Architect Archive

Thread: What's the real purpose of the serial number?

novaxalon
Thu Mar 18, 2004 2:40 am
#1

I still have trouble figuring that one out myself. See, I am still very new to architecture, but my pa wanted a cloning facility. Ok. So it called for 4 power core units from a factory crate. OK. Well, I had many haggard nights of screwing up and not having the right resources, not having enough, etc. Finally tonight a pa mate gave me enough to make 5 generator turbines and 5 power core units (enough for the power core schematic). I thought this would do it, so I hand-crafted my generator turbines, made a power core schematic, and shoved all the proper ingredients into the factory and started it up. Well, a few minutes later I get a message that it ran out of the turbine ingredient. Now I'm thinking what, I just placed them in there, but no it refuses to use them. Apparently, since I made them by hand they have HUGELY different serial numbers, and the factory is so nitpicky that it wants them to have been made from a factory crate too. So here I am, out of many resources and with a bunch of generator turbines that I don't particularly want at the moment. Note that I used the exact same materials for each of these turbines.


Now, perhaps to some of the more entrenched architects this isn't a big deal, just get more resources. But I have very little money, all of which was donated to me from my pa, and a bunch of loaned equipment that I'm using. I don't have all these resources, and buying them at bazaar prices is very, very expensive. I don't want to keep mooching off my mates, though I know they'd do it.


So, I am wondering, why are the serial numbers used the way they are? I think that a system where they are similar enough for a factory if they're made from the same material would be good instead of having them be very random. If not this, then could it be explained better that if you are making an item in bulk that requires other items, that they have to be identical. Thinking about it, that would probably also make the power conditioners and energy distributors I got made for me (not master artisan at the moment) worthless in this build.


Has anyone had this problem too, or am I a lonely soul, lost in the world of factories?



Venessi Arestar - Master Weaponsmith (finally 12 pt.) / Master Pistoleer
Janrus Lorkiya - Master Merchant / too lazy to do more

Weapons shop located south of Coronet at -60 -5803
Bandola
Thu Mar 18, 2004 3:24 am
#2

The serial number is used to ensure that the coding is able to recognise that the items are 'identical'. It is a requirement for components (other than structural modules and wall modules) to be identical for :


a) structures that call for more than one of an item to be used (e.g. 2 identical generator turbines), and
b) factory runs for multiple items which require a component.


So, to make a one off of any kind of heavy harvester you will be required to use identical components i.e. with identical serial numbers whenever there is more than 1 of the component used, e.g. storage modules, gen turbines, or 'harvesting. unit (omu, drill pump etc). Furthemore if you are making a factory run of multiple harvesters from a schematic, then these components need to be identical for the entire run (or runs) made from that a schematic.


This means that using the same resources in these circumstances is simply not enough. It is the way the game has been designed and is not likely to be changed, so you will need to make enough of these components in a factory beforehand.


Note :
1. Identical 'from a factory crate' does not in fact mean the component must still be in the crate when used, it indicates that it must be made in a factory with the same serial number as other components of the same type which are being used. Indeed some components, even though they are made in a factory do not even come in crates, e.g. Ore Mining Units for heavy mineral harvesters.
2. Walls modules and Structural modules are unique in that these components are only required to be 'similar', in other words they do not need to have the same serial number as each other, in fact they do not even need to have been made from the same resources as each other.
3. For any factory run all resources have to be the same, so if for example you require 100 units of metal and 50 units of steelfor one of anything you are going to run through the factory, then to make 5 of these you will need 600 of the same metal and 300 of the same steel (exactly the same, not just the same type), that is 100 & 50 for the schematic and then 5*100 & 5*50 for the factory run.


Hope this clarifies things somewhat.







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

Undergrid
Thu Mar 18, 2004 3:29 am
#3

To make something from a schematic, any subcomponents (except walls and structural modules) and resources used must be identical to those used when the schematic was created. I'd guess its easier for the system to track a serial number than to track all the different types of resources that were used in subcomponents to make sure everything matches.





Undergrid (Chimaera)
Master Smuggler / Master Pistoleer / Teras Kasi Master / Master Pilot / Rebel Colonel

novaxalon
Thu Mar 18, 2004 4:57 am
#4

Makes sense, but doesn't mean I have to like it :/ lol



Venessi Arestar - Master Weaponsmith (finally 12 pt.) / Master Pistoleer
Janrus Lorkiya - Master Merchant / too lazy to do more

Weapons shop located south of Coronet at -60 -5803
Bandola
Thu Mar 18, 2004 5:34 am
#5

think of it like this, if it was too easy everybody could do it. I understand the pain of having invested in things you can't use for the purpose you intended, but a few components can be used as singles in something else handmade, single gen turbines, sssms and omus can be used either in mediums (gts and sssms) or fusions (omus), so hold on to these and maybe you can use them later. Turbo fluid drill pumps, Harvesting mechs and Manuf mechs unfortunately need min 2 identicals, to my mind you shouldn't get the option to actually create a handmade of these (at least you should get a warning) as they are useless in singles.


Learn from your mistake and try to make the best of it, don't let it put you off, it's a game after all.






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

Niklesnitz
Thu Mar 18, 2004 9:07 am
#6

I really think that the only objects needing to be the same are the mining units, pumps....etc etc...and the gen turbines. Structure storage mods should be similiar along with the walls.



Holosim - Master Architect of Flurry
Emee
- Gunslinger of Flurry


Come see the market of New Freeport, Naboo - Flurry

Just a Hop, Skip and a Jump from the Shuttleport


Bandola
Thu Mar 18, 2004 11:44 am
#7






Niklesnitz wrote:

I really think that the only objects needing to be the same are the mining units, pumps....etc etc...and the gen turbines. Structure storage mods should be similiar along with the walls.






maybe you are right, funny thing is though that since they are sooo easy to make I usually run off 1000 at a time in the factory, same as I do with structurals, so they invariably are identicals when I make something anyway. Walls is of course different, making 1000 walls just takes so long, but I've got over 4 million grinding ore right now, so I may well have a go at 1000 walls soon as well ifI have enough metal, I have all 3 factories churning out structurals at the moment




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

Dex1138
Thu Mar 18, 2004 2:38 pm
#8

The real purposes I can think of:
1 - Money sink to make high level crafters use factories to make high-end products.
2 - Item tracking to make sure players aren't cheating.



Tol "the Travelling Tailor" Doneeta
* Threads N' Things *
Fine Clothing and Furniture
Master Tailor | Kauri
(no relation to Tott Doneeta)


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