Tailor Archive

Thread: This is an oldie, but what is the deal with factories being slower than we are???

Moonkat
Sat May 01, 2004 2:56 am
#1

The whole success of the Industrial Revolution and everything that has been developed upon that is based on factories and manufacturing being FASTER and more efficient than the same work done by people. So why does it take my factory 80 seconds to make ONE unit of trim.


Has anyone ever given a good excuse as to why factories are slow? Even a bad excuse?


Make factories faster. Period. All of them.


/end rant


"This rant brought to you by a master tailor at the end of her rope trying to keep up trim production for her partner's chef to make casks for brandy because 1000 units of trim only make 25 crates of Vasarian Brandy and she never has time or factories to do runs for her own business and customers but is quickly becoming nothing but a support player for a chef."


/breathe


/end rant (the first one was a /feign end rant)



There is only one boss. The customer. And he can fire everybody in the company from the chairman on down, simply by spending his money somewhere else. Sam Walton
Elhana
Sat May 01, 2004 4:07 am
#2

They may be slower but they can run 24/7. Usually most people start them off overnight so items are ready for them the next day, also it's the only way to get crates of identical items.


Would be nice if there was a schematic queue though so if you've making small sets of items or aren't going to be around to babysit the factory for sometime it won't be sitting there being useless.





Val'rel Shia
Master Tailor & Master Dancer
Part of [The Firm] Superstore 1200m west of Mos Entha [80 x 3254]
Chimaera
Moonkat
Sat May 01, 2004 8:25 pm
#3

I know how to run a factory. It is STUPID for it to take 2 days to run 1000 synth or trim. It's even worse for BEs and chefs.



There is only one boss. The customer. And he can fire everybody in the company from the chairman on down, simply by spending his money somewhere else. Sam Walton
verticalis
Sat May 01, 2004 8:48 pm
#4


It takes you 2 days for a full run? I haven't made a full run of trim for a while but i thought it was only 24hours. Factories are pretty invaluable to tailors but I always thought the time was fine tbh.


Maybe all the little jawas that work on the assembly line are tanked up on jawa beer






aSAquaviSa
Fish With a Stick
ShortStuff
Sun May 02, 2004 9:15 am
#5

Trim is a cake walk next to some of the BE components I get for the food I make.


The intellegent nano neutrients (or something like that) that are used to make heavy food additives take 208 seconds per unit. A full run of 1000 of those takes almost 58 hours. And then on top of that 58 hours, it's another 40 seconds per unit to actually make the heavy food additive, making that another 11 hours. That makes for a total of 69 hours (minus the server downtime every night) just to make one portion of food. Then add to that, that some foods require multiple sub components, such as dough and carbo syrup, that have to be made first, before you can ever get to the food. By the time you're ready to go, you have a completely full ingredient hopper just to make a run of 500 that has now taken most of a work week to complete.


I think I won't complain about how long it takes to make runs of any of my tailoring components after having experiencing what it is to be a chef!






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ShadowTheRat
Sun May 02, 2004 10:29 am
#6



Moonkat wrote:
"This rant brought to you by a master tailor at the end of her rope trying to keep up trim production for her partner's chef to make casks for brandy because 1000 units of trim only make 25 crates of Vasarian Brandy and she never has time or factories to do runs for her own business and customers but is quickly becoming nothing but a support player for a chef."
/breathe
/end rant (the first one was a /feign end rant)





If it's detracting from the fun of the game and you're not getting any profit in return (since crates of good brandy can sell for like 200k+) then don't do it. You're complaining because you're a slave to another player, really.



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ArthurDentOnBria
Sun May 02, 2004 12:02 pm
#7

Be very careful what you ask for, a very reasonable solution to the "problem" you mention would be to make crafting slower. Easy solution to your problem: get another factory.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


ArthurDentOnBria
Sun May 02, 2004 12:07 pm
#8

24 hours x 60 min x 60 sec = 86,400/80 sec = 1080, so that's how many you can run in 24 hours. It certainly does not take 2 days to do 1000.





verticalis wrote:


It takes you 2 days for a full run? I haven't made a full run of trim for a while but i thought it was only 24hours. Factories are pretty invaluable to tailors but I always thought the time was fine tbh.


