Architect Archive

Thread: A SIMPLE-Easy Fix For Factory Bugs

Baaam
Sun Jan 23, 2005 4:48 am
#1

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
Hylidex
Sun Jan 23, 2005 6:42 am
#2






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.




Hylidex Lightstrider
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bluejanus
Sun Jan 23, 2005 8:10 am
#3

Structure factories make crates of 5, 10, 15, 25, 50 and 100. The delay on making anything is really going to vary product to product. I don't think it's fair to say that food production is slower than other things unless you're comparing things with the same complexity.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Baaam
Sun Jan 23, 2005 11:05 am
#4

Hylidex,

The the obersevation on food factories could be correct in hoppers becomeing full.

And the idea of pick up would make sence ( food factory is only pulling from two stacks of material) verses a run of say generator turbines may be pulling from

However EX:

Structure factory / creating small structure storage modules / crate size 10

Input hopper : two 100k units of material (2-items)

First run : 40-50 crates / factory stops / empty factory

Second run : 20-25 crates / factory stops / empty factory

Third run : 10-15 crates / factory stops / empty factory

Forth run : FINALY 1000 items completed


VERY FUSTRATING!!!!! Factory never has over 55 items in it !!! FOUR runs for 1000 items !!!


BlueJeans,

Could you further explain the more complex = more time on factoties.

My oberservation:

EX:Creating sub components for buffs

Advanced bio. effect controller 36 units of material required

Complexity = 15

Production time = 48 hours


EX: creating sub components for arch items

generator turbine 1450 units of materials required

Complexity = 16

Production time = less than 24 hrs,(If you are availabe to keep restarting factory)
ShinjoKazuki
Sun Jan 23, 2005 7:01 pm
#5

crates of 1000 would be a huge space saver as well



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Baaam
Mon Jan 24, 2005 4:35 am
#6

Agree , I am always pushing the 4000 vendor limit, but I have no choice a factory will not hold the sub-components to make a full run of product.


The bug has to be in the creation of the crate and factory count of them.


Futher observation :

After a run of Small structure storage modules (100 crates of 10) (4 factory restarts to complete)

A run of structure modules (crates of 100) stalls after making 3 crates of 100

So....... The bug carrys over proving that the error is in creation of crate or ............

it leans more to the way the factoy counts them.


COME ON SOE THIS IS WAY MORE IMPORTANT THAN SLIDING OUT OF A CHAIR !!!!


Is The "SOE FIX SYSTEM" based on who complains the loudest ??????


Thanks much

Death

Baaam
Tue Jan 25, 2005 5:01 am
#7

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
Baaam
Thu Feb 03, 2005 5:16 am
#8

Bump
Cafa
Thu Feb 03, 2005 9:49 am
#9






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






This has always been a thorn in the side, especially with structure factories. Architects leave items in the output hopper because we do not have the storage to hold the items anywhere else (as a community) and we only want to pull them out when they need to be utilized.


Redeeding the factory everyday reduces the structure's value in the game dramatically. We should not have to spend our time, hours of our time, working around 19 month old bugs.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
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only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Khristen
Fri Feb 04, 2005 10:27 pm
#10

I have had all factory types bug on me at one point or another. Something I've noticed, but haven't had the opportunity to pin down and check is that it tends to happen when I put items into the input hopper--other than resources/crates--for storage purposes. At least the ones that send you the e-mail to send in a ticket. The stopping as if with a full output hopper doesn't seem to matter whether there's stuff in the input hopper or not.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Pawlin
Sat Feb 05, 2005 12:50 am
#11

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.



  • 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
    Baaam
    Mon Feb 07, 2005 5:23 pm
    #12






    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

    Pawlin
    Mon Feb 07, 2005 5:29 pm
    #13


    Lately a lot of very old bugs have been fixed rather quick like so I think it could be that they have made fixing those bugs a priority. And they've got a bunch more people to throw at such problems too.


    For this bug I am pretty sure they were having trouble nailing it down. Key thing that I base that on is how they changed the text of the email error to request that we submit a /bug report if/when it happened. That was a pretty clear sign to me that SOE didn't know why the bug was happening and wanted more data on it to help them try and figure it out. So I don't think it was so much a matter of them not listening, but just having difficulty getting it figured out.





    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
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