Doctor Archive
Thread: A SOLUTION TO THE CRATES AND FACTORIES ISSUE!!!
Do you always use crates of 50? When you use double crates, do you have the same number of crates for each component(for example, 50 bio/50 bio or 45 bio/45 bio)?
I'll give double crates and this last method a try and see what happens.
I put in:
2 crates of 50 advanced bio controllers
2 crates of 50 advanced liquid suspensions
2 crates of 50 chemical mechanisms
1200 organic
1200 inorganic
The factory e-mail told me 50 items were produced. When I looked in the input hopper, this is what I found:
1 crate of 50 advanced bio controllers
1 crate of 50 advanced liquid suspensions
1 crate of 49 chemical mechanisms
1 crate of 1 chemical mechanisms
588 organic
588 inorganic
No clue where to go from here, hehe. Maybe I should do the remainder individually now. At least I got a clean run of 50 for once.
After my previous run above, I decided to try to take a chance and finish off the rest of my crates. I had 2 crates of 50, and one crate of 49, so I took 1 item out of the crates of 50 to make them all 49. Then I put in enough organics/inorganics, the 3 crates with 49 items, and let it run. Result: 1 set organics/inorganics eaten, 3 crates of 49 untouched. Tried this twice.
"Duck," I says, "Let's change things around a bit." I put in 12 organic/inorganic, 1 individual bio/chem/liquid taken from each crate. Start manufacturing. Result: Organics/inorganics eaten, components untouched. Did this twice too. Inbetween, I swapped out schematics and made a crate of 1 chemical mechanism to see if the factory was working at all. It was.
Hmm. I went back to my house, pulled one item from each crate, and made a whole new schematic. Went back to the factory, popped in organics/inorganics, the 3 crates, and the new schematic. Result: Organics/inorganics eaten, 3 crates untouched.
Yah, this was going well. It was time to mix things up again. I tossed in the organics/inorganics again, then 3 separate components, and then the 3 crates. Result: 2 items made, 1 from the separate components, 1 from the crates. Organics eaten for 1 stim, I think, but by then, I stopped keeping track.
Next, organics/inorganics, 15 separate components, and the 3 crates. Result: 6 items made, 5 from individuals, 1 from the crates. So at least the factory was working again with these components; I ended up taking all of them out to manufacture without crates. Time to make another 300 components.
Big_Ears wrote:
Okay, I tried doubling up the crates and here's what happened.
I put in:
2 crates of 50 advanced bio controllers
2 crates of 50 advanced liquid suspensions
2 crates of 50 chemical mechanisms
1200 organic
1200 inorganic
The factory e-mail told me 50 items were produced. When I looked in the input hopper, this is what I found:
1 crate of 50 advanced bio controllers
1 crate of 50 advanced liquid suspensions
1 crate of 49 chemical mechanisms
1 crate of 1 chemical mechanisms
588 organic
588 inorganic
No clue where to go from here, hehe. Maybe I should do the remainder individually now. At least I got a clean run of 50 for once.
You should try taking later set and separating out the BECs and LSs, leaving the crate of CRMs alone. That might complete that entire run of 49 left.
My experience is that the factory ALWAYS eats one item's worth of components/resources when manufacturing. Crate or hand-input. If I put in 20 of all the subs of a Stim B (with plenty of resources) and run the factory, I'll get a crate of 19.
I tried the tricks posted here and they didn't really work for me, so I guess I'm stuck until there's a patch for this.
Note: Again, there was no order as to how I put the components in. I shoved in the resources, shoved in the components (in this case, all the BECs then CRMs then LSs), hit start.
If you folks read this thread and get your factory to work, please post what you did so more folks have ideas on what to try to get theirs to work.
- put all ressources in factory
- let it fail
- extract 1 unit out of each crate and put it in factory together with crates.
i am going to the 3 or so crates of each later today. im actually low on normal crates atm.. non stop crafting will do that.
i will post on this thread if it worked for me
I think the /diagnose command will help a lot. Right now, you don't have any idea how much its going to cost to actually heal somebody until after you've done so. With the /diagnose command, assuming SOE lets you see real numbers, you can work up what an appropriate charge.
As an incidental note, I don't see much potential charging for a service that anybody in the game can do for a mere 15 skill points. Anyone care to explain why stimB's and woundmedkit B's require a mere 5 skill points to use?
ok
this morning i finally got enough crates of subcomponets to test this out.
put in 3 crates of bio/liq/chem
and plenty of organ/inog
Now what normally happens is up to 5 minutes. i get the message saying 0 made.
Now iv gone about 30 minutes and no email. So its making something.. I wont know till i get home from work tonight to see what happens, but at least its a change from the normal 0 made.
if your factory eats components:
look at the list on the option panel where it lists the required ingrediants and write them down (with their order)
than look at what subcomponents / resources have been eaten.
if you check with your required ingrediants list, you will notice, that the first ones will be the ones that got eaten.
if you follow the list down to the first ingrediant that did not get eaten you have found the one causing your factory to stop.
that resource or subcomponent either does not match the schematic or came from a different factory run than the component used for the schematic (even if you than used the same schematic for another run)
note that you need exactly the same resources that you created the schematic with and that factory components have to come from the same factory run to be viable, not just from the same schematic.