Doctor Archive

Thread: A SOLUTION TO THE CRATES AND FACTORIES ISSUE!!!

Big_Ears
Fri Jul 25, 2003 7:08 am
#27

I'll be trying another factory run today, but here's a question for those of you who got a bugged factory working:

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.
Big_Ears
Fri Jul 25, 2003 11:09 am
#28

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.
Big_Ears
Fri Jul 25, 2003 4:58 pm
#29

I had a lot of "fun" getting the remainder of my crates done. Here's the rundown, for people who might be looking for this sort of info. If you're not, don't read any further.

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.
StrayCat1212
Fri Jul 25, 2003 5:57 pm
#30



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.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
daver
Fri Jul 25, 2003 7:27 pm
#31

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.




Kadd Arran (Sr.and Jr.), Medical Squids of Fine Reputation
(Corbantis and TC)
For all your healing needs, trust KADD BRAND (tm) Meds!
Stan "White Afro" Outrider (TC)
Ranger for the Empire!


StrayCat1212
Fri Jul 25, 2003 11:26 pm
#32

I just had another scenario pop up. The factory was eating the resources and only the resources when starting up the manufacturing cycle. After unsuccessfully trying to get it up and running, I tried my above steps again and separated out all the components of all the crates. This was because it ate only the resources and not the components from either crate or individual components. After separating out the LS, BEC, and CRM, the factory spit out all the stims with no hiccups. I didnt think that it was possible that the factory would not pull from any of the crates, but I guess that just happened to me. Suffice it to say, if it doesnt pull from any crates then you got alot less room in the input hopper to mass produce.

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.



Owee's General Store {Miratos Immortalis} - Master Droid Engineer
Naboo: +324, -4841. From any shuttle/starport on Naboo, take a shuttle to the metropolis Tal Valor. My vendor is in the -IM- Headquarters, west of the shuttleport.
Better business thru better advertising.
Micos99
Sat Jul 26, 2003 5:50 am
#33

here is what worked for me last time:
- put all ressources in factory
- let it fail
- extract 1 unit out of each crate and put it in factory together with crates.
jondom
Mon Jul 28, 2003 8:17 am
#34

Well it seems we've all been working hard to find work arounds for everyone's situation. Great work everyone! I had hoped it would be easier to find a universal solution, but it seems we have to go piece-meal, with many different work arounds for many different problem encountered using factories. Hopefully the devs will fix this one soon. I wanted to thank you all for your constructive input!



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

Sasha Starfyre
Wanderhome
carnag
Mon Jul 28, 2003 8:37 am
#35

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

Migosh
Mon Jul 28, 2003 2:08 pm
#36

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?


carnag
Tue Jul 29, 2003 7:14 am
#37

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.


MycroftTHan
Tue Jul 29, 2003 7:45 am
#38

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.

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