Bio Engineer Archive

Thread: question about factories

Deathrobe
Tue Nov 25, 2003 8:22 am
#40

Alright so u run lets say sword cores and your going to make 2handed cleavers..


well after you do a run of the sword cores to get the 2factory sword cores u need to make the cleaver and make a schematic for 1000 weapons..


the ingredient list a serial # next to the crate of sword cores u were using for the schematic. Well my question is crates come in 25 units


does each crate have a different serial? and does this mean i can only make 25 weapons a run per factory? if so then how do i get to use that schematic up...


Im alittle confused because i put 3crates of sword cores into my factory along with enough minerals etc.. to run them all out.. but the factory told me i ran out of sword cores when i checked my factory i still had 2 crates of sword cores sitting thier (from the same run of sword cores)? just confused is all


is this a bug or am i missing something?


lols i havent gotten any sleep last nite so i may just be speaking gibberish sorry if i havent stated cleary what i am asking i think im seeing double right now
LLJK_Griz
Tue Nov 25, 2003 8:58 am
#41

Every item made from a particular schematic has the same serial. You get multiple crates, all of which contain identical items.



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tuckomel
Tue Dec 16, 2003 10:46 am
#42

I'm a smuggler and I'm thinking about putting up a factory so I can sell crates of clamps, etc. out of my Tat house. I have looked and looked but can't find any good info about factories. I know I need an item factory, but how much power will I need? Does it only use power while producing items? Is there a simpler way for a smuggler to get crates of items than have his/her own factory?


Any help is greatly appreciated.




VARJO
- Kettemoor Server
Kav
Tue Dec 16, 2003 10:50 am
#43


  • it burns maint all the time: bout 1000c a day

  • power only when on: bout 400-500 a day if good power and running.




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Obed
Tue Dec 16, 2003 3:52 pm
#44

I always pick up the factory when I'm not using it. That way I save money... for what it's worth.




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XooleX
Thu Jan 29, 2004 12:40 pm
#45

Hello everyone,

I just have a quick question about factories. A couple of times now I have forgotten that I left something either in the input or output hopper for quite a while on factories if I don't use them too often.

My question is: can factories be used for storage (i.e. will the items ever disappear if they are left there for a very long time)? Also, if we can use them for storage is this considered an exploit? (I definitely don't want to be banned for doing this)


Thanks,


Diepa

Diepa Mining

Master Architect

Master Armorsmith



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RazorBluewing
Fri Jan 30, 2004 1:20 am
#46

1) They stay there as long as the structure is there.
2) You cannot place items into the output hopper, but can leave items that have been created there.
3) I have never heard of anybody (dev or otherwise) say that this was an exploit. I see equip factories all the time labeled (Jack's storage shed #3) etc. Since the items are not visible and wouldn't cause network traffic/lag with players going by them, I don't see why it would be an issue.


On the downside, I was out of town and couldnt log in for a few days and the maintenance went weird on one of my storage factories and lost it completely. Bleh. A few hundred K of material and stack apon stack of meat/hide all poofed. So I wouldn't keep anything really valuable on them if I were you.
Pawlin
Fri Jan 30, 2004 1:21 am
#47

Yes you can keep items in your factory for storage. I do it all the time with my finished goods stored in the output hopper and a bunch of raw materials in the input hopper. It is intended to work this way so it is not an exploit.




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XooleX
Fri Jan 30, 2004 1:24 am
#48

Thanks to both of your for the quick replies... didn't want to get in trouble or lose anything.



Diepa





Tico's Meds Medical Supplies Locations:
-1512 -3518 outside Coronet.
JughedJones
Sun Feb 15, 2004 12:30 am
#49

I am a armorsmith and i need to start crafting armor segements in factory crates was wondering if I need to buy a wearables or a equiment factory?



Master BH
Fireclick
Sun Feb 15, 2004 12:37 am
#50

Wearables factory is for armor



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spoff
Thu Mar 25, 2004 8:46 am
#51

Hey guys

I'm new to the world of doctoring and have a few questions about factories:

Do you need any artisan skills to buy and run one?

What kind do I need to buy to make stims etc?

And if anyone can do a small tutorial on how to use one I would really be most grateful, (I can't get the Doctor FAQ link to work.....keep getting an unresolved host name error)

If you don't have the time do do a tutorial I understand.

Thanx in advance



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Cailid010
Thu Mar 25, 2004 9:24 am
#52






spoff wrote:
Hey guys

I'm new to the world of doctoring and have a few questions about factories:

Do you need any artisan skills to buy and run one? No

What kind do I need to buy to make stims etc? Food & Chemical Factory

And if anyone can do a small tutorial on how to use one I would really be most grateful, (I can't get the Doctor FAQ link to work.....keep getting an unresolved host name error)

If you don't have the time do do a tutorial I understand.

Thanx in advance





This is from the FAQ:



How do I use a factory?


Factories can be used to make multiple identical items. By identical, I mean that every item produced in a factory (from a single schematic) will have the same serial number. It will also have the exact same stats as the item from which the new items are based.

