Architect, House, Furniture, Harvester FAQ Rev. 1.52
Many Bothan architects died for this information. I've noted some contributors but not all. If you've authored an item and would like your name by it please let me know. - Pawlin
For Player City related questions also see the FAQ in the Politician forum.
ATTENTION Architects: Most of this FAQ is written about structures in general and if you have questions about being an Architect please see the Architect Section further down.
TABLE OF CONTENTS
Section 0: General Structures - General questions for the architect forum or things that apply to structures in general.
Section 1: Houses - Topics specific to using houses from the home owners perspective.
Section 2: Furniture - Questions about furniture and use of furniture.
Section 3: Harvesters - Questions about harvesters and their use.
Section 4: Factories - Questions about factories and their use.
Section 5: Architect - Information about the architect profession and how to build the various structures. This is written with the architect in mind.
Section 6: City Structures - Questions about city structures. Also see the Politician forum for this type of information.
0. GENERAL STRUCTURES
Q-0.0 : What does Dvnce look like in Hawtpants?
Q-0.1: Why can't I place a house/harvester/factory?
A-0.1: Several things to be aware of: Check to make sure you have enough lots. You can check your available lots by looking at your character (default control-c) in the personal tab. You need to be outside of the no build zone around a city in order to build a house usually the no build zone is within 500 or 1000 meters of a city. Also, there can not be obstructions like other structures and the structure needs to be on somewhat level ground. Make sure you've got enough lots available too. You can not be within the radius of a MOB spawn. If you just stopped running or doing another action you will have to usually remain still for a couple seconds before it will let you try placing a deed.
Q-0.2: How much do houses/harvester/factory cost to buy? (asked in forums)
A-0.2: This varies widely from server to server and from architect to architect. Shop around the vendors or contact the local architects on your server for pricing. You may pay more for a ready made deed than if you have to wait. However realize that most houses and harvesters take a lot of materials to make so the prices are in the thousands to hundreds of thousands.
Q-0.3: When placing a building/harvester/factory how do I orient it the way I want?
A-0.3: When you are in the structure placing screen first note that North is up. If you left click that will place the structure. If you right click that will rotate the structure 90 degrees. Hitting ESC will exit the structure placing screen without placing the structure. If placing a house then you might want to check one of the sites below to see what the floorplan looks like first so you know what side the door is on exactly. It can be somewhat hard to tell for sure looking at the wireframe view of the building that you see in the structure placing screen.
Q-0.4: What does a high functionality rating (FR> +40) crafting station actually do? Why would we want a higher functionality rating?
This is a matter of some debate. The DEVs have not commented what the intended impact is supposed to be. Opinions among players differ from thinking that the higher functionality rating (FR) will decrease failures or increase great success experimentation to believing that higher FR makes no difference whatsoever to even those that think that higher FR worses experimentation results or increases failure. Personally, I believe that the jury is still out but higher FR is intended to be beneficial though it is possible it may not be implemented correctly at present. Here is one source of data with its own conclusion on the matter... http://swg-cantina.com/pages/frating/frsum.html (I am willing to add links to other experimet results that are of reasonable quality.)
From "19 answers" posted by Thunderheart on April 22:
"What is the exact effect that the effectiveness rating on crafting tools and Crafting stations have on the crafting process and are they working as intended?
The effectiveness rating on crafting tools and stations influences the chance of success or failure during the assembly and experimentation stages. These are working as intended."
Q-0.5: How does the Potential Energy stat. of an energy source work when figuring the amount of power?
A-05: PE of 500 or less coutness as 1:1 ratio of power : units used. For any PE rating over 500 then you get PE / 500 effective power in your structure for every unit of resource used. (e.g. 1 unit of PE 750 fusion will give you (750/500 ) 1.5 units of power when put into your factory or harvester.) Wind and solar have not been seen to exceed 500 but fusion usually ranges between 500 and 1000.
Q-0.6: How much is this +X Structure Complexity tape worth? What does Structure Complexity do?
A-0.6: Currently there is no known benefit to Structure Complexity. Structure complexity skill enhancement attachments have little value. It is possible that they may have a value in the future or that their value is just not known presently. SOE has not commented to the best of my (Pawlin) knowledge. I've tested and verified that structure complexity has no effect on the items available without a station or at a public station. I've tested and verified that structure complexity does not effect the time it takes to finish factory items or the increase in complexity level of items from experimenting.
Q-0.7: How much is a +x Structure Assembly tape worth? What does it do?
A-0.7: The value of structure assembly tapes will vary a lot from server to server. These tapes do have value but it will depend primarily on the supply and demand situation for your server. The structure assembly skill increases the chance of better success results during experimentation. This will mean a higher rate of success getting maximum BER on harvesters. It will not increase the BER above the maximums.
