Tailor Archive
Thread: Factory Storage Nerf
Is 100 inventory really enough for Factories? That's only 20 crates, 500 items... (Ok, so 1000 Metal fastners or Fiberplast Panels, but we use other things much more!) I seriously think they should up this to at least hold 200 crates!Still a huge cut in the totallimit, but being you can't put things INTO the output hopper, only remove, it shouldn't affect hording of products. If I use 10 components per master piece, then eventually we're all going to run out of factory parts and be waiting on them to spit out new ones.
Anyone elses thoughts? My Factory currently says it's at 425% capacity, and I don't even have nearly the # the armor smiths I know had in theirs.
-KalTheo Klepto, Master Tailor
Partly, this was due to my horrible initial experiences with my factory, where I couldn't get *anything* to work despite numerous attempts, so I became extremely paranoid about not giving the factory any possible "excuses" for not running, like inexact ingredients in the input hopper, or something in the output hopper that might "block" output....
I'd been doing runs of 1000 synthetic cloth and Reinforced Fiber. You can still make schematics that work for 1000 units, but even a run of 500 synthetic would fill my output hopper from zero.
1000 Inventory space would be better, or if they made the finished crates only take 1 space in output hoppers like they do in houses... Hmmm.
I really think if they were able to fix houses today, then tomorrow they should be able to correct this factory issue.
-KalTheo
When did you get to do a 1000 schematic anyways.. I ahte having to constantly run to my facoory and drop a new schematic in.. if the hopper where fixed and the I could do a 1000 unit schematic that would save me all the time that running to teh factory costs me now.. Since a factory is suppose to ahve the advantage of running on its own and not give yu much exp... but is required for many items we need to craft other tiems.
To create a 1000 schemetic just add another 0 to the 100, you can't do it with the slider. And you can't type in a number between 100 and 1000![]()
And I thought I read they were making all factory crates = 1 as of this morning? Did that not go into affect?
Factory crates are only 1 volume when dropped in housing. They still take up 5 in my inventory, and 5 in my factory hopper...
If the 1000 schematic is a bug, the Devs know about it, and I mainly do it for the sake of convinence. I've still gotta have the 20,000 Fiberplast, and it helps when all your factory crates have the same serial #'s for matching parts from crate to crate.
-KalTheo
It appeared to me this morning that crates "count" as 5 in inventory and factory hoppers, but actually behave as 1. I base this on the fact that I was able pick up more crates than should have been possible and had my inventory up to 70+/60. I had no problems putting the crates back down again, even into a factory input hopper that should have been quite full with the number of crates and other items I had in there.
Not sure what it means if you have an output hopper "full" with 20 crates and try to do another run.
Three days ago, I made a 25 count run of spec ops packs and a 50 count run of bounty hunter packs using crated cargo pockets. Both runs ran fine except that the bountry hunter packs quit on the last crate of cargo pockets and could not be restarted. Bad crate or something, despite being the same serial number.
I'd be curious to know if anyone has successfully done a factory run on something that requires two different types of crated components, say synth cloth and reinforced fiber panels. I know that in my previous life as a medic, this was the big problem with factory-produced meds.
(I think the oddity is that sometimes it'll do things like, say, making only 24 items instead of 25, because it has trouble with the last inputs, which end up still in the input hopper after the run. But generally speaking, it works, or worked a week or two ago, anyhow.)