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  1. #1
      ded veuder

     SWG Profession Guide - Artisan()

    Table of Contents:
    -- Introduction
    -- Resources
    -- What To Grind
    -- Droids
    -- Making Money As an Artisan
    -- Should I Master Artisan

    Welcome to my guide, How To Grind Artisan! In this guide you will learn what to make to quickly grind this profession, and also what to do to make the most money the fastest so that you can kick start your elite profession.

    The biggest draw back of this profession and also it's greatest strength is the fact that you have to obtain resources in order to make anything in the game. The fact that every artisan profession relies on resources ensures that mastering your elite profession will take time and money. The fastest way to get enough resources and cash is to master the surveying skill tree. This way you can spend less time hunting for small pockets of resources and easily locate the large pockets. Since, honestly, surveying is boring I recommend macroing it, and you can probably master it in a night, you will want to get friendly with a Master Artisan so you don't have to spend money on training.

    After obtaining Survey IV you are now in a position to get harvesters setup that will pull the majority of the resources you need for you. I recommended going to your local bazaar and buying a Wind Machine and two Mineral Extractors. Make sure that these have a base extraction rate of 5, that way you maximize the amount of resources that this type of harvester can pull.

    I also recommended selling all the resources that you make, except for Wind energy. That way you always have energy and you can keep obtaining more resources. As you start making a profit start buying more mineral extractors, and just keep selling. You will want to work up to at least 2 Heavy Mineral Extractors (base extraction rate of 15) and a fusion generator. The heavy extractors will allow you to get about 15,000 units of resources per day (this is an average of what mine have been able to pull in a 24 hour period), and the fusion generator can probably power about 18 mineral extractors. This way you can stockpile and sell resources. You will want to learn what resources you will need for your elite profession, that way you don't have to spend days waiting for enough resources to grind just one skill. A recommendation for any elite skill on the engineering branch - buy a fusion generator (make this a priority), three heavy mineral extractor, one deep crust extractor, and one gas extractor (largest one, I can't remember it's name). For the most part Inert Gas, Steel, and Inert Petrochemicals are going to be what you need the most. The rest you can just buy off the bazaar.

    Here is a price guide for each harvester (at least from my research):
    Fusion Generator - 90k - 100k
    Heavy Mineral Extractor - 85k
    Deep Crust Chemical Extractor - 85k
    Gas Extractor - 85k - 100k

    Recommended Prices for selling resources on the bazaar (cpu = credits per unit)
    Minerals (any) - 3cpu
    Chemicals (any) - 3cpu
    Gas (any) - 2cpu
    Energy (any) - 2cpu

    You will need to check the local bazaar and see what they usually sell at since most area's are different, on Kauri server I was able to sell Steel in Anchorhead for 3cpu and in Theed I can only sell for 1.5cpu. This is were you will need to make a judgement on where you want to sell and where things will sell the best. I recommended asking a master artisan for more assistance.

    When I was grinding resources, I bought 4 Wind Machines and 6 Mineral Extractors and made 200,000 credits in 4 days. You just have to really pay attention to the market.

    One last thought, most elite professions on the engineering branch require 600,000+ resources to complete, if you go to swgcraft.com you can find out exactly how many resources each item uses, also visit the starwarsgalaxies.com forums for your elite profession to learn more.

    What To Grind:
    I grinded mineral survey devices all the way to Engineering IV. It was rather easy, once I did that I grinded wind machines, they give about 450xp, and I grinded both Droid Engineer and Architect on that in about 2 hours total.

    I recommended buying a droid that has the crafting station for your elite profession. If you intend to master many artisan elite professions, you can get a R2 droid with all the crafting stations available and you can make anything you want (with experimentation) away from your home terminal.

    The structure maintance droids are very nice, they can pay any maintance on any harvester, as long as you an admin on that harvester. The only bad this is these guys cannot restart a stopped harvester and cannot pay power. This is something I recommended getting if you have off world harvesters or you dont have the time to travel to all your harvesters.