Q-0.8: How much is a +x Structure Experimentation tape worth? What does it do?
A-0.8: The value of structure experimentation tapes will vary a lot from server to server. These tapes do have value but it will depend primarily on the supply and demand situation for your server. Generally speaking the value of structure experimentation tapes is a lot less than some other crafting experimentation tapes like Weaponsmith, Chef, etc. The structure experimentation skill increases the amount of experimentation points you have to use during experimentation. You get 1 more experimentation point for every 10 additional skill points. So +10 in tapes will give you 1 point and +20 will give you 2 points. Going over 20 will not increase your experimentation over the 2 points. The effect of additional experimentation points is to get larger hopper sizes on harvesters or recover from less than great initial experimentation. It will not increase the BER above the maximums.
Q-1.1: How many lots does a house take?
A-1.1: Smalls = 2, medium = 2, Large = 5, Guild =5 except Naboo round small (style 2) = 1.
Note: Large houses used to be 6 lots and Guilds 7. That was changed with patch 13.0. Before that guild halls other than the Tatooine style used to take 9 lots which was changed at the JTL patch so that all guild halls now use 7 lots.
Q-1.2: How much can you store in a house?
A-1.2: The rule is 100 per lot with a max of 400 , which translates to:
Smalls or medium = 200, Large or Guild = 400. Naboo style 2 small (round) = 100.
Note: House storage limits were changed with patch 13.0
Q-1.3: What does maintenance cost for a house?
A-1.3: Daily maintenance is: Small = 384, Medium = 816, Large = 1200, Guild = 2400
Q-1.4: What do the houses look like?
A-1.4: Pictures and floorplans are available on several player sites, like:
http://www.ratwhackers.net (old site http://canda_vespin.home.comcast.net/)
The official SWG site has had images as well on a Friday Feature from 9/26/03:
Q-1.5: How much does it cost to redeed a house?
A-1.5: The formula for the redeeding cost is 100 x maintenance rate. So if you have a house that has a maintenance rate of 15, the redeed cost is 1500. [ed note. I think this is wrong, I think its actually 50 x the maintenance rate to redeed. I'll need to check this sometime. Either way when you go to 'destroy' the structure it will tell you the required amount and will be in green if you've got enough]
Q-1.6: What planet can I build my house on? What house style do I need for Lok, Rori, Dantooine, etc.?
A-1.6: If you have an existing deed then it will say on the deed itself.
Current rules are:
Corellian - buildable on Corellia, Talus,
Naboo - buildable on Naboo, Rori, Dantooine
Tatooine - buildable on Tatooine, Lok, Dantooine
Generic - buildable on Corellia, Talus, Naboo, Rori, Dantooine, Tatooine, Lok
(I refered to the buildable planets for small houses when checking the post-patch rules. I'm assuming it follows for the medium, large and PA halls too. If you know for a fact that it does not work for another house style then please let me know.)
House rules were changed in the player city patch. So if you have an old deed from before the player city patch the rules were as below.
Corellian - Corellia
Naboo - Naboo
Tatooine - Tatooine
Generic - Corellia, Talus, Naboo, Rori, Dantooine, Tatooine, Lok
Q-1.8: Can I build a house or place a harvester on Endor, Yavin 4 or Dathomir?
The Empire has forbidden building houses on Endor, Yavin 4 or Dathomir. However you can place harvesters and factories on the advanced worlds.
Q-1.9: What about merchant tents?
Contributed by Masterjedinick:
"Storage Capacity: 100
75 Items [ 100 items as of patch 13] It takes up 1 lot The maintenance is 240 credits/day or 10 credits per hour You can reclaim a merchant tent for 600 credits You need to purchase one from a Novice Architect with Construction I - Intermediate skill. You need Merchant Efficiency IV skill to place the tent." Maintenance rate of 10 cr/hr includes the 20% bonus you get with Efficiency IV which is required to place the tent.
They come in 3 colors: grey, brown and green. There is only one style of tent and they act like generic houses and can be built on any planet you can put generic houses on.
Q-2.1: How do I move furniture?
A-2.1: You can select the item and then use the commands:
/move [ forward | back ] x - moves the item x distance
/rotate [ left | right ] y - will rotate left or right by y degrees. if degrees is omitted then it rotates 90 degrees
/move [ up | down ] x - moves the item x distance vertically Note: If you have any problem with the /move up command then try the syntax '/movefurniture up up x'
/pickup - simply picks up the targeted item
Furniture is moved in reference to the character's viewpoint so if you move it forward then it will move away from you.
