Architect Archive

Thread: So your factory can Crit Fail?? Since when did that start???

StumanKadir
Wed Jan 28, 2004 4:40 am
#14

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






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AngryHoopJumper
Wed Jan 28, 2004 8:14 pm
#15



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.

Dvnce
Thu Jan 29, 2004 2:04 am
#16

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..






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Skedoozy
Thu Jan 29, 2004 5:25 am
#17

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.






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PhilDawg
Thu Jan 29, 2004 1:20 pm
#18

Inea: Hey bro, yea I understand that, what I am referring to is that the item limit actually counts what is in the crate. Like if I were to ouput 2 full structure module schematics that would be 2000 items in the hopper. I have been under similar conditions like this on a factory that was 2770 I believe where I do not know any sort of hard facts but emptying the output hopper allowed it to run more, it was only like 65/100 in the hopper and around 80/100 in the input hopper, and things were definitely 10 item crates, 25 item crates, 100 item crates, but it definitely appear to be the culprit to me, I believe this is house it works, but would require further testing to be certain.



PhilDawg
MrWizzard
Mon Feb 02, 2004 3:32 am
#19

If it has to do with hopper size total, Its not getting reset correctly when you pull items out. I was running some Seeker droids when it stopped after 195/200 .... the combined hopper sizes was about 60

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.



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Cafa
Thu Feb 05, 2004 4:00 pm
#20

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


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PhilDawg
Fri Feb 06, 2004 12:46 am
#21

please remember that your factory's item limits have absolutely NOTHING to do with the amount of crates etc. in there. You must think in terms of the crates being inflated, like 4 crates of electronic gp units is 25 per crate but 100 total items in the hopper. A 100k block of resources counts as one item. Now I don't think this is exactly what stops it, but ever since I completed emptied my factories and do just complete runs of one and no longer try to use my factory as a storage area also this problem totally dissappeared for me.



PhilDawg
Bonk-
Fri Feb 06, 2004 2:17 am
#22

I have never been able to make a factory run with more than 50 items total in the output hopper -All my factories stop at that, and I have to clear the output hopper.


Another thing I've noticed is that when my factory stops for either this reason or if it's out of some needed resource, it still uses up resources (no subparts) for one more item (if possible).


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dantaglo
Fri Feb 06, 2004 7:24 am
#23

Ive had the same problem
firennice
Fri Feb 06, 2004 6:07 pm
#24

I have a factory recently placed and in my name...i put the resources in for 1000 structural mods. So everything else was empty.


It crashed at 700+. I recieved the factory error message. When i went to the factory it had eaten my schematic. so i put another one in and finish the run...i had about 975 structural mods when i had materials for 1000?


??


In this new factory i have had a number of crashes and eating of my schematics.


I learned a few things from this


1-Its not just lots "rented" from others

2-Its using the materials but not making all the desired parts ~975 instead if 1000

3-it is randomly eating schematics

4-Material quanitites do not matter. one hopper was 5/100 and the other 11/100 with a total of 980 items in the factory (if you count the materials in a crate)





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ElBlufer
Sat Feb 07, 2004 12:17 am
#25

ok...I just checked this a few times. My factory always fnishes the run



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ZamOceanjogger
Sat Feb 07, 2004 9:28 am
#26

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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