Bio Engineer Archive
Thread: Factories?
SysOp wrote:Hi guys,
I have some questions about these factories:
Let's say you craft scopes, handlers, barrels etc... and they turn up as an great or amazing success and insted of making them you make a blueprint (end up in your datapad).
If you now have a factory can you then insert that blueprint scope for an example then insert the amount of materials for example 10 of them and hit the button will it then make 10 scopes = amazing success if your blueprint was amazing when you made that one??? Or is this factory only there for making the items faster ONLY?Let's say you have a pistol blueprint, to make that gun you need barrel, handler and materials, but if you insert that pistol blueprint into the factory do you need to feed the machine with barrels, handlers and materials for the amount of pistoles you want or do the machine calculate ALL materials to make the gun so you only insert materials??? Do the machine produce that pistol in that success you made the blueprint in???
Thank you all who answer!
dont make powerups in a factory. They are useless for some reason. Others have posted that it is to give asiring artisans something to craft, but I dont know. I made a schematic for couplers that should have been 30%/15% mods and they were completely useless. They didnt modify anything and were all named coupler. Havent tried other powerups, but I imagine you will get the same result.
The problem I run into with my factory is that I primarily use it for exp, not the end product. What happens alot is this. I will load up my factory with a good amount of materials, then turn it on. Here is where the problem starts. If the server comes down for any reason and I can't get back on (Server Loading anyone?), when the server comes back up my factory is still running. This means I have to keep trying and trying the server over and over. If the server is down for an extended amount of time, I may not be able to login later because I have to go to work or something like that. This does not allow me the chance to turn off my factory and it will run all my material with exp just waisting away.
And as far as speed goes, being a weaponsmith I typically make Pistol Barrels. They yield 60 WC points and are made at a rate around 3 minutes each in my factory. So hourly I can make about 1200 exp per hour. That is pretty slow considering I could make 1200 exp in about 10-15 minutes if I do it manually.
Dobi Eza
Lowca
SySnoodles wrote:
Dont listen to him, you do need to be online to get fxp
Ghurtak
If I wasn't clear in my post, I apologize. But that was the point I was trying to make is that you do NOT recieve exp from a factory when logged off.
Dobi Eza
Lowca
To make weapons do I need an equipment factory deed or a structure factory deed.
Whats the rough market value for these?
Thanks
So, if I had two factories going, right next to each other, would I get xp from both of them?
1. When you're next to the factory (within a couple hundred meters) you get 100% experience. When out of that range, I wasn't seeing any XP gain.
2. Factories are slow. I'd guess about 2-4x slower than crafting by hand, but I haven't done the math.
3. Admin privs on the input hopper are bugged, so only you can put in materials. HOWEVER, once you do, other people CAN use the factory. But when they do, they do not get XP (but I haven't confirmed that you do, either.)
4. You don't seem to get UXP from factory-built items, only the XP from making them.
5. Leaving myself logged in next to a factory producing a few hundred high quality sword cores, then that number of swords, got me about 17K xp over a roughly 12 hour period, or a little over 1K xp/hour. I understand there are more optimal things (barrels) if you have the materials, but a factory is not going to get you to master overnight. (Or even within a week or two.)
6. Using a factory is tricky. Check the thread linked by the Dev Tracker on using them for tips.
7. Factories suck down power and money, so have some handy.
when I am exp grinding I make sure to keep an hour's worth of power, that I dribble in every hour or so - so if the game goes down it's not so bad
I am often harvesting several klicks away from the factory : i am positive that you are getting 100% of factory experience within a very large range (>3k distance - usual 2xp / 1 unit)
>2. Factories are slow. I'd guess about 2-4x slower than crafting by hand, but I haven't done the math.
Factory speed seems to be fluctuating. I have been running consitent loads of 100 blaster barrels (can you spell g-r-i-n-d ?). Two days ago, they were seemingly taking 4+ hours (judging by the time i was getting the completion email). Yesterday i had a run take only about 2 hours. I'll be doing some more testing.
>3. Admin privs on the input hopper are bugged, so only you can put in materials. HOWEVER, once you do, other people CAN use the factory. But when they do, they do not get XP
You have to be the schematic designer to get the xp is my understanding. I have been running someone else's schematic recently (purchased on my vendor) and got not one point of XP. It is my understanding that the author got the full normal amount for the run of that schematic.
>7. Factories suck down power and money, so have some handy.
Indeed...
SysOp wrote:Hi guys,
I havesome questions about these factories:
Let's say you craft scopes, handlers, barrels etc... and they turn up as an great or amazing success and insted of making them you make a blueprint (end up in your datapad).
If you now have a factory can you then insert that blueprint scope for an example then insert the amount of materials for example 10 of them and hit the button will it then make 10 scopes = amazing success if your blueprint was amazing when you made that one???
Sysop-
That's theoretically how it's supposed to happen. I noticed, however that weapon add-ons that get 'blessed' with their attributes at the time of creation (scopes, muzzles, grips, etc.) do *not* get blessed when popped out of a factory crate.
Example: A WS doesn't know what her new scope will have as far as benefits until it's created -- she can't see the stats while experimenting, as she can for, say, a pistol. When the scope pops out of the crafting machine, she can examine it and, *behold!*, it has some (hopefully) nice stats. These are pseudorandomized as far as I can tell, so an 'amazing success' might seriously lower ham costs, or it might seriouls increase min damage, or both. (This blessing step is what gives the scope, in this instance, its name. Notice that any prototype scope that you create doesn't have the name you gave it, but something along the lines of "Calibrated scope of Targeting"?)
Unfortunately, this 'blessing' step seems to have been left out of factory created add-ons. All my scopes are named "scope". They have no abilities granted to them whatsoever. They can occupy space on your gun for 100 shots. That's it.
If anyone's interested, I have 100 scopes from an amazing success schematic, that do nothing at all for weapon stats.
-)
I don't know if this problem has carried over to other professions. I don't know if anything asides weapon add-ons have this "blessing" step. My guess is as follows: If you can't see the stats for the item during experimentation, it may not have any stats at all if cranked out in a factory. Ideally, I'd like to see the still generate random effects based on the quality of the item, but do it as it comes out of the factory crate. That way, I'd have 100 amazing successes, but they still aren't all gauranteed to result in the exact same stats.
-Arryk
Weaponsmith question now...
If I choose to make a bunch of D18 pistols with my factory, I need to run a schematic for the barrel & handle, run 100 peices of each sub-component, and then re-feed the compotents back in when I run the D18?
OR....do I just inersert all the materials at once...(It makes sense to me that I need to make the subcomponets first)...but just thought I'd ask
I am on the way to becoming a Tailor and from some of the higher schematics and talk on the boards it looks like owning or renting access to a factory will become a necessity unless you want to spend a great deal of credits buyingitems like synth clothready-made from other tailors who have done just that.
So, how much does a factory require in upkeep? I'm assuming it's placed like any harvester and requires credit upkeep an energy - how much of each daily? Or unless you are very rich and keeping it going constantly (loaded down with the ingredients for the schematic in question) is it really better to just buy the items from other tailors?
Any general tips on how to work it, etc, or is it just like a harvestor (i.e. pretty easy to figure out and operate)?
try this web site:
http://dynamic6.gamespy.com/~swgcraft/facttool.php