Engineering Guild Conglomerate (EGC)
Holocron Database
EGC Guild Information
CRAFTER GUIDE
Sections 1-12: Beginners Guide/Noob guides to artisan(what are we, what do we do so on)
13-19 Adv strategies for grinding, leading into adv professions and general tips outside the definitions of artisan.
1. Introduction(NOTE this first part is heavily taken from here: http://www.swgcraft.com/guide.php

One of the great things about Star Wars Galaxies is that every single player in the game can begin crafting within minutes of starting their character. It's probably one of the most accessible crafting systems in any MMORPG to date and thanks to the open-ended skill system, you can mix and match crafting with any of the other professions.

The general idea behind crafting in Star Wars Galaxies is that you gather up resources from the landscape around you and combine them to make items, whether it's a gun, droid or fancy hat. Every item can be created from the resources found in the land around you. You do not need to pay a fortune to an NPC vendor or scavenge and kill for hours upon end to find the resources you need to craft.

If you plan to become a full-time crafter in the game then you will want to pick Artisan as your starting profession. This starting profession is already setup with all the tools needed to begin crafting straight away. However, even if you chose another starting profession, you can still have access to crafting nearly straight away.

2. Getting Started

To begin crafting in Star Wars Galaxies you will need the following items:
• A Generic Crafting Tool
• A schematic for the item you want to make
• A survey device to find the type of resources you will need
If you start as an Artisan then you will find the Generic Crafting Tool, a Mineral Surveying Device and a Flora Surveying Tool in your inventory. If you start as any other profession then you will need to get hold of these tools from another crafter or from the bazaar.

If you start as an Artisan, you will also find you have access to a big list of schematics. Schematics are the blueprints that you use to create the items. If you start as another profession then you won't have any schematics to work with. Some professions allow you access to some schematics as you progress through the skill tree but for now, if you want to get crafting, you will need to find an Artisan Trainer in the city and pick up the Novice Artisan profession.

3. The Generic Crafting Tool

The Generic Crafting Tool is the most basic crafting tool you will use. It's the key to making the items you want to make. There are three stages to using the crafting tool:
1. Picking a schematic for the item you want to make
2. Picking the resources you want to make the item with
3. Building the item and seeing the results
There are two more optional stages, Experimentation and Creating a Blueprint for use in Factories. You don't need to know about these for now and I will cover them in more detail later on.

So let's get started. Double-click the Generic Crafting Tool icon in your inventory to start the crafting process. This will bring up the main crafting window, where you start by choosing the item you wish to make. Along the top are a set of category buttons e.g. Food, Armor, Generic Item. When you click one of these category buttons you will be shown a list of available schematics. Clicking on a schematic will show you its details in the panels to the right.

4. Schematics

Each schematic has a complexity rating. When you begin as an artisan, all of the available schematics will have a low complexity rating, and as you rise through any of the crafting professions, more complex schematics will become available. This complexity rating defines the crafting tool type you will need to use and whether or not you will need the assistance of a crafting station.
• If the complexity rating is less than or equal to 15 then you will be able to make the item with your standard Generic Crafting Tool.
• If the value is between 16 and 20 then you will need to use one of the Specialized Crafting Tools, such as the Clothing and Armor Crafting Tool or the Structure and Furniture Crafting Tool. You can make any of these Specialized Crafting Tools using the Generic Crafting Tool and the Novice Artisan profession.
• If the value is between 21 and 25 then you will need to use one of the Specialized Crafting Tools and also be standing close to the appropriate Public Crafting Station. You can find these crafting stations scattered about any of the cities, usually near your starting position or the guild halls. For example, to build a Medium Naboo House, which has a complexity of 21, you will need a Structure and Furniture Crafting Tool and also be standing beside the Public Structure and Furntiure Crafting Station.
• If the value is greater than 25 then you will need to use one of the Specialized Crafting Tools and also be standing close to an appropriate Private Crafting Station. You will not find Private Crafting Stations around the city. These are player made crafting stations and can only be placed in private structures, such as player-made houses and guild halls. If you don't have access to your own house or guild hall then you will need to find another player who does and has installed a Private Crafting Station in it. Owners of player made houses have the option of setting an entrance fee, so for the moment try and find someone that has an open house.
The next important set of details about a schematic are the components and the resources needed to make each component. Each schematic is made up of one or more components and each component is made up of a set quantity of a resource e.g. 100 Metal. In the next section I will describe the process that you need to go through to get the resources you need to build each component.

