Doctor Archive

Thread: Food and Chem Factories

jondom
Tue Jul 15, 2003 5:18 pm
#14

The new schematic is working just fine and my factory is spitting out stims packs again. Those of you with problems may want to test this and post your results. It could help the devs to find the real problem. Would stink if they wasted alot of time lookingfor a factory issue when it's actually a schematic issue.



Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
jondom
Wed Jul 16, 2003 9:19 am
#15


The problem was this:


I could not run my original stimB schematic. It worked fine for the first run, but after removing the schematic and putting it back later it would not run. I tried taking items out of crates, leaving items in crates, putting them in the ingredient hopper in the same order as the schematic. Using single crates of each subcomponents, using mutiple crates of each sub-component, using amounts of ingredients that were the exact amounts needed for one complete run of 50, using varying amounts of components. It still stopped with zero produced and it would use up organics and inorganics but it wouldn't seem to draw items from the crates. It did however work on the subcomponents as other here have reported. That's when I got thinking it may be a schematic bug and not necessarily a factory bug.


My solution (working so far . . .):


I went to a crafting station and made another stim B schematic using the same subcomponents and inorganic materials, but a new organic material. I then went back to my factory and put in the new schematic. (In the past I have always removed the old schematics from the factory and then put in the new one, but for this test all I did was add the schematics and let the old schematic be removed automatically) I put all my BEC's, LS's and CRDM's in the ingredient hopper allong with the organics and inorganics and let it run. It made 30 stims and I stopped the run. I said "WOOHOO", danced a jig, ran around the room, had a ticker-tape parade in my computer room . . . well ok, I was excited anyway and I came here to post my success story. Then, after coming down from my "victory" high, I decided to try and see if I could get the old schematic to work - so I loaded the old stim schematic in the factory and put the proper ingredients into the input hopper and THE OLD SCHEMATIC WORKED AGAIN!


*******************************************


It appears that by using the new schematic as I did, I reset some variable or flag somewhere, which then caused the old schematic to become valid again. I am not sure if it happened because I changed the method in which I used/installed the schematic or the fact that a new schematic was used. This would lead me to believe that this is a factory bug and not a schematic bug. Some flag regarding how the factory operates with a certain schematic and it's required ingredients seems to have been corrupted somehow and the act of using the new schematic seemed to reset it. I suspect that the bug asserts itself at the end of a run of products. It's almost as if the factory is looking for a different serial number on the sub-component than the schematic calls out. Perhaps data that should be cleaned up at the end of a factory run should be cleared out, but instead persists and gets corrupted? And then when the schematic is "reloaded" into the factory, the factory uses the corrupt data instead of the data listed in the schematic? perhaps the loading of a schematic that used the same subcomponent but a different resource caused the factory to"reload" the proper serial number for the subcomponent? But, of course, this is just speculation without knowing how the system is coded.


If you are suffering from this bug, please try this experiment. If it meets with success then perhaps we can forward it to the devs to help them pinpoint and fix the problem.


If you want to discuss my solution, please make an alt on Corbantis and give me a tell. I am usually available from 7-10 PST.




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
jondom
Wed Jul 16, 2003 1:46 pm
#16

Melchoir: I guess I wasn't clear on this point. Yes, I use crated subcomponents. I only pulled individual subcomponenets from crates to build schematics. I have put all my crated subcomponents in the input ingredient hoppers and it is working. If the rpoblem arises again, I will attempt to fix it in the same manner.


Phomeister and Adamsky: In my post above I described whatmy issue was. My factory worked fine on the first run. I removed the schematic torun some more subcomponents. Then the second time I tried to run the stimpackschematic it would not pull the subcomponents from the crates.


Please try the method I used. Make a new schematic for the same finished product. Use the same factory generated subcomponents for this new schematic but change one of the resources to a different type. Then try to run this new schematic in your factory. When (if) that works, try using yuor old schematic again. I am interested in seeing whether this work around will work for more people.


Lyandra Wylde


Deeja Peek, Naboo, Corbantis




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
jondom
Wed Jul 16, 2003 2:00 pm
#17

Hmm, after re-reading your post maybe we do have a different issue Phomeister. In my case, my schematics worked initially then stopped working. You are saying that you NEVER have been able to create a B or higher medecine from your factory? If that's the case then I guess my solutionprobably won'twork for you.


They must have specialized code for dealing with crates in the input hopper that is intermittently corrupting something. Maybe some of us got lucky and our factories didn't get corrupted at creation and some of us weren't so lucky and their factories got corrupted on creation? In that case, the fact that mine was not initially corrupted may be why I was able to recover but for those of you who weren't so lucky may never be able to recover. I don't know - we need to gather as much information as we can.




Lyandra Wylde
Wylde Pharmaceuticals located at 4832, -324
Deeja Peek, Naboo, Corbantis

Sasha Starfyre
Wanderhome
Melchoir
Thu Jul 17, 2003 12:26 am
#18

Hi Luvhandles.



I have a question for u. When u got everything to work with ur new schematics, were using crates?




