Architect Archive
Thread: Critical failures a thing of the past.
I have successfully found a way to create nearly any item without having to worry about critical failures.
This will only work if:
1. You do not care about the name of the item.
2. You do not care about experimenting the item.
These stipulation apply for most every structure crafted by the architect.
The method is as follows:
1. Create a macro with the following lines:
/nextCraftingStage;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype;
/createPrototype
2. Place the macro on the toolbar.
3. Open a crafting tool.
4. Select the item you wish to create.
5. Place the proper ingredients into the appropriate slots.
6. Press the appropriate key to activate the macro in the toolbar.
7. Watch as the item is placed in your inventory after the tool runs the alloted time based on the complexity of the item.
Thats it. Have fun.
Gonna give it a go....I'm just starting up the Architecht tree, and managed to fire off a crit failure during construction of my first factory.....needless to say I was very pissed. It took me 2 full days of running 16 harvesters to get the materials needed (still personal so it's slow), only to get that **edit** crit failure message on the final step (well, had one on a wall, which sucked).
I feel a total loss of all material is pure bulls**t. I fail to understand how the same company that made Evercrack which changed it's crafting to partial failure etc. managed to make the same screw-up as befor. If it sucked in one game, don't you think it will suck in the next?
At any rate, thanks for the info, hoping it works, and isn't nerfed within a day (Amazing how they can fix an expoit in hours, yet take days/weeks to fix any other problem)
I factory all my struct mods/walls anyways, it's fusions, heavies, PA's where the fails hurt. But thanks anyways, with factories borked, I can still get my orders out.
Adune wrote:
Won't work on anything that requires a station tho, and that's where our hurt is.
I just finished last night making 3 High CapacityFloral Farms and 2 Deep-Crust Chemical Extrators using this technique. There were no lost resources at any point. 0 critical failures.
If you have seen a macro like this before it was probably the broken one. There was another circulating that only had the /nextcraftingstage twice. It needs to be there 3 times.
I'm not an architect, but a weaponsmith.
I have used that macro lots when smithing. I've still had crits. you can tell because it will end/abort the process like it usually does, but there won't be a countdown timer in the crafting tool to finish production.
EasyMcRhinopants wrote:
I have used that macro lots when smithing. I've still had crits. you can tell because it will end/abort the process like it usually does, but there won't be a countdown timer in the crafting tool to finish production.
How often?
You still critical fails. There is no going around that. You just don't get that **edit** Critical Failure message.
Look carefully and notice if you speed through making 100 structural modules, you still fail roughly around 10% or so depending on the quality of your crafting station and crafting kit.
Thats just it. I have been watching carefully. I have been using this for over a week. Not one single critical failure. 0. Zip. Zilch.ALL items present and/or accounted for. Or maybe I am just lying. Maybe I am bugged and it will only work for me.
Sigh.
Fine. I will keep it to myself.
I was very carefully watching for fails too, and they were NOTHING like usually hand crafting.
yup this seems to be helping thanks caladar
tonight, 80 structural module 8 wall.. no fail yet.. tomorrow a large house so we will see
and for people that still get failiure with that.. this might actually be the "new" critical rate devs weretalked about but problydidnt apply it correctly