Architect Archive

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

Phantom_JDie
Sun Jul 20, 2003 5:45 am
#40

Shamad


Ive never had my factory churn out less than what was ordered (unless of course i didnt have enough ingredients ) So, factories do not critical fail.


Seeing as i manually critically fail at least every 20 attempts or so...and having complete 100% factory produce many times in a row, i can safely say there are no criticals in factory production.




~~~~~~~~~~~~~~~~~~~~
Kace
Ahazi
Shop 2575, 4336 Corellia
Philomorph
Mon Jul 21, 2003 11:14 am
#41






SpaceLana wrote:
I gave a wearables factory to a friend and while I was offline he made 100 synthetic cloths. When I got on the next day, I had over 10k in structure xp.





THis certainly doesn't seem right. Did they place the factory, or did you? You shouldn't get XP for stuff made in a fctory you didn't place. Maybe the XP came from somewhere else?


Speaking of which, what's with industrialist XP? I seem to get some for using my factory, but I'm not sure, and I don't get much. What's it good for?




----

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
faiteAccompli
Wed Jul 23, 2003 3:57 pm
#42

i have a couple of questions myself about factories...


once you place minerals / resources / other things into a factory for use of building what's on the schematic, can you get it out?


why would anyone want to make a schematic for less then the max if its going to poof and if u can re-use the schematic once u get whatever u need from it to begin with?


making identical wall modules..can they be similar structure modules? or am i better off producing a lot of factory wall modules and building the schematic from those and then using the factory for the wall modules?


thanks for any help..


oh..and a side note..i notice i'm getting structure exp for doing nothing... i've made some houses, a few extractors and a factory for some friends... is them using it the reason? just trying to pinpoint the extra XP i'm getting.




-------------------------------------------------------------------
-faite accompli
Member of Silver Lining
aspiring musician
scylla galaxy
FlashBewin
Thu Jul 24, 2003 6:15 pm
#43

I read This post...And i had two questions.



The First is, In using a factory, you have to supply the Things(Say, hide) to make the item right ?
So, if i wanted to make 1000 items that cost 5 hide apeice, i would have to put 5000 hide into the factory, Right ?





"....people who are isolated, prone to boredom, lonely or sexually anorexic are much more susceptible to becoming addicted to online games. Having low self-esteem or poor body image are also important factors......
..... One client - a 21-year-old college student - stopped going to class within eight weeks after he started playing EverQuest his senior year....
.....After playing the game for 36 hours straight, he had a psychotic break because of sleep deprivation..."

Are we supposed to be surprised ?
FlashBewin
Thu Jul 24, 2003 6:19 pm
#44

Whoops. i forgot about the second question.



What makes "Factory Crates" so special ?


Are you saying that if something requires 5 units of "Factory Produced Armor Plate"


That hand-crafted Armor plates wouldn't work ?




"....people who are isolated, prone to boredom, lonely or sexually anorexic are much more susceptible to becoming addicted to online games. Having low self-esteem or poor body image are also important factors......
..... One client - a 21-year-old college student - stopped going to class within eight weeks after he started playing EverQuest his senior year....
.....After playing the game for 36 hours straight, he had a psychotic break because of sleep deprivation..."

Are we supposed to be surprised ?
Dorigen
Thu Jul 24, 2003 9:37 pm
#45

About seeming to get random structure xp... when you craft Anything at all, you get the xp if you successfully complete the item. You Also get xp for use of the item.. if you use it, or anyone else uses it. As far as I know, the amount differs between types of items.


I read somewhere this example: Say you build a weapon, and you get 100xp for crafting it. Now if that item is used at all (for a certain length of time or more) you'll get 150% more xp.. which would be 150xp. That means you get a total of 250 xp forsaid weapon.


The same goes for structures. You build a factory and sell it to someone. Just by them usingthe factoryyou crafted, you'll get more xp (in this case structure xp since its a structure). I'm guessing this goes for all structures.. houses, definently extractors and so on.



As for the factory failure question. If YOU are building a factory by hand, yes you can critically fail. Anything crafted by hand has a chance of failure.Factories Do Not fail in making items (altough they seem to have many bugs which could lead you to believe they do fail). If you put in a schematic for 100 structural modules, and you load up enough of the correct resources in the input hopper, you'll get 100 structural modules.



Craft Stations: I've made at least 10 of these.. the first were an armor/clothing & a structure station for myself. They were fully loaded with all options... When I use a structure tool near the structure station, under the 1) Craft option, there is a sub-menu which shows "Open Input Hopper" or something.. Yay! i thought.. but no, it doesnt seem to work.. Doesnt work on my clothing station either. I've /bug reported this and hope its fixed some day.



Factory Crates: I love them, altough the also have bugs.. NEVER drop 2 crates in the same spot.. I now have 2 crates full of couches in my houseI can't do jack with except examine them.
Why do I love factory crates? Because I don't want to make 100+ structural modules by hand.. or try to haul them around. That's a lot of inventory space! But stick them in a crate.. BAM, only uses up 5 'inventory slots' for all 100 modules.
Some items require factory produced components. IE: "6 identical walls from a factory crate".. that means you cant craft 6 walls by hand and use them as components for that item.


Now i'm tired of ranting.. i've been on the forums for 45 minutes.. time to play!
~ Dorigen




~ Solchack

::: Fight Safe, Fight with -Sol- !! :::

Solchack Mosea (Infinity-Euro, Armorsmith 4/1/0/4) Shop at 6172, 4347 Tatooine (Mos Krayt)
Dorigen (Sunrunner)
Khazidea (Wanderhome)
dacton73
Thu Jul 24, 2003 9:53 pm
#46






Dorigen wrote:

NEVER drop 2 crates in the same spot.. I now have 2 crates full of couches in my houseI can't do jack with except examine them.





Use the /move forward <#> command to separate items that end up on top of one another. You'll be able to pick them up when they're /moved or /rotated off each other.
Nakorthebluerider
Fri Jul 25, 2003 6:44 am
#47

Factories arent paying xp anymore, that pretty much makes them suck.
JMnITup
