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*** FAQ *** Architect, House, Furniture, Harvester *** FAQ *** Rev. 1.52 (updated Feb 17)   [ Edited ]
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Pawlin
Squadron Leader
Posts: 5482
Registered: 08-01-2003


PA: Triad
Server: Kettemoor


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?

http://www.imagedump.com/index.cgi?pick=get&tp=75039&poll_id=0&warned=y

 

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?

A-0.4: 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.

 


1. HOUSES

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.jwart.com/swg/

http://swg-decor.com

http://ripecreations.com/wynedesign.html

http://www.ratwhackers.net  (old site http://canda_vespin.home.comcast.net/)

http://www.rothwellhome.org/swg/

The official SWG site has had images as well on a Friday Feature from 9/26/03:

http://starwarsgalaxies.station.sony.com/content.jsp?page=Player%20Houses%20Index

 

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.

Pre patch:

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.

 


2. FURNITURE

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:

http://www.freepgs.com/pawlin/paint.htm

 
 
Q-2.8: What do the furniture items look like?

A-2.8: Pictures are available on several player sites, like:

http://www.jwart.com/swg/

http://swg-decor.com

http://ripecreations.com/wynedesign.html

http://www.ratwhackers.net (old site http://canda_vespin.home.comcast.net/ )

http://swg.warcry.com/index.php/content/furniture

http://www.rothwellhome.org/swg/

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.

 


3. HARVESTERS

 

Also see this harvester FAQ from the Artisan forum:

http://forums.station.sony.com/swg/board/message?board.id=artisan&message.id=33198

 

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*

Medium- 10*

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.


4. FACTORIES

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.

Continued ...

 


Message Edited by Pawlin on 10-28-2004 10:29 PM

Message Edited by Pawlin on 11-14-2004 03:08 PM

Message Edited by Pawlin on 02-14-2005 08:15 PM

Message Edited by Pawlin on 02-17-2005 09:44 AM

Message Edited by Pawlin on 03-10-2005 07:45 PM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Home office in Crimson Flats, Talus (-4425, -4400)
Harvesters - Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.

01-22-2004 04:25 PM   Report Abuse to a Moderator
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part 2   [ Edited ]
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Pawlin
Squadron Leader
Posts: 5482
Registered: 08-01-2003


PA: Triad
Server: Kettemoor


Part 2:

ARCHITECT PROFESSION

For a complete beginners guide to the Architect profession see this post:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=61504&highlight=guide#M61504

Tip 5.1: For several tips  see the thread "Things Master Architects wish they knew at Novice Architect"...

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=55350

 

Tip 5.2: Check out the following Architect tools:

Note: I recommend doing a virus scan on these files before using them.

Architect Calculator:

From this thread: http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=55532&highlight=architect+calculator#M55532

Direct link: http://filebox.vt.edu/users/rmacri/Architect%20Calculator.xls

Velrahn has been working on the Architect Calculator and updating it.  It is a spreadsheet that will originally made by Eilla and Holti Kalvascian.   The sheet will tell you the resource requirements are and calculate a cost for an item if given your cpu rate and profit %.

Crafting Assistant 1.3 : http://www.geocities.com/loserwan/

It will predict the BER rating for a harvester or crafting station functionality rating if you plug in all the quality stats for your materials.

About the author: "The author of this is Lucas E. Purcell.  Also known as "Loserwan Ka'newbie" on the Tarquinas server. He is a skilled computer repairman, with a knack for problem solving.  He plays the game a good deal, and wanted to give something to the gaming community."

Q-5.1: What should I grind to get Novice Architect?

Personal harvesters give a good amount of experience.   If you have enough experiment points (4/4/x /x) then you can experiment them up to BER4 and sell them on the bazaar.  Or you can just grind them on practice mode.  If you are master Artisan then you can make vehicles.  Vehichles give a lot of experience per item but the XP per resource used is low, however they can be sold.

 

Q-5.2: What is a good grind item?   How do I grind to master?

A-5.3: For holo-grind info including a grind macro see this thread:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=41395

There are some options here: walls, statues or crafting stations. Walls can be sold for a profit but require more clicks. You have to make 10 structure modules per wall. Walls take 3000 resources total (800 metal and 2200 ore) and give 6000 XP. Statues are the fastest way to XP but they don't have a big market and require a lot of gemstone. Statues also use 3000 resources (2000 ore and 1000 gems) and give 5000 XP. Crafting stations can be ok as well since they can be made with just metals. Stations take just 400 metal and 50 mineral and give 900 XP.   (XP numbers verified by Pawlin, July 16th)

 

Q-5.3: What should I charge for a building/harvester/piece of furniture??

