Architect Archive
Thread: So your factory can Crit Fail?? Since when did that start???
Nope - thats not the issue - I have had factory runs (especially for bikes) that involve 2 resource groups, and 20 end products. At the end of the runs, I have a little bit of each resource left, and only 14 bikes (when I had checked, and double checked that I had the required amount of resources).
It's a bug alright and its costing me heaps in resources and finished goods. And the frustrating thing is that SOE are ignoring it completely - or whats worse, are saying its not a problem at all ![]()
StumanKadir wrote:
Its a problem when you are using someone elses lots for factories (as I do and have always done). Hate having to babysit factories to make sure they dont inadvertently stop, chew resources with making something, etc.
That's it. This was a factory on a rented lot.
Looking back, it might even be the second time this has happened - I've wondered for about two months where a 100K brick of aluminum went.
Good news: Server resets might sometimes fix it -- my missing fusions reappeared this morning. Surprised the hell outa me, sorta like Christmas morning!
Bad news: ...and they might not. I've wondered for about two months where a 100K brick of aluminum went, and that could have been the same bug. Really borked my resources for a schematic to build fusion gens... without generator turbines. I can't confirm whether that was the same bug or not, because I wasn't paying as much attention to the output hopper at the time.
actually i think there is a bug.. when your input hopper and your output hopper items combined excede a certain number.. I run three factories at a time.. and out of 6 sechematics all.. did this crit fail thing.. So what i did was removed all of the items from my factories and ran 3 more schematics and they all 3 finished with no problem..
so again .. i think it has something to do with the amount of items in the factory total..
It does have something to do with the total items. And I thik experimenting changes it but no clue how. I have 4 factories up, 1 will top out at about 125 items total, between input and output hopper. I'll get an error email dump some out and start it again and all is well. Others have about 140 total between them. Any explanation on what is happening would be nice.. but with no correspondant and no one really giving a hoot it's not likely to happen anytime sooon.
Later I was running some probe droids and it stopped after 90/175 ... combined hopper sizes were about 45
I put in enough resources and subcomponents to make up for the missing one and let it continue, and one item later got another set of emails with the error again, 0 items made. It had eaten my resources too. I started emptying my 1/3rd full output hopper, and restarted it. Also added enough resources to cover the missing items, and it seems to be ok so far.....
My other factory is running GP modules and has an output hopper thats at 61/100 and an input hopper with 5 ingredients right now, and is doing fine, and hasnt had any errors at all.
Man I love this forum! I too thought I was doing something. Accidentally shutting it off when I checked, who knows. It takes like 10 restarts to finish small structure storage modules now. Generators took 8 restarts. Please tell me this won't take till publish 7 to fix! Sheesh
Fivo Asia
Well... I've had my first confirmed consumption of resource like this happening to me today. I've no idea if it's happened before. But went to make a Heavy chem run today and forgot to put the turbines in the input hopper. Factory stopped (of course) but when I checked the input hopper it had consumed 1 set of all the other resources despite obviously not being able to make a harvester.
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