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Architect, House, Furniture, Harvester FAQ Rev. 1.19

Many architects have contributed to this work.  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

 

GENERAL STRUCTURES

Q-0.1: Why can't I build a house/harvester/factory?

A-0.1: Several things to be aware of: You need to outside of the no build zone around a city in order to build a house. Usually you can't build within 500 or 1000 meters of a city. Also, you there can not be obstructions like other structures and the house 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.

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. 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 then that will place the structure. If you right click that will rotate the structure. 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:

http://forums.station.sony.com/swg/board/message?board.id=in_live&message.id=12250&page=1

"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.  Wind and solar do not exceed 500 but fusion ranges between 500 and 1000.  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.

Q-0.6: How much is this +X Structure Complexity tape worth?  What does Structure Complexity do?

Currently there is no known benefit to Structure Complexity.  Structure complexity skill enhancement attachments have little value. 

 

HOUSES

Q-1.1: How many lots does a house take?

A-1.1: Smalls = 2, medium = 2, Large = 6, Guild = 9 except Naboo round small (style 2) = 1 and Tatooine Guild = 7.

Q-1.2: How much can you store in a house?

A-1.2: The rule is 75 per lot with a max of 250, which translates to:

Smalls or medium = 150, Large or Guild = 250. Naboo round small = 75.

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://canda_vespin.home.comcast.net/

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.

Q-1.6: My sign is goofed up. How do I fix it??

A-1.6: Beats me. Any help here?? Anyone please? Did they fix this?

Q-1.7: What planet can I build my house on?  What house style do I need for Lok, Rori, Dantooine, etc.?

A-1.7: If you have an existing deed then it depends on if the deed was made before or after the player city patch.  If the deed is post-patch then it will say on it what planets you can built on.  Post patch rules are:

Post patch:

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.)

Pre patch:

Corellian - Corellia

Naboo - Naboo

Tatooine - Tatooine

Generic - Corellia, Talus, Naboo, Rori, Dantooine, Tatooine, Lok

The Empire has forbidden building houses on Endor, Yavin 4 or Dathomir.

 

FURNITURE

Q-2.1: How do I move furniture?

A-2.1: You can select the item and then use the radial menu options to move forward or back and rotate left or right.

Or the command /move [forward|back] x will move the item x distance and /rotate [left|right] will rotate 90 degrees or /rotate [left|right] y will rotate y degrees.

Furniture is moved in reference to the character's viewpoint so if you move it forward then it will move away from you.

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 these items up  you use the commands:

/move forward (1-100) - /move back (1-100) - /move up (1-100 - /move down (1-100) /rotate right/left

Q-2.3: What items give off light?  What colors are lights available in?

A-2.3: 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-2.4: Can you make me a chest, cabinet, etc. that I can put stuff into?

A-2.4: None of the furniture items created by Architects allow you to put stuff inside of them. The only exception that kind of fits the bill is the Crafting stations. You can hang backpacks on the walls and use those for storage.

Q-2.5: How do I target or pick up my round Couch / Couch II / Tan couch ?

A-2.5: 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-2.6: Can you make a rug or painting?

A-2.6: Architects do not make rugs. Many paintings are a 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 may be available.

The first round of paintings available from Bestine museum curator:

 

Krayt Dragon Skeleton - kettemoor, valcyn, tarquinas, intrepid

(http://www.freepgs.com/pawlin/kraytpaint.jpg)

Abstract Painting of Golden Petals - bloodfin, ahazi, gorath

(http://www.imagedump.com/index.cgi?pick=get&tp=44695)

Residential house - starstrider, chilastra, lowca, kauri, tempest, carbantis, shadowfire

http://www.swg-decor.com/loot/lootdetail.php?loot=148

Mattberry plant - radiant, bria, flurry, sunrunner, eclipse, infinity

(http://www.imagedump.com/index.cgi?pick=get&tp=45576&poll_id=0&warned=y)

Closeup of Mon Calamari eye - farstar, scylla, wanderhome, naritus,

(http://www.imagedump.com/index.cgi?pick=get&tp=45104)

Painting of Blumbush - chimaera

(http://members.chello.nl/gprouss/Blumbush.jpg)

 

The 2nd round is:

Krayt Dragon Skeleton - Tempest, Bloodfin, Starsrider, Gorath, Nauritus, Tempest (?), Kauri

Abstract Painting of Golden Petals - Valcyn, Corbantis (?)

