Architect Archive

Thread: Top 5 Candidate: How things are working and how they should...

Dvnce
Sat Jan 31, 2004 2:13 am
#1


Ok lets discuss all of these issues and prioritize them .. This is for things like crate system in factories.. Fusion .. Solar.. Factory experimentation.. not being able to sit on certain furniture .. and so on..



Please NO Flames here




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

RotorofCorRng
Sat Jan 31, 2004 12:19 pm
#2

Sorry for this, just dont know how else to put it, and I feel things need separating.

Top 5 Bugs:

#1 Harvester Power Balance Display.

#2 Master Armoir.

#3 Ore Mining Units Not Crating (Feature or bug?).

#4 No lamps light other than City Lamps.

#5 Harvs Animation.

Top 5 Issues:

#1 Experimentation on Solar or Fusion Generators.

#2 Experimentation on Factories.

#3 Corellian Housing Suc....err.... is way behind others.

#4 Mx over time decay.

#5 Lack of Vertical Axis Movement on Furniture.

Top 5 Wishes:

#1 Allow us to Color Furniture and Housing Interiors.

#2 Functional Furniture (Armoirs, Cabinets, etc.), and furniture placing on balconies/terraces/porches.

#3 Let us build Combat Structures.

#4 Structures Factory 1 lot.

#5 Allow Master Architect choice of Large House for two lots. Perk for going all the way and to help lots issues.



Rotor - Will cease to exist May 3rd.
Hunden
Sat Jan 31, 2004 8:55 pm
#3






Pawlin wrote:

4th place:Please add experimentation to factories so that it does something. (9 votes)








"something" can mean anything heh... for the sake of clarity, experimentation on hopper size (that effects input and output size) up to 200 items. experimentation on production rate that would give a mod on production speed in some way up to say 50% faster or slower depending on resourses and experiemntation success/ fail.



i know that we all know this when we talk about experimenting on factories, but who is to say that thunderheart will despite the fact he is messing with architect atm... not sure if he has started to mess around with factories yet, so lets not leave any doubt...



not to mention that i am the king of long windedness




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2nd holo - commando - done
3rd holo - BE
Griswel
Sat Jan 31, 2004 9:03 pm
#4

I agree with the lists above.


I also would like a simpler way to tell where I can and where I cannot place buildings and harvesters. Not positive that this is an arch issue, but if it's not being addressed elsewhere maybe it should be one.


dantaglo
Sat Jan 31, 2004 10:28 pm
#5

agreed with these.. Factory XP... Why is it here now??
PadreBook
Sat Jan 31, 2004 11:32 pm
#6






Hunden wrote:





Pawlin wrote:

4th place:Please add experimentation to factories so that it does something. (9 votes)








"something" can mean anything heh... for the sake of clarity, experimentation on hopper size (that effects input and output size) up to 200 items. experimentation on production rate that would give a mod on production speed in some way up to say 50% faster or slower depending on resourses and experiemntation success/ fail.



i know that we all know this when we talk about experimenting on factories, but who is to say that thunderheart will despite the fact he is messing with architect atm... not sure if he has started to mess around with factories yet, so lets not leave any doubt...



not to mention that i am the king of long windedness








Either of these would mean a lot of 100k+ factories sold and I mean a lot!


Padre


Pawlin
Sun Feb 01, 2004 1:24 am
#7

Two key items from the top 5 voting thread:


3rd place: Lack of experimentation on fusions and solars. (16 votes)


4th place:Please add experimentation to factories so that it does something. (9 votes)


Allowing people to place furniture on porches, roofs and balconies is another common wish for this category.



