Correct.Sobuno wrote:So only 624374 needs to be deleted from the site? And the rest just needs to be deleted from the duplicate resources table?
Search found 26 matches
- Sat Oct 09, 2010 9:30 am
- Forum: Resources Discussion
- Topic: Finding and Fixing "Duplicate" Resource Entries
- Replies: 51
- Views: 75718
Re: Finding and Fixing "Duplicate" Resource Entries
- Fri Oct 08, 2010 8:16 am
- Forum: Resources Discussion
- Topic: Finding and Fixing "Duplicate" Resource Entries
- Replies: 51
- Views: 75718
Re: Finding and Fixing "Duplicate" Resource Entries
Guess I missed 1 flora duplicate: 624374
These 2 pairs are no longer duplicates (though they still show on the query). I fixed the stats on the second of each pair which had been copy-pasted:
985161,989529 878698,890587
I will try to get to the rest of the resources time permitting.
These 2 pairs are no longer duplicates (though they still show on the query). I fixed the stats on the second of each pair which had been copy-pasted:
985161,989529 878698,890587
I will try to get to the rest of the resources time permitting.
- Mon Oct 04, 2010 1:49 pm
- Forum: Resources Discussion
- Topic: Finding and Fixing "Duplicate" Resource Entries
- Replies: 51
- Views: 75718
Re: Finding and Fixing "Duplicate" Resource Entries
Farstar flora 716231,871855,636267,879982,871859,988736,866126,618649,959620,631935,837897,873925,873893,879976,622942,626602,1011408,624605,868669, 932086,619321,616805,637142,615132,626268,622340,631313,793167,620838,634478,777144,631268,631949,636769,990602,620502,1034878,927709, 528641,621126,71...
- Sun Oct 03, 2010 3:50 pm
- Forum: Resources Discussion
- Topic: Finding and Fixing "Duplicate" Resource Entries
- Replies: 51
- Views: 75718
Re: Finding and Fixing "Duplicate" Resource Entries
Farstar creature resources 637336,700104,617345,629620,617191,630620,712006,631351,635357,627382,622964,619715,1102412,621482,630788,621522,637322,617797,624007,631925,1019242,636716,625440,633274,624945,634111, Also some spurious asteroid entries 695929,703794,633867, I'll take a rest before doing ...
- Sat Oct 02, 2010 7:09 pm
- Forum: Resources Discussion
- Topic: A question regarding auto-despawn
- Replies: 7
- Views: 17282
Re: A question regarding auto-despawn
An oldish thread, but to answer the OP there can be a short window between one mandatory resource despawning and its replacement becoming available. It would only be a matter of minutes though. It has happened me with an animal resource that I was harvesting (hide or meat I forget which) that despaw...
- Sat Oct 02, 2010 5:04 pm
- Forum: Schematics Discussion
- Topic: Missing schematics
- Replies: 147
- Views: 196464
Re: Missing schematics
I have added the pistol along with several other schematics that I had info for (it was pointed out to me that all of the battlefield weapons and some others are available on TC frogs).
- Thu Sep 16, 2010 2:50 pm
- Forum: Munitions - Weaponsmith
- Topic: Miner and WeaponSmith
- Replies: 13
- Views: 28286
Re: Miner and WeaponSmith
You have it partly right. Chefs are the only crafters who have any need for Artisan Experimentation suits. Munitions certainly does not. All the crafting professions have some schematics that use Artisan Skill, the very beginning schematics, lvl 1-18. This is a carryover from the pre NGE game, wher...
- Wed Sep 15, 2010 3:19 pm
- Forum: Munitions - Weaponsmith
- Topic: Miner and WeaponSmith
- Replies: 13
- Views: 28286
Re: Miner and WeaponSmith
As a master trader you get 100 base assembly. If you take the 4 boxes of Weaponsmith Dexterity expertise you will have another 20. As you point out the total available from SEAs is 33. As uta' said you can get another 4 each built in to a weapon and chestplate for a total of 8. This means a grand to...
- Sun Aug 22, 2010 1:02 pm
- Forum: Engineering - Droid Engineer
- Topic: Amount of modules per droid type
- Replies: 4
- Views: 14019
Re: Amount of modules per droid type
Yes, apart from that one item everything else on your chart is optional so I see no need to muddy it up for one special case.Zimoon wrote: The chart does not deal with optional or mandatory, just what is possible for each type.
/Zimoon
I checked them all and everything else seems correct.

- Sun Aug 22, 2010 9:41 am
- Forum: Engineering - Droid Engineer
- Topic: Amount of modules per droid type
- Replies: 4
- Views: 14019
Re: Amount of modules per droid type
I will look through the whole list in detail, but one thing I notice is that you missed the personality chip for the Super Battle Droid where it is a required component, for other droids it is optional.
- Sun Aug 22, 2010 9:38 am
- Forum: Engineering - Droid Engineer
- Topic: Stacking droid modules: Armor, Item Storage & Data Storage
- Replies: 2
- Views: 13192
Re: Stacking droid modules: Armor, Item Storage & Data Stora
Just to add to this, if you experiment module levels 1 to 5 up to cap you can get them to act as a module of 1 level up (the rating range is actually 1 higher on the top end). It is generally not worth it as you would saving a few low quality resources at the expensive of using higher quality ones, ...
- Fri Aug 20, 2010 1:38 pm
- Forum: Engineering - Droid Engineer
- Topic: medical/healing droid
- Replies: 11
- Views: 23213
Re: medical/healing droid
I noticed that too, but then thought maybe you are referring to the similar vs identical feature on the schematics for Crafting Stations. Which is as far as I want to go with this explanation, because I have always considered that an exploit and not wanted to publish it widely. Are you the Structur...
- Fri Aug 20, 2010 1:35 pm
- Forum: Engineering - Droid Engineer
- Topic: Dancer's droid
- Replies: 5
- Views: 15168
Re: Dancer's droid
i need an R2 for a dancer what socket cluster works best? Client needs all 6 effects plus barker and storage. would a pit droid work for these requirements? :? An R2 droid has not much to do with a pit droid, both are droids, very different types tho :) The 6 effect modules + barker + storage, all ...
- Thu Aug 19, 2010 12:06 pm
- Forum: Engineering - Droid Engineer
- Topic: Droid harvesting modules
- Replies: 4
- Views: 16489
Re: Droid harvesting modules
Yes the cap on an individual harvest module is 20. You can get the maximum of 120 bonus by including 6 in either an R3 Advanced or a Mining Droid Mk 3. If you also include the equivalent of a level 6 armor module the droid will be level 30 with 6000 protection. You can use a single level 6 armor mod...
- Thu Aug 19, 2010 11:37 am
- Forum: Engineering - Droid Engineer
- Topic: medical/healing droid
- Replies: 11
- Views: 23213
Re: medical/healing droid
Indeed it could be a good deed to walk over the modules and add a word or two at the comment field, whether the module is currently useful and then a few tips maybe, or if it is currently useless. At the same time, if you are a schematics maintainer , update the "quality" field to "H...