As you work your way through the crafting professions you will get access to schematics that have components that are made from other schematics. For example, a gun might require six components, one of which is a barrrel, which is another schematic you must craft first.

Figuring out what resources you need can be the most complex part of crafting when you're starting off. The resources available are laid out in a tree structure, made up of categories. You can see a view of this tree structure on our Resources page. Knowing this resource tree will help a great deal when crafting.

You may find the next few lines easier to understand if you have the Resources page loaded as well.

For example, look at Steel. Steel is a base resource category that belongs to the Ferrous Metal category. Ferrous Metal belongs to the Metal category and so on. Sometimes a schematic will ask for Metal, meaning you could use any resource that belonged to the Ferrous or Non-Ferrous categories, or any resource that belonged to the Steel, Copper, Aluminium or Iron categories. Sometimes the schematic might be specific and ask for Steel. In this case you can only use Steel and not Copper or Iron.

The one point worth noting is that even if a schematic asks for a category of resource, you will not be able to mix and match resources belonging to this category in the same component. For example, a schematic might ask for 100 Metal for a gun barrel. You would not be able to take 50 Steel and 50 Copper and put this into the component. If a schematic asked for 100 Metal for one component and 200 metal for another component, you would be able to put 100 Steel into the first component and 200 Aluminium into the second.

Ok to summarise so far, you should now have the tools you need to make something, you should now have chosen a basic item that you would like to craft and you should know what resources you need to craft it. The next step is to gather those resources together.

5. Resources

There are a number of ways you can get hold of the resources you will need to make items.

The first and easiest to explain method is to purchase resources from the bazaar or another player. Of course, to be able to purchase resources you will need credits, which you probably will not have available when starting out.

Do not pay more than 2 credits per resource when getting started and make sure you know exactly what you are buying. Some players will put a resource container up on the bazaar for a large amount of credits but it may only contain a handful of resources. For example, I saw a container of steel up on the bazaar the other day for 1000 credits. When I examined it properly I noticed there were only 10/100000 units within the container. I passed on that opportunity.

The second is to survey for the resource you are looking for. You also need to get hold of a surveying device. Depending on the schematic you are using and the resources needed by it, you will need one or more of these surveying tools, one for each category of resource you are looking for. The available tools and the resources they gather are:
• Mineral Survey Device - Metals, Ores etc.
• Chemical Survey Device - Fiberplast, Petrochemicals etc.
• Flora Survey Tool - Corn, Wheat etc.
• Gas Pocket Survey Device - Gas
• Water Survey Device - Water
• Wind Current Surveying Tool - Wind Energy (Note: you cannot sample wind energy, just survey for it)
• Ambient Solar Energy Surveying Tool - Solar Energy (Note: you cannot sample solar energy, just survey for it)
You can make all of these tools with the Generic Crafting Tool.

The third method to gather resources is by using harvesters. Harvesters are structures that will automatically gather resources for you, while you're off chilling out in the Cantina or harassing the local wildlife. I would recommend leaving these until you have advanced a bit up the Artisan skill tree, as they required both power resources and maintenance fees to run. I will devote a section to harvesters later on in this guide, so for the moment forget I even mentioned them.

6. Surveying

Once you have your surveying device you can start gathering resources. Double-click on its icon in your inventory to start using it. The very first time you use the device it will ask you to choose what resolution you want to survey at. The resolution you choose dictates what area of land you will cover when you survey. When you are just starting out you will only have one option. As you progress through the Surveying branch of the Artisan profession you will have more possible resolution settings, allowing you to survey a greater area of land on each go. The option to set the resolution is available on the radial menu of the device.

