Doctor Archive
Thread: My Personal Factory Work-Around (Take 2)
Something I did find out for certain- the LAST item in your factory does not seem to count. I tested on 3 factories by putting in my organic/inorganics last, after all crates and/or components and the factory would not run. Interesting :-)
I do find this mix to work:
Organics/Inorganics first, then crates of 50, then a mix of components (say 10 of each) then crates, then more components. Strange, but I've had some really nice results with Stim E's on this.
Renairdor
Master Doctor/Master Combat Medic - Naritus Server
This workaround works for me, but using 2 crates of every component I get a run of 70-72 before it stops. Much better than before, but I've still gotta manually fill the input hopper with 28-30 single units of eachto finish the run. Thanks for posting it.
My best run to date is 356 stim b's. The run went uninterrupted for well over a day. I follow procedures very similar to those posted by daver and the note mentioned by Renairdor. I generally spend a week or so running 1k each of bio, chem, liquid. I pull one each from the output hopper and make a schematic.
I then toss in a large stack of organic and inorganic that i used in my schematic, followed by crates and crates of each component. I do not prime the input hopper at all. The only thing I do do is ensure that all the crates of thecomponent goes in together, side by side,and the items are placed into the hopper in the order of the schematic (probably not necessary, but as it works, I don't knock it). I also throw in 1 extra crate to act as sort of a "sealer" (see Ren's note). Ensure that there's enough power and maintenance and press the start button.
Sometimes I get impatient and stop the factory or a customer comes by and wants to buy multiple crates of stims. Once you stop the factory, I've found the input hopper is all scrambled. If I touch absolutely nothing in the input hopper and simply restart, the factory continues as planned. If i want to add anything, I need to reaarange the input hopper to ensure that all component crates are again together - otherwise the factory will stop short.
Yes, factories do eat components and resources if stopped in the middle of a run. It appears that the factory "picks up" and holds each item one at a time during manufacturing. If stopped, it looks like anything that was already "picked up" is lost. Hence why sometimes its resources lost, components, or both.
I hope this helps some of you out. If not, try rubbinga squall foot and thinking positively. ![]()
A few of you came close to figuring it out. I've been enjoying perfect crate runs for a few days since I figured it out.
They're going to fix it tomorrow, though - the problem is listed in the test center patch notes.
Um... excuse me? I play on Test Center as well, and there were no patch notes relating to factories and crates. They do appear to have fixed the problem, according to our TC crafting types. So please go into detail on what specifically your "fix" is, and how it was addressed in the patch, or don't be so smug.