJ62 on 10-19-200512:18 PM
Message Edited by NJ62 on 10-19-2005 12:18 PM
What components do other crafters use?
- Synth cloth:
- Armorsmiths
- Architects - high end furniture
- Reinforced Fiber Panels
- Armorsmiths
- Architects - tents
- Trim
- Chefs - casks
- Fiberplast panels
- Armorsmiths
- Architects - tents
- Armor padding - A.K.A. "wookiee pillows"
- Armorsmiths
- (Yes, this is the only component that we make and cannot use ourselves.)
What do I do if a crafter asks me for components?
That's really up to you. You can 1) say no, 2) provide the items in crates, or 3) make the crafter a schematic using his materials.
- If you are a master tailor, you may be too busy to do it, so it might be nice to refer the crafter to an up-and-coming tailor who is more willing and needs cash. The tailor will make money, the crafter will get his items, and you will have more time for doing whatever you were swamped doing before.
- If you choose to provide the crates of items, make sure you don't sell yourself short. The crafter may argue that materials go for 2 or 3 cpu on the open market, and will not take into account costs of factory maintenence and power. Make sure to add in all your overhead costs so you don't lose money on the transaction.
- In terms of making schematics from the crafter's own materials, it's a simple matter of taking his materials, making a schematic to your datapad, trading him the schematic from the datapad, and the armorsmith himself runs it through his own factory. Many armorsmiths will expect this service for free, and it's your choice whether or not to provide it for free or for a fee (it will probably depend on whether it's a friend or stranger). Although the armorsmith may argue that it only takes time, that is time you could spend making money in another form, so be firm about a fee if you want one. The result of not charging a fee may be a huge amount of time making schematics for free, and not enough time making your own product.
Message Edited by NJ62 on 10-07-200503:20 PM
Message Edited by NJ62 on 10-07-2005 03:20 PM
I don't have the option to experiment!
Experimentation was taken out of clothing a while ago. There are still skill tapes in-game that have bonuses to clothing experimentation, as well as the looted-schematic apron. Ah well.
Wait, I have the option to experiment on armor segments which go into wookiee armor. And stat quality matters! Filthy liar!
Ok, ok, that's true, but only for that one segment. Each segments takes 15 hide, 10 wooly hide, 5 fiberplast. You can experiment on 2 stats: Durability (hams) and Quality (protection). Masters get 10 experimentation points, same as every other elite crafting profession. The pertinent stats are:
- Armor action encumbrance: 50% OQ, 50% UT
- Armor health encumbrance: 100% OQ
- Armor integrity: 50% OQ, 50% SR
- Armor mind encumbrance: 50% OQ, 50% SR
- Armor Effectiveness:50% OQ, 50% SR
Message Edited by NJ62 on 10-07-200503:20 PM
Message Edited by NJ62 on 10-07-2005 03:20 PM
What are sockets, how do they work, and why do I care?
Sockets are places where any player, tailor or not, can drop skill tapes (which are looted) into a piece of clothing. Clothing can have up to 4 sockets, but jewelry has no sockets. Generally it's random, but you have a higher probability of making a higher-socketed item as you go up the "tailoring" line. For Domestic Arts items, however, the number of sockets is governed by the level in the Engineering line of Artisan. Many times people want to use skill tapes as they have bonuses which cannot be obtained by buying bioengineered items.
There has been a recent change to socketing which makes it more unlikely to get 4-socketed items, and most master tailors are averaging 2 sockets per item. Some tailors have chosent to price 4-socket items higher. Be aware that it may take several tries to get 4 sockets at master. You will not see a single socket until Tailoring 3.
Is there any way I can increase my socketing?
You can either get skill tapes to assembly or work your way up the FS tree that gives you bonuses to assembly. You can get an actively-applied (you must ask for it!) inspiration buff from a dancer which gives a 10% bonus to assembly. This may or may not help - our results are unclear.
What skill tapes can I use in an item?