You can also use the radial menu options to move items but that moves a set distance only and is less convenient.
Q-2.2: How do I hang things on the wall?
A-2.2: Some items drop at a certain height by default such as backpacks. Furniture items including such things as table lamps drop on the floor by default. To move items up or down use the /move [ up | down ] command described in Q-2.1.
Q-2.3: I can't get the /move up command to work, whats wrong?
A-2.3: There have been sightings of the /move up command not working sometimes at least in some houses or instances. A solution that works is to use the full syntax for the command of '/movefurniture up up x' with the 'up' command in there twice.
Q-2.4: What items give off light? What colors are lights available in?
A-2.4: There are a variety of lamps and candles that give off light but no color options are available. Streetlamps can be used in houses and come in white, blue, green and red but only give off light at night (game time). Candles and lamps decay over time but streetlamps do not decay presently.
Q-2.5: Can you make me a chest, cabinet, etc. that I can put stuff into?
A-2.5: YES. We now can. All chests, cabinests, armoires and toolchests are containers that can store up to 50 items each. The items in the container do count towards your housing inventory.
Q-2.6: How do I target or pick up my round Couch / Couch II / Tan couch ?
A-2.6: This piece of furniture is apparently intermittently bugged for some people. You might try waiting a day and see if you have any better luck targetting the item. You can try using the /pickup command where is the name given to the couch such as "/pickup couch". Also if you have someone you trust a lot then you might give them admin rights to your house and see if they can target and move the couch (only do this with someone that you know won't rob you blind).
Q-2.7: Can you make a rug or painting?
A-2.7: Architects do not make rugs there is one rug that is a quest item. Many paintings are NPC quest items. There are however paintings available on each server from the Bestine Museum curator. Architects can make those painting but availability is limited and each server has different paintings available. Contact your local architect to find out what paintings they have in stock.
Full list of Besting museum paintings and availability per server:
Q-2.8: What do the furniture items look like?
A-2.8: Pictures are available on several player sites, like:
http://www.ratwhackers.net (old site http://canda_vespin.home.comcast.net/ )
Q-2.9: I see plants and trees labelled "style 1". Where do I get the style 2 or style 4, etc?
A-2.9: Though the name implies there is more than one style, there is only one style of the large plant, small plant and tree available to craft right now. We would like more.
Also see this harvester FAQ from the Artisan forum:
Q-3.1: How many lots does a harvester take?
A-3.1: All harvesters require 1 lot each.
However the physical clear and flat landscape squares required for medium and heavy harvesters is more than a personal.
Q-3.2: How much is the maintenance and energy requirement for a harvester?
A-3.2: For harvesters including mineral, chemical, foral, gas and water the daily requirements are:
Personals: 720 credits and 600 energy
Mediums: 1440 credits and 1200 energy
Heavies: 2160 credits and 1800 energy
Energy collectors use:
Windmills: 1440 credits, Solar : 1440 credits, Fusion: 1440 credits.
Maintenance costs are effected by 20% efficiency bonus that merchant skill Efficiency IV gives. Power consumption is not changed.
Q-3.3: Can you build me a large windmill or a small solar generator?
A-3.3: There are 3 generators of energy: wind harvesters, solar generators and fusion generators. Wind harvesters are the personal size energy generator, solars are the medium level and fusions are the heavy.
Q-3.4: How much does it cost to redeed a harvester?
A-3.4: The formula for the redeeding cost is 100 x maintenance rate. So if you have a harvester that has a maintenance rate of 30, the redeed cost is 3000. [ed note. I think this is wrong, I think its actually 50 x the maintenance rate to redeed. I'll need to check this sometime. Either way when you go to 'destroy' the structure it will tell you the required amount and will be in green if you've got enough]
Q-3.5: How much do harvesters produce?
A-3.5: It is dependent on the extraction rate of the harvester in question. The extraction rates vary from harvester to harvester depending on the experimentation results during its crafting.
The general formula is:
Output per hour = Extraction rate in kg/h * 60 * density% = # units produced / hour
Output per day = Extraction rate in kg/h * 1440 * density% = # units / day
Example: A medium mineral harvester with an extraction rate of 6 kg/h on a 75% aluminum density will give you
= 6 * 60 * 0.75 = 270 units per hour production or 6480 per day
A handy rule of thumb is that for a 70% density you will get roughly 1k output per BER daily.
Q-3.6 : Can you build me a fusion with extraction rate 15, 16, etc? I know someone with a BER25, what about that?
A-3.6 : Currently the maximum possible extraction rate for fusion generators is 14. It was previously possible to make fusions with extraction rate of 16 and there are some that came out with rates of 25 or more (probably buggy) however the current extraction rate maximum is now 14.