Okay, to start from the very beginning, if you want to make pharmaceuticals in your factory, you're going to need a Food Factory (for some reason, it isn't called a Food/Chemical Factory like the Food/Chemical Crafting Tool). Most architects can make one of these for you, but they can be a little pricey.

Once you have a factory, you need a manufacturing schematic to load into the factory. A manufacturing schematic tells the factory what to make and what ingredients it needs to make that item. So, let's start by making a manufacturing schematic.

Grab your food and chemical crafting tool and go near a food and chemical crafting station. Load the schematic of the item you want to mass produce into your crafting tool. Let's say we're making a biological effect controller, so you'll need 6 units of organic and 6 units of inorganic. Once you've got the schematic loaded, insert the resources that you're planning on using to do the factory run. Then, assemble the item. At this point, you'll be given 3 options, experimentation, creating a prototype, or creating a manufacturing schematic. Most likely, you want to experiment on the item at this point to make it better. Once you're done experimenting, you'll be returned to this screen. When that happens, press the "Create Manufacturing Schematic" button. This will take you forward to a screen where you can name the item (I usually leave this alone, but you can change it if you'd like) and you can set the manufacturing limit for the schematic. There is a slider that you can use to vary the limit from 1-100, but you can also type an extra zero in there to make a limit of 1000. Typing anything over 1000 results in an error message. If you only have enough resources for 50 items, you might want to set it at 50, but I usually set mine to the maximum and, if I run out of resources before I make 1000 items, I simply destroy the schematic.

Now that you have your factory, you're going to need to find a place to put down your factory. Put it somewhere convenient (and preferably near a crafting station - find a house nearby that has one or buy a droid with one in it). Once your factory is put down, you'll want to load it with some credits and power. Factories require 1,440 credits per day for upkeep and 1,200 power per day (although power is only used while it's running). You can accomplish these tasks by accessing the "Pay Maintenance" and "Deposit Power" options in the radial menu. To see what maintenance and power is left, you can check by using the "Status" command.

Now that your factory is set to go, you need to load that manufacturing schematic. To do so, select "Access Schematic Slot" from the factory Options menu. Find the schematic you want to use and click the "Use Schematic" button. Your factory now knows what it is going to build and what it needs to build it.

So, the next step is to load the ingredients into the Ingredient hopper. You can access this hopper by selecting "Ingredient Hopper" from the Options menu. Simply drag the resources you want to use in your factory from your inventory into the ingredient hopper. Note that you MUST use the EXACT same resources you used to create the manufacturing schematic. Factories make identical items from identical resources. That means that if you used Tatooinian Domesticated Oats called Oimiev to make the schematic, you MUST put Oimiev in the ingredient hopper. Nothing else will do, not even a different type of Tatooinian Domesticated Oats. So, if you're going to do a large run of identical items, make sure you have a large number of resources to do it. If you've forgotten what resources you used to make the manufacturing schematic, you can bring up the ingredient list by selecting the "Ingredient List" option in the Options menu.

Once you have your ingredients in place, you're set to go. Now, just click on the "Start Manufacturing" button under options and you'll get an activation message letting you know that the factory has started. Items can take a while to produce (roughly 8 seconds per complexity, so about 2 minutes for a biological effect controller) and will eventually show up in a factory crate in the Output Hopper. Factory crates of medical items can hold up to 50 items - the crates only take up 1 inventory space. So, with 6 crates of woundpacks, it would be possible to be walking around with 300 woundpacks (50 for each attribute) and have plenty of space to spare!

Okay, so that take care of making simple items in a factory, but what about more complex items, like a Small Stimpack - B? Well, like I said earlier, all ingredients must be identical. Because a Small Stimpack - B requires subcomponents, you'll want to first do factory runs of each of the subcomponents. This will yield crates of subcomponents that are all identical (they all have the same serial number). When you're done with that, take 1 of each subcomponent out of each crate (1 BEC, 1 LS, and 1 CRDM - you can take one out through the radial menu or simply by double-clicking the crate) and use those to make the manufacturing schematic for the Small Stimpack - B. When you load the manufacturing schematic for the stimpack into the factory, simply load the crates of subcomponents that you just used into the ingredient hopper along with the organics and inorganics that you used.

A few other notes about factories. If you ever need to redeed a factory (in order to move it, perhaps), make sure you've removed everything from it. Empty the ingredient and output hoppers, as well as the schematic slot. In order to reclaim the deed, you'll need to have at least 3000 credits in the factory. Those credits will be used up in the redeeding process, but any extra credits and power will remain.

Also, once a factory is running, the Options menu changes to have only one option: "Stop Manufacturing." However, you can actually access the Output Hopper by opening the radial menu and selecting "Options." Don't select "Stop Manufacturing" under Options, just select "Options" itself. This will open the output hopper. This hopper will refresh automatically when items are added to it and you can readily pull items from here while the factory is running.

The Output Hopper of a factory also makes for an excellent storage space. It can hold up to 100 items and when we're talking about crates of up to 50 items each, that's 5,000 items. Once you remove something from the output hopper, though, you can't put it back in. So, if you just made a large batch of items that you wish to sell, you might want to leave some of them in the output hopper until you have somewhere to put them.

Message Edited by Cailid010 on 03-25-2004 08:24 AM



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Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
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