Bio Engineer Archive

Thread: Factory question

Numtini
Fri Aug 08, 2003 9:16 am
#40

You need all the subcomponents and since they have to be identical that would be a factory run as well. I believe there's still a bug where you can't load in crates, but need to remove the items first.


All the components have to be exactly what was used to make the schematic. So the serial numbers on subcomponents need to be exact, the ingredients need to be exact, etc. Not just "naboobian fiberplast" but the specific type (which of course will disappear forever in a few days).


Also right now schematics default to 100 andhave a slider between 1 and 100. You can add a zero to the 100 to make it work for 1000. But you can't change the number to anything but 1000 or slide it to larger than 100. This gives me a really strong suspicion that at some point they'll fix it so you can only make schematics for 100.




Karai Li-ig
Master Tailor & Droid Engineer
Dantooine Mining Outpost
paawk
Sun Aug 10, 2003 8:20 am
#41

Do you need to unload the hopper if you are putting a new schem in? I was wondering I could stock barrels, then switch it to handlers and just use the outpot hopper for storage.
EEMAN
Sun Aug 10, 2003 9:12 am
#42

yes you can do this, output hopper is enormous, 1000 items



Omosack
Master Weaponsmith
Master Shipwright
Better Homes and Guns - in the Chilastra Galaxy

- It's time the devs end the bitter fighting by giving the community a Non Jedi server. We have a few servers with TINY populations that could be changed to this ruleset. I support this idea because it punishes noone. - You can support it too. Click Here!
Pirassi
Sun Aug 24, 2003 5:08 am
#43

I know that food/chem factories dont really produce any BE stuff atm, but i was thinking about using them to make stimpack parts ex: bio-effect controller, liquid suspension and stuff. I could grind stim b's , c's and pet stims all day long as long as i didnt have to sit and make all the parts , just do the final grind. And since pet stems give BE xp it was a thought that crossed my mind since dna sampling is difficult at best. since you get roughly 70 points per pet stim , one could grind out the points quite fast if a factory was making the 3 main parts for you . Just a thought since all smiths get xp from factory use I was thinking of ways to get some use out of a factory myself. If anyone has already did this please tell me if the results are even worth the cost of the factory.



------------------------------------------------------------------------------------------------------------------
Pirassi - Respec Jedi / Elder Teras Kasi Master
Kirassi - Not sure yet.
Vladamir Sta - Canceled R.I.P.
Vorgus
Sun Aug 24, 2003 5:51 am
#44

Wasn't worth the cost of a factory to me.. So I just buy the crates off of a Doc who has a factory.


I actually have no interest in the XP generated this way, since it's pathetic in any case, I'm just trying to improve the Pet Stim A's that I sell. If I COULD factory my Pet Stim A's, I could easily get 400 heals X 16 out of them, as it stands now, most hit the 300 X 16 mark, and I'm haveing to call that good enough.


But my point still stands, unless we get factory use fixed for our finished components, it's not worth it to me to own a factory. I'll buy off of someone who already has a factory, works out better for me that way.


Vorgus on Bria

grelgen
Sun Aug 24, 2003 6:52 pm
#45

i did a xp check on stim B and it gives a grand total of 90 bexp. and no uxp. Tissue practicing is prolly the way to go if you want to grind.


are you sure you were using stim A to get 300X16? I got similar results with stim Bs. Unless, of course, you were using advanced components.




BE?
Mightion
Wed Aug 27, 2003 3:44 pm
#46

Here's a question about my new equipment factory. If I make a schematic for electronics GP modules (for example), and make the schematic good for 1000, can I only put in resources to make 25, if that's all I need at the moment? I receall reading where factories don't produce anything if all the resouces to make the full count of the schematic aren't there...




Mightion Defensor
Flashlight-wielding Padawan Learner
Banshee XVI, Avatars, Tarquinas Server

"...if one guy calls you a Hutt, ignore it. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice." - Corran Horn
Esmer
Thu Aug 28, 2003 5:51 am
#47

They DO produce. I do this all the time (I've only made 100 item batches a few times - and even then it was on 1000 count schematics). It will simply email you and tell you you are out of resources, and let you know how many items it crafted.




Esmer

/way 300 -5015 just outside of Anchorhead
TheChod
Thu Aug 28, 2003 11:53 pm
#48

I think Im running into that factory bug, but maybe a different sort. My factory started to do a production of 0 items, so I am wondering hmm. Check the boards and it seems that this is ongoing issue. Ok I say to myself. Oddly enough I tried to make a different item in the factory and it worked fine. Infact I made Solid Delivery Shells, Chemical Release, and Biological Effect all fine. Then I go to make B versions of some of the wound packs and bam it doesnt create any. Has anyone run into this particular factory bug? It seems to create stuff fine that has two ingredients that stack but doesn't always like to work with nonstacked ingredients. I even tried putting them in order like suggesting in some of the posts. I just find it odd that sometimes it works fine and others it doesnt. The bug that I was reading about seemed to make factories totally useless unless you redeeded.

Muad
Fri Aug 29, 2003 8:15 am
#49

i get the exact same bug here...kinda desperate about the solution
Scalda
Fri Aug 29, 2003 11:36 am
#50

You need to put the materials into the hopper in the exact same order that they appear in your schematic. Not the factory schematic. The one you have in your data pad. Be sure to always emtpy the hopper and close the hopper. Then put in the ingredients in the exact order. There are many other good posts that desribe this in detail. If your schematic call for 10 material A, 12 Material B, 15 material 2 C and you want to make 100 of them. Open the hopper, remove anything in the hopper. Put in 1000 Material A, 1200 Matieral B, 200 material C. Close the hopper. Start the factory.
Shakiel
Sat Aug 30, 2003 10:17 am
#51

The primary reason that a factory gets bugged is because you ran a schemetic to the end. Example: you make a schemetic for 100 items, put enough items in for 100, then hit start. Factory will then churn out 100 items. This is where they get bugged. Because the factory ran to the end of a schemetic, it is supposed to dispose of the depleted schemetic. This does not happen, even though you are able to insert a new schemetic, the original was never discarded so the factory is still looking at a schemetic with ZERO items available to build from it. The key to keeping you factory from getting bugged is to never let a schemetic finish. Make your schemetics for 1000, (you have to click in the box and add a zero, do not try typing in 1 0 0 0 or it will revert to 100, just click and add a zero) then put in the materials for the QUANTITY you want to run. The factory will stop when it runs out of materials and not be bugged. At that time you can swap schemetics and start back at step one. If for some reason your factory does become bugged, re-deed it and place it again. However I have tested, tested, and tested this. Letting a schemetic finish is what screws a factory up.



Shakiel (XFOR) - Master Shipwright/Merchant/Droid Engineer


Retrired Masters- Architect, Artisan, Merchant, Entertainer, Dancer, Medic, Brawler, Scout, Marksman, Rifleman, SquadLeader, Bio Engineer, Creature Handler, Ranger, Doctor, Chef, Weaponsmith
Ronus
Fri Sep 05, 2003 3:59 pm
#52

When making multi component items in a factory, can we use crates of parts in the input hopper, or do we have to take the parts out of the crate by hand?





Dolvick Oslo
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