Architect Archive
Thread: A SIMPLE-Easy Fix For Factory Bugs
Baaam wrote:
I have played the game now for 17 months and have been a crafter for about 14 months.
I craft mostly meds and arch items, so I am using Food and structure factorys.
In comparason of the two :
(1) Food Factories never seam to bug during production
Structure factories always bug, only OMU ( that are uncrated do not bug)
(2) Food factories run extremely slow (aprox 48 hrs to make a run of 1000)
Structure Factories run faster, but they should (they require 2 lots , food only 1)
(3) Food factorys make crates of 50
Structure Factorys makes crates of 10 or 15
The bug always happens at even crates. So...... the answer is rather simple, there is a error in the code in regards to the creation of the crate , or the factory is counting crates instead of indivial item numbers and is assuming the run is completed.
Solution :
Spend days or even weeks paying to have the old code ERROR found or re-written or ................
Simply make crates of 1000 ( 1-run of 1000 = 1 crate )
Death Deathbecomesyou 12 point master doc Deathbii 12point master arch
Perhaps we just need to reflect : Life was so simple then........ Those were the days
Hmmm. Food factories make crates of 25 items when the product is a BE tissue. Since these items get used by customers in THEIR factory runs, I have no idea why the crate size is so small.
The last I saw, they had reduced the space requirement for structure factories to one lot.
In my own personal experience, equipment factories tend to have items turn "ungrabbable," in the input hopper. The reticle doesn't have a "pick up" option. Food and chem factories will stop making products if both input and output hoppers are nearly full. Resources sometimes disappear when placed in a food factory that is nearly full. But as I said, this is my own personal experience. We have three food factories, two equipment factories and two structure factories that we share, and my experience doesn't go beyond this. However, I am guessing that factories are the most buggy when they are near capacity in the two hoppers combined. This would fit with your observation that the 40-to-100-crate factory runs tend to be more buggy than the 20-crate factory runs.
BE's would love crates of 1000 units, since crates made by BE's get transported by chefs or tailors to THEIR factories, and carrying 41 items (40 crates in a backpack) in inventory is enough of a hindrance that chefs try to find other ways around buying from a BE.
However, we have been told that we can't do this due to the potential for hoarding. I have never noticed hoarding as a problem, but that was the explanation the BE's received.
Baaam wrote:
Newest update:
After the stall above:
(1) removed product from output hopper
(2) restarted factory 1 crate of 100 was made
(3) repeated above Factory will not produce any more of that sechmatic !!!
(4)Changed Sechmatic STILL THE FACTORY WILL NOT PRODUCE ANYTHING !!!
Statis : maintance is good , power is good.
I will report futher after sever reset to see if this has any impact.
I know i can reset the factory by pulling it up and ploping it back down but .....
I have to find space for everything that is in the input hopper and pay the maintance to re-deed.
What a pain in the assetts !!!
Death
Pawlin wrote:
New test center notes.
Fix problem where a factory will stop producing items for no apparent reason, even though the factory has sufficient maintenance, power, ingredients, and the output hopper is not full.
WOOOOOOOOOOOTTTTTTT !!!!!!
Does that mean they are actualy listening to us ?
Death