Bio Engineer Archive

Thread: Factories

Kallacha
Fri Oct 10, 2003 7:32 am
#118

Can confirm, redeeded my factory last night, and then it worked.
damniamdaone
Fri Oct 10, 2003 7:48 am
#119

I asked this in another thread but ill ask again........how do you redeed a factory........this is my first factory and ive never had to do it before?



Atrido

Master Marksman
Master Scout
Master Debator

We can't wear boots cuz our toenails are too long!!!!
Artibis
Fri Oct 10, 2003 7:55 am
#120

Make sure you have enough maintenance costs to cover the redeed and then destroy the structure, the factory will tell you if you have enough to be ablke to reclaim the deed and prompt you to hit destroy again, do that within 30 secs and the deed appears back in your inventory. If you do not have the required maintenance funds in the factory it gets destroyed for good.


Jexx





Jexx Obo (Outer Rim Council)
Master BE / Master CH @ Lowca
BE Shop: S. of Coronet City at -179 -5740


Kallacha
Fri Oct 10, 2003 7:56 am
#121

Structure Management --> Destroy


Do it it again within 30 seconds


Et voila one deed



Or something like that, its definately destroy, did it for my first time to last night

Echinacea
Fri Oct 10, 2003 8:55 am
#122

Take everything out of both ingredient and output hoppers. If you don't, you'll lose it. If you have a schematic loaded, get it out by uploading another one, one you don't need. If you have one in your datapad for which you don't have the ingredients anymore, use that one. If you don't, make something little and stupid you don't care about (like Bofa Treats, if you have Artisan, or a plain ol' liquid suspension). I don't remember exactly how much money you have to have in maintenance to re-deed a factory...but radial off it and go into the choice where you get Pay Maintenance (I forget which one that is now...that's the problem with doing this from work!) and the top thing on that menu is Destroy. Do that. If you need to add more maintenance to get the deed back, it'll tell you. Pay the extra if you need to, then do Destroy again. You should get the deed back in your inventory. Make sure you have enough space for it after emptying out the hoppers!




Col. Tarot v Starsider
Elder Master Entertainer and AXIS M.I.L.F.
Mathom © Starsider
Entertainer
greyyn
Tue Nov 04, 2003 7:22 am
#123

i know this might have been asked lots of times. does experimentation for factories matter of any of the 3 attributes, even the storage capacity?.. thanks
mikeflee
Thu Nov 06, 2003 7:56 am
#124

I received a similar message - ended up one of the materials i had put in was the wrong type. Double check your the required ingredients and what you have loaded in the hopper.
Tarnak_Archvold
Thu Nov 06, 2003 8:05 am
#125

If you are running a schematic in a factory that take "parts" thoughts parts have to be the EXACT same type as the ones used in the schematic.
Let me give you an example...
If I wanted to make a run of 600 pet vitality packs - a. I would need 600 x (1 Biological Effect Controller (BEC for short), 1 Liquid Suspensor (LS for short), 20 organics, 18 in-organics) So first I would have to make 601 BEC and 601 LS in a factory run (to give them the same id number). Then I would use one BEC and one LS along with 20 organics and 18 in-organics, to make the schematic.
Now the schematic is ready for production, but last 600 LS and BEC had to be place in the input hopper along with 12000 organics and 10800 in-organics. (organise and inorganic again have to be the exact same type).

I hope that helps.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
digilink
Fri Nov 14, 2003 7:03 am
#126

Does anyone have a link to a good guide on how to use equipment factories? I am wanting set up a shop and start turning out general items for now until I get further into DE. I would like to be able to produce weapon power ups and droid batteries out of it for now, but I can't figure out how it works? I set it down, payed maintenance and deposited power, but I dont see anything on the radial menus that allow me to "operate" the factory? Maybe this is a bug with the new patch? Or I'm just not doing it right?






Aaknin ~ Master Doctor, Master Artisan and aspiring shipwright
Silor ~ Commando wannabe
Tarquinas Galaxy
MistakenIdent
Mon Nov 17, 2003 9:51 am
#127

The option to operate the factory is under tab 4 in the radial menu, options.


Initially you will get three options, the one you need first is the schematic.


Select that option, load the desired schematic you made from a general or droid station. Next you need to access the input hopper. Open the input hopper, then open the radial menu again and select list ingredients needed for this station. This gives you a list of the resources (by name) and the number for each combine, along with the limit you can make with the loaded schematic.


Next open your inventory, select the appropriate resources, and split the quantities to the number of items you want to make. Drag the resources from your inventor to your input hopper.


~~Note bug here~~~ Your resources will not appear in your input hopper unless you select change view 2x, and the last loaded resource will not disappear from your inventory unless you change views or split a new resource, which would "clear" the old one out. This is a known bug but does not affact the crafting run.


After you have your resources loaded, close your open windows, and select start operation from the radial menu 4. Options. You can then double click on your factory and examine the station. This will tell you how long each combine takes, and the number of items made so far.


Once the run is complete, you can open the output hopper from the same options menu. Double click on the crate to move from the hopper to your inventory.


If you craft less than the limit of your schematic, don't forget to remove the schematic. (Option menu, access schematic slot)



General Notes:


1. You receive 10% of the crafting expierence for each item made in a factory that you own if you are standing in close proximity to the station.


2. The station will send an email to the owner of the factory when it runs out of resources and/or completes the run.


3. Not everything crafted in a factory will come out "crated". Known issues are Ore Mining Units. They will have the same serial number, but are not crated. Be aware of this.


4. There is a 100 item limit to the input hopper, and this cannot be experimented upwards. This greatly effects Architects who want to make crates of Wall Units, since a run of 10 units would require 100 structure modules + the steel/metal and LGO for the wall unit. There was a bug preventing the wall units from pulling structure units from crates, although we have seen conflicting reports that this was fixed in the last big patch. I personally have not tested this yet since I still use wall units to grind out expierence and none of the items that I am making require crated walls.


Hope this helps



Cal'amari Amistance.


Owner/Operator of Squid Mining & Gas Co. LTD.

nickbevil
Tue Dec 09, 2003 11:23 am
#128

What type of factory do I need to make factory crates of GP Electronics modules, Memeory Modules, and Control Units?



Isame

Master Artisan (former), Master Scout (former), Master Droid Engineer (former), Master Bounty Hunter (former), Master Marksman,
Travin64068
Tue Dec 09, 2003 11:45 am
#129

You need an equipment factory.


- Travin




Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
ZyClone
Mon Dec 22, 2003 1:44 pm
#130

Hmm i dont get it...aint the Equip Factory suppose to make "all items in generic craftig tool" ? In that case u shoudl be able ro make tailor fiberes as well?
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