I have not played in a long time, When I stopped playing if you put an item in the factory that had more resources than you needed the extra was just added to the factory, however, I now see that if I need say, iron, silicon and copper and I add an item that also has other resources, the extra is just lost. This change makes no sense, is there anyway to restore the old factory? Thanks.
The unused resources do carry over to your next builds but the blueprint where you are inserting the items must include the resource type. If the blueprint does not need some resource at all then that particular resource is lost. If you want to play it safe you can use some "Bag of Holding" type blueprint that requires everything. Then everything gets saved.
Yes, I said that in my over post, what I asked was is there a way to put the factory back to the way it was. the reason for adding items and not resources is to bring down the required build time, changing BP's removes any time you gained by adding parts thus making that pointless. What I want is to put the BP factory back as it was, where when you add an item to the factory ALL resources in the item are added even if they are not needed. The current system not only makes no sense but it's wasteful no matter how you use it.
Yes, I do that, I have played sense the game came to steam in 2015, stopped playing at the start of 2019 I think. I Make bases on multiple planets USING BLUEPRINTS FROM THE FACTORY, and CVs, SVs and I even have HV's that are nothing but mobile storage that can store my extra resources that I'm not currently using in my constructors, all FROM BLUEPRINTS IN THE FACTORY, but it doesn't FIX THE STUPID CHANGE TO THE BLUEPRINT FACTORY. The Blueprint factory did not used to destroy resources that it didn't need for the current BP, it added them to the list of available resources to use later, Adding full parts lowers the required build time, Changing Blueprints removes the time you saved making you have to wait the full time again, deconstructing takes time, and reconstructing new parts of the correct resources to get the drop in time in the factory takes more time than it's worth. So it wastes time, or wastes resources depending on how you choose to use it. The factory taking the iron and destroying the Silicone in a window just because my BP doesn't call for it is a really stupid change, it makes no sense. So for the 3rd time, the question is : ******* Is there anyway to restore the old factory ? ******
So no matter what I have to waste time or resources. That sucks, I was really hoping that there was a file I was overlooking that I could alter and put it back to the way it was and made more sense. Thanks for answering the question.
@Kryzzk On some servers e.g. Fracture runs my FactoryDealer Mod with the help of which you can also get resources from the factory again https://github.com/GitHub-TC/EmpyrionFactoryDealer
Only alternative I could offer is the madness of only putting blocks into the factory that are actually in a blueprint, as listed in the CPU screen. Usually means the factory timer is completely subsumed by constructor time, and constructors are something you can build more than one of. So it's not all bad. Give you a reason to build more bases.
Factory stuffers don't lose time or resources. You keep the time bonus from what you put in the factory. Though do yourself a favor and set blueprint time to instant in your game options.
Another consideration- disable the new "tech tree component unlock" required; you can't load the blueprint of a dreadnought until you've unlocked the tech for the components installed in its hull otherwise. Matter teleportation/streaming is intrinsic in the rubber science of the game (teleporters, multitools, logistics, etc.) and the factory fits in (sort of) with that. There is also the technomage magic of "bag of holding" hammer space represented in the factory, repair bay, and portable constructor. All this helps avoid some of the back 'n forth aspects of grinding. There are requests to bind factory operations to a repair bay-like mechanism to spawn in new objects. The easiest implementation to button up hammer space might be working on a track of using the repair bay as a factory block that's a container controller that you need to load. The portable constructor, with loading limits, could be a "through level N structures" terrain placeable variant. Any changes to these game mechanisms will bring people out of the love/hate woodwork regardless of implementation or if it is an optionally settable feature.
Interesting, that has not been my experience.. For my current play though it is still the same as it has always been, change BP's and loose the time bonus for parts placed into the factory. This is the second time I have run into someone else's experience being different than mine. I have been Verifying the files ever so often as I restore connection from local files to uploaded workshop files, I wonder if that has reset something that glitched my factory for the map I'm actually playing. Once I get everything reconnected, I'll start another new game and test that again. Thanks, I already found that option. It didn't really make a lot of sense for them to add that either, glad it was an option though.
Yeah, it's a spinach and Brussel sprouts sort of thing. Without this option it is pretty easy to dodge the need to address the tech tree. The base behavior is that if you have the level where you could choose to unlock a warp engine then you can spawn anything with a warp engine. In the mid-game (before you get enough points to unlock everything) it means you can spawn in repair parts for things you can't actually build. Most of the optional settings (mass/volume, cpu, tech tree unlock) are about creating situations where you can regret choices and plan around resource issues. Personally, I like Brussel sprouts (roasted with a balsamic glaze) so I run with all these features enabled but I'm glad that folks that don't like them aren't forced to turn them on.
It might depend if you already started production or not. I've never cancelled a blueprint after starting, but you can always switch out the blueprint before starting it. The whole point of a factory stuffer is you use it to stuff your factory, then swap to what you actually want to make.
I've also never canceled a BP, But if I load parts (resources) into a BP, then change BP's I loose the time bonus, Always have, it's still working that way for me, but like I said, perhaps the factory glitched with all the constant verifying files. Once I have all my BP's reattached to steam I'll start a new game and check it again. That was the purpose for the whole "can't spawn a level 12 BP at level 2" addition way back when (I assume that hasn't changed, honestly didn't check), so no, I'll disagree that adding an additional lock on my ability to buy a car just because I don't know how to build the transmission was a good change. But to each their own.
After Verifying the files again, I cleared the steam cache and PC cache, Deleted my previous save, then verified the files one more time and started a new game and you are correct, it isn't removing the time bonus. must have just glitched something moving between my survival and creative games and verifying files so many times. So that work around should work going forward, although it should not be necessary. Thanks for the info about it not working the same anymore, without it I would not have done all that testing because as far as I knew it was working the same as it always had in the past.