Architect Archive
Thread: Can we get this tested? Factory Bug..
i have made more walls and structure modules in factories than i have had hot dinners (700 walls in the last week or so - making 100 heavy mineral extractors heh)
i have not seen this bug in a structure factory...
i have however seen the following with food and chem factories when i had a combat medic char...
make a shimatic for a stim pack componant for 1000.. put in enough resourses for 500. at the end of the factory run i have 503 items in the output hopper. the schimatic says it is still good for another 500 items so i know for fact that i didnt mess up my math and put too many resourses in.
this happened to me a few times making stim pack componants.
i only ever got more items, never had less.
i sent a /bug report each time.
well I have just ran off enough structure modules for 1000 walls and 1000 walls.. and think that in the end of all the schematics I got 9917 structure modules and after making the 83 missing ones.. only got 992 walls..
and I put exact resource ingredients for each factory runt every time.. (ecept for the walls i have to split the run..
are you using your own factory or a 'borrowed' lot ? I have heard some saying that this happens if you use somebody elses factory.
On the other hand, I have been getting no lost items, although on one occasion after a stop which produced everything on the schematic I checked my ingredient hopper to see that all my 'excess' resources had disappeared. I noticed however, that the hopper was telling me that there were indeed moreitems there than were displayed (I was 'storing' wall modules ready for the next run) the difference in numbers was equalt to the stcks of resources I expected to be there. When I came back a while later my resources had reappeared, so clearly it was a display bug, but just supposing that it was a little more than that, what if the 'display' bug had occured whilst manufacturing instead of after. Could the factory then believe that there were insufficient resources and stop manufacturing ? Could this then due to some coding do a kind of double-back and tell the ingredient hopper it is empty thereby wiping out the unused resources ?
Kinda like: 'schematic check for resource, resource = nil' / 'resource = nil, stop manufacturing run' / 'manufacturing run stopped due to nil resource, set resource = nil'.
Yes, my factories are on some else's lots.
I also despise the fact that the factory owner gets his/her name on the product, not you the schematic creator hehehe.
So, one of my guildmates that is a CH and Dance is also one of the best architects in the galaxy LOL.
Bandola wrote:
are you using your own factory or a 'borrowed' lot ? I have heard some saying that this happens if you use somebody elses factory.
Dvnce wrote:I have found that this has been around for awhile but Can not find any posts on exactly How/When this bug happens.. I would like to bring this topic up to the Devs attention but would like to get more concrete information about how it happens..What is happening (and I will use Structure modes as an example) Sometimes when you put in a full 1k schematic and 200k units of Ore and 50k metal. You wont get a full 1k completed structure modes instead you will only get 970+ and the resources will be all gone. This doesnt happen all the time however.Some things I have noticed Is when Output Hopper is empty and I only put the resources needed for the schematic in the input hopper I get all 1k items no with no problems.. It seems to be that when the Output hopper has items and there are a lot of resources/ components in the input hopper that this bug will happen. (appears to be when input and output hopper = 100+ items..)Anyway we have discussed this a few weeks ago in a thread and would like to get some more people actively testing it to narrow down when exactly this bug happens..thanks..
I was wondering if this was ever going to be brought up. Ok what happens is that the experimentation on [output] hopper size sort of has some effect. The larger the number you get in that stage the higher the number of Factory Crates that can exist in the output hopper at one time but never 100 (or even 80 for that matter). If you are running your factory and it's on your lots (important for data checking) you can get an error when that happens (there's actually more than one error you can get).
Interesting note, if you run say a full run of small structure storage modules (which is what any tests should us because they only come 10 per crate and a full run with an empty factory should fill it exactly if the system worked correctly) it will stop at say 50-60 crates or so and restarting it will not make any more crates then make a schematic for something that produces deeds (personal mineral extractor etc.) it will fill to the full 100/100 hopper size.
Padre
Hunden wrote:i have made more walls and structure modules in factories than i have had hot dinners (700 walls in the last week or so - making 100 heavy mineral extractors heh)
i have not seen this bug in a structure factory...
i have however seen the following with food and chem factories when i had a combat medic char...
make a shimatic for a stim pack componant for 1000.. put in enough resourses for 500. at the end of the factory run i have 503 items in the output hopper. the schimatic says it is still good for another 500 items so i know for fact that i didnt mess up my math and put too many resourses in.
this happened to me a few times making stim pack componants.
i only ever got more items, never had less.
i sent a /bug report each time.
That's a different bug. If you have extra materials in a factory and the schematic finishes when the server is down during the morning downtime it will keep making the items above the capacity of the schematic (1000 etc). Hard to time that though and not exactly useful.
Padre
I have had quite a few instances of the structure factory chewing up more resources than is called for the in schematic - and this has even occurred when I have purposely placed more resources than what is needed into the factory. It seem to occur on nearly every factory run these days - and doesnt appear to be restricted to the factory type (I have had it occur in an equipment factory making bikes for example).
Its hard to pin it down (and believe me I have tried), but it always seems to me to be chewing through to many resources and this not producing the number of items on the schematic. Sometimes it chews though to much of one resource type/component, other times it chews through them all (almost like its crit failing on the manufacture).
This topic has been brought up many times before and has so far been swept aside or ignored. It would be nice if its looked at properly by the devs.