Please see Randdarkstar's Guide for detailed instructions.
What sort of outfit should I make someone who wants to maximize sockets?
To get the most articles of clothing onto a person, you should make him/her: Boots, Gloves, Shirt, Pants, Hat, Bandolier, Belt, Vest and ubese bracers. Yes, yes, ubese bracers are armor, so they will only take armor attachments. You can't wear a backpack with a bandolier, nor can a socketed backpack take enhancements.
Do socketed backpacks accept skill mods?
No, backpacks do not accept skill tapes. They will simply be placed inside the backpack container.
Why won't my skirt accept clothing attachments?
This is a bug which has been brought to the devs' attention.
Message Edited by NJ62 on 10-07-2005 03:24 PM
Limited-use Schematics and Loot
Here is an article about the schematics, including ingredients, stats, and screenies. Warning: many mods are now useless post-CU but these items have not been changed at all. Many of these items are now worthless.
What are limited use (looted) schematics
These are looted schematics (obtained from various theme parks) which can be used three times.
Do I need anything special to make them?
They will all require one or two looted components:
- Heavy Duty leather: for backpacks and crafting aprons
- Heavy duty clasps: for droidsmith toolkit, weaponsmith toolkit and demolitionist belt
- Crystalline Clothing Treatment: for the exotic leotard
You must be standing next to a private crafting station to use the schematics.
Can I make a factory run from a limited-use schematic
Yes. However, all components must be identical. Therefore you must have looted components with the same serial number to make a factory run. Usually you will not find more than 10 of these, so the factory runs will be small.
What if someone comes to me with loot and a schematic?
This is a personal choice. Some tailors will accept a schematic, and components, and make the item for the customer for free, with the "payment" being the remaining 2 uses on the schematic.
Why can't I see what type of apron it is?
You cannot tell what type of apron it is until you learn it and see the ingredients. The list of ingredients for each apron is here.
Can I learn multiple schematics at once?
Yes. You can have one "copy" of each schematic learned at a time. You may have each "type" of apron learned at the same time as well.
What happens if I crit fail?
You don't lose one of your 3 "uses" but you do lose the ingredients, including loot. Don't crit fail.
What are these tapestries and how are they unique?
Tapestries are a lootable schematic for a house decoration which are unlike the other limited use schematics in the following ways:
- They are a one-use, instead of three-use, schematic.
- They requires field wear 1
- They require a structure/furniture crafting tool to make
- They cannot be made into a draft schematic in order to replicate in the factory. One use, one item.
- They require generic ingredients - no looted components
Previously, these items could be replicated in a structure factory, but that was changed.
Message Edited by NJ62 on 10-07-2005 03:25 PM
Pricing
How should I price my clothing?
Many tailors use Zachary's price calculator, or the updated Tailoring Pricing Calc (includes Ithorian Wearables) to price clothing based on a credits per unit value of every single resource, and has the option of factoring in extra costs for factory-produced panels, and adding in a premium for higher level items.
How should I price bioengineered clothing?
Many tailors use a standard credits-per-point-of-stat-increase method. Others will charge more for certain stats than others. In general, depending on the economy, tailors will charge anywhere from +200 to +1000 credits per stat point. Not all tailors charge for the underlying garment on top of the tissue price. Many price on a sliding scale, instead of a standard per-point method, and charge a higher premium for the higher level tissues because of their difficulty. Another issue to consider is whether to charge for a "wasted" tissue: when you have to use 2 identical panels in a slot, you "lose" the value of one of the tissues. Some tailors charge for all tissues used, others charge just by the stat increase, and others "split the difference" and charge half-price for wasted tissues. See Studio Salome's Pricing or this thread for some examples of tailors' pricing schemes.
How should I price the items made from the limited use schematics?
That's up to you and what your server charges for the parts. Many tailors don't sell the special items at all, but keep them for guild use. For a discussion of this issue see this thread
Message Edited by NJ62 on 10-07-2005 03:25 PM
Do I need to be a merchant too?
