Architect Archive

Thread: Factory Fix (For my fellow architects here is your factory fix)

Padashar
Thu Aug 21, 2003 4:12 pm
#1

Okay been working with this for awhile now and found the problem with factories (if it hasn't been stated already) and the fix to keep them going 24/7 until the Devs fix them.


Factory Problem 1:


This is the most common problem. You make a full run of (100) items or you finish off a run of a schematic with x uses and the next run your factory is broke.


Solution to 1:


The reason this is occuring is the factory disposes of the schematic that is used up improperly. It does not truly destroy the schematic that is void of uses and so the factory thinks there is a conflicting schematic in the factory. The way to get around this is to never run a full (100) load and if say you have 40 uses left on one - you would run 39 instead of 40. Take out the lone schematic use and destroy it.



Factory Problem 2:


Sometimes you put in factory made items that are components to another schematic and afterwards the items aren't made.


Solution to Problem 2:


Never transfer components from the output hopper to the ingredient hopper. The database that counts your items doesn't specify them or parser them until you remove them from the output hopper physically. Even though you may get an email stating x amount of items were made, you must physically remove them in your inventory for them to be parsered and counted. Once you remove them from your inventory you can put them in the ingredient hopper and they will work. Remember the solution to problem number 1 so you don't screw that part up.



Last but not least. A fix to factory crates that are problematic.


You can either be patient for 20 minutes and remove the items from the crate or you can cross a server boundary and remove the items instantly. Server boundaries are areas where a great hesitation occurs (sometimes you hesitate and butterflies or leaves fly up in the air shortly after). This is a server boundary. If you are lucky enough to find one, remember it. I use one near my estate and never have to wait.


I hope this all helps.




Padashar Rashere - Master Artisan / Master Architect / Droid Engineer
El'Fissa Estate(Moving - LOC to be adjusted) Naboo (between Theed and Lake Retreat)
Praetorian Emporium contains Master Quality (Architect, Tailor, Droid) Items

http://gamerscove.net/harvester.html (Calculate your Harvester)
OblivionKnight
Thu Aug 21, 2003 4:24 pm
#2

Possible better fix for using up schematics:

Last time I made a schematic the slider only went up to 100, but you can put higher numbers in the box. I usually put 1000, since I rarely make 1000 of any item before the resources shift.

A good way to find a server boundary:

Pick up output crates from the factory until you get the dreaded crate bug: you try to pull items out, and the count goes down momentarily and goes right back up. Run from your factory in one direction (eg, to town) trying to pick components out of the crate the entire way. When you succeed, there's a good chance you just crossed a boundary.



--
Mortal
Architect
Valcyn

Shop East of Doaba Guerfel, Corellia, along the North side of the river.
4700, 5235
Surrendered Vendor skills, so send me an email!
Philomorph
Thu Aug 21, 2003 4:26 pm
#3

Hmm.. that would explain why I've never had the first two problems I guess. I"ve never run a schematic to the end, and I've never moved something straight from the output to the input hopper. Thanks a lot for the info though. I always wondered what the deal with the "leaf explosion" was. But I also noticed after a recent patch that I never see them anymore, even in the same places I used to see them.


I wonder when someone will come out with a map so we'll know where all the boundries are.




----

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
Elricstorm
Fri Aug 22, 2003 3:15 am
#4

Cool thanx! Was wondering about that.



Fix Jedi.. please.
Dairiin
Fri Aug 22, 2003 4:21 am
#5

I've yet to be able to 'remove' a schematic since factories broke. I can exchange them but then my factory still may or may not work.



Master Artisan and Master Bioengineer
JazzmanianDevil
Fri Aug 22, 2003 4:39 am
#6



Padashar wrote:

Okay been working with this for awhile now and found the problem with factories (if it hasn't been stated already) and the fix to keep them going 24/7 until the Devs fix them.

Factory Problem 1:

This is the most common problem. You make a full run of (100) items or you finish off a run of a schematic with x uses and the next run your factory is broke.

Solution to 1:

The reason this is occuring is the factory disposes of the schematic that is used up improperly. It does not truly destroy the schematic that is void of uses and so the factory thinks there is a conflicting schematic in the factory. The way to get around this is to never run a full (100) load and if say you have 40 uses left on one - you would run 39 instead of 40. Take out the lone schematic use and destroy it.





