Architect Archive

Thread: DVNCE: Factory Bug Anyone else seeing this

bunk72
Thu Aug 11, 2005 11:32 am
#14

OK, I don't have another run of walls planned anytime soon, but I'll do my best to monitor my next harvester run.





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bunk72
Fri Aug 12, 2005 10:20 am
#15






Pawlin wrote:

I've ran a few full runs of structure modules in the past few days and haven't seen any problems. I had 3 factories yesterday that output 999, 999, and 1000. The 999's are cause I used part of the stack to make the schematic.








Yeah, for whatever reason, I don't recall ever having the issue on Structural Modules. If you took your runs and did walls (adding back in the one missing Structural Module for the two 999 runs), based on my recent experience, I would bet that at least one of the three runs would come up short. I would not be surprised if all three did.





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bluejanus
Fri Aug 12, 2005 12:43 pm
#16

I only experience that if the factory stops by itself when it runs out of hopper space.





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Pawlin
Sun Aug 14, 2005 2:52 pm
#17






bunk72 wrote:


...Yeah, for whatever reason, I don't recall ever having the issue on Structural Modules. If you took your runs and did walls (adding back in the one missing Structural Module for the two 999 runs), based on my recent experience, I would bet that at least one of the three runs would come up short. I would not be surprised if all three did.





Yeah I think something is fishy.


Ok, I started a factory run of walls yesterday. I counted 4730 +/- structure modules which should have given me 473 walls. Factory stopped after making 407 walls. Theres 3 structure modules left. I've got plenty of ore and metal and schematic has 180 left on it. So assuming my math isn't wrong, that cost me about 400k of materils.



Might be a bug where it eats thesub components. That would explain why I saw no problems on the structure modules, gen turbines or SSSM runs.



If anyone sees this then be sure to /bug it.




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Okitaa
Sun Aug 14, 2005 4:42 pm
#18

Ouch



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sashimiforme
Sun Aug 14, 2005 5:12 pm
#19

phew, and I just thought I've been going crazy. I'm 99.999999% sure this has been happening to me as well. I'll start paying closer attention and documenting if something happens.



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Pawlin
Tue Aug 16, 2005 11:56 am
#20

Good news : I ran 3 factory runs of harvester deeds and none of them came up short. I did runs of 50, 32 and 17 deeds on 3 different factories and all produced the right amount.


I'll see if I can do some more tests with the walls and reproduce it and get more data. I do know the one run I did that came up short used structure module parts from 2-3 different factory runs, maybe that is related.




Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
bunk72
Sat Aug 20, 2005 6:31 pm
#21

OK, it has repeated again. I did three full runs of Structural Modules (1000 each run) with no issues whatsoever.Then I took those Modules and put them into another factory along with 200k ore and 300k Copper. Using a brand new schematic (created with 10 structural modules from a different run) I started the factory. I let the factory run (didn't even use Examine or anything) for the whole day to make sure it wasn't interrupted. At the end I had 300 walls in the output hopper. Sounds good, right? The problem is that instead of using the correct amount of ore and copper (60k ore and 90k copper) it used an extra 200 ore and 300 copper so I only had 139800 ore and 209700 copper left. I'm guessing it ate the ore and copper before realizing that the Sturctural Module supply had run out, effectively robbing me of 1 wall's worth of resouces.





Ossirrlibi - Elder Jedi / Wookiee with a Cause
RocketJ Squirrel - Leveling Medic / Pilot of the Fatale Fleet
Bullwinkle - Master Architect & Shipwright / Pilot of the Badenov Fleet
Visit Bull's Vendors in Iron City Mall on Corellia
Fully Stocked with Heavy Harvesters, Factories, Resources, Loot, and more...

Dvnce
Sun Aug 21, 2005 2:04 am
#22






bunk72 wrote:
OK, it has repeated again. I did three full runs of Structural Modules (1000 each run) with no issues whatsoever.Then I took those Modules and put them into another factory along with 200k ore and 300k Copper. Using a brand new schematic (created with 10 structural modules from a different run) I started the factory. I let the factory run (didn't even use Examine or anything) for the whole day to make sure it wasn't interrupted. At the end I had 300 walls in the output hopper. Sounds good, right? The problem is that instead of using the correct amount of ore and copper (60k ore and 90k copper) it used an extra 200 ore and 300 copper so I only had 139800 ore and 209700 copper left. I'm guessing it ate the ore and copper before realizing that the Sturctural Module supply had run out, effectively robbing me of 1 wall's worth of resouces.






yes this is common.. Most times if you put in more structural modules after the first cycle of restarting the factory will consume two sets of subcomponats and produces .. ( in this case two walls.. the best way to explain what is happening.. is this.. we have input hopper .. and out put hopper.. and I believe there is a third ( not visable ) assembly hopper.. the factory runs its sequence... removes from the input hopper into this "assembly hopper" the proper ingrediants.. then upon completion of the production timer then does a final check in this "assembly hopper" for all the proper componants.. if they are there the product is made.. if something is missing the factory stops.. there just is no command to return the unused available ingrediants back to the input hopper..


but many times I have put the missing ingrediant into the input hopper hit start and the product was finished...






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gilpax
Sun Aug 21, 2005 8:59 am
#23


I'm sorry to say that this "eating" of ressources and components bug is quite and old one and last time it "infected" all the servers, SOE had suggested to redeed and redrop the factory that was "sick" after they had fix the problem. So I suggest reports and tickets so devs learn that thois nasty little bug is back so they can "fix it" again.



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