<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Resource RE'ing]]></title><description><![CDATA[<p dir="auto">It would be cool to add a resource RE'ing system similar to space components, where you could take multiple resources in the same category, put them in a tool, and it would take the best stats from each resource. The number might be as high as 3-4 stats so you could create the "ultimate aluminum" or as little as 1 for when you get the "man this stuff would be amazing for xx if just the OQ wasn't trash.". It could be as simple as "items re'd must all be intert gas" or you could throw any category of gas together and get something totally new.</p>
]]></description><link>https://swgevolve.com/forums/topic/868/resource-re-ing</link><generator>RSS for Node</generator><lastBuildDate>Mon, 17 Aug 2026 16:53:44 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/868.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 06 Jul 2025 11:15:03 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Resource RE'ing on Mon, 07 Jul 2025 13:40:03 GMT]]></title><description><![CDATA[<p dir="auto">If you want I will be in voice when later today I can help you out  if you would want to that</p>
]]></description><link>https://swgevolve.com/forums/post/2684</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2684</guid><dc:creator><![CDATA[Tdeadly]]></dc:creator><pubDate>Mon, 07 Jul 2025 13:40:03 GMT</pubDate></item><item><title><![CDATA[Reply to Resource RE'ing on Mon, 07 Jul 2025 11:55:05 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Tdeadly, post: 3073, member: 364 wrote:</strong></p>
<p dir="auto">If we had a single type of steel, but many types with their own breakdowns based on the items you’re crafting, we’d have the added benefit of accessing resources. For instance, when you use jewelry sets, you don’t need extremely high-quality materials. In that case, you’d have to consider the breakdown of percentages required for crafting different items.</p>
<p dir="auto">What the main reason for combining resources?</p>
<p dir="auto">What are you looking for to craft?</p>
</blockquote>
<p dir="auto">In previous experiences there were often items that couldn't be capped due to a resource/resources never having spawned with the right stat combinations. I wasn't aware that the crafting jewelry was powerful enough to negate and allow less than near perfect resources to be used and still get good results. I'm interested to see just how much they can improve crafting ability with resources. This type of change might not be needed.</p>
]]></description><link>https://swgevolve.com/forums/post/2683</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2683</guid><dc:creator><![CDATA[Ceena]]></dc:creator><pubDate>Mon, 07 Jul 2025 11:55:05 GMT</pubDate></item><item><title><![CDATA[Reply to Resource RE'ing on Sun, 06 Jul 2025 17:29:36 GMT]]></title><description><![CDATA[<p dir="auto">If we had a single type of steel, but many types with their own breakdowns based on the items you’re crafting, we’d have the added benefit of accessing resources. For instance, when you use jewelry sets, you don’t need extremely high-quality materials. In that case, you’d have to consider the breakdown of percentages required for crafting different items.</p>
<p dir="auto">What the main reason for combining resources?</p>
<p dir="auto">What are you looking for to craft?</p>
]]></description><link>https://swgevolve.com/forums/post/2682</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2682</guid><dc:creator><![CDATA[Tdeadly]]></dc:creator><pubDate>Sun, 06 Jul 2025 17:29:36 GMT</pubDate></item><item><title><![CDATA[Reply to Resource RE'ing on Sun, 06 Jul 2025 16:24:22 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>Tdeadly, post: 3070, member: 364 wrote:</strong></p>
<p dir="auto">Well, I would actually like to say that the way of obtaining deeds of crates here is quite good. You can essentially begin ramping up your productivity quickly. However, OQ is not used in all items. If you are not aware of it, SWGAIDE provides you with a comprehensive list of all the items available per resource.</p>
</blockquote>
<p dir="auto">I agree with the crates. The example was more to say if you have a steel that's OQ 900, conductivity 930, potential energy 400. And the item you want to craft is 33%/33%/33%. You do however, have a steel that's OQ 780, conductivity 850, potential energy 920. Combine the two using the highest stats from each to be able to cap the stats. Maybe there have been enough resources spawned over the lifetime pf the server that it isn't an issue with crates?</p>
]]></description><link>https://swgevolve.com/forums/post/2681</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2681</guid><dc:creator><![CDATA[Ceena]]></dc:creator><pubDate>Sun, 06 Jul 2025 16:24:22 GMT</pubDate></item><item><title><![CDATA[Reply to Resource RE'ing on Sun, 06 Jul 2025 14:03:30 GMT]]></title><description><![CDATA[<p dir="auto">Well, I would actually like to say that the way of obtaining deeds of crates here is quite good. You can essentially begin ramping up your productivity quickly. However, OQ is not used in all items. If you are not aware of it, SWGAIDE provides you with a comprehensive list of all the items available per resource.</p>
]]></description><link>https://swgevolve.com/forums/post/2680</link><guid isPermaLink="true">https://swgevolve.com/forums/post/2680</guid><dc:creator><![CDATA[Tdeadly]]></dc:creator><pubDate>Sun, 06 Jul 2025 14:03:30 GMT</pubDate></item></channel></rss>