A-5.3: Short answer: Specific prices that you choose are going to be very server dependent. No price is too high if your customers will gladly pay it and no price is too low if you make a good enough profit.

Here is a thread with some example prices from various architects, note that this information is dated and does not represent every server so your mileage may vary:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=67514

Copy/paste from ZenDragonMLS -

"Find the vendors for many of the Master Architects on your server. Go visit them. Copy down the prices. Talk with miners and ask them where they get their harvesters and how much they pay. Check the Bazaar for furniture prices. Check the Trade Forum for your server.

Then sit down and figure out what kind of business *you* want to run. If you want to be a low-cost / high-volume guy, then figure out how you can keep your operating costs as low as possible and yet pump out lots of stuff (high-volume means you will need extra lots and/or people to mine for you). If you want to focus on furniture, then you need to make sure that your vendor always has a large selection on it and you need to advertise a lot. If you want to only service miners by making high-end heavy harvesters, then figure out the economics of *their* business and charge for your harvesters based on their payback (e.g., selling someone a money-making machine that never decays for an amount that they can earn back in 2-4 days is not a recipe for long-term success.)

You get the idea: price is only *one* aspect of your whole business model. Think through how you want to play and pick your prices to fit that model. Whatever you do, don't take some "rule of thumb" like "charge X credits per unit of resources that it takes you to build it" and call it a "business model". Take more control over your business than that."

Q-5.4: What does "similar" mean in "similar wall modules" or "similar structure modules"?

A-5.4: It really doesn't mean anything. If the schematic calls for "similar" items then they do not have to be factory made and they do not have to use the same materials. You can mix and match parts made with different materials, by hand or in a factory. This is also true for schematics used in a factory, so if you make a heavy mineral harvester schematic then you do not have to have factory made identical walls when you produce the harvester in your factory.

Q-5.5: How do I make a good crafting station? How do I get above 14.xx rating?

A-5.5:

A walk through guide to making high rating stations from Dantaglo can be found here:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=74331

To make a crafting station with a high functional rating in the 40's you need to use all the optional components and everything has to be highly experimented with high quality materials. Currently crafting stations use artisan experimentation rather than architect experimentation so you need to have all the artisan experimentation points to get a max rating.  The crafting station itself should use 400 of very high conductivity metal (usually copper has high cond.) say around 990 or better. The other 50 units of mineral can be an ore which does not have conductivity and therefore does not count in the formula.  All the control unit and micro sensor suite parts use high overall quality and it should be as high as you can get.  The droid storage components have to be made by a droid engineer and highly experimented using material with high OQ and conductivity. The control units and micro sensors are master artisan items.  So you'll either need to find master artisan and master DE suppliers or attain those skills yourself.

Q-5.6:  What is the maximum rating crafting station that I can make?  I see people who have stations with rating 45.0.  How can I make those? 

The maximum you can make will depend on the resources available and will vary from server to server but will probably be in the 42-44 range.    We were able to make 45.0 rating stations on "temporary Tuesday" the one day that experimentation changed for a single day.   But no new stations can be crafted at that level afterwards.   Another factor that makes station ratings harder than they used to be is that the droid storage compartments were changed to use both Conductivity and OQ instead of OQ alone.

 

Q-5.7: How do I make a good BER 13 heavy / BER 10 medium harvester?

A-5.7: For a full guide on this topic see the following thread which is in development:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=45954

Here is the short answer:

You have to use good materials for the main mining part and during the final combine. The materials for walls, storage modules or generator turbines do not matter. Ore mining units, Light ore mining units, Turbo fluidic drilling pump unit, fluidic drilling pump unit, Heavy harvesting mechanism, harvesting mechanism are the mining units. The materials should have high Heat resist, Shock resist and Unit toughness. The formula is HR + SR + UT + UT. That number should be as close to 4000 as possible. The mining unit should be highly experimented and in the 90's. The medium level units should say BER 4 on the schematic and the heavies should be BER 6. Whenever the schematics call for a chemical, you can use lube oil which does not have the stats and therefore that stat is not counted in formula.

If you are interested in increasing storage hopper size then Malleability of the materials is 33% and Unit Toughness is 66%.  So finding good HR + SR + UT that also has decent MA will give both high BER and high Hooper sizes.  However be aware that experimenting the hopper size can result in a failure that will possibly also reduce BER ratings.