An overwhelming majority of tailors are merchants too, simply because we can't crate-produce, and we need to keep a large selection on-hand. But there are also special-order tailors. Ultimately it's up to you to choose what sort of tailor you want to be.
What professions "go well" with tailoring?
Besides the obvious (merchant), there are many routes that compliment tailor. Armorsmith uses tailoring components and the same tools and factory. Image design gives you the "full makeover" shop experience. Architect lets you decorate the home as well. Entertainer professions give you the ability to show off your work. Bioengineer allows you to make your own tissues (although only one line of BE is tissue-related, there are experimentation points and advanced schematics at master, leaving it probably ineffective to just go up one line). Ultimately, though, it's what you want to do and what makes you happy.
Message Edited by NJ62 on 10-07-200503:26 PM
Message Edited by NJ62 on 10-07-2005 03:26 PM
What is the best way to sell my stuff?
This is a judgment call based on what type of tailor you are. Do you like to spend a lot of time with one customer? Or do you like to craft on your own schedule? Depending on how you envision your tailoring, you can decide whether you want to be a vendor-tailor, a special-order tailor or a hybrid.
Should I use the bazaar?
The bazaar is a good tool for getting your name out there, especially when you're new, or to make cash when business is slow. However, be sure not to undercut the market - you only end up cheating yourself.
Where can I learn about becoming a merchant and the issues facing the merchant profession?
See DocSavag's Guide
What is this I hear about global bazaar listings?
You can now make your shop searchable through bazaar listings. There is a toggle on your vendor to make your merchandise searchable on the bazaar. This can be a good thing or a detrimental thing, depending on your playstyle. Try it out, and see whether you want to use this option.
What should I stock
Really, any business model goes. Start small and then restock what sells. In no time you will find out what is popular on your server.
How do I dress and undress my vendors?
You can dress your vendors by handing them a piece of clothing and they will wear it (provided you have hiring 4). Clothing will replace clothing of the same type. So if you put a shirt you don't like on your vendor, you can remove it by putting another shirt on the vendor. However, be cautious. It's difficult to get an item of clothing off a vendor if you do not wish to replace it with anything (such as headgear, shoes, or gloves). Please see the section later in this guide on dressing your vendors.
How do I know what is wearable by what species?
Wookiee clothes now have their own category. Ithorian clothing is clearly labeled with the word "Ithorian" in the title. Ithorians can only wear Ithorian clothing, except they can wear normal backpacks and belts. Other species cannot wear Ithorian clothing. Twi'leks cannot wear headgear that does not say "twi'lek" or "lekku" in it, and twi'lek headgear cannot be worn by anyone else. All species can wear chef aprons, and all species EXCEPT Ithorians can wear chef hats (Ithorians have special chef hats).
How do I know what is wearable by what gender?
Which clothing can be worn by which gender is quite surprising sometimes. [list in progress]
How can I track my sales?
Many tailors use the Merchant's Friend, a program that tracks sales.
Where can I learn about becoming a merchant and the issues facing the merchant profession?
See DocSavag's Guide
What is this I hear about global bazaar listings?
You can now make your shop searchable through bazaar listings. There is a toggle on your vendor to make your merchandise searchable on the bazaar. This can be a good thing or a detrimental thing, depending on your playstyle. Try it out, and see whether you want to use this option.
Message Edited by NJ62 on 10-07-2005 03:26 PM
The following is a list of all the known bugs and issues, and common problems.
- Dresses+jacket/vest/cloak
- Jacket+long gloves
- Bodysuit+jacket/cloak
- Robes/vests under Jackets/cloaks. Yeah, I know, Obi Wan did it, but you can't.
For other bugs and issues, see the recent top 5 and the Patch 11 buglist (warning: some entries may be out-of-date).
Message Edited by NJ62 on 10-03-200509:54 AM
Message Edited by NJ62 on 10-03-2005 09:54 AM