◄7► "Craftier Business III" - Component Factories

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[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

[forum.terratechgame.com]

Component Factories are needed to turn resources into Components that are used by Fabricators for more advanced block types. These Factories can automatically order Resources from Silos and command Refiners in the same way as Fabricators. They can also be automatically controlled by Fabricators.💚 Components can be made manually (by right clicking a Factory), or automatically on demand, during block Fabrication.💚 Dongles must be directly connected to a Component Factory to enable it to make that tier of Component, or directly connected to a Dongle that is (in a stack).😊 Dongles can be shared by 2 Component Factories if properly placed.​🔻Higher level dongles do not enable the making of Components in the tiers below (but basic level Components are always possible).💚 A Fabricator will need a series of at least 4 Component Factories, feeding it, to make Exotic Components for top tier blocks. Examples: " Compact All Crafter " or " CFS Perhonen " (on Steam Workshop, or Section 11, below) or @Zed's " YAFF 400 " (snapshot image here):☹️ The auto-crafting AI is not smart enough to temporarily store sub-components in Silos or on looped conveyors.​💚 Fabricators send for ingredient components in order, starting from the left of their list, simplest first. As do Component Factories, with their sub-components, which they can order one at a time.💚 Before the crafting AI will show a Component in production, a Component Factory must see one other available Component Factory, upstream of it, that is capable of making the tier of sub-Component it needs. This dependency back-propagates up the Conveyor line in a chain, requiring 1 additional Component factory for each additional tier of end Component required.The number of Component Factories required in a chain to make each level of Component is: Functional demonstration setup used in Episode 5 of my crafting playthrough, at 20m13s 😊 Below - diagrammatic setup showing the branching chain of sub-Components needed to make a 'Gluon Beam' (Exotic Component, far right): Depicted setup is for illustration only (not useable), as shown in Layer1's very advanced forum guide to his clever method of manually bulk crafting.- A Fabricator, and it's Component Factories, often need to 'see' a Refinery upstream on their conveyor, to order Exotic (top tier) components. Also, to visibly allocate Factories, when resources are missing ( forum report ).🔻 Fabricators will not work when they are connected via Conveyor off-spurs, it must be on the same, unbroken line as Component Factories and Refineries. ( Forum report .) Unless a Filter is there to pull resources off the main line for it (which may well cause other problems).💚 Silos, however, work fine when connected via tributary Conveyor spurs.- Conveyor loops (or very long lines) with many connected Component Factories and/or Refineries and Silos will cause the game to hang for a couple of seconds when starting fabrication. Also when changing blocks anywhere on the tech while a Fabricator is running ( forum report ). Tip - use a Pacemaker to pause your crafting tech to avoid these hangs while making modifications, if you can't cancel fabrication.- Component Factories sometimes request additional resources, e.g. when they have already received them ( forum report ).😊 This bug will happen when the Fabricator block was added to the techthe Component Factory (credit to Klilidiplomus - here ). Fix - remove and re-add the Fabricator(s).- resources sometimes skip past Component Factories for no apparent reason (seemingly non-deterministic). This was previously seen more while Fabricating using a high density setup with Pacemaker set to "Turbo". (E.g. with "OptiCFS Godzilla" crafting tech, section 11.)​ This may have become more common after the 0.8.0 update - long, looped Conveyor lines cause bad cases of this, now. ( Forum report - Component Factories with blocked outputs will continuously request more input resources they are unable to accept, sending them down the conveyor ( forum report ). Fix - terminate the input conveyor at the Component Factory's input port, so the requested resources remain 'visible' to it, while stalled en-route.- Component Factories and Fabricators will steal Resources/Components away from other active crafting blocks on the same conveyor. The first attached Fabricator appears to take precedence.more Dongles to certain minimal Component Factory setups will cause them to stop working (e.g. "Compact Crafter" example tech, below).- Component Factories can delete input resources if their target Component is (automatically) switched, under certain edge cases where other problems are occupying with a crafting system ( forum report ).