Q-5.8: What resources do you need for architect?

A-5.8: There is a complete list in this thread:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=56360#M56360

Short answer:  Its about 60% ore, 30-35% other metals and a mix of chemical, reactive and inert gas. To make high extraction rate harvesters you should also collect Ore, steel and other metals with high heat resist, shock resist and unit toughness. For the buildings and furniture, quality of the resources does not matter.

Rare materials used for master furniture:

Titanium Aluminum
Pholokite Extrusive Ore
Thallium Copper
Duranium Steel
Ionite Intrusive Ore
Endorian Wooly hide
Dathomirian Leather Hide

 

Q-5.9: Where do I find the schematic for control unit, micro sensor suite, power conditioner, energy distributor, electronics memory module or electronics GP module?

A-5.9: These are all master artisan items. You use the weapon, droid, generic crafting tool and you have to be a master artisan to have the schematics.

Q-5.10: How do I make the different kinds of statues? I only see Gungan head in my schematics.

A-5.10: When you select Gungan head statue and then get to the last step where you name the statue there is a drop down menu in the top right corner where you can select from a list of all the different styles of statues.

Q-5.11: How do I make the different kinds of fountains? Where do I find the brazier or square brazier?  I only see Circular fountain in my schematics.

A-5.11: The braziers are a style of fountain.  When you select the Circular Fountain and then get to the last step where you name the fountain there is a drop down menu in the top right corner where you can select from a list of all the different styles of fountains.

Q-5.12: How do I make the different styles of gardens?

A-5.12: When you select each garden style such as the small corellian garden the last step where you name the garden there is a drop down menu in the top right corner where you can select from a list of all the different styles of gardens.

Q-5.13: Do I need to be a master artisan if I'm an architect?

A-5.13: Master artisan is useful to make some of the components for harge buildings, good crafting stations and certain furniture items like torches. If you are not making any of those items then you do not need master artisan components. Even if you are making those items you can often buy the components from someone else who is a master artisan. However, the convenience of building them yourself may make it worth while. It’s a choice you'll have to weight the pros and cons of for your own.

Q-5.14: I see schematics for plants and trees labelled "style 1".   Where do find the other schematics for the style 2 or style 4, etc?

A-5.14: 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.

Q-5.15: Where do I find an Architect trainer?

A5.15: A full list can be found at this site:

http://swg.allakhazam.com/db/bestiary.html?action=search&name=&type=4&ttype=0&planet=0&city=0&sortby=Name

 

Q-5.16: How do I make paintings?  Where do I get the paintings?

A-5.16: Architects can make paintings by buying a limited use schematic from the curator in the museum building in Bestine.   Go to Bestine and find the building named Museum on the overhead map.  To the left of the entrance there is a room with a curator in it.  You can see the current painting on display on the wall to the left of the entrance to the curator's office.  He will sell the schematic for 48k.   The schematic requires Furniture III skill and is a limited 2 use schematic.   So you learn the schematic and then after 2 uses it goes away.  However you can use those uses to make manufacturing schematics for a total possible 2000 paintings per schematic.  The paintings generally require hide and other common resources but the exact ingredients vary from painting to painting.   Hide is usually the limiting factor so you might want to acquire some large stacks of hide to do factory runs.  Each server gets a new painting every 30 days.   There is a two week period where people can vote on the artist they want for the next period and then a two week period of just buying.  But you can also buy the last painting during the voting period.  Once the new painting is out the older paintings can not be bought any longer, so it isnt' a bad idea to buy some spares if you can.   There are different paintings available on each server so your server might not have a painting found on another server.   I maintain a website with the paintings at: http://www.freepgs.com/pawlin/paint.htm

We can NOT make the quest paintings like the Twi'lek girl or the Endor forest, etc.  ONly the 15 Bestine museum paintings seen on the URL above.

 

Q-5.17: What are the words to the Architect Theme Song?

A5.17: Everybody now!!!...


Lovely ore ! Wonderful ore!
Lovely ore ! Wonderful ore.

Orr-r-r-r-r-re
Orr-r-r-r-r-re
Orr-r-r-r-r-re
Orr-r-r-r-r-re

Lovely ore ! (Lovely ore !)
Lovely ore ! (Lovely ore !)
Lovely ore !

Ore, ore, ore, Orrrreeee!!

 


SIGNS

Q-6.1: How do I add color to my sign?

