Description
Template (Game Messages)
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Mechanics
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This document is about game mechanics.
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Radial Options
Get Item From Crate
Game Mechanics
Factory crates are the by product of the crafting process when a manufacturing schematic run is sent through a factory. Crates store a set number of identical items from that manufacturing schematic run, whose item counts can be observed by examining the crate itself. Objects from a crate may be removed individually by clicking on the crate and clicking the Get Item From Crate radial option. Crates continue to exist as long as there is at least 1 item remaining in the crate. Once the last remaining object is removed, the crate is then removed from the player's inventory. Each crafted item in the game has, as a general principal, a particular type of factory crate associated with its production.
Types of factory crates
There are 9 types of factory crates observed in the IFFs which are:
1. shared_factory_crate_armor.iff (Armor Crate)
2. shared_factory_crate_chemicals.iff (Chemicals Crate)
3. shared_factory_crate_clothing.iff (Wearables Crate)
4. shared_factory_crate_electronics.iff (Electronics Crate)
5. shared_factory_crate_food.iff (Food Crate)
6. shared_factory_crate_furniture.iff (Furniture Crate)
7. shared_factory_crate_generic_items.iff (Generic Items Crate)
8. shared_factory_crate_installation.iff (Installation Crate)
9. shared_factory_crate_weapon.iff (Weapons Crate)
Of these however only the first 8 are observed to have been used in game. It is to be noted that the general rule is that items produced will be placed inside crates that are intuitively linked to the type of item. For example, a shirt is produced in a wearables crate, and a food item is produced in a food crate. In the live game, and currently in the nge, there are instances where this logic doesnt conform to the reality and some items are oddly placed such as weapons being linked to wearables crate. It is the opinion here that whenever possible, uniformity should be given to crafted items so that their crate placement is based on logical reasoning.
Factory Crate Sizes by Profession
Another important attribute with factory crates are that every crafted item has its own unique capped amount of items that can be stored within a single crate. The amount varies between items ranging from as low as 5 up to 100 item crate sizes. Most crate sizes are known and will be listed under the relevant associated professions.
Artisan
- Food & Drink: 25
- Crafting Tools: 25
- Powerups: 10
- Electronic GP Module: 25
- Electronic Memory Module: 25
- Metal Fasteners: 50
- Reinforced Fiber Panels: 25
- Control Units: 25
- Power Conditioners: 25
- Droid Batteries: 25
- Fiberplast Panels: 50
- Fireworks: 40
- Vehicles: 50
- Micro Sensor Suite: 25
- Repair tools: 25 (nge confirmed)
- Travel Packs/Containers: 25 (nge confirmed)
- Chance Cube: 25 (nge confirmed)
- Configurable Dice: ???
- Fireworks Show Package: 20 (nge confirmed)
- Fishing Pole: 25 (nge confirmed)
- Nemoidian Bird Cage: 25 (nge confirmed)
- One Hundred Sided Dice Set: ???
- Six Sided Dice Set: 25 (nge confirmed)
- Ten Sided Dice Set: 25 (nge confirmed)
- Twelve Sided Dice Set: ???
- Twenty Sided Dice Set: ???
- Vehicle Customization Kit : 25
- Carbosyrup: 25
- Dough : 25
- Large Glass : 25
- Light Food Additive : 25
- Small Glass : 25
Architect
- Furniture: 10
- Paintings: 15
- Generator Turbine: 15
- Structure Modules: 100
- Walls: 10
- Crafting Stations: 25
- Structure Storage modules: 10
- Fluidic Drill Pumps: 10
- Harvesting Mechanisms: 10
- Manfacturing Mechanisms: 10
- Streetlamp: 25 (nge confirmed)
- Gungan Head Statue: 25 (nge confirmed)
- Fountain: 25 (nge confirmed)
- Ore Mining Units: 5 (nge confirmed)
- Power Cores: 5
Armorsmith
- Deflector Shield Generator - Particle: 50 (nge confirmed)
- Deflector Shield Emitter Assembly: 50 (nge confirmed)
- Deflector Shield Generator - Energy Ray: 50 (nge confirmed)
- Deflector Shield Projector Plate: 50 (nge confirmed)
- Ubese armor shirt: 25
- Armor: ???
- Armor Belts: 25
- Armor Upgrade Kits: 25
- Armor Layers: 100
- Personal Shield Generators: 20
- Armor Segments: 50
Bio-Engineer
Clothing Tissues: 25 (nge confirmed)
Food Tissue Enhancers: 25 (nge confirmed)
Pet Stimpacks: 50
Pet Vitality Packs: 50
Chef
- Food & Drink: 25
- Alcohol: 25 (nge confirmed)
- Bantha Butter 25 (nge confirmed)
- Barrel: ???
- Cask: 25 (nge confirmed)
- Heavy Food Additive: 25 (nge confirmed)
- Medium Food Additive: 25 (nge confirmed)
- Protato: 25 (nge confirmed)
- Soypro: 25 (nge confirmed)
- Sweet Cake Mix: 25 (nge confirmed)
Droid Engineer
- Droid Repair Kits: 50
- Droid Reconstruction Kits: 50
- Droid Storage Compartment: 25 (nge confirmed)
- Diagnostic Circuits: 50 (nge confirmed)
- Redundant Power Supplys: 50
- Repair Unit Casings: 50
- Capacity Discharge Units: 50 (nge confirmed)
- Unit Delivery Charge: 50 (nge confirmed)
- Flight Computers: 10 (nge confirmed)
- Unprogrammed Droid Command Modules: 25 (nge confirmed)
- Droid Brains
- Advanced Droid Motive System
- Auto-Repair Module
- Clothing Droid Crafting Station Module
- Combat-Capable Socket Cluster
- Creature Harvest Module
- Detonation Module
- Droid Armor Modules
- Droid Combat Module
- Droid Motive System
- Droid Repair Module
- Droid Sensor Package
- Effects Module (Avian)
- Effects Module (Confetti)
- Effects Module (Dancing Jawa)
- Effects Module (Electric Fog)
- Effects Module (Foam)
- Effects Module (Mind Bloom)
- Food Droid Crafting Station Module
- Droid Personality Chips
- General Droid Module Socket Cluster
- LE Repair ADV Droid Chassis
- Droid Data Modules
- Droid Item Storage Modules
- Droid Medical Modules
- Droid Structure Maintenance Modules
- Manipulator Arm
- Manipulator Arm Package Set
- Merchant Module
- Playback Module
- Probot ADV Droid Chassis
- Protocol ADV Droid Chassis
- R2 ADV Droid Chassis
- R3 ADV Droid Chassis
- R4 ADV Droid Chassis
- Scout Trap Projectile Unit
- Ship Component Crafting Module
- Stimpack Dispensor Module
- Structure Droid Crafting Station Module
- Surgical ADV Droid Chassis
- Weapon Droid Crafting Station Module
Source References
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