    Making Money As an Artisan:
    This should be relatively easy, since everything an Artisan makes (well almost everything except for those bird cages) are useful to someone. Master Artisan are the only ones that can make vehicles and certaint components for other elite artisan professions, and Artisans with survey are the only ones out there selling resources, you can also selling basic Harvesters if you have Engineering IV. I recommended asking around to Master Artisans on your server and see what they sell, a lot of people can sell weapon powerups, I never been able to, but I know people that make pretty good money doing it. Just ask around you would be supprised at what you find out other people are doing.

    Should I Master Artisan:
    This is something that gets asked a LOT, I recommend if you are mastering ONE elite artisan profession to master Artisan, if you are doing TWO elite artisan professions you won't have enough skill points for anything else and this can be someone restrictive. Its really a preference issue, if you want to make components for your elite profession that only Master Artisans can make then master this profession, otherwise you can buy the items from someone else. Most people I have talked to opted to not master artisan.

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  2. #2
      ded veuder

    Artisan Grinding Macro:

    /ui action toolbarSlotxx;
    /sel xxx;
    /pause 5;
    /createprototype practice no item;
    /createprototype practice no item;
    /pause 2;

    Here is an explanation of the macro stages:

    /ui action toolbarSlotxx; Here you select your tool, use a weapon, droid and general items tool, cause then you will have less problems with the next stage. Scrool down to a free row in your toolbar (The bar in the top, where you can use F1, F2... buttons to make things) and put a tools in the first 4 spaces, put the macro in the 5th, the "xx" in the macro is where you write which "F" button the macro is "clicking", remember the first spot (F1) is 00, the next 01 and so on. So if u have a tool u want to use at F1 write /ui action toolbarSlot00; Remember to write the "S" in upper-case, cause the macro wont work if you dont.

    /sel xxx; Here you select which schematic the macro is taking, go into your datapad (ctrl+D) and count from the top, count from left to rigth, and dont count schematics that need a crafting station in, cause the macro wont work if you are near a crafting station. Write the number of your schematic instead of the "xxx". U may have to try a couple of times before u hit the rigth schematic.

    /pause 5; Here you can enter the resources by double-clicking em, you can make the pause as long as you want, it dosnt matters, just you have time to click the resources.

    /createprototype practice no item;
    /createprototype practice no item; These stages makes the macro finish the schematic, the macro will practice, so you will not receive an item, but you will get a +15% xp. Remove the practice no item from both places and the macro will create the item, but u will not receive the bonus xp.

    /pause 2; This will make a litle pause, from you are finish with item 1 to you begin item 2.

    After the last /pause 2; u can write the whole macro again, but in the start dont write /ui action toolbarSlot00; but /ui action toolbarSlot01; This will make you use another tool, if u use 4 tools, you will have to enter the macro 4 times, every time entering a new toolbarSlot.
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  3. #3
      ded veuder

    Harvester Guide

    What is a harvester?

    A "harvester" in SWG is a general term used to refer to any device used within the game to extract resources from the environment unattended. Harvesters are used by players to extract resources for them, as they will work all the time, even when a player is not online. Essentially, a harvester is an automated method of getting a large quantity of a specific resource or type of resource.

    2.2) Who can use harvesters?

    Anyone can use any type of harvester. If you have the deed for one (see sections 2.3 and 2.4), you can place it, assuming you have the lots available (see section 3). Although any player can place a harvester, the Surveying tree in the Artisan class is required to locate particular resources (see the Surveying FAQ), so the harvester can operate most efficiently.

    2.3) What kinds of harvesters are there?

    There are harvesters for each type of inorganic, and SOME organic resource in the game. (There are no harvesters for any organic resources that come from animals, such as hide, bone, or shellfish- these must be killed and harvested by Scouts or sampled manually with the appropriate tools). The general types of harvesters are:

    * Mineral
    * Chemical
    * Wind Generators
    * Solar
    * Fusion
    * Water ("What I really need is a droid that understands the binary language of moisture vaporators!")
    * Flora

    In addition, each general type of harvester may come in several varieties, from light (personal) harvesters to heavy (industrial-class) harvesters. Each type is detailed in specific subsections below.

    2.3.1) Mineral Harvesters

    Mineral harvesters are used to harvest anything mineral (well, duh). This includes all metals, ores, solid petrochemicals, and radioactives (see also fusion generators in section 2.2.4). Basically, if it's not solar, water or chemical, you can get it with a mineral harvester. A mineral harvester can be used to extract any resource found using a mineral survey tool. These are far and away the most common harvester types, as almost every crafting profession requires minerals of one type or another.