I can cofirm after the last two nights that this is NOT correct and will not fix your problem. (At least it certainly won't work for everyone.) I put in a schematic that would make 100 structural modules. I purposely only gave it enough to make 90. It made the ninety and stopped. I replaced the schematic with one to make small structural storage models and set that to make 40 of them. Put in all the required resources and turned it on. It made ten and stopped.

They are still broken just like before.



lilililililililililililililililililililililililililililililililililililililililililililil
Jakyle Lv'Taryl
Retired and soon to be deleted Master Architect
Disgruntled Bothan Rebel Pistoleer
In the player built village of Twinloch, on Talus, Tarquinas server
Shop location, SW of Dearic at Neg 1110 by Neg 5015

Robai
Fri Aug 22, 2003 5:13 am
#7

I can vouch for #1.

I had a rather large order of 100 walls to make for a customer. First I made the 1000 Structual mods. I would only put enough ingrediants in for 99. Replace the schematic with a new one. Rinse and Repeat. Worked just fine.

Robai
Jaywil34
Fri Aug 22, 2003 6:55 am
#8

Great solutions to the issues! if anyone knows of a serverboundry that is east, south east of Mos Espa on the Chilastra Server, Please /tell jaywil in game!



Jaywil
Master Architect
Chilstra
Tatoonine

CSC
South East Of Mos Espa

Justice for "BOOURNS"!!!!!!!!!
SacredNemesis
Fri Aug 22, 2003 7:08 am
#9

Factories are still borked no matter how you work it. Does not matter if you use a 100 or a 1000 schematic. Does not matter if you take the items out of the hopper and transfer them to your inventory and then to the input hopper. Does not matter what you do...


Factories are borked. Period.





v Qabalah v
Nemesis City, Dantoonie, Chilastra
Home to the Rebel's Pride: THE X-WING
Sacred Nemesis PA - WINNERS of the Scavenger Hunt 3.06.04 - www.sacrednemesis.com/SWG
Qabalah PA Leader, Mayor/Master Architect | Nobef, Master Bounty Hunter | Keter, Master Musician

Robai
Fri Aug 22, 2003 7:15 am
#10

The purpose of this post is not to dispute the fact that factories are screwed up. The purpose of this post is to find ways around it. There are ways around it. If you want to throw up your hands and not use your factory, cool. More business for the rest of us. I made 1000 factory made structual mods (with 11 schematics. 10 only using 99, 1 that made 50 for extra), and then made 100 walls with 1 schematic. Borked or not, it worked. period.
SacredNemesis
Fri Aug 22, 2003 7:26 am
#11






Robai wrote:
The purpose of this post is not to dispute the fact that factories are screwed up. The purpose of this post is to find ways around it. There are ways around it. If you want to throw up your hands and not use your factory, cool. More business for the rest of us. I made 1000 factory made structual mods (with 11 schematics. 10 only using 99, 1 that made 50 for extra), and then made 100 walls with 1 schematic. Borked or not, it worked. period.





I've done the same thing. And it worked. However, you to will hit the wall eventually.I did. There is no workaround. Period.


Check the Discussion forum. There are many who have tried your process, and they too hit the bug.





v Qabalah v
Nemesis City, Dantoonie, Chilastra
Home to the Rebel's Pride: THE X-WING
Sacred Nemesis PA - WINNERS of the Scavenger Hunt 3.06.04 - www.sacrednemesis.com/SWG
Qabalah PA Leader, Mayor/Master Architect | Nobef, Master Bounty Hunter | Keter, Master Musician

Robai
Fri Aug 22, 2003 7:36 am
#12

I have a magic factory i guess. Calling all architects: Charging 20k an hour, you can use my factory. Its magic

JazzmanianDevil
Fri Aug 22, 2003 8:09 am
#13

I'm starting to wonder if factory deeds made after the patch are working, but all of us using older ones are still hiting the bug? I know that the OP's "workaround" did not work for me, nor for my Doctor Neighbor's food factory, and we tried that exact same method.



lilililililililililililililililililililililililililililililililililililililililililililil
Jakyle Lv'Taryl
Retired and soon to be deleted Master Architect
Disgruntled Bothan Rebel Pistoleer
In the player built village of Twinloch, on Talus, Tarquinas server
Shop location, SW of Dearic at Neg 1110 by Neg 5015

Page 1 of 3
Previous Next