Architect Archive

Thread: Factories eat resources.

Splutty
Sun Aug 08, 2004 6:43 pm
#1

Very short, and want to know if others have experienced the same anomalies. I'm too tired and too pissed off to get into details, and I will try tomorrow if I can reliably reproduce this.


Situation: Setup for 10 medium harvesters, put 10 fluid drilling thingies in, put 10 small struct modules in, put 10 generator turbines in, still has structural modules, put all resources in for 10 harvesters.


Come back, only 2 got made, check input hopper, crap, not enough structural modules, forgot I made a run of walls. Oh well. Put in a full crate of structural modules, run factory.


Come back, factory finished. 9 harvesters made in total *boggle*. 6th time this happens, every time in exactly the same situation: A crated item runs out, but not because there is none left, but not enough left. Consequently, no item gets produced, however all actual resources (so not the crated stuff) get 'eaten'.


And no. This is not as someone suggested me putting in the wrong amounts of resources, since really, how can you put in 2000 units wrong 6 times in a row. So scratch that.


I'll run some tests tomorrow, to see if my theory holds true that the factory barfs on half completed crated components and already has 'used' the loose resources.


Mad.

Pawlin
Sun Aug 08, 2004 7:02 pm
#2

Yes. I've seen the same thing.


Only way around that is to make sure you've got the exact amount of materials and parts in the factory to get the number of finished goods you want.




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
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** Please refer to Elyssa's answer
StumanKadir
Sun Aug 08, 2004 8:38 pm
#3

And even then it will still eat resources and components.


Apparently a while ago, the Devs said that this activity was "by design" as sometimes the factories themselves can crit fail on manufacture. Go figure but I have seen this occur on all factory types, for most players for ages and ages.


A wonderful little undocumented feature of the game that will never get addressed.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

Pawlin
Sun Aug 08, 2004 8:49 pm
#4






StumanKadir wrote:

...the Devs said that this activity was "by design" as sometimes the factories themselves can crit fail on manufacture. ...




Ya its a cute trick to try and explain away a bug as a feature.







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
Splutty
Tue Aug 10, 2004 5:43 am
#5



Pawlin wrote:


StumanKadir wrote:
...the Devs said that this activity was "by design" as sometimes the factories themselves can crit fail on manufacture. ...

Ya its a cute trick to try and explain away a bug as a feature.







Okay. This is a bug. It's reliably reproducable.

Everytime it misses something that has a multiple identical requirements (for example 4 identical structure storage modules), it will eat the actual resources (not the crated goods, thank goodness), and produce nothing. This is fully reproducable.

Ergo: This is a bug. And not some sort of vague 'critical failure' bull**edit**.

Mad.
Athlon
Tue Aug 10, 2004 5:49 am
#6

Actually
Athlon
Tue Aug 10, 2004 5:54 am
#7


Actually it's a fairly simple explanation and it makes sense to me.


When a factory runs out of a resource (or in this case I believe you said structural modules) it doesn't realize until it tries to make the extra item.


So in this case it made 2 items, ran out of modules, tried to make a third but couldn't because one of the resources (or sub components in this case) was missing. In this event it used the resources in the manufacturing process of the 3rd item but was unable to finish it.


Simple, easy.


Luckily it doesn't use other sub components doing this, just resources.


You can make it happen every time, simply put enough of of one of the resources for the number of items you want made, then put extra in another resource being used... At the end of the run the factory will have taken resources from the extra pile when it tried to make another item.


You can stop this by either putting in the correct number of resources/subcomponents. Also if your schematic doesn't have more uses in it it will end promptly on th elast item of the schematic and not try another.


Efack
Splutty
Tue Aug 10, 2004 6:14 am
#8



Athlon wrote:
Actually it's a fairly simple explanation and it makes sense to me.
When a factory runs out of a resource (or in this case I believe you said structural modules) it doesn't realize until it tries to make the extra item.
So in this case it made 2 items, ran out of modules, tried to make a third but couldn't because one of the resources (or sub components in this case) was missing. In this event it used the resources in the manufacturing process of the 3rd item but was unable to finish it.



I know all this. That still makes it a bug, though. Not some 'intended feature' or whatever.

Mad.
StumanKadir
Wed Aug 11, 2004 10:06 pm
#9

Efack wrote


Actually it's a fairly simple explanation and it makes sense to me.


When a factory runs out of a resource (or in this case I believe you said structural modules) it doesn't realize until it tries to make the extra item.


So in this case it made 2 items, ran out of modules, tried to make a third but couldn't because one of the resources (or sub components in this case) was missing. In this event it used the resources in the manufacturing process of the 3rd item but was unable to finish it.


Simple, easy.


This is not true. Whenever I do a factory run I always put over the amounts required into the factory, yet the run still comes up short on the schematic and I am left with only some of the components/resources. I have verified this that many times (triple checked resources and components needed, over supplied the input hopper with components and resources, etc) and the problem still occurs




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

AgreaAtodlie
Fri Aug 13, 2004 12:15 am
#10

This has happened to me as well...the extremely irritating part is the fact that the schematic is meant to PREVENT critical failures...therefore this IS a bug, and I ask our correspondent to pass this along if they have not already (most likely they have)...
lisasdarren
Fri Aug 13, 2004 5:05 am
#11


Now i don't know about the cases of errors happening even when there are enough resources (unless you're stopping the factory part way through the run), but as to the initial query, i have experienced this and give you an answer, i believe, to why it happens.

I have experienced this in builds with components and without components, where one resource or component is short. You can see the same effect by stopping the factory part way through the production of an item (any time other than just after one is produced)


  • Factories use resources in sequence, it takes resource 1, then resource 2 etc.

  • If resource 3 is missing then resources 1 and 2 have already been used and are gone for good.

  • i dont know what the sequence is, buti suspect it is either the order on the factory schematic, or maybe alphabetically all resources then all components

  • If you stop production of an item thet takes 2 mins after 1 min the first half of the resources / components will have been used up, but the item that was supposed to be created fails and never gets made.

Well thats how it seems to be working, based on my experiences... i try to never forget an ingredient and i never stop a run part way through unless it is immediatly after an item is finished.





Trax Treort - Rifleman, Fencer & Imperial Pilot
Stratege
Sat Aug 14, 2004 1:05 am
#12

Well I think lisasdarren right here, I also some time forum that factory can make more items on 3-5… and also I found some recourses lost when factory have error 7. with don’t have description just factory stops, and eat recourses for 1 item. But really “eating” is old bug, here link on topic made by hokiejoe on 07-25-2003…

http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=183249&highlight=factories+error+7#M183249




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Brantoc-Pax
Sat Aug 14, 2004 9:08 am
#13

I've had the same problem, but have been unable to nail it down to ONE THING being the problem.

Factories are inherantly bugged. I make 1000 SSSM's at once, and EVERY TIME it bombs after 500, with an error about resources (even tho i have enough for 1000 exactly), and I check it has used resources for 501 to 520 (varies).

Same is true for GT's but stops at about 700.
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