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