Double-click the device's icon again to bring up the main surveying window. The main part of this window is a map of the area you survey and the right side panel shows you the list of resources you can survey for. Scan through the list to find the resource you want to survey and select it. Don't forget that if the schematic is looking for metal only then you can survey for any of the steels, coppers, aluminiums or irons. Now press the Survey button at the bottom of the window.

If all is working correctly you should see and hear a funky effect to tell you that you have just surveyed. Within a second or two you will get feedback on how your survey went. If the survey located a concentration of the resource you were looking for then it will display a grid, along with percentage figures that represent the concentration of the resource. A waypoint will also be created that marks the highest concentration found in the area you just surveyed. If the resource was not found in the immediate area then the map will be blank and you will be told that nothing was located.

The percentage figures shown after a successful survey are the key to finding a good spot to gather resources. High percentages, above 70% or so, are good spots for surveying. Low percentages, below 40%, are terrible spots and will yeild little, if any at all, of the resource you are looking for.

If you find a low percentage spot then you can use the follow-the-waypoint trick to try and find a good spot. For example, you are out surveying for Steel and your first attempt yields an area with a maximum percentage of 40%. A waypoint will be created at this exact spot. Go and stand at the waypoint and survey again. This time you might find an area with a maximum of 50%, and again a waypoint will be created there. Rinse and repeat until you find the percentage stops going up and the waypoint keeps getting created close to the position you are standing on.

Now that you've located this resource rich spot of land it's time to start digging. To extract a resource from an area of land you must use the Sample ability. You can either use the Sample button on the survey window or enter /sample at the console. Your character will then go down on one knee and automatically start gathering resources. Each sample attempt will take some points out of your Action pool. Once your Action pool has run dry you will automatically stop sampling and you will need to take time out to recover before you can sample again. You can also stop sampling at any time by moving forwards or changing posture.

The amount of resource you get for each sample attempt will depend on the percentage concentration of the spot you are sampling in. Your success rate will depend the amount of points you have in your Sampling skill. When starting off expect to get about 1-3 units of resource for every successfull sample. As you advance up the surveying branch of the Artisan skill tree this amount will increase. Every now and then you will be lucky and hit a particularly rich sample and get a little bit more than usual.

Once you have surveyed and sampled enough of each resource for the schematic you have chosen to use then it's time to put it all together.

7. Building It

Fire up your Generic Crafting Tool again, select the schematic you want to craft with and continue to the next window.

This window has two important sections. The first is a view of your inventory, filtered to show only the resources that can be used to make the item you have chosen. If a resource does not show up in this panel then it's off no use to you at the moment. The main panel in the center shows you the components that you must make with resources in your inventory.

If you click on one of the resource containers in the inventory view then the crafting tool will highlight the component that it is valid for. You can then drag the resource container on top of the desired component to fill it up or double click on the resource container to automatically fill the first slot it is applicable for.

Remember, you are unable to mix and match resources in these component. If a component requires 100 Steel then you can fill it with part of a 500 stack of Dirobeda Steel, two 50 stacks of Ixone Steel or a 100 stack of Doldit Steel. You can not fill it with 50 Dirobeda and 50 Ixone.

Once all of the slots have been filled up you can continue to the creation stage. When you press the button you will be told what the result of the combination was. You will receive one of the following messages:
• A Critical Failure (you will lose all the resources and you must start again)
• Ok
• A Success
• Marginally Successful
• A Moderate Success
• A Good Success
• A Great Success
• An Amazing Success The level of success will dictate the properties of the final item, with Ok being the worst and An Amazing Success being the best.

8. Harvesters

Remember I mentioned harvesters earlier on in this guide? Harvesters are structures that you can place in a resource rich spot of that will automatically sample resources for you while you're off doing something else. Basically, you craft or buy a harvester, find a spot of land that contains a good concentration of the resource you are looking for and place it. You must then feed it power and pay maintenance to get it up and going. The following paragraphs give a bit more details on this.

