Architect Archive
Thread: Structure Factories not pulling from crates?
When it failed to pull items from the crate, did it eat any of your resources?
Just curious if they had at least fixed that part of the factory problem.
I'm a Master Architect on Starsider and it's my experience that if you try to use factory crates it WILL eat resources for 1 item and then stop. Talk about total pain. IMHO architects and DE's get no love from the devs becasue they see us as the group of people who grow their object database. I've read the boards enough to know that the devs are constantly looking to control the number of objects in their database and lets face it we're one of the biggest offenders with the number of resources we need plus the components needed to make structures. It's a control mech. Just my 2 credits.
If you use identical structure modules in your schematic, you can use crates of them in your factory.
If you use non-identical structure modules in your schematic, you have to pull them out of the crate manually.
I made a few harvesting mechanisms in my crate, and screwed up by putting non-serialized (from a crate) generator turbines into the recipe. It did eat 1 set of resources for all the steel and ore and such, then stopped at saying I didn't have any generator turbines to complete (0 made).
Replaced it with correct ones, and was fine. But it did eat resources still. This was yesterday (Monday, 9/08).
Neilla wrote:
Let me explain the mystery. There are two ways you can make a schematic for a wall: with identical factory-made structure modules or with non-identical (usually hand-made) structure modules.
If you use identical structure modules in your schematic, you can use crates of them in your factory.
If you use non-identical structure modules in your schematic, you have to pull them out of the crate manually.
I always use identical modules in my schematic but the factory still won't pull out them from crates. Eats the resources for one wall and then stops.
I had just finished a factory run of 500 Structure modules and then proceded to make a schematic for a wall module, then after putting the appropiate metal and crates of Structure modules, I hit start. Within in a minute, I recieved an mailsaying I had run out of "Structure Modules" with 0 items made.
Curious, I hand pulled 10 structure modules from the crates and into the input hopper. Started it up and got a mail within 5 mins saying 1 item had been made and I had run out of "Structure Modules" (Note the crates of Structure Modules were in the input hopper the whole time).
Since this bug of pulling comps from crates had been fixed in Food/Chem factories, I had assumed the same here. Is this not the case for Structure Factories? Would appreciate if someone could clarify.
Neilla wrote:
Let me explain the mystery. There are two ways you can make a schematic for a wall: with identical factory-made structure modules or with non-identical (usually hand-made) structure modules.
If you use identical structure modules in your schematic, you can use crates of them in your factory.
If you use non-identical structure modules in your schematic, you have to pull them out of the crate manually.
Yes I did use Structure modules from a crate (meaning similar Serial no.) to create the schematic for the wall module. and the ingredients loaded are crates of the structure modules (which have the same serial No.)
I know that Food/Chem factories had this problem for the longest time, but this was fixed last weekend (i.e pulling from crates), so I assumed it had been fixed for Structure factories as well, guess not ![]()
Phlegm36 wrote:
Neilla wrote:
Let me explain the mystery. There are two ways you can make a schematic for a wall: with identical factory-made structure modules or with non-identical (usually hand-made) structure modules.
If you use identical structure modules in your schematic, you can use crates of them in your factory.
If you use non-identical structure modules in your schematic, you have to pull them out of the crate manually.
Yes I did use Structure modules from a crate (meaning similar Serial no.) to create the schematic for the wall module. and the ingredients loaded are crates of the structure modules (which have the same serial No.)I know that Food/Chem factories had this problem for the longest time, but this was fixed last weekend (i.e pulling from crates), so I assumed it had been fixed for Structure factories as well, guess not
Yup, I made 500 identical structure modules using a 1000 schematic, and promptly discovered I still had to load the **edit** things in by hand, 90 at a time. I tried putting the crates at the front of the input hopper (the struct. module was at the top of the listed ingredients), as well as at the back after the resources.
Wish they'd fix this.. loading in 9 walls at a time 'cos the input hopper isn't big enough is just silly.
Geno
______________
The Mercantile
Theed, Naboo, Tempest
Paulpatine wrote:
I'm a Master Architect on Starsider and it's my experience that if you try to use factory crates it WILL eat resources for 1 item and then stop. Talk about total pain. IMHO architects and DE's get no love from the devs becasue they see us as the group of people who grow their object database. I've read the boards enough to know that the devs are constantly looking to control the number of objects in their database and lets face it we're one of the biggest offenders with the number of resources we need plus the components needed to make structures. It's a control mech. Just my 2 credits.
Im not quite sure I agree with that. I have 10 crates with 9 wall mods in them. Logic would dictate that a crate is 1 item in a database no matter how many items are in the crate. If they allowed us to pull from crates we would be helping the database because I would have 1 crate insteat of 10.
I think crates are an Item generator. the database holds the crate and how many items it can generate.
Go to your vendor and open the sell window. double click on a crate.. It opens but there is nothing in it.
Sedryn wrote:
Paulpatine wrote:
I'm a Master Architect on Starsider and it's my experience that if you try to use factory crates it WILL eat resources for 1 item and then stop. Talk about total pain. IMHO architects and DE's get no love from the devs becasue they see us as the group of people who grow their object database. I've read the boards enough to know that the devs are constantly looking to control the number of objects in their database and lets face it we're one of the biggest offenders with the number of resources we need plus the components needed to make structures. It's a control mech. Just my 2 credits.
Im not quite sure I agree with that. I have 10 crates with 9 wall mods in them. Logic would dictate that a crate is 1 item in a database no matter how many items are in the crate. If they allowed us to pull from crates we would be helping the database because I would have 1 crate insteat of 10.
I think crates are an Item generator. the database holds the crate and how many items it can generate.
Go to your vendor and open the sell window. double click on a crate.. It opens but there is nothing in it.
I should add that I totaly agree that every desicion they make is based on nerfing the database because it IS code red.. broken.. busted.. screwed.. beta failed.. Look at house item limit.. no drops..more crit fails.. the list goes on and on..
I think in this case its just pure lazyness or not enough man power like Holo recently said (they dont have the staff to support the game.. ADMITED by Holo)
SOE is a poor exuse for a company. They have no idea how to handle an MMORPG.. The only reason EQ was ok is because of Varent and the boys who actually programed it before SOE touched it.