    Mineral harvesters come in three types:

    * Personal (light) Mineral Harvester
    * Medium Mineral Mining Installation
    * Heavy Mineral Mining Installation

    The larger the harvester, the more it requires in maintenance and power, but the more minerals it is capable of extracting. See section 3 for details.

    2.3.2) Chemical Harvesters

    Chemical harvesters are used to harvest anything, well, chemical. This includes everything you can find using a chemical surveying tool (see the Surveying FAQ), such as inert petrochemicals, liquid petrochem fuel, fiberplast, lubricating oil, and other chemicals.

    Chemical harvesters come in three types:

    * Personal (light) Chemical Harvester
    * Medium Chemical Harvester
    * Heavy Chemical Harvester.

    The larger the harvester, the more it requires in maintenance and power, but the more minerals it is capable of extracting. See section 3 for details.

    2.3.3) Wind Generators

    Wind Generators are used to harvest wind energy for use in other installations. The energy harvested by a wind generator is produced in a liquid form and stored in a canister-like object that you can carry in your inventory. This power can *only* be used in other harvesters, factories and so on as a power source.

    There is only one type of wind generator. It has no power requirements, as it produces, not conusmes power. It does have a maintenance requirement, however. See section 3 for details.

    In general, wind generators are considered to be the low end of power generation. They do not produce large amounts of energy, but they are suitable for running a few small to medium harvesters, or for low-volume operations. Their main advantage is that they are cheap, as they can be produced by Artisans and do not require an Architect to make. An Artisan with Engineering II can make a Wind power generator, although it will not be a very good one.

    2.3.4) Solar Harvesters

    Solar Harvesters, usually referred to as Solar Power Generators, are used to harvest solar energy for use in other installations. The energy harvested by a solar generator is produced in a liquid form and stored in a canister-like object that you can carry in your inventory. This power can *only* be used in other harvesters, factories and so on as a power source.

    There is only one type of solar generator. It has no power requirements, as it produces, not conusmes power. It does have a maintenance requirement, however. See section 3 for details.

    Solar generators are a good middle of the road power generation solution. They are not too expensive to maintain, yet produce a decent amount of energy. You won't run a huge fleet of industrial harvesters with them, but you can get some pretty decent amounts of power, if you get some with a good Base Extraction Rate (BER). See Section 3 for more details on BER.

    2.3.5) Fusion Generators

    Fusion Generators are the high end of power generation. Fusion generators are placed on veins of radioactives, preferably with the highest PE (potential energy) possible, and produce this resource by the ton. Oddly enough, it is also possible to harvest radioactives with a mineral harvester (see section 2.2.1), but this is not very efficient, as you don't have to spend power to do it with a fusion generator.

    Fusion generators, properly used, are the best bang for the buck in terms of power generation. You can get a lot of power very quickly with a good fusion generator.

    2.3.6) Water Harvesters (Moisture Vaporators)

    Wanna be a moisture farmer on Tatooine? Well, here's your chance. Moisture vaporators are used to get water from the environment. Although no one is required to drink water or anything like that in the game, many medical components and craftable items require water of one type or another- the most popular being Talusian water, from the moon Talus.

    [I've never used a moisture vaporator before, so any comments about them are welcome here. -ed.]

    2.3.7) Flora Harvesters

    "Flora" refers to anything organic that isn't an animal. This includes stuff like berries, wheat, wood, and other organics that you would normally farm and/or harvest from trees or plants. Many medical components and spices require flora of one type or another, and chefs need a lot of flora items.

    [I've never used a flora harvester before, so any comments about them are welcome here. -ed.]

    2.4) Where do I get harvesters?

    Harvesters are obtained as a deed from an artisan or architect. They vary in price depending on the skills required to make them, the resources required, and the individual server's economy. If you're an artisan, you can make (low-quality) personal harvesters yourself, until you reach Master Artisan, when you can make somewhat better personal harvesters.

    2.5) How much do harvesters cost?

    Artisans can make most personal harvesters, such as wind generators, personal chemical extractors, and personal flora farms, once they obtain Engineering III or IV. The larger harvesters require an architect, and more resources, so are much more expensive. As usual, however, the answer depends entirely on the ecomony of the server your character is on.