The first step is to get yourself some credits. All harvesters require maintenance fees to operate. If you do not pay the maintenance fees then they will start to deteriorate over time and eventually destroy themselves. For example, a Personal Mineral Harvester will consume 30 credits per hour (720 credits per day) in maintenance fees.

As you can see, they are not cheap to operate and you may find it difficult to get the required credits together to keep it going for any length of time. One technique you can use is to forget about maintenance fees all together and just let it run down. This is certainly the cheapest method of running a harvester but if you don't empty the harvester before it destroys itself you will end up losing all the resources it gathered.

The next step is to get yourself some power, which you will need to feed into the harvester once you have placed it. As with maintenance fees, harvesters consume power at a set rate and without power they will switch off. For example, a Personal Mineral Harvester will consume 25 units of power per hour (600 per day).

There are a couple of ways to get the power you require. You can buy some from another player or the bazaar, or you can build a Wind Power Generator. You cannot sample power in the same way you sample other resources. Wind Power Generators are the same as mineral or flora harvesters, except they don't require power to run. However, they do require maintenance fees. To find a good spot of land to plant a Wind Power Generator you will need to build yourself a Wind Current Surveying Tool.

Now that you know what it takes to run a harvester it's time to build/buy and place it. If you choose to build one then you will need the Engineering III: Advanced Concepts skill, so that you have access to the schematic. Once you have built it and it has been placed in your inventory then you need to find a spot to place it. You are looking for a number of things in the spot you want to place it.

First, you must find an area where you are actually allowed to build. You must build out in the wilderness, away from any city. The distance you need to travel from the city will differ depending on which city you are in but the average seems to be about 1-2km outside of the city.

Next, you need to find an empty spot of land within a build-able area. You cannot build a harvester in the same spot as another harvester or structure of any sort, including mission spawns and animal layers. The spot you choose must also be mostly flat. You will not be able to place a harvester on a steep gradient.

The best method to find a good area to place a harvester is to look around for areas that already contain harvesters. If you cannot see any harvesters or player-made houses then you can be pretty certain that it's not a good spot to place your own harvester. On top of all of this, you also need to find a spot that contains a good concentration of the resource you want to gather. Use your survey tools to find a good spot.

To place your harvester, double-click on its icon in your inventory and you will be shown the overhead placement view. The idea here is to select the spot where you want to place it. As you move your mouse around you will drag a square with it, that represents the area of land that your harvester will take up. If the square is green then you have found a potential spot to place it. If the square is red then you will not be able to place it there. Yellow squares represent areas of land already taken up by structures.

Once you have found a green spot then click your mouse and an attempt will be made to place your harvester. If it is successful then you should see a placement marker appear in the spot you have chosen and a waypoint will be created. You can use the radial menu on the placement marker to see how long construction will take to complete. After a couple of minutes the harvester should appear and you can start working with it.

Sometimes you may attempt to place a structure on a green square but get a message saying that there is no room. If you get that message then try again in another spot. Buildable areas are affected by what is going on in the surrounding area, such as layers and mission spawns.

You operate your harvester using the options available in its radial menu. First thing to do is to put some maintenance fees into it. Throw in enough credits for one day and check the Status menu option to see the result. Remember to take a note of how long the maintenance fees will last so that you can come back later and put some more in. Then deposit some units of power so the harvester can run.

The next thing to do is to select the Operate Machinery menu option. This gives you access to a window that allows you to select what resource you want to gather, turn the harvester on and off, and access the hopper where the resources that are gathered are stored. Select the resource you want, turn the harvester on and wait for a few minutes before checking the hopper. If everything has worked you should see a number of units in the hopper of the resource you selected, which you can retrieve if you want.

You can now leave the harvester to work away on its own, as long as it has the power and maintenance fees to keep working.

