Droid Engineer Archive
Thread: Factory Crate bug when making DE components
A lot of the issues with the Droid Engineer professionlisted in the "stickies" in this forum beggars belief and makes you wonder why the Droid Engineer profession was everimplemented with such a long list of blatently silly **edit**-ups in the first place.
My latest encounter with a Droid Engineer bug also beggars belief. I'm trying to make an advanced R3 droid and the components required include 2 identical advanced droid brains from a factory crate. To further complicate matters these advanced droid brains also require 4 identical GP module and 4 dentical Memory modules from a factory crate. So, armed with the necessary resources I visit my factory and insert all the resources and 3 crates each of GP and Mem modules, each containing 20or somodules into the ingredients hopper. I start the factory production and quite early on I get an email telling me the factory is out of ingredients. I check out the factory and am surprised to find that thereare stillplenty of ingredients to make lots more adv. droid brains.
The problem, it seems, is that with each brain requiring 4 GP modules and Mem modules, when a crate with 25 items is reduced to having 1 item left in it, the factory system stops all production because it's looking for 4 modules from the crate. It just can't seem to figure out that there are plenty more modules to use in the other crates. All it needs to do is use the one left in the crate and take three more from anotherand continue on to completion.
I refuse to call problems like this in a game "bugs". It's plainly poor design and appallingly poor testing. Real bugs should be programming errors that are incredibly difficult and rare to encounter and only manifest themselves after many hundreds of hours of using a program. Silly errors like this one are part and parcel of why nearly all games today are always followed by patches weeks and even days after they go on sale. The hugely irritating thing about SWG is the fact we are all paying a monthly subscription in addition to the initialcost of the game. I would also assume that considering theamount of time these Droid Engineer issues mentioned in this forumhave been in existence, thereare far too few programmersbeing paid for by our subscription feesto deal with the dissapointingly high number of basic flaws in this game.Asa former games magazine journalist it all leaves me throughly convinced that Star Wars Galaxies deserves thepoor review itgot in theUK games press.
In as far as quality gameplay (ie no silly flaws) is concerned, Star Wars Galaxies still remains"High in potential but low on delivery". The 3D models, general graphicsand sound effects are however, quite superbly implemented and a joy to the eyes and ears. It's just a crying shame that you are frequently ripped from thetotal Star Wars world immersion these visuals and sonics provide bythe many errors and flaws still in evidence. Maybe we can get the artists and audio engineers for this game involved in implementing equally good quality system code? Just a thought.
I agree with Ackis. I've never had a problem with factory crates like this. Probably you have mixed crates of subcomponets that have different serial numbers. These have to match the ones used in the schematic exactly or no go. It does make crafting things like advanced droid brains quite challenging. That is why I charge a minimum of 30k + for R3's without modules!!
A case of Droid Brains is truly a wonderful sight!!
Back when we had item colors, I'd color code my sub-assemblies so I'd know what was what (Da/\/\n you SOE!!).
Now, I just add "generations" to my components. For example, If I want to make a new run of Advanced Droid Frame Units, I call them "ADFU 85%a".
ADFU = I know what it is.
85% = I know the quality.
a = the generation.
So, the next new run (generation)of ADFU's will be "ADFU XX%b" ![]()
Yep, I've just tested it and have not had this problem.
Bet it's a mismatched crate (and I know that sucks, too -- we've all done it plenty of times).
I always just stick a random four digit number to the end of every factor run I make...
Just got back from a holiday and am relieved to find everyone agreed on the problem. It is indeed due to my using different crates ofmodules with different srial numberswithin the ingredients. When one crate of a certain serial number is reduced to a few modules and then moves onto the next crate, it's mixing modules with different serial numbers and refuses to complete.
I assume then that making sure all crates have an amount of modules that is a multiple of 4 will avoid this mixing?
Thanks for the help people.
Seefer wrote:
Just got back from a holiday and am relieved to find everyone agreed on the problem. It is indeed due to my using different crates ofmodules with different srial numberswithin the ingredients. When one crate of a certain serial number is reduced to a few modules and then moves onto the next crate, it's mixing modules with different serial numbers and refuses to complete.
I assume then that making sure all crates have an amount of modules that is a multiple of 4 will avoid this mixing?
Thanks for the help people.
Not really, for an easy run, just make 4 Crates of EMM's and 4 Crates of GP's and then do a run of 24 Adv. Brains.
As long as all the crates (all the same serial number) are in the Input Hopper then the schematic will use what it needs until it runs out of Parts, or finished the number of schematics you chose.
The best way is to do the way someone mentioned about. Create 1000 EMM's and 1000 GP's, then make a schematic for 249 Adv. Droid Brains. It takes a couple of days, but it will keep you stocked with Adv. Droid Brains for a long while.