Architect Archive
Thread: Are walls from factory crates Borked?
I want to make Heavy Mineral Miners. So here is what I do:
Make schematic for structural modules.
Make 100 modules.
Use ten of these stripped off the stack to make my wall schematic, being careful I checked the ID# on each module before I added it.
The schematic lists 10 modules, but it has an empty bracket where the ID# would go "[ ]"
Put the wall module schematic into the factory, along with 9x wall requirements in ore and metal, and the stack of 90 modules.
Factory consistently shuts down after making zero units.
At first the shutdown was for no reason, after redeeding I now get "Out of Modules".
I'd really hate to burn another wall doing the same thing, and I'd really like to make heavies, as others are obviously able to do so.
Can anyone suggest what I did wrong? All I can guess is that I somehow got a different module in the mix, but I just rechecked the six I have in my inventory, and none of them has the ID# of the stack, which would have to be the case if I switched one (I would have to have one of the stack in my inventory if I accidently used a different module and left one of these in its place). I have notused modules any other way.
I don't have to strip these off before putting them in do I? I never did that for my manufacturing mechanisms.
This change was made quite a while back *last Big patch I think* but you don't need Identical walls for heavies anymore. Just make them by hand (I know it's a pain but you get more exp even if you do crit some of them).
Factories are still bugged - they stop working after you make a full 100 items from a schematic. I make my 100 blocks, I redeed the factory (free til they fix the bug), then I add the wall schematic and ingredients and it will work till you run another schematic of 100. You can run 10 or 20 items at a time as long as you want, but always redeed after 100 items or a full schematic - some people do 1000 I guess. Anyway - that's how I do walls in the factory - granted you don't have to have identical walls any longer but, don't have to worry about crit failing walls made in a factory.
Hope that helps.
I found yesturday that I still had to unpack ALL the modules out of the crates into the input hopper before it would run.
* thinks * I must try making a heavy by hand.
Well that makes things a lot easier, thanks Siclair, got to try it.
Walls are not so tough from a stack of modules, it only takes a minute, and I have made many by making the modules so this is fine.
I havent had this problem once and i think i figured out waht it is. Make yourself an admin of a factory, have a friend place it down and give you admin. I have not had this bug happen once to me and its quite nice.
Do you guys think it is fair if we cant get our factories running to be able to make wall modules that the CSR reimburse us for crit fails on wall modules that we had to make by hand?
I mean I always used the factory to make wall modules prior to this bug and just because they screwed the pooch and messed the system up worse than it was shouldnt mean that we have to pay for it ingame.
Do you think people would understand if we tried to pass those extra costs off on them? I mean they gripe about paying 3x resource cost as it is. Imagine if you were previously charging them 5x just because you felt that your time was worth the extra cost and they could take it or leave it. Do you think anyone would actually pay 6x or 7x for a harvester in the current market because of the screwed up game system is raising the cost for you to make items?
I don't see reimbursement, too tough to do and oversee.
However, word of advice, use structure crafting kit of high quality, and a structure station of high quality, and failures will be much less. I'm basing this on 30 or 40 walls, so it could be luck, but I have much better luck since I upgraded both from my crappy originals.
I have come to the conclusion they will never get factories working right.