    3) Placement and Operations

    This section deals with questions about placing, using, and operating harvesters. Anyone can use a harvester, but only Artisans can use Surveying to find resources.

    3.1) How do harvesters work?

    Once placed, you put power and maintenance into a harvester, set it to harvest a particular resource, then start it up. It will run unattended, filling its hopper with the resource you specified, until one of the following occurs:

    * You or someone authorized to do so (See section 3.7) shuts it down
    * It runs out of power
    * Its output hopper fills up
    * It runs out of maintenance (and is destroyed, along with its resources)
    * The resource being harvested shifts out. (See the Resource FAQ for more info)

    3.2) How do I place harvesters?

    Harvesters are placed like any other structure. Once you locate a suitable spot for your harvester, open your inventory and double-click the deed you wish to place, or select "Place Structure" from the radial menu [ed note- is that what the radial menu says?]. You will be shown an overhead view of your current area, with a "wireframe" outline of the harvester to be placed that you can move around to different locations by moving the mouse. The "footprint" of the harvester will be a square or rectangular block that moves around with the wireframe diagram.

    Move the wireframe around to find a suitable location. If you can place a harvester, the footprint will become green as you move it over the spot. If you cannot place a harvester in a particular location, the footprint is red. You can click the right mouse button to rotate the footprint and try different orientations for your harvester.

    Once you are satisfied with the location of your harvester, click the left mouse button to place the structure. If all the requirements are met, the deed will disappear from your inventory and you'll see a structure marker appear where you placed the harvester. After a few moments, the harvester itself will appear, ready for you to use.

    If you can't find a suitable location, press ESC on your keyboard to return to the normal view, move to a different location, and try again.

    3.2.1) Harvester placement notes

    Each harvester (regardless of size or type) requires excactly ONE lot. Players have 10 lots available to them, so there is a max on the number of harvesters you can place. If you have no more lots, you cannot put down an additional harvester.

    Harvesters require a flat space to be placed. The larger the harvester, the larger the area required (usually) for the harvester. You'll have a very difficult time placing a large harvester in the mountains or on hills, because there needs to be enough flat space for the harvester's footprint.

    Some harvesters have irregular or rectangular footprints. You can rotate the footprint during the placement process by using the right mouse button, allowing you to try different orientations.

    You can move the footprint around quite a bit while searching for a suitable placement spot- dragging the footprint to the edge of the screen will cause it to scroll automatically, up to a certain distance. However, if you can't find a suitable location, you'll have to try elsewhere.

    3.2.2) Common placement problems

    These are some of the most common issues when trying to place harvesters. The ground is all yellow and/or red where I'm trying to place my harvester, and I can't put it down!

    Harvesters cannot be placed near points of interest (POIs), municipal zones (static cities), or near lairs. If you're too close to a POI or static city, you'll need to move further away. If there's a lair nearby, you can destroy it (assuming you can take it on) or find another location, or wait for the lair to despawn. I get a message "You cannot complete that action in your current state"

    This just means you were running or something and tried to place a harvester before the server realized you weren't running. Just stand still for a few moments, and try again. It can take up to 3-5 seconds sometimes, but that's about the max. I found a spot, and it was green, but when I try to place, I get a message that says "Building is not allowed here"

    This is usually the result of trying to place a harvester too close to a POI, such as the Darklighter Estate on Tatooine, or within a player city. For the former, you'll need to move further away from the POI, for the latter, you could request zoning rights to place your harvester or find another spot.

    3.3) How do I operate harvesters?

    Once you have placed a harvester, make sure you have added the appropriate amounts of power and maintenance (see sections 3.4 and 3.5), then select "Operate" from the radial menu. From the resulting window, you can click the "Select Resource" button to select a resource to harvest. The available list will be dependent on the location and planet you've placed your harvester. After selecting a resource to harvest, you can click "Turn Harvester On" to start the harvester, or "Turn Harvester Off" to shut it down.

    The "Operate" screen also shows the Base Extraction Rate (BER) of the harvester, referred to as "Spec Rate", and the actual extraction rate, which is based on the density of the resource at a given location. So a harvester with a BER of 10 on a 50% resource would get 5 units of material per minute.