A-6.1: For a full explanation of hex code colors see this thread:

http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=46317

Color is added by hex code. This is a six digit code with numbers from 0-F. The command is \#000000 where the first two digits represent red the second two green and the last set blue. I have found that the lower the number the darker the color.

Q-6.2: How do I make a multi-lined sign?

A-6.2: Muli-lined signs are easy to make after the first time. First if you haven't already done so, you have to set your cut and paste keys. This is done through the option menu (ctrl+o). Next chose the Controls tab on the left followed by keymap on the bottom. Next select the chat tab. Here is the fun part scroll down about halfway and look for Chat Edit Cut, Chat Edit Copy, and Chat Edit Paste. You have to assign keyvalues to these. I used numberpad 7, 8, and 9. After you set the keys apply the settings and close all the windows. Ok now open your email and create a new letter. In the body type the text for your sign with as many lines as you want. Hilight all the text and copy it (with those keys you just set) and paste it into the sign interface.

Q-6.3: Can I combine multipule lines and color in a sign?

A-6.3: Yes. However this is harder to do. First alt+Tab out of SWG and open wordpad. Now enter each lign of text after its color code. Example... \#000088Kaadu Valley Plaza \#880000Houses, \#008800Harvs, \#888800And Furniture This is the coding for the architect tent sign. To see what it looks like visit the Kaadu Valley Plaza. Ok, after you type the code copy it (ctrl+c) and reenter SWG (by clicking the tap on you start bar). Now open your sign interface and paste the text in. If you dont have your paste key set see 6.2 above.

 
 

Message Edited by Pawlin on 10-16-2004 05:49 PM

Message Edited by Pawlin on 10-21-2004 11:26 AM

Message Edited by Pawlin on 10-29-2004 09:04 AM

Message Edited by Pawlin on 03-06-2005 03:47 PM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Home office in Crimson Flats, Talus (-4425, -4400)
Harvesters - Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.

01-22-2004 04:25 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1   [ Edited ]
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Pawlin
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Posts: 5482
Registered: 08-01-2003


PA: Triad
Server: Kettemoor


CITY STRUCTURES
 
Q-7.1: Where do I find info on Player cities?
 
A-7.2: Either read the politician forum and its FAQ's or go to the advanced guide on SWG's main site first:
 
Q-7.2 : Where do I find pictures of city structures and city gardens?
 
A-7.2: Pictures of city buildings can be found here:
 
And pictures of gardens are here:
 
Q-7.3: How many lots do the Cantina, Med Center and Theatre use?
 
A-7.3:

Cantina - 5

Med center - 3

Theatre - 3

Q-7.4: How much maintenance do the Cantina, Med Center and Theatre require per day?

A-7.4: Daily maintenance is 1200 creds for each.  Hourly maintenance is 50 creds.

Q-7.5: How much storage do the Cantina, Med Center and Theatre have?

A-7.5: The Cantina can hold 250 items and the Med Center or Theater both hold up to 225 items.  It follows the same 75 items /lot with 250 maximum rule as other housing.

 

Message Edited by Pawlin on 02-11-2004 09:40 AM

Message Edited by Pawlin on 02-17-2004 03:23 PM

Message Edited by Pawlin on 02-19-2004 11:39 PM

Message Edited by Pawlin on 05-08-2004 03:32 PM

Message Edited by Pawlin on 06-22-2004 03:26 PM

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Home office in Crimson Flats, Talus (-4425, -4400)
Harvesters - Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.

01-22-2004 04:26 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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Too soon to bump but not too soon to say "Thanks" for all your work keeping this current. Now if we could just get it stickied (and have people *read* it).

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-22-2004 05:25 PM   Report Abuse to a Moderator
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Bandola
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Server: Bria


I agree, this is a major piece of work and needs to be stickied, now if only we had somebody to do that....
great job !


__________________________________________________________
Bandola Da'Gear
Master Architect, Master Merchant
(RETIRED)
01-23-2004 01:18 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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Vandaemus
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Posts: 265
Registered: 11-17-2003


Server: Infinity


i keep seeing that the redeed cost is 100x the maintenance. but to redeed a wind power generator is 3000, maintenance is 60 perhour so thats 50x. a personal harvester is 1500 to redeed with a maintenance of 30 so again 50x. not sure on the mediums but i know the maintenance is 60, just havent reeded one yet.

can you confirm if this is a bug i'm experiencing because i've been playing about 6 weeks and i think its been that way since i started.