Fri Jul 25, 2003 7:09 am
#48

Actually, they are only paying 10%... which was the intent from the beginning, but they were bugged and paying full xp. (well, in THEORY they are paying 10%, I have heard some say this was true, but haven't tested it since the patch went in).


However, they've ALSO been bugged such that they must exist at the time they make an item for you to get the xp... meaning, basically, you (or at least someone) must be close enough to the factory to see it and target it... the retroactive catchup code seems to not assign the xp, from what I can surmise.


Now, I'm not saying, as a player, that I'm in love with this fix, but... from a design perspective, I'm glad it was fixed. Unfortunately, it is a bit late, just like many of the other problems and exploits that have allowed a master of nearly every profession by this point, and quite a few of most within just a few days of release. Guess they'll have to make more artificial goals now (or I suppose, actually, LESS artificial goals) if they are going to keep interest in the game.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Philomorph
Fri Jul 25, 2003 1:21 pm
#49







FlashBewin wrote:

The First is, In using a factory, you have to supply the Things(Say, hide) to make the item right ?
So, if i wanted to make 1000 items that cost 5 hide apeice, i would have to put 5000 hide into the factory, Right ?




What makes "Factory Crates" so special ?


Are you saying that if something requires 5 units of "Factory Produced Armor Plate"


That hand-crafted Armor plates wouldn't work ?






Answer 1: Yes, you have to put enough materials to make the item you want. When the factory runs out of resources, it will stop.


Answer 2: Items in a crate all have the same serial#, which means they are identical. Supposedly all items from a single schematic are identical, so you should be able to use multiple items from the same schematic for anything that requires stuff "from a crate",


All handcrafted items have a different serial# and therefore won't work in such a recipe.




----

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
faiteAccompli
Fri Jul 25, 2003 4:50 pm
#50







>why would anyone want to make a schematic for less then the max if its going to poof and if u can re-use the schematic once u get whatever u need from it to begin with?


Well... think about this... ANYONE can lay down a factory.. and make any item they have a schematic and resources for... a Master Bounty hunter who keeps a droid around all the time could have an equipment factory and pump out his own droid batteries and repair tools, or whatever... an armorer who needs tailored goods can make them himself.


So how do they get these schematics? They buy them from a crafter who CAN make that item. So if you arrange to sell a schematic to someone, you can sell them a schematic that will make 20, for maybe half or 1/4 of what you would charge if you just made them for him yourself.. or whatever you want to charge... but you probably wouldn't want to sell a 1000 use schematic, since then he'd never need to come back.. and if HE bought that many and paid for it, its likely the schematic wouldn't be good for the full 1000 because the resources used would disappear. So really, 1000 use schematics are only good for personal use, or if a person has enough materials on him to make all 1000.





guess i was only thinking of this in terms of personal use since i haven't bothered trying to sell anything (have been making things for friends with their support and working my skill up in general)






JMnITup wrote:

Identical walls... IF you use identical structural modules in a wall module schematic, that schematic REQUIRES struct mods of that serial number (from that schematic)... however, if you use at least 2 different serial numbers in the stack, then the wall schematic will work with ANY structural mod... a very useful piece of advice. I am not sure if this is a bug, or an unavoidable side-effect with the way stacking components in schematics work, or intended.. if intended, it must be a bug that using identical units will make the schematic require them.


And, I've lately noticed structure xp from nowhere as well... and NOT when I'm running a factory... so I'm not sure.. this never was the case, it is something new, not sure where it is coming from... it is very small amounts, so its not Deed usage (which is supposed to give 150% of the original crafting xp, but is broken), so it MUST be some type of use xp of a different sort... no idea what, though. I have so much stuff out, theres no way I could be sure now.






ok.. so let me get this straight.. i get a bunch of structure modules.. i can hand craft them or whatever..doesnt matter.. if i make a wall module using 2 different structure modules and produce a schematic of the wall module, it wont care what kind of structure modules i have in order to make identical ones in the factory? so basically i could throw in whatever i make as far as structure modules and it wouldnt care after making that schematic.






-------------------------------------------------------------------
-faite accompli
Member of Silver Lining
aspiring musician
scylla galaxy
JMnITup
Mon Jul 28, 2003 2:56 pm
#51




ok.. so let me get this straight.. i get a bunch of structure modules.. i can hand craft them or whatever..doesnt matter.. if i make a wall module using 2 different structure modules and produce a schematic of the wall module, it wont care what kind of structure modules i have in order to make identical ones in the factory? so basically i could throw in whatever i make as far as structure modules and it wouldnt care after making that schematic.



Exactly. If you DO use identical parts when making the wall schematic, however, the serial number WILL be part of the schematic and will be required for the factory.


Any component that is required in a schematic will have a linked serial number if every item in that stack has the same serial number, but will not have any associated serial number if the stack contains items that have different numbers. This means that any single component will always require a specific serial number, but any stack of 2 or more you can make such that it will use any similiar item. If you don't think about this, though, you will lock the schematic into requiring a specific serial number.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Juraevel
Fri Aug 01, 2003 1:05 pm
#52

This may be a bit off subject, since the thread is about Structural Factories, but... Has anyone had a problem with using a factory for making Muzzles? I can make 100's of them, but they all come out with no stats! Does anyone know if this is a visual bug, meaning the muzzles still work in the weapons, or do they really not do anything?
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