=-=-=-=-=-=-=-=-=-=
Katrin Zaphael
Master Doctor of Sigil, also i carry a big stick.
-Sigil, Dantooine : Flurry
And remember they Have Lions and Tigers in Kenya.
Phomeister
Thu Jul 17, 2003 12:30 am
#19

The major bug out there is that some if not most food and chem factories will not pull resources out of crates to complete the finished products. It sounds like maybe some people have gotten it to work but then again, they might not have.. most messages I read from people saying they got it to work and described it, never describe having this bug at all. Nor do they usually describe trying to use factory crates in it as well. So it makes me think that they arn't trying to use them even.


People telling us that it works fine is really starting to annoy me. It doesn't and it hasn't ever since I got my factory. I've tried making up tons of different schematics, I've tried making different objects.. and it all turns out the same. Make the schematic with the exact factory made subcomponents, load it up, hit go and 5 minutes later you geta 0 made email and it stops.


It's bugged, and until the devs fix it.. theres no way around it other than by first taking out each subcomponent from the factory crate and putting it in the input hopper. Funny thing is at times even this doesn't work. I really think they need to do a full rewrite of the code for factories.

Adamsky
Thu Jul 17, 2003 12:56 am
#20

I agree with what you're saying about crates. If I make a schematic for stim pack d for example and put every sub component in the factory (out of a crate) yes it does work fine. Now what we're all having the problem with is in fact just putting the crates in, and no I have not yet got that to work. I think its safe to say that the factories will not automatically take them out of the crates. Even in the broken state the are in (if in fact they are broken, were they meant to build from crates?) I still like not having to make every single bio controller, chemical realease, and so on. So keep posting, maybe we'll figure it out.



Ibod - Master Doctor




Ibod



Phomeister
Thu Jul 17, 2003 6:08 pm
#21

Another bug which isn't as annoying but still... Is that if i make a schematic for 30 stim b's. load up the exact amount of stuff required.. load in all the components by hand(no crates).. it churns out a crate of 29 and eats a few componets of the 30th and leaves the rest in the imput hopper.. ive tried this a bunch of different ways and it still does the same thing.. lord i sure hope they're working on the factory code....

Rakin
Fri Jul 18, 2003 6:44 am
#22

Tossing my 2 cents in here.


When I first put my Factory down, I used the public crafting station to create componat schematics for a Stim C. Once I had completed a run of 100 I proceeded to create the Stim C schematic.


I ran the schematic trhough and produced 99 items in 2 crates. Worked flawlessly.


I have since create componants for wound pack and enhance health/action. This time I only did a run of 25 sub componants. I have yet to have a SINGLE successfull manufacture from these sub componants. I tried wound packs as well as Enhance healths. One thing I have noticed is that the whole order thing my play into it. My runs with the enhance resulted in resources and TWO of the 3 crates being used as well as the two resources being used. When trying to make a wound pack... No crates were used but the resources were used.


Creating a schematic for a Stim A resulted in success(but of course it doesnt have any subcomponants).



Additional info.The successfull sub componant creation was done at the public crafting station. Every sub compnant schematic failure to this point has been using a Droid Food module. I have not re-attemptedpublic crafting Stim C's.

caltanrei
Fri Jul 18, 2003 8:31 am
#23

There are numerous bugs with factories that have been the same all through beta.


1) Items can only be removed from crates one at a time, and things can't go back into crates (even when the serial numbers match). After clicking fifty times to get my Advanced BECs one at a time, sometimes I get twitchy and end up with extras that I want to put back in the crate and can't. Augh.


2) You can't share hoppers. Factories are expensive, and I want to be able to go in dutch with other doctors. Unfortunately, no matter how you set the permissions, even setting someone else as a full admin only allows them to deposit money and power and occasionally the schematic slot. They can't open the ingredient hopper or the output hopper.


3) Factories will not remove items from crates to create objects from a schematic. Or, if they can, I don't know how to make them do it. I've tried putting things in the same order as the schematic, in different orders, everything. It will ONLY create a run of stims if I've put the components in individually, not the crates. Now, if this is the way it's supposed to work, that's fine -- butI can only make twenty or so stims at a time, depending on the stim, because I've only got 100 slots. Are there bigger factories that work better, or am I stuck with this one?


4) Getting exp from a factory seems to be arbitrary at best. I believe right now you can be no farther than 2km away and still receive experience for crafting.


Dr. Lihoi Itef, Field Surgeon
Corellia
Lowca




------------------------------------------------------------------------------------

Lihoi Itef, Proud Mojovian
Here's a tip: Master ID doesn't take a lot of skillpoints. Argue about the
time it takes to stat migrate, and I'll introduce you to where all my other
points are.

Zophel
Sun Aug 17, 2003 1:28 am
#24

I was running a schematic of Liquid Suspensions when it stopped at 50 and didn't make anymore, despite the schematic being made for 60. Just put in a new schematic for 60 CRDMs and it won't make any of them. I'm not sure what's going on here...


L.R.




~Lilith Rayne~
Master Musician/Master Entertainer
Proud Member of the Galactic Trade Federation
neass69
Mon Apr 12, 2004 1:27 pm
#25

Yes, I new at it and do the same to me. List of supply it does take for it to work is what i am try to find out now. please. help
Agent001
Mon Apr 12, 2004 2:15 pm
#26

read this first, then come back and make a new post with any additional questions


http://www.iootnega.com/doctor/faq.asp#q18



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