Doctor Archive
Thread: Unified Factory Problem Thread
I can't start my factory even tho my output hopper is empty.
I start it, and it stops immediately (and still eats resources to make one item, but without producing any).
Everything else is fine.. power, maintenance, input resources, schematic. Only thing was that my house had more items in it than allowed.
Count me in - both of my factories are full (output; one is at 100/100, two is at 160/100) and will not start. Putting in a new schem of BEC's caused the factory to eat one set of resources, AND decrement the schematic to 999.
It is also pretty clear that they did not fix the crate popping issue at all, as I previously expected they would. When I skimmed back through the notes, I didn't see any mention to the problem that they said they were going to fix - I think they pulled the note out.
If they set crates to weigh 1 unit instead of 5, then our new maximum on crates will be 100 crates or 5000 items in the output hopper. I'm rather disappointed in this change, and am now thinking about quitting crafting to let some other suckers deal with this.
Peeps-
Let's consolidate evidence concerning these factory problems in one thread. I strongly suspect that the factory problems are only affecting certain servers.
Here is the problem that seems to arise:
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Factories do not produce items normally anymore. If the factory's output hopper is now overburdened due to the change in its volume, the factory will not start. The only way to correct this is to empty the hopper. In some cases, the hopper must be completely emptied to start the factory. When the factory IS started, it produces one crate of product. Then, the factory stops and cannot be restarted. Switching a schematic does not affect this -- the factory is functionally dead. Redeeding the factory maytemporarily correct the problem, but it is unclear whether the problem may arise again at some point after redeeding.
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Okay - I can confirm that this issue affects my food/chem factory on Corbantis. Let's hear from the other servers if possible.
FYI - REAL interesting note here.
But it does appear factories are bound to the same item limits that a house is when it is dealing with the output hopper. My factory would not start at all when it was over 50, but as soon as I unburdened it below 50 it began cranking out items.
Ahazi:
Same problem (output hopper empty, I start the factory, it eats resources for one, reduces schematic output by one, yet produces nothing, and the factory stops producing). No way I'm redeeding it just to get it to work again -that'll get too expensive.
Also, anybody else unable to remove a schematic entirely from the factory now? When I click remove, it replaces it with another one I have selected. If I've nothing selected, it will not remove.
Yay for patches!
Sy-
Since the patch I was able to produce exactly 100 units from a schematic set to 1000. After emptying the output hopper, and double checking power/maint/ingredients I can still produce nothing. Changing the schematic did not help and this is for basic components, not using input crates.
I have also noticed the inability to remove the schematic, and it consumes 1 from the schematic count when it fails to produce anything.
-Karo MD, Scylla