It is possible to figure out how many resources per hour your harvester will gather. Once you have turned on your harvester, select the Operate Machinery radial menu option and look for the Spec Rate information. For a Personal Mineral Harvester this will read 2 KG/H. This is the maximum rate that the harvester will work at. Now look at the Actual Rate. You will find that this is lower than the Spec Rate, 0.81 KG/H for example. You may also noticed that the Actual Rate is equal to the Spec Rate multiplied by the percentage concentration of the resource you are gathering. Therefore:

Actual Rate = Spec Rate * (Resource Concentration / 100)

For example, if you have placed your Personal Mineral Harvester in a spot with a 40% resource concentration then the Actual Rate will be around 0.81 KG/H. To figure out how many units you will get per hour, simply multiply the Actual Rate by 60. In this example you would get around 48 units per hour. I know the calculation sounds a bit odd but this is what I have encountered during my experimentations. The rates should really be showing up as Units/Minute and this will probably be fixed at a later date.

All of these calculations assume that your harvester is in 100% condition and has not deterioated. A recent change has meant that a damaged harvester will not be as efficient as one in perfect condition. Also, there is some rounding up and down with the calculations.

9. Experimentation This is from here: http://swg.allakhazam.com/db/guides.html?guide=11

Experimentation is the process of fiddling with a schematic to (hopefully) produce a better item. Any schematic can be experimented on, and each has a variety of areas that can be increased.

The basic process of expermimentation:

1) Make the item in a specialized crafting tool in the presence of the appropriate crafting station. The station can be public or private, it makes no difference.

2) Make the item as normal, until you reach a window with 3 buttons on it. They'll give you the choice of making a prototype, a manufacturing schematic, or experimenting. Choose the option to experiment.

3) Now you'll be presented with a window with 4 panes. The top pane will show a picture of the item. The lower three have information on the experiment.

The leftmost pane shows how many experiment points you have left. Note that these points are granted on a per-item basis, so don't worry about using them all up. Also note that you don't have to spend them all at once. You can run multiple experiments on the same item, if you wish, which will be important later. You also don't have to spend all of the points. If you've done all the experimentation you want to and have points left, don't worry about it.

The rightmost pane shows the risk of failure, given your current point assignments. There's a pretty red bar that goes up as you assign more points, but doesn't really tell you much, and a percentage number. Pay attention to that number... it can get pretty high.

The middle pane is the heart of the process. There are multiple rows, each one corresponding to an experimental attribute (something you can improve through experimentation). It shows the name of the attrbute, as well as 2 horizontal bars.

The big bar, broken into boxes, shows how many points you can assign to this attribute how many points are currently assigned, and how many points were successfully allocated from previous experiments (if any). Different attributes will have different maximums. Just click on the box corresponding to the number of points you want to assign.

The smaller bar underneath the big one denotes the improvement of the attribute over its base value. You will probably start with a little bit in this bar right away, depending on the success of the initial assembly.

Finally, there are two buttons at the bottom of the window: Run Experiment and Done Experimenting. Take note of which is which.

Got all that? That's OK. I'll walk you through a normal experimentation session.

Suniko is making medpacks. She's standing in front of the Food and Chemical Public Crafting Station and has her Food and Chemical Crafting Tool booted. She selects the schematic, plugs in the resources and clicks Assemble. She gets lucky and has a great success. Now comes the fun part. She clicks Experiment and gets to it.

On the experimentation screen, she sees 4 attrbutes: Charges, Ease of Use, Durability and Effectiveness (note: they're not actually worded this way. They're code strings right now, but this is what they really are). Charges will give the medpack extra charges if it gets high enough. Ease of Use lowers the skill requirements to use the item. Durability slows down decay (a non-issue with a consumable like a medpack), and effectiveness will increase the number of wounds healed.

She assigns 4 points to Charges, hoping to get a fourth use out of the pack, the clicks Experiment. Now, depending on the level of success, anywhere from 0 to 4 of those points will actually stay. Each one that does will increase the attribute by a certain percentage. Let's say she just gets a success, and 2 points stay. She's now down 4 points. If she started with 8, she has 4 left. She probably wouldn't have gotten another charge with that level of success, but that would depend on how high it was to start.

