Architect Archive
Thread: Devs do not seem to know there is a bug making wall in a factory from crates!!!!!!
Sometimes people can't afford a full crate of stims or something... half crates work wonders.
It would be nice tho, if they would let us combine crates... But I guess that would cause database issues...
It would have to look up the max crate size, and make sure we didn't go over it... God forbid that the cut down on the number of items we have by just allowing us to stack all our identical items into 1 crate. But I guess they would rather have the database keep track of 20-someodd different crates of the same item, instead of just one crate with an item count on it.
-- Back to the main subject --
Yeah, making walls in a factory sucks right now... and from what I can tell, even the 10-crate trick doesn't work. There seems to be some kinda weird code in place... some schematics still won't recognize crated items... can't recall which, but I think it involved the manufacturing mechanism.
Gnomepunter wrote:
What are you talking about? I LOVE factory crate splitting.
My friend can make stimpacks and all of us can have part of the crate and still have a crate.
If you can't see the advantages of split crates, well....
Very well, then show me the reason why a new crate is the primary option? I go to take a new stim out of my crate and what do I get? Another freaking crate instead of my stim.
What is do more often? Taking an object out of a crate or the formation of another crate?
I said I LOVE crate splitting. Ididn't say I LOVE it being the default option. Big difference. ![]()
The wall schematic not recording the ID is not a bug, it's a feature. That is what allows us to make walls with structural modules that are from different crates, and hand made. This part must remain as is.
What needs to be fixed is this, but they need to do it the right way. If a schematic requires a non-specific item, it has to take any crate for that item in the input hopper. Factories need to learn that all crates of non-specific items are the same. It is ok to use ANY they find in the input hopper.
This will fix the wall problem, and any other schematic, currently in existance, or in the future,that may suffer from this problem.
Also, we are not asking to get rid of crate splitting. We just want it to not be the default. This is a pain in the following cases:
-Feeding structural modules in the current scheme.
- Adding single items to the bazaar from a crate. I used to be able to put a crate of power ups in my toolbar then quickly hit the toolbar hotkey to pull one out. I could post bazaar sales very quickly this way, even when I only had one open inventory slot.
- Double clicking on a stack of stim packs to ready a few. I used to be able to quickly pull three stim packs and load them in my toolbar. Now it takes close to 10 seconds to do what i used to do in 3. Same with grenades, power ups, food, medicines, etc. Basically every consumable in the game.
I contend that the default action for an item must be the one that is used the most. Splitting crates might happen once per crate, ever, and only for just a few people who sale partial crates. Getting items out of crates happens as many times as there are items in the crate, for every crate, for every person. The only exception is when using crates in crafting, which is, I might add, a VERY COOL THING!
That should read "Sell partial crates", not sale.
Sorry about that.
What are you talking about? I LOVE factory crate splitting.
My friend can make stimpacks and all of us can have part of the crate and still have a crate.
If you can't see the advantages of split crates, well.... ![]()
My dumb question of the day is... why bother with making walls in the factory? It takes longer to run them through the factory than just to assemble the walls from structure modules in crates yourself.....
ripster, the only advantage is you then get the walls in a crate (i assume) so they can be premade up and ready with easy single clicking in the final assembly and you eliminate the possiblity of crit failure.
If i made up walls by hand ahead of time using all the structure mods i have my entire house would nearly be full with walls.
as far as the default going to split instead of pull, i actually like it, it helps stop me from accidentally taking something out of a crate when it double clicks instead of single clicks the crate.
Point taken.. I simply fill my input hopper with walls.. so I hadn't much thought about the factory crate. That and the quick assembly from structure modules in crates... but thats my personal playing... Hopefully they will get it fixed soon, but It will be a little while since they have really introduced bugs with the new city and mount code they tried to release. I think their top priority will be getting that stable on TC before they invest much more into any of the professions. You will like the new changes to Architects that come with cities though- including the 100% assembly and expirementation ![]()