Architect Archive

Thread: Dvnce, will Ore Mining Units ever be crated???

bunk72
Tue Dec 28, 2004 2:08 pm
#1

Since every other subcomponent for architect stuff is able to be crated to at least 5, why are Ore Mining Units never crated? It sure does suck to have to individually load 50 OMU's to do a run of 25 harvesters (especially with a 100 item limit on the input hopper). I would think a crate size of 10 like the TFDP would be the right way to do things. Is this on the radar?


Thanks!





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yodachaos
Tue Dec 28, 2004 2:51 pm
#2

dvnce has said everytime he brings the issue up the devs change the subject. so they know im sure just dont/ or wont fix it.



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RangerMoe
Tue Dec 28, 2004 4:05 pm
#3


It could be because some like me might do a factory run of 200 heavys if this was true. But by not crating them it is too much trouble to do a factory run of 100 just to make 50 heavys, then repeat. It would take too much time to make to 200 so its on to something else until I need more heavys to sell.

Message Edited by RangerMoe on 12-28-2004 05:05 PM



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Pawlin
Tue Dec 28, 2004 4:52 pm
#4

If there is a reason for it then ya I think that its most likely that SOE would be purposely trying to bottleneck our production in order to keep us from producing more. For most people its really an inconvenience but for some of the biggest producers it is a true limiting factor and that might suit SOE for some reason.





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Khristen
Tue Dec 28, 2004 10:22 pm
#5

Whether it's the right way for it to be or not, I think the main reason they're dragging their feet on the issue is that they never intended for harvesters to be factory produced. At this stage of the game, though, it's a little late to be trying to reinforce that way of doing things. It's become the accepted and normal way of doing things. Keeping OMUs from crating to try and gate production does nothing but piss off players that are already angry (loot schematic fiasco anyone?). I think this is one issue the devs just need to suck it up on and let the players have what they want.




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bluejanus
Tue Dec 28, 2004 10:42 pm
#6

I don't think it really gates production all that well. I think they just don't care and are constrained by some public relations rule from basically telling you, "It'll never get fixed! Your class sucks, stop whining. Let me fix Jedis."





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Wookieesmith
Tue Dec 28, 2004 10:57 pm
#7

This happened to me. I did not know that this happened and was really confused when my factory stopped producing items. When I checked it I had a ton of OMUs to store. After this I started to have a bug with my structure factory filling up when it was not full, it said it couldn't produce crates or something along those lines, but when I checked it there was still room for about 20 more crated items. Is that a related problem that other people are having? Or does this happen because of something else?



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ravingbantha
Wed Dec 29, 2004 8:13 am
#8






RangerMoe wrote:


It could be because some like me might do a factory run of 200 heavys if this was true. But by not crating them it is too much trouble to do a factory run of 100 just to make 50 heavys, then repeat. It would take too much time to make to 200 so its on to something else until I need more heavys to sell.

Message Edited by RangerMoe on 12-28-2004 05:05 PM






Actually doing this really isn't a problem... just a little extra effort expecially if you have 2 factories running next to each other, not as convient but still not much of a pain. I think it's mostly a bug something the DEV's forgot to code in, which means that new lines of code need to be written and that's what takes time.


Most of the fixes that we see is usually correcting a code error, and the add-in's have already been written and are just now being added, both don't require a new type of code. This would required an add-on code line to keep them in crates. And with all the whinning and crying about everything else in the game, things like this get pushed back...

Pawlin
Wed Dec 29, 2004 12:43 pm
#9






Wookieesmith wrote:

This happened to me. I did not know that this happened and was really confused when my factory stopped producing items. When I checked it I had a ton of OMUs to store. After this I started to have a bug with my structure factory filling up when it was not full, it said it couldn't produce crates or something along those lines, but when I checked it there was still room for about 20 more crated items. Is that a related problem that other people are having? Or does this happen because of something else?







The 2 issues are not specifically related.


The issue where the factory stops cause it thinks it is full yet there are only like 60-80 items in the output hopper can/does happen with any kind of factory produced item and is not specific to structure factories either. Unfortunately.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
GummiShooter
Wed Dec 29, 2004 2:39 pm
#10






bluejanus wrote:
I don't think it really gates production all that well. I think they just don't care and are constrained by some public relations rule from basically telling you, "It'll never get fixed! Your class sucks, stop whining. Let me fix Jedis."





This is the most likely excuse. What will attract new customers, stating that the OMU's can now crate, or that you can now loot paintings of you favorite Star Wars characters? And it's not that any players are leaving the game over this either.




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