    3.3.1) What is required to operate harvesters?

    Power and maintenance (money). Anyone with these two items can run a harvester- there are no class restrictions on who can own or use harvesters. However, only people with the Surveying tree in Artisan can use survey tools to locate resources. Without surveying, locating a spot for placing a harvester isn't possible, although you could pay an Artisan to find a spot for you, or just place one anywhere, although this probably won't yield very good results.

    3.3.2) How do I get resources from my harvesters?

    Open the "Operate" screen and locate the button marked "Open Output Hopper". From there you can select which resources you wish to retrieve and do so. There is also a button marked "Dump Hopper". This empties the hopper and clears it of all resources mined. DON'T USE THIS UNLESS YOU WANT TO ACTUALLY DUMP THE RESOURCES. IF YOU DUMP THE HOPPER, YOU DON'T GET THE RESOURCES. It's just a shortcut for getting rid of the resources in the hopper without having to fetch them into your inventory, but you should not use it unless you want to destroy what is in the hopper.

    3.3.3) Do I have to shut down my harvester to empty it?


    3.3.4) What happens if a harvester's hopper fills up?

    It will shut down automatically, and you can't restart it until you remove some of the material from the hopper. Note that hopper size is determined by factors involved with the creation of the harvester, so some will be better than others in terms of how large their output hoppers are.

    3.3.5) How do I set the harvester name?

    Select "Set Name" from the radial menu and enter the new name. Keep it clean or a CSR will probably either change it to something else for you or worse- like simply removing it from the game world. Note that only the owner of a structure can change its name.

    3.4) How do I power my harvesters?

    After placing your harvester, you can access the "Status" page by clicking on the harvester, selecting "Manage" and then "Status" from the radial menu. This will give you a report on the harvester's current condition and status. It will show how many days of maintenance and (if applicable to that harvester type) power are in the harvester.

    To add power, select "Deposit Power" from the radial menu. A screen will be displayed showing how much power you have on you, and you can enter an amount or drag a slider to select the amount of power you want to deposit.

    A couple of notes about power- there are a number of items in the game with the word "fuel" in them, such as liquid petrochemical fuel, and solid petrochemical fuel. These are NOT used as power in harvesters, although the wording in certain sections of documentation and descriptions might make you think so. Here are the types of power you can use for harvesters:

    * Solar (liquid) energy.
    * Wind (liquid) energy.
    * Radioactive (fusion) energy.

    The first two are harvested from solar and wind generators respectively. The energy is stored in liquid form in a canister-like object. The third is either harvested by a fusion generator or by a mineral mining installation set to mine radioactive mineral. Generally, using a fusion generator is much more efficient for harvesting radioactives.

    Also, remember that the actual number of "units" of energy you have is affected by the PE (Potential Energy) rating of the energy you carry. The rule is, a PE rating of 500 or less on a give power resource equals exactly one unit of power. Anything about 500 and the amount of power you can get out of a resource is increased.

    For example If you have 1000 units of radioactive material with exactly 500 PE, you have 1000 units of power. If you have 1000 units of radioactive material with only 250 PE, you still have exactly 1000 units of power, as you can't go below one unit of power per unit of resource. If, however, you have 1000 units of radioactive material with 750 PE, you have 1500 units of power!

    The formula works like this: For anything with a PE over 500, take that PE rating, divide it by 500, then multiply the result by the amount of the resource you have to figure out how much power you have.

    If PE is greater than 500-
    Formula: P = R * (PE/500) Where P=Amount of power and R=Amount of resource.

    If PE is 500 or lower-
    Formula: P=R

    1000 units of PE 750 radioactive: 1000 * (750/500)=1500
    3200 units of PE 920 solar power: 3200 * (920/500)=5888
    7200 units of PE 114 wind power: 7200. PE is low, but you can't have fewer units of power than you do units of resource.

    3.4.1) I have more than one type of power in my inventory. Can I choose which one is used when I add power to my harvester?

    No. The game seems to take from the stack that was placed in your inventory first, but there is no way of being sure about this. If you want to only use one particular resource for power, it is recommended that you drop any but the particular resource you're intending to use before going to deposit power in your harvesters.

    3.4.2) Can I remove power from a harvester?

