Bio Engineer Archive
Thread: Factories
2ndSun
Tue Sep 21, 2004 6:00 am
#170
Can a BE also use a factory to create factory crates? If so how does that work?
mozter2112
Tue Sep 21, 2004 6:16 am
#171
food and chemical factories are used by us to make crates of chef supplements and addatives, and tissues for tailors.
Zadokk
Tue Sep 21, 2004 7:17 am
#172
2ndSun wrote:
Can a BE also use a factory to create factory crates? If so how does that work?
this sounds like a question that even i pondered about ages ago. if you are referring to: "xx identical items from a factory crate" then that means you have to mass produce the item and when you do the factory automatically creates crates. Crates themselves don't actually exist and cannot be crafted. I can't tell you that amount of the time I spent looking around for 'factory crates' on vendors.
Taalar
Wed Sep 22, 2004 12:34 pm
#173
In addition to food additives and clothing tissues, b-es can make crates of pet stims and pet vitaly packs. Pets can not be created with factories.
Echinus
Thu Feb 03, 2005 12:46 am
#174
For some reason when I am making my components, dough and alcohol, i cannot make more than 50 crates inseperate factories.
When i load up the second schem, they go fine until the output is 50 / 100 full, then they stop, giving me an error.
Can anyone help me with a solution?
Thank you in advance!
Kansalis
Thu Feb 03, 2005 4:48 am
#175
This is a common problem with all factories I think. It's a question for which we're still waiting for an answer from the Devs. Checkout this topic for a list of all the others.
Edit: Fixed clicky (I hope) 
Message Edited by Kansalis on 02-03-2005 11:50 AM
golfingtx
Thu Feb 03, 2005 7:00 am
#176
You will have to empty the output hopper and start the factory again. Appears that with each start and stop the total limit in the output hopper goes down as well. Several of mine reached 1 crate before the server reset which tends to fix the problem but only temporarily. Nothing you can do about it at this time but biotch and complain like I do 
Slingblade
Proud (+20 Experiment / +25 Assembly) Master Chef
Slingblade Sales 50, -5480 Coronet
Kansalis
Thu Feb 03, 2005 8:02 am
#177
Ican usually restart my factories after this problem & generally they complete the run with no problems. I have got into the habit of emptying the output hoppers of my factories before starting big runs though, so I don't get the problem too often these days.
emschultz2112
Sat Feb 05, 2005 10:45 pm
#178
I was having the same problem a while back. I went to thechat room and ask one of the CSRs about it and they said thatyou do in fact have to empty out the output hopper before making another run.
Kansalis
Mon Feb 07, 2005 2:29 am
#179
That's odd because I very rarely empty the output hoppers on my factories. Most of them run 24x7 & I take out crates as I use them. When I get the errors (or they mysteriously stop), I just start them back up again. I don't remember any time they have stopped for a second time after being restarted, iyswim.
SmitherBone
Mon Feb 07, 2005 7:01 am
#180
http://forums.station.sony.com/swg/board/message?board.id=in_testing&message.id=38675#M38675
Isn't the bug fixed by number 2 note on that list? Or is that another bug?
Isn't the bug fixed by number 2 note on that list? Or is that another bug?
Rebbouse
Tue Feb 15, 2005 9:29 pm
#181
Hi I am a architect 1/1/0/1 and it says I can build a factory that makes items and weapons. I was just wondering if this certain factroy could make structural modules. So if it can't at what level of architect will I be able to build one that can? Thanks.
Pawlin
Tue Feb 15, 2005 9:46 pm
#182
The structure factory is the one you use for any architect items. The factories match to the tools.
You get it with the Installations I skill. But you do need the Structure Storage Module from Buildings I to make them.
I'd recommend checking out the FAQ, if you're new to the profession there are a lot of things in there that you'll find helpful.