Topic: Factory Cycles

There was some talk about letting factories pull commodities out of a corp folder, or even a private folder, instead of the root private storage.

The reason this is going to be needed, is the new way the factory cycles work.

While I like that each item is put into inventory when it's completed, the factory also recalculates the materials needed for the next item each time.

Functionally then, when you put "10" into the cycle window, the window provides you with the material list for "10" items, but at the current CT value.

After the first cycle, the CT value reduces 1 or 2 pts, and the material cost increase for the second item.

So, the reason for the seperate folder, is that now when you set multiple cycles, the total amount of material is not removed when the line starts, only enough for the first item. Additionally, if you put exactly the amount specified in the components window, you'll be end up being short.

This means that producers will have to keep commodities in their personal storage through out the cycles. When running multiple lines with multiple cycles, keeping track of the commodites is going to be a nightmare.

With a seperate folder, or being able to use a corp folder then, producers can move an estimate amount of material into that folder and forget about it.

So, the worst case scenerio if you accidentally remove a commodity I suppose, is the line just stops running; or multiple lines that all happen to use that material. Not the end of the world, but if your epecting to log in the next day and see "20" and only have "1", you've just wasted a whole day.

Don't hold up the expansion for this, but it should be on the to do list, near the top.

Re: Factory Cycles

Ummm, if you had looked, you would have seen the following:  http://forums.perpetuum-online.com/topi … -features/

Considering it was written a year and a half ago, I'll quote it here so ppl don't have to click the link


Lupus Aurelius wrote:

Currently, all manufacturing from CTs have to be performed by individuals, from personal hangars, and with the output to personal hangars.  This does not allow for organizational flexiblity, and creates a dependance on specific individuals that limits organizational redundancy.

Suggestions:

- Corporation factory lines:  The ablity to assign roles for CTs to be installed for the corporation.  Anyone with the appropriate corp roles, can run that CT in the factory, from the corporation wallet.  This would require:

A) Roles to install, and remove, CTs for corporation
B) Roles to run corporation CTs in corporation factory lines, drawing from corp wallet.
C) Specific catagory roles for what types of lines an individual can run.  For example, Member A may only be able to run ammunition, and light bots, whereas Member B may be able to run ammunition, light bots, assaults, mechs, and Member C can run weapon modules, electronic modules, and armor modules.

-Corporation Factory lines input and output controls:  Currently, materials have to be in an individual's hangar to run factory lines.  The only way to access the corp materials to run corporation production is to pull those materials into a personal hangar and run the job from there.  This creates several issues, availablity of materials to other corporation member manufacturers, people forgetting to return unused material to corp hangars, or even corporate theft.  This would require:

A) the ablity to set corporation specific hangars and containers for the input source for the materials.  Corp CEO/Directors can move materials to that specific access point, and thus control accessiblity of raw materials.

B) the ablity to set corporation specific hangars and containers for production output.  Even though a corp member may have the roles to run a job, the output automatically is delivered to a specific corp hangar/container that they may not have access to.

Thus, even if specific members are not online at the time, there is the ablity of designated people to run production for the corporation, and the production output will still be in a hangar that a member with the appropriate roles would have access to.  CEO/Directors can control the issue by limiting the amounts of materials in the input container, and also have the production output available immediately to the corp at completion of the job, regardless of the individual who ran the job being online, and with enough security to control access to the production output.

In the gods we trust, all others bring data!

Re: Factory Cycles

Lupus Aurelius wrote:

Ummm, if you had looked, you would have seen the following:  http://forums.perpetuum-online.com/topi … -features/


Did you read my first sentance?

There was some talk about letting factories pull commodities out of a corp folder, or even a private folder, instead of the root private storage.

I acknowledged this wasn't a new idea. I'm saying, that now with the new factory mechanics, this should be implemented.

So I'll just "Umm" back at you, and politely thank you for linking the source material.

Re: Factory Cycles

Arga wrote:

Functionally then, when you put "10" into the cycle window, the window provides you with the material list for "10" items, but at the current CT value.

After the first cycle, the CT value reduces 1 or 2 pts, and the material cost increase for the second item.

+1 for dedicated industrial folder
It should work this way when you put 10, windows provides you material list considering the value reduces to build 10 item.
With the new pacth factory will change so we can have only cycle and this is a thing that need to be fixed it's a serious lack.

So devs pls fix it and don't force your player to use a calculator to use your game,
make it easy thanks