Architect Archive
Thread: By Golly I think I might have Solved it.. The Factory Manufacturing Bug..
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Dvnce
Tue Dec 07, 2004 9:14 pm
#1
I made a little discovery tonight.. and after thinking upon it for a while It may be what is Causing the Manufacturing Error with our Factories..
A while back ( way back ) there was a change with the factories. We load all the subcomponants.. and resources.. turn on.. and wait. ..
if we ran out of One Componant but there are still resources in the input hopper.. Factory stops after taking the amount of resources required for the item to be crafted.So.. Making us believe that we lost those resources. However... Tonight I found out that if you put in the componant that you ran out of. and turn on the factory it will finish making the item.
So.. this leads me to believe that there is a log of these Little Resource chunks somewhere that is filling up the total Item limit for the factories..
that make sense?? I may rewrite this later so its less confusing.. 
GummiShooter
Wed Dec 08, 2004 2:45 am
#2
Ok, so what you are saying is this.
If you are making a heavy mineral miner, and you miscalculated and didn't put enough Gen Turbines in, the factory stops working when it runs out of GT's and eats resources for 1 heavy miner. But, in reality it didn't eat those resources, they're just invisible, but they do take up space. So, when you used 2 types of resources (gas and metal), this would mean the input hopper is using an extra 2 spaces.
But isn't the error with the output hopper and not the input hopper? Or do I just not understand what you are saying?
Elyssa
Wed Dec 08, 2004 5:01 am
#4
I think what he's saying is that it "eats" the resources from the input hopper that it has and produces a "phantom" item in the output hopper. Because it doesn't have enough components to finish the build, this phantom item gets stuck in the output hopper and counts against the capacity even though there's no item there. If you put in the missing components, it completes the build and spits out a finished item that has already been counted against the capacity of your output hopper.
Therefore, they just need to code it so if the factory stops short it disassembles the phantom item and puts the components back in the input hopper.
Is that about right?
ravingbantha
Wed Dec 08, 2004 8:31 am
#5
now if can just figure out why, when I do a full run of paintings I always end up with no resources left and 2 uses on the schematic and a partially completed crate... and yes I put enough in there (85k hide and wood, 35k chemical) happens every time.
Braydin
Wed Dec 08, 2004 8:54 am
#6
Dvnce wrote:
I made a little discovery tonight.. and after thinking upon it for a while It may be what is Causing the Manufacturing Error with our Factories..
A while back ( way back ) there was a change with the factories. We load all the subcomponants.. and resources.. turn on.. and wait. ..
if we ran out of One Componant but there are still resources in the input hopper.. Factory stops after taking the amount of resources required for the item to be crafted.So.. Making us believe that we lost those resources. However... Tonight I found out that if you put in the componant that you ran out of. and turn on the factory it will finish making the item.
So.. this leads me to believe that there is a log of these Little Resource chunks somewhere that is filling up the total Item limit for the factories..
that make sense?? I may rewrite this later so its less confusing..
By jove i think you just may have it!
Does redeeing your factory reset you to 100 crates again? If this is the issue then that would surely work.
Suggestions to add to the fix for this:
- Have the factory run a query on the amounts of the ingredients at the start of the run, then stop when it reaches that number instead of attempting to pull an odd number of ingredients
- Have the show resources needed, show the total amont that will be created with the ingredients in the hopper
- Have any ingredients that are missing show up in Red on the list of needed ingredients.
- Have the Examine window say items created #/total # (1/100 One of 100)
Also stopping your factory in Mid run will likely do the same thing, I know my output hopper now will not make a 49th crate, but I am bad about tossing in all my ingredients and stopping the factory when i get the number I need. Pulling crates in mid cycle might also cause problems.
Another issue I am having is that sometimes it will add 2 items to a crate at the same time. Last night making gen turbines, i needed 8, it went from 7 straight to 9.
Dvnce
Wed Dec 08, 2004 9:00 am
#7
Elyssa wrote:
I think what he's saying is that it "eats" the resources from the input hopper that it has and produces a "phantom" item in the output hopper. Because it doesn't have enough components to finish the build, this phantom item gets stuck in the output hopper and counts against the capacity even though there's no item there. If you put in the missing components, it completes the build and spits out a finished item that has already been counted against the capacity of your output hopper.
Therefore, they just need to code it so if the factory stops short it disassembles the phantom item and puts the components back in the input hopper.
Is that about right?
pretty much though I think the Process that is done.. is componants are sent to the Output side of the Factory then combined so I dont think the Finish good is the Phantom Peice I think all the Componants are until the missing componants can be add then it will be completed into the finished good. ( I think that because it fills up fast. )
Pawlin
Wed Dec 08, 2004 11:02 am
#8
WOuld this theory mean that we would only get the manufacturing error when we don't have all the resources required to make another item?
Because I've had the error happen when my factory is near full but there are plenty of materials available in the input hopper.
Or are you thinking that every time you do get a run where an item isn't made because you run out of material that it creates a phantom crate in the output hopper that remains there causing subsequent runs to cause the manufacturing error because the fact ory thinks the output hopper is full?
Dvnce
Wed Dec 08, 2004 11:13 am
#9
This is what I think is happening.. Say Item needs 5 types of Resources.. A B C D and E...
I run out of E. But Factory still eats enough for 1 item of A B C and D. I think that the Subcomponants get transfered to the output hopper (phantom) and then converted into the finished good. So the Phantom items that remain in the Hopper are the Little CHunks of Resource A B C and D.
Molique
Wed Dec 08, 2004 11:56 am
#10
Ok, so...
If we're making a run of X and run out of resource A for that schematic, it'll put a phantom crate in the output hopper thereby lowering the output hopper size by one.
If we then make a complete run of Y, then go back and put the schematic for X and the missing resource A into the hopper by itself, will it finish the last X itme it couldn't make? Or does starting a new schematic run wipe that memory, but still leave the phantom space-holding object in the output hopper?
hmmm... things to experiment with...
Great job, btw, Dvnce. Thanks!
Ethean
MorrowMoondancer
Wed Dec 08, 2004 1:44 pm
#11
It makes perfect sense. No clue if it's the answer or just a good theory, though.
Problem: what if you HAVE no more of the resource in question? Should we keep a small amount of resources in a safe place? Maybe we could get a few extra lots for such a purpose? 
Warryyr
Wed Dec 08, 2004 2:36 pm
#12
Whoa, crazy.
I have plenty of little tidbits of resources laying around my shop (for the odd handcrafted piece here and there, I'm thrifty haha).
I'm gonna have to test this theory, by building schems of random junk things like dice sets and stuff. All from different resources. I'm going to see if I can't use all the resources on my character to eventually try to crate up some advanced droid frames (split into crates of 10 by the factory automatically, so will take up some hopper space).
Hopefully, once I've run through enough garbage schems with different resources (but just enough to do "partial" items), the hopper will give the manufacturing error message.
This should be interesting, lol.
Sordo
Wed Dec 08, 2004 4:33 pm
#13
ok i am about half way up architect and started useing factories now mabe i dont kno nething about this bug but.....so im making say structure modules....i put in the right resources but one is low....so it stops...i go back put more in it ...press start and it keeps going....i dont see the bug maybe i just dont understand the first post though
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