Next, she assigns the other 4 points to Effectiveness. She's not worried about Ease of Use, since her skill is high enough to use the pack as is, and Durability has no discernible effect on a medpack. Again, she clicks Experiment. This time she gets an amazing success. Amazing successes can sometimes actually fill more boxes than you actually assigned, but they won't cost you more experimentation points. Anyway, she gets a few more points of healing out of it. Since she's out of points, she clicks Done Experimenting and creates her prototype.

That's all there really is to it. There is one thing you may have noted, though. I knew I was going to experiment in two areas, yet I did them seperately. Why didn't I do both at the same time? The reason is that at the moment, assigning points to more than one area in the same experiment pretty much guarantees failure. I've never assigned points in multiple attributes in the same experiment and not had it fail, regardless of what the risk meter said

10. Factories (Author,me)

Factories are for mass producing factory prepared factory schems (a final option when crafting with specialized tool and crafting station at hand). To use them first match the product type to the type of fac:
For wpns, misc, and droids use an Equipment Factory
For Armor and Clothing a Wearables Factory
For Harvesters parts/deeds and Furniture a Structure Factory
For Foods and Medical products and parts a Food Factory
(Currently there is no Space Factory but there is a space crafting tool)
All facs take 1 lot (previously the structure one took 2). Placing them can be problematic, especially the structure one its rather large and must be placed on very flat ground. Once placed you need to put credits in it for maintenance and power in it so it can produce the items you desire. Assuming you have a schematic prepared with the needed resources simply select the factory and on the radial menu select Access schematic. From there select to access input hopper and load in the needed materials. Next once that is done select the same option set as the load in schematic and youll see a new option is there, start the factory. Factorys make objects into crates varying in size from 5 to 100. Many objects require sub-components and so do use a factory making these means you will need to load the parts (crated for convience) from the output hopper back into the input hopper.
Key things to remember with facs:
They will not function if they run out of power or maintenance.
They can hold 100 items in the input hopper however they are known for being buggy at times if you leave bags in them, I highly suggest avoiding placing bags in your factories, you can use a vendor for this (cover that in a sec),
Sometimes facs will shut off at a server rest so check them once a day if you can. If you find you aren’t having this problem then stop checking.
Lastly facs take a long time to make big runs, doing 1000 items most of the time means waiting 2 to 4 days for completition. If you need to make allot of stuff use multiple facs.

11. Vendors

Vendors for Artisans comes at Business 3 in the skill tree. However with all the changes introduced you can only place 1 vendor at this stage and it only holds 125-150 items. Also only one kind of vendor is available. Until Business 4, then 2 kinds become available. You create a vendor at a houses terminal, select it and select create vendor, next simply drop it in the place you want it to sell from. Placed vendors generate merchant xp which being a artisan and crafter youll need some kind of venue for selling your goods(you use merchant xp to buy novice merchant 5000 of it). Vendors take credits to fuel them so they operative. Also there is a slight Bug in them, do not select to face a vendor until you have initialized it. Once a vendor is initialized it can be faced (this is current bug in 2005! Still!). Next you simply select the vendor and select use. Youll bring up the vendor interface. Select the sell and item button to bring up the sales window. From here you can select an item from your inventory, set a price and write a description. All items once listed sell from that point on until 30 days, which if they haven’t been purchased they roll into the stockroom. In the stockroom items that fall off your vendor will stay for 45 days. If you manually remove items from sale they will stay for 60 days. All vendors have an item cap limit dependant on the skill level of the owner. But. Stockrooms have no item limit caps.(HINT HINT for storage of bags!)
Once you have your frist vendor setup odds are youll need to upgrade it once you get merchant. Once you have novice merchant youll have the ability to hire NPC vendors which can ad bark, and also youll get a second vendor available. From here you can learn 4 trees:
Advertising which leads to global ads (on the ctrl-v option) and ad barking in houses
Management which lets you hire a larger number of vendors and raises the item cap
Effeciency which lowers the cost of your vendors and structures and allows you to place a merchant tent at Eff4;
Hiring: this is the skill that allows you to use a wider selection of npc races, terminals and droid types as vendors.
Mastery: grants an addition vendor, the final vendor type protocol droids and lastly a huge spike in the item cap of your vendors.
Tips on placement: In most cases its best to place vendors with the guilds at our various store locations. If you have a preference on a city odds are we have one there. Please talk with the crafting leads before placing we want you to place your vendor with ours to better bring business to you and us, it’s a win-win situation.
There are many strategies for using vendors, whether you want to run one in a guild run mall at a player city or outside a major NPC city in a shop…or in the middle of nowhere for fun. Ultimately you’ll find vendors are challenging to use if you are a casual player.