    No. Once deposited, it's there for good until it's used up.

    3.4.3) How much power do harvesters require?

    * Small (Personal) harvesters: 25 units/hour, or 600 units/day.
    * Medium harvesters: 50 units/hour, or 1200 units/day.
    * Heavy harvesters: 75 units/hour, or 1800 units/day.

    Note that not all harvesters require power- wind, solar and fusion generators produce power, not consume it.

    3.4.4) Do harvesters consume power when not operating?


    3.5) How do I maintain my harvesters?

    Harvesters are pretty much self-maintaining, AS LONG AS THEIR MAINTENANCE IS PAID UP. Seriously, don't let them fall behind, or you'll regret it. It's much more expensive to repair a harvester that's damaged than it would be to just pay the maintenance ahead of time.

    If a harvester runs out of maintenance, it starts to become damaged. If it takes enough damage, it'll start sending you emails. If you don't do anything about it, the harvester, along with anything it has extracted and any power left in it, will be destroyed when its condition rating reaches 0%. You can't get it back if this happens, so it's a good idea to keep your maintenance paid up well in advance.

    To check your harvester's current status, select "Status" from the radial menu on the harvester. It'll show how much money is in the maintenance pool. You can add to this by selecting "Pay Maintenance" and entering an amount you want to deposit into the maintenance pool.

    3.5.1) Can I take money out of the maintenance pool?

    No. So be careful! Some people have accidentally deposited millions of credits into a harvester and regretted it.

    3.5.2) How much maintenance do harvesters require?

    * Small (Personal) harvesters: 30 credits/hour, or 720 credits/day.
    * Medium harvesters: 60 credits/hour, or 1440 credits/day.
    * Heavy harvesters: 90 credits/hour, or 2160 credits/day.

    For maintenance purposes, all power generators use the "medium" rating for their maintenance rate, so regardless of the generator type, it requires 1440 credits/day to operate.

    For all other purposes, such as who can create them, placement, and extraction rate, a wind generator is considered a "small", a solar generator is a "medium" and a fusion generator is a "heavy" harvester.

    3.5.3) Do harvesters consume maintenance when not operating?


    3.6) How do I redeed my harvesters?

    Redeeding a harvester is the process of removing it from the game world and converting it back to a deed that you can carry around in your inventory (convenient, no?). However, before you are allowed to redeed a harvester, several requirements must be met:

    * The harvester must be turned off.
    * The output hopper must be empty.
    * There must be enough maintenance in the maintenance pool.

    Note that if the maintenance pool is low you can still remove the harvester, but it will not be redeeded in this case- it will simply be destroyed and removed from the game world, and you will no longer have the harvester or the deed for it.

    If you want to remove and redeed a harvester, select "Destroy Structure" from the radial menu. You'll be shown a screen that shows if the maintenance and other factors are correct for redeeding the structure. If all the items are green and you proceed, you'll get the deed back. If any are red, you won't. So choose carefully.

    If you proceed, the system will generate a random number, usually 6-7 digits, that you have to type into a text box as a final confirmation that you do want to destroy the harvester. If all conditions are met, you'll see the harvester disappear from the game world and a deed placed in your inventory.

    3.6.1) What happens to power and maintenance in a harvester when I redeed it?

    Power and maintenance remains in the deed; if you examine the deed in your inventory, it will show the amount of maintenance and power in the harvester.

    Note that when you redeed a harvester, a certain amount (the minimum in the maintenance pool for that harvester) is deducted from the maintenance pool as a "redeed fee", so you'll lose a little bit of money each time you redeed your harvester. However, power is not affected by redeeding.

    3.7) Can other people use my harvesters?

    Yes. There are two ways you can allow other people to use your harvesters. You can add individuals to the Admin list or you can add them to the Hopper list. Being on the Admin list lets people affect all aspects of a harvester's operation except the name and redeeding (only the owner can change the name or remove a structure). Admins can turn a harvester on or off, remove resources from or dump the output hopper and add maintenance or power to the structure. Persons on the Hopper list can only access the output hopper to retrieve resources.

    To add or remove people from the permissions on a harvester, simply select the appropriate item on the radial menu.
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  1. : 0
    : 26.05.2013, 06:22
  2. : 2
    : 01.11.2010, 16:54