Residential house - Ahazi, Wanderhome, Eclipse

Mattberry plant - Tarquinas, Chimaera, Scylla, Farstar
Closeup of Mon Calamari eye - Sunrunner, Bria, Radiant, Chilastra

Painting of Blumbush - Kettemoor, Flurry, Intrepid

Blue Leaf Temple (new)- Lowca, Shadowfire

Rainbow Berry Bush (new) - Infinity

http://navs-transition.net/temp/swg-painting-rainbow-berry-bush.png

 

Images are also at : http://swg-decor.com

 

Q-2.7: What do the furniture items look like?

A-2.7: Pictures are available on several player sites, like:

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

http://swg-decor.com

http://ripecreations.com/wynedesign.html

http://canda_vespin.home.comcast.net/

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

 

HARVESTERS

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 maintenance and energy requirement for a harvester?

A-3.2: For mineral, chemical, fora, gas and water:

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.

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.

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

Q-3.6 : Can you build me a fusion with extraction rate 15, 16, etc?

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 an extractor

A-3.8. These are the only commands that appear to be working at this time

/stru - Show status of harvester

/pay xx - Add Maintenance

/addp xx - Add xx Power - Leave off amount for dialog

/setPermission [admin][hopper] name - add name as either admin or hopper/or remove if already on list

/harvesterDeactivate - turn off harvester

/harvesterActivate - turn on harvester

/name - will change the name of the structure

/harvesterSelectResource - ???? (not sure if this one works)

 

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.  It was possible to make BER 15 or higher fusions for a limited time several months ago.  However, these BER ratings are not available in newly created harvesters any longer.

 

Q-3.11: Why is my harvester using so much power? It says I have zero power and I had a couple days worth in it yesterday.

A-3.11: There is currently a display bug in the power. If you turn the harvester off and then turn it back on again, it should then reset the power readout.  Using /harvesterDeactivate; /harvesterActivate in a macro will come in handy.

 

Q-3.12- Can you make me a BER 14 heavy harvester?

A-3.12- BER14's were possible for one day only.  We can no longer make them at BER14 and the current maximum is now back to the normal BER13.

 

Q-3.13- Do I have to have skills to place or use harvesters?

A-3.13- Anyone can place a harvester and when you do so you will be able to pick 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.

 

FACTORIES

Q-4.1: Which factory is used to make medical supplies?

A-4.1: The food factory is required to make medical items.

Q-4.2: How many lots do factories take?

A-4.2: Equipment, food and wearables factories take 1 lot. Structure factories use 2.

Q-4.3: How much is maintenance and power requirement for a factory?

A-4.3: 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-4.4: How do I tell which factory is used to make the item I want to make?

A-4.4: 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.

 

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

 

 

Part 2:

ARCHITECT PROFESSION

Q-5.1: What should I charge for a building/harvester/piece of furniture??

A-5.1: 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-5.2: What does "similar" mean in "similar wall modules" or "similar structure modules"?

A-5.2: 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-5.3: How do I make a good crafting station? How do I get above 14.xx rating?

A-5.3: 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-5.4: What is a good grind item?

A-5.4: For holo-grind info 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 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 and give 5000* XP. Crafting stations can be ok as well since they only use metals. Stations take just 450 metal and therefore give 900* XP.

* Need confirmation on the XP values.

Q-5.5: How do I make a good BER 13 heavy / BER 10 medium harvester?

A-5.5: 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-5.6: What resources do you need for architect?

A-5.6: 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.

Q-5.7: Where do I find the schematic for control unit, micro sensor suite, power conditioner, energy distributor, electronics memory module or electronics GP module?

A-5.7: 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-5.8: How do I make the different kinds of statues? I only see Gungan head in my schematics.

A-5.8: When you select Gungan head statue and then get to the last where you name the statue step 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-5.9: Do I need to be a master artisan if I'm an architect?

A-5.9: Master artisan is useful to make some of the components for large 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.

 

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.

 

 

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:

http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Player%20Cities

 

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:

http://starwarsgalaxies.station.sony.com/content.jsp?page=City%20Buildings

 

And pictures of gardens are here:

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

 

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.