Maybe all the little jawas that work on the assembly line are tanked up on jawa beer












ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Aynianu
Mon May 03, 2004 4:47 am
#9

they make fast enough in a factory that i dont see it as an issue to be honest, 1000 takes around 1 day to do. I use 3 factories and there is often one free, and aslong as you make them in advance you dont really run out, (i tend not to use over 1000a day personally anyway) they allways make a lot faster than youneed touse them really, unless your grinding armoursmith or something

jfang
Mon May 03, 2004 10:40 am
#10



Another thing I'll point out is that factories are right in line with harvesters. As I recall, with surveying 4, I could sample resources faster than a heavy harvester. (It was close, but I think I was a little faster.)


The difference is, as everybody has said already, that you can have multiple factories, you don't personally have to do it (can set it overnight, or can go hunting, etc), and after it is set up, it is a lot more convenient, and they are much more scalable. This is true of both factories and of harvesters.


If you think it takes to long to set up make 1000 synthetic cloth, then set up two more factories and two more schematics. Suddenly your output triples. Try doing that by hand.
Syzygy-Gorath
Mon May 03, 2004 10:52 am
#11






jfang wrote:



Another thing I'll point out is that factories are right in line with harvesters. As I recall, with surveying 4, I could sample resources faster than a heavy harvester. (It was close, but I think I was a little faster.)


The difference is, as everybody has said already, that you can have multiple factories, you don't personally have to do it (can set it overnight, or can go hunting, etc), and after it is set up, it is a lot more convenient, and they are much more scalable. This is true of both factories and of harvesters.


If you think it takes to long to set up make 1000 synthetic cloth, then set up two more factories and two more schematics. Suddenly your output triples. Try doing that by hand.






Not to be argumentative, but you mean like when I reduce the pause in my grind macro slightly and add another 4 tools? As far as timing, the strength of factories has never been in speed. It is in the fact that it makes multiple, exact duplicate items and packages them in multi-unit containers to save space. Space is a big deal for tailors, the rest…not so much. But look at it from an experimental point of view—just try recreating that 3-or-more amazing experimental success Stim-B faster than the factory could run a schematic of them. Somehow I doubt you're going to do it.



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Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
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ArthurDentOnBria
Mon May 03, 2004 4:17 pm
#12






Syzygy-Gorath wrote:

It is in the fact that it makes multiple, exact duplicate items and packages them in multi-unit containers to save space. Space is a big deal for tailors, the rest…not so much.



I guess it's a matter of perspective. Actually, to me, tailors require almost no space compared to many other artisans. Seriously, I probablydevote only10% of my storage for tailoring supplies. If I were *only* a tailor, oh man, storage would not even be an issue at all to me. Factories are great though because they are storage warehouses and things to do your work for you when you are not playing the game all in one.

Message Edited by ArthurDentOnBria on 05-03-2004 04:18 PM



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


Kirranas
Tue May 04, 2004 1:02 am
#13






ArthurDentOnBria wrote:






Syzygy-Gorath wrote:

It is in the fact that it makes multiple, exact duplicate items and packages them in multi-unit containers to save space. Space is a big deal for tailors, the rest…not so much.



I guess it's a matter of perspective. Actually, to me, tailors require almost no space compared to many other artisans. Seriously, I probablydevote only10% of my storage for tailoring supplies. If I were *only* a tailor, oh man, storage would not even be an issue at all to me. Factories are great though because they are storage warehouses and things to do your work for you when you are not playing the game all in one.


Message Edited by ArthurDentOnBria on 05-03-2004 04:18 PM





Well its hard to define what 10% is not knowing how much space you have but being only a tailor and a little combat 80% of my space is taken up storing talior items. I have all my scheme's and looted items claps, heavy leather in the bank these must number 20-30. I have a factory full of cloth, trim and panel crates, plus a vendor with over 100 crates on sale (good way to store items is use and vendor and if you sell them its a bonus). Then I have my shop which is full of my display clothes and the resources required.


As a traveling tailor to (I have two shops but I like to be flexabile to make things on the move) I have 2 droids full of cloth a pack of hides and the odd rare materials plus half my inv with crates.


This may sound a lot but I do get through a lot of cloth if I travel to coronet to fill the bazzar I can burn up 2-3 crates of cloth.



Kirrana
Master Tailor
Eclipse
Tatooine, Bastine
Emperial Clothes Shop
Waypoint -2011 -4172
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