12: So I'm a novice artisan, what now?!
Ok from here we will outline how to get from Skills novice artisan thru eng4(Engineering 4) and DA4(Domestic Arts). And also help you find what arty skills you’ll need for your up coming profession out of artisan………but what you say cant artisans make money just as artisans? Sure ill go into that after we get to mastering artisan.
Firstly you need to get familiar with using a macro, and before that even helps to learn how to cut and paste.
Lesson one: cut and paste in SWG
In game hit ctrl-o (options screen), next select the Controls Tab. At the bottom is a button called “keymap”. Inside the keymap window are 7 tabs, select Chat. In the chat tab, scroll down until you see “chat edit copy” and “chat edit paste” select one of them and select rebind. Use something that the game doesn’t use such as ctrl-alt-v for paste and ctrl-alt-c for copy, setting up edit cut is on you to chose. Congrats now you can email ppl stuff you copied from word or something else(hint: to copy and email you have to forward it then select the text) Ready now you got this far hit ctrl-A
Select Macros, create new copy this and paste it in there: (Author here: http://forums.station.sony.com/swg/board/message?board.id=droid_engineer&message.id=100095#M100095)
/ui action toolbarSlotXX;
/selectDraftSchematic XXX;
/pause X;
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype Practice noitem;
/createPrototype Practice noitem;
/pause X;
to use this macro drop it on the toolbar at the top of the screen, where it says toolbarXX make that 00 for the first slot and the last in row would be 11. Put a crafting tool in that slot. You’ll want to copy this macro in to 4 to 6 toolbar fields with of course matching tools in differing slot #s as well. Depending on what you craft depends on the pause time and number of tools
13 What does all this crazy code mean?(same author as above)
Here ya go:
/ui action toolbarSlotXX;
This command calls upon what ever is in the designated toolbar slot. The first row on the tool bar is number 00 to 11. The second row of the tool bar is numbered 12 to 23. You will want to replace XX with the corresponding position on the tool bar. For example if you placed the crafting tool into the top left tool bar slot your first line would read /ui action toolbarSlot00;

/selectDraftSchematic XXX;
This command calls upon what ever schematic that you wish to craft. In order to choose the schematic, you must open your datapad and find the tab for draft schematics. Start in the top left corner and begin counting from left to right starting with the number 00. If you are standing near a crafting station, you will need to skip all schematics that have a complexity of 21 or higher when making your count, and only include schematics that can be crafted with a W/G/D crafting tool. If you are standing near a Private or Droid crafting station, count each and every schematic that is craft able by a W/G/D crafting tool. Each time that you gain a new level, you will need to recount the draft schematic and enter the new schematic number into the macro (in this case you’ll be grinding surveying tools for a bit)

/nextCraftingStage;
This command advances the crafting process to the next step. Make sure that you include this command three times or you will lose the resources without gaining any experience.

/createPrototype Practice noitem;
This command completes the crafting process. This command also needs to be entered twice for the macro to function correctly. The Practice noitem addition to the command will create the product in practice mode, which gives a slight crafting experience bonus. If you remove Practice noitem from both commands in the macro the item will be placed in your inventory, but you will not receive the bonus experience.