Q-3.7 : Why do chemical, gas, flora cost so much more than mineral or water?
A-3.7 : Medium minerals and waters only take 3 structural modules and the chemical, gas and flora require 3 walls. Thats an extra 8250 resources. Why do they take more to build? You're guess is as good as mine. Possibly an 'ooop's by the DEV's.
Bandola's input: "I heard an explanation that makes a bit of sense, Minerals and waters are available earlier in the skill tree than the other mediums, lower level architects can make them, it would therefore make sense that they are not as 'complex' to craft than the other mediums, hence structural modules rather than walls. So possibly not an OOPS but deliberate."
Q-3.8. What commands are used to operate a harvester?
A-3.8. These are the only commands that appear to be working at this time
/stru - Show status of harvester
/pay xx - Add xx maintenance to harvester
/addp xx - Add xx Power - Leave off amount for dialog
/setPermission [admin | hopper] [name] - add [name] to admin/hopper or remove them if currently on the list
/harvesterDeactivate - turn off harvester
/harvesterActivate - turn on harvester
/name [name] - will change the name of the structure to [name]
/destroystructure - will initiate the prompts to confirm and then redeed the harvester
/harvesterSelectResource - ???? (if anyone gets this to work, please let me know.)
Q-3.9: What does BER mean?
A-3.9: BER stands for Base Extraction Rate. This is a term for the amount that the harvester will collect in one minute if at 100% density for the resource. Shown in the harvester operation window as Kg/h.
Q-3.10: What is the current max BER of each size harvester?
A-3.10: Current maximums are as follows:
Personals - 4*
Heavy - 13*
Fusion - 14**
Wind - 9*
Solar - 8
* It was possible to make mediums at BER11, heavies at BER14, Personals at BER5 and windmills at BER10 for one day when temporary experimentation changes were implemented and then removed the next day.
**It was possible to make BER 15 or higher fusions for a limited time several months ago.
Q-3.11- Can you make me a BER 14 heavy harvester?
A-3.11- BER14's were possible for one day only. We can no longer make them at BER14 and the current maximum is now back to BER13.
Q-3.12- Do I have to have skills to place or use harvesters?
A-3.12- Anyone can place a harvester and when you do so you will be able to pick from the resources available and harvest them. You do not need surveying to use a harvesters. However, in order to find the best density of the resource you're looking for it will be necessary to survey (gained with novice artisan) or have someone else tell you where the good density is at.
Tip 4.1: When you are running a factory...you can always just click on options and it will open the output hopper. Allowing you to save 1-2 minuites because you do not shut it down. -- From ElBlufer
Q-4.1: My factory is giving me an "Internal Manufacturing Error" email message and is not finishing the schematic run. What do I do?
Unfortunately this is a known bug. You will get an email message with subject "Internal Manufacturing Error" and body saying "Manufacturing station unable to create crate to store objects in, please file a bug report." And the factory run will be incomplete. Mostly it seems to happen when the output and/or input hoppers are mostly full. If it occurs you can usually get past it by removing items from the factory's output hopper. Some people have reported that redeeding the factory helps. Some people believe that experimenting on the factory's storage rating during creation of the factory deed helps avoid this. Note the email subject used to be: ""@system_msg:manf_error_7" but it was changed to the "Internal Manufacturing Error" mesage.
Q-4.3: Which factory is used to make medical supplies?
A-4.3: The food factory is required to make medical items.
Q-4.3: How many lots do factories take?
A-4.3: All factories take 1 lot.
Note: Structure factories used to take 2 lots but our punishment ended and with the JTL patch, they were changed to 1 lot.
Q-4.4: How much maintenance and power does a factory use?
A-4.4: Factories require 1200 credits per day and 50 energy units per hour of use. When a factory is not in use it does not use power.
Q-4.5: How do I tell which factory is used to make the item I want to make?
A-4.5: The factories are matched to the specialized crafting tool. So if a schematic shows up in the crafting tool then it is built in that kind of factory. e.g. furniture is found in the structure crafting tool and is therefore built in the structure factory.
Q-4.6: Does schematic complexity from experimentation affect the factory run time?
A-4.6: Yes. The more you experiment on something the higher the complexity will go. Each experimentation attempt will raise the complexity by 1 point and it does not matter how many points you use in each attempt. So if you experiment 10 times with 1 point each time then you'll get +10 complexity to the schematic. But if you experiment 2 times with 5 points each then you will only get +2 complexity. Each complexity point counts for 8 seconds additional factory time per object. Structure complexity skill tapes still have no effect on any of this. This used to not matter but it was apparently broken in the first place and was fixed just before JTL launch.