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)
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** Please refer to Elyssa's answer
Cafa
Mon Feb 02, 2004 1:27 am
#8






Hunden wrote:


"something" can mean anything heh... for the sake of clarity, experimentation on hopper size (that effects input and output size) up to 200 items. experimentation on production rate that would give a mod on production speed in some way up to say 50% faster or slower depending on resourses and experiemntation success/ fail.
i know that we all know this when we talk about experimenting on factories, but who is to say that thunderheart will despite the fact he is messing with architect atm... not sure if he has started to mess around with factories yet, so lets not leave any doubt...


not to mention that i am the king of long windedness




Man if they allowed experimention on hopper sizes to 200 I would quit harvs immediately! Can you imagine the amount of people that would want to buy a 200 input (anything) factory!?! Woot!


And I WOULDN'T TAKE TRADE-INS!


Fivo Asia





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Dvnce
Mon Feb 02, 2004 2:30 am
#9




This is my view (not a summary)


This topic is pretty much to the point..


It only makes sense that if its a chair we can sit on it.. if its a bed we can lay on it..


Everything that we make in a factory should be crateable and if the serial numbers are the same two partial stacks of a crated item should be able to be combined.. ( like a crate of ABCD1234 serial # Structure modules with 40 items in it should be able to combine with a crate of ABCD1234 serial # Structure modules with 60 or less items in it. Also we should be able to build a faster one.. Ill settle for the storage limits if i have to.. but i have a hard time believing that a mechanized system builds one wall in the time that I can build 4 by hand(well withpremadestructure mods).. Im not John Henry.. And everything should stack to 100..


Though its not practical for a person to be able to carry1 million units of a reasource I think it would solve alot of storage and database problems if we overlooked that and allowed resources to stack that high..


Harvester Animation worked before .. lets get it working again.. Also wish that All harvesters had some sort of active anime.. I hate laying ten down and missing one when turning them on..

Message Edited by Dvnce on 02-02-2004 01:33 AM




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Bandola
Mon Feb 02, 2004 4:18 am
#10

I don't understand why a structure factory which takes up twice as many lots as other factory types has only the same hopper size anyway, surely it should work more like houses. twice as many lots = twice as big a hopper.

For experimentation on hopper sizes why not just make it output hopper that can be experimented, this prevents anyone except crafters who are using the factory for it's true purpose (manufacturing) to use it for any additional form of storage. Input hopper storage would not need to be increased if everything factory made crated in sensible quantities. If crates held a standard 100 items then input hopper size could even be reduced, preventing the factory from being used as storage except for for manufactured items. Output should be increaseable by experimentation to 1000.

Yes,1000 - this is the max size of the schematic after all.

And we should be able to experiment efficiency in order to make items quicker with a more efficient factory.





__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Automath
Tue Feb 03, 2004 4:25 pm
#11






Bandola wrote:

I don't understand why a structure factory which takes up twice as many lots as other factory types has only the same hopper size anyway, surely it should work more like houses. twice as many lots = twice as big a hopper.

For experimentation on hopper sizes why not just make it output hopper that can be experimented, this prevents anyone except crafters who are using the factory for it's true purpose (manufacturing) to use it for any additional form of storage. Input hopper storage would not need to be increased if everything factory made crated in sensible quantities. If crates held a standard 100 items then input hopper size could even be reduced, preventing the factory from being used as storage except for for manufactured items. Output should be increaseable by experimentation to 1000.

Yes,1000 - this is the max size of the schematic after all.

And we should be able to experiment efficiency in order to make items quicker with a more efficient factory.







Well I put it down to the fact the items a structure factory makes are a lot larger than what other factories can make, hence it requires more room.


It is the output hopper that is experimented, just doesn't currently effect the actual size at present, regardless of what the deeds says.






Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Automath
Tue Feb 03, 2004 4:30 pm
#12

Factory made items are labeling the creator as the owner of the factory, and not the maker of the schematic.


Crafting stations use artisan experimentation and should us architect experimentation.


Lights should emit light


Desk top lamps should sit on desk tops





Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Griswel
Tue Feb 03, 2004 6:38 pm
#13

Simple fix - can food and chem factories please be called food and chem factories?
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