/pause X;
This command sets the amount of time that you need to manually insert the resources to be used in the schematic. The easiest way to enter the resources into the schematic is to double click them. You will want to set the timer according to how many resources are needed. I suggest a /pause 3; for everyone 2 resources. I personally use /pause 2; , but I have some mad double clicking skills.
14 K! I got this loaded in but I don’t have any resources??
Here is where having a guild helps, we’ll hook you up with some harvesters and in some cases crap resources (but better to move on to how you get resources yourself, Teach a man to fish right?)
Guide to Harvesters: If you got the sampling/surveying task mastered now your ready to take that skill and use it to place a personal harvester. First use a wind survey tool to find a high %’s. Then take the select the Wind Generator deed for the harvester and select place. Youll goto a strange over head view, North is the top of the screen btw, from here drop the harv as close as possible to the resource wp, note wind genners use a large 3x3 base and require a very flat area to place!. Next select the harvester and select add maintenance. Then select operate, from there select the wind resource and then select activate! Now assuming we have been nice and given you some reserve power to help speed you up take that go find a high percentage of steel or iron. FYI harvesters have a rating known as BER (Base Extraction Rate) personals are limited to only a 4, mediums a 10 and heavies 13.

You’ll need this to grind up to Eng3 where you can begin grinding harvesters, and the steel will be helpful with them as well. Next place the mineral harvester on that spot, preferably 2 wind gens/6minerals to start. Once that’s running you’ll need to wait a day come back get your materials and begin the grind unto engineering 3.

15 Ok I’m at Eng3!

Great now you’ll be making personal harvs for xp and things go much faster (note you may need to do missions at this point for creds to feed the harvesters!) The harvs you make now will suck, as you don’t have the experience to experiment on them to make them worthwhile so just leave it in practice mode on them for now.

Use this to finish Eng 4.

16 What about domestic arts?!? But I want to be a ____________
K from here if you are gung-ho to be a master artisan, chef, DE(droid engineer), or a tailor you can if you so chose get domestic arts 4 (its nice to be able to make backpacks sometimes)…
If you are going WS/AS/Architect I don’t recommend bothering with it. (skip to # 18)

K so im getting domestic 1-4…great keep making harvs to get there.

17 K im at domestic 4! Now what? Congrats you can now sell your first cash cow:
P-ups(Powerups), Tools and Wpn/Armor Repair Kits:…These items can make you some amazing amounts of cash especially well made power-ups!.

K so you are an up in coming DE/Master artisan/Chef/Tailor. For you DE’s and People desiring master artisan you must now get the survey tree done if not already done and business 4. Then get the AP (apprenticeship points) for the masters box.

Why go master? Why must DE master?!?
Master Artisans are the only ones in the galaxy that make these items:
1-Swoops, Speeders, Landspeeders, AV-21 speeders (loot item, schem and powerplant required)

2-GP Modules, Memory Modules, Control Units, Micro Sensor suits and……….Nemodian Birdcage (no clue why). As a DE you MUST use these items to make a full selection of droid parts and functions. Oh and DE’s still don’t use the birdcage thing….

18: I am mastered artisan or dom4/eng4. Well if you mastered make swoops for xp leading into getting your novice adv crafting prof, if not mastered artisan keep making harvesters BUT this time don’t destroy/practice mode them make them with some decent SR (Shock Resistence) stats and get them to have a high BER.

But as a architect/AS/WS ill need some master artisan components…….ok let me clarify this, only the architect needs any with quality and that is only for one item in the architect tree the craftstations which take special resources to make to a high skill lvl. WS/AS use a few of the master artisan gps/mems/control units/ energy distrubuters/micro Sensor suites but qual is immaterial so getting a schematic of a master and running it yourself is the best bet.

19: Lost? Need more help?
GUILDCHAT!!
Cya there!
Vilance, Founder EGC, Lead crafter, assitant Guild leader



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