Architect Archive

Thread: Everything you ever wanted to know about Structural Factories.

Konrado
Sun Jul 13, 2003 11:31 pm
#14

questions about the serial numbers and identical items.....

if i were making walls, lets say, and i make 5 of them in one batch with all the same materials
then i make another random thing in the factory

then i got back to the same wall scematic with the same ingredients and make 5 more walls

Q: will all 10 walls be the "same" or have the same serial number, or will the first 5 be the same, and the second 5 be different.... or am i completely confused?
Hegmon2002
Mon Jul 14, 2003 7:37 am
#15

Question for a large naboo house it asks for 2 structure storage moduals in a factory crate. I have not used my factory yet but how do I get only 2 in a crate and anything else important to know how to do this?



Tomo
Intrepid Server - Crafter of Sorts
"Lottery: A tax on people who are bad at math. "
ChangoX
Mon Jul 14, 2003 12:00 pm
#16

Great info. I did have one question on the using of a Structure Factory by non-owners. I made a deed for my Structure factory and gave it to my friend to place since I was out of lots, assuming that I would have full access once he gave me full admin and hopper priveleges.But when I try and acess either the resource or output hopper it says "You do not have permission to access that container. To make it more interesting I am able to input a schematic as well as begin manufacturing even though I can not access either hopper. So what ends up happening is the following in this order 1) I input the schematic 2)I pass the resources to my friend who then drops it in the resource hopper 3) I begin manufacturing 4) He empties the output hopper and passes the factory crate to me. Has anyone else had this problem with using factories that you do not "own?" We may have to do a /transferstructure so I can use the hoppers but this definitely sounds buggy to me.



Chango
Master Smuggler of the Storm
Baishi, Dantooine
Ozil
Mon Jul 14, 2003 1:14 pm
#17

Hegmon, the requirement is two modules FROM a factory crate, not IN a factory crate. Have your factory produce as many as you want, then just take two out of the crate.

But to answer your question, to have your factory create X number of a component, just put enough resource in the hopper for X of the component.
Hegmon2002
Mon Jul 14, 2003 1:18 pm
#18

Thankyou you very much that makes sence and the fact that you can manually enter the amout you can use a schematic for is also very helpfull.



Tomo
Intrepid Server - Crafter of Sorts
"Lottery: A tax on people who are bad at math. "
JMnITup
Mon Jul 14, 2003 4:42 pm
#19

Ok, the factory distance for xp... is a little off.


The way it actually works: factories are much like harvesters, in that they don't exist unless they need to. When someone gets within range of them, they will appear, and at this point, they will run some calculations to catch up retroactively... harvesters will do a power and maintenance check, decrement it, check resource availability, calculate how much they have harvested, figure out their state, etc. This is why you might see a harvester running for a second but then it suddenly stops... thats because it really stopped a while back, but it hadn't EXISTED to actually shut down.. it remembers its state as on, so when it loads (pops into your view) it thinks its on, but once it runs its calculations, it shuts off... making you feel like you single-handedly broke their harvester... and in a way you did. People coming after you will have it pop into existance in its off state until it is restarted.


Factories follow this same system. They are SLIGHTLY different, and I'm not exactly sure how (because they are able to email when they are done, etc... so maybe there is a periodic poll done that cycles through all factories and makes them 'exist' every hour or so or something.. I dunno... but, whenever someone approaches, they pop into being, and they retroactively catch up for the lost time.


This works great... however, I think there is a bug, and that bug is that, when factories do this retroactive calculation... they do not properly apply the xp.


So that is the bug... what does this mean to you?


Well, this means, for you to get xp from your factory, it MUST EXIST at the time it makes an item.. if the item is made by the retroactive calculation, you get no xp.


So put simply, SOMEONE must be near your factory while it is producing, and you will get xp... you might even get it offline, not sure... I did test this for off-planet people... if you have a factory on Corellia, and you are on Dantooine... and someone is standing next to your factory, you will get xp... I am betting that you would get it while offline.


So it really only vaguely relates to you being close to the factory... all that matters is that the factory exists... the most definite way to be sure the factory exists is to have someone close enough that they can see it, either in front of them, or just on their overlay map. As long as it exists on the overlay map, for ANYONE, it will give the owner xp if it makes an item.


Another bug is: Factories are NOT supposed to give full xp for created items. So don't get used to that.



Another note... schematics CAN be traded now.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Philomorph
Mon Jul 14, 2003 5:30 pm
#20

I didn't think factories were supposed to give full XP. I guess I'd better hurry and make one so I can have it churn out a couple hundred structure modules and I can get the xp



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Philomorph
Mon Jul 14, 2003 5:46 pm
#21

I'm considering building and setting one up so I can make a bunch of structure modules and walls. Then I'll just stockpile them in crates and use them for building stuff to order, but I won't want to pay the maintenance for a long time. So what's it gonna cost me to set it up, and then take it back down the next day?


Q) How many credits do you have to have in a struct factory's maintenance poolto reclaim the deed?


Q)How fast do they run? Does it take as long to produce each unit as it does when you manually make them?


Q) Can you pull out a few items as it makes the batch, and can you pause the batch, or is it uninterruptable?





----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
AlphaWolf
Mon Jul 14, 2003 7:41 pm
#22

Q: Can I really have a Critical Failure on a Factory?
A: You can Critically Fail on anything.



I can personally verify this one. UGH lost a factory today.

Philomorph
Tue Jul 15, 2003 10:58 am
#23

I made my third factory today and haven't failed one yet, but I've failed on every component that goes into them at one time or another. It's anecdotal, but using higher quality ore seems to really reduce failures. The siliclastic junk I was using before had a unit toughness of like 27. The new Carbonate ore has a toughness of over 700, and failures are a lot fewer (so far). Remember, pretty much every building and bit only cares about Unit Toughness.



----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Shin_Shodei
Tue Jul 15, 2003 11:44 am
#24

shouldn't the Question be.. could i crit fail in a factory heh that sounds alot more like the topic then "Can i fail on the factory". isn't this about an already running factory not one that your trying to build..




Rijin Shodei - Naritus - Dark Jedi Master (Active)

"The Dark Side of the force is the path to powers that some may consider..unnatural.."

(////////////////////////////////////°[Ì██[[[[≡≡≡≡≡[F]]]█
Philomorph
Wed Jul 16, 2003 10:28 am
#25

Well I've answered two of my three already:


Q)How fast do they run? Does it take as long to produce each unit as it does when you manually make them?


A) Units are produced more slowly than the time it takes a crafting tool to finish the item, but not much longer than it would take you overall, including the time putting stuff in it. I've only done structure blocks but I assume it's the same for everything. You could probably outperform the factory using two tools at once in a grind session, but how boring is that


Q) Can you pull out a few items as it makes the batch, and can you pause the batch, or is it uninterruptable?


A) Once you start the process, all your hopper/operation options disappear and are replaced by "Stop Production". You can still pay maintenance and add power though. You can't access the hopper to pull them out without first stopping production.





----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Romsuiag
Wed Jul 16, 2003 2:18 pm
#26

I've got a question. If offered a deal would an Architect ever buy a Structural factory instead of making one themselves? If so, how much would be a good price?



_____________________________________________________________
Romsuiag
Merchant of bulk quality resources located outside Coronet at -231, -5900
Proud citizen of Avian City, Talus
Former President of Avian Technology & Trade
http://swg-gamers.net


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