 

Other than that a great source of info, thanks


Laskia - Infinity - Tailor/Merchant

Mos Eisly 3428, -3804
01-23-2004 06:27 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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Good point. I think I know what happened here.

The maintenance *used* to be a number with no real timescale (IIRC) associated with it. It turned out that it was "credits / half-hour". And the redeed was 100X that.

Then a few patches ago they changed now things were *displayed*. The actual maintenance rate and redeed cost stayed the same but the maintenance now displays as "credits / hour" - so the number itself is 2X as big.

So the old "100X" generalization probably needs to become the new "50X" generalization.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-23-2004 06:36 AM   Report Abuse to a Moderator
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Vandaemus
SWG Crewman
Posts: 265
Registered: 11-17-2003


Server: Infinity


hmm, i thought i may have been redeeding for half the cost of anyone else
...er...not that i would try to take advantage of a bug (not wanting to mention the "e" word)


Laskia - Infinity - Tailor/Merchant

Mos Eisly 3428, -3804
01-23-2004 06:41 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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Mindwhip
Advocate
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Registered: 11-28-2003


Server: Ahazi


Great post!

/bump

Please stick it to the top admins!

--
Bo'Pit - Novice Holo Grinder

01-24-2004 05:07 AM   Report Abuse to a Moderator
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Ellezor
SWG Petty Officer
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**Bump**
 
Nice guide.
 
Alphonso Le'Travaille
ALT Enterprises
Master Architect, Radiant Server
01-24-2004 07:39 AM   Report Abuse to a Moderator
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ZenDragonMLS
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PA: Basin
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*bump* All it takes is to get half-way down the first page and no one reads it.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-24-2004 01:34 PM   Report Abuse to a Moderator
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PepeSouza
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/bump
01-24-2004 01:46 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
Server: Chilastra


Bump - it's clearly too hard to find this when it's near the bottom of the first page.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-25-2004 12:03 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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Bump to get ready for another day.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-25-2004 11:44 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
Server: Chilastra


And by noon the next day it's more than 10 items down the page and the stupid / lazy ones can't see it any more.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-26-2004 02:38 PM   Report Abuse to a Moderator
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Pawlin
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PA: Triad
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Ok, I'm adding this one in the General section.  If we get enough items about crafting stations then we can start a separate section for that but right now it seemed that General would be best place for it...

Q-0.4: What does a high functionality rating (FR> +40) crafting station actually do?  Why would we want a higher functionality rating?

A-0.4: 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.)

 

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Home office in Crimson Flats, Talus (-4425, -4400)
Harvesters - Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.

01-26-2004 02:53 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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When the whining and general cluelessness pushes this onto the second page the whole forum goes to pieces.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-27-2004 09:33 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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Obviously too far the page again.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-27-2004 03:36 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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Registered: 07-13-2003


PA: Basin
Server: Chilastra


Evening bump in leu of having this pinned.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-27-2004 08:25 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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Morning bump.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-28-2004 10:45 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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Morning bump before too many people overlook this.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-29-2004 09:04 AM   Report Abuse to a Moderator
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ZenDragonMLS
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PA: Basin
Server: Chilastra


Half-way down the page already. Out of sight - out of mind.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-29-2004 03:34 PM   Report Abuse to a Moderator
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ZenDragonMLS
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PA: Basin
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Now this needs bumping 3-4 times a day. Be glad when it's sticky.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-29-2004 06:36 PM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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ZenDragonMLS
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PA: Basin
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Hoping this will save some people some time.

My Profile > Preferences > Advanced Preferences > Rating Quality Filter >1 = No more 1-star trolls!
Chilastra: Mikka R'zrPoint, Master Ranger - member of the Basinia Resource Cooperative just north of Thead at -3858 6181
Chilastra: Zalle RazorPoint, Master Architect, Master DE, Master Shipwright - member of the Basinia Shipyards just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Novice Architect - showroom just south of Theed at -5370, 3139

01-30-2004 09:47 AM   Report Abuse to a Moderator
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Re: Architect, House, Furniture, Harvester FAQ Rev. 1.1
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Pawlin
Squadron Leader
Posts: 5482
Registered: 08-01-2003


PA: Triad
Server: Kettemoor


/bump

 

Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Home office in Crimson Flats, Talus (-4425, -4400)
Harvesters - Triad Coronet Mall just outside Coronet (-177, -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources at Talus (-639, -3058), West of Daeric.

01-30-2004 10:53 PM   Report Abuse to a Moderator
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