There seems to be lots of little problems with automated crafting that I've experienced in 0.7.5.0 and appear to still be there in unstable 0.7.5.3. I've attempted to pin one down, here, but I can't see that there's a hard and fast rule for why this fault sometimes does and sometimes doesn't happen.
In the video below, there are a couple of examples showing where the fabrication chain has automatically requested an additional set of materials for the component factory. This appears to happen as the factory takes them off the conveyor, like it looses sight of them inside the factory's input buffer. But also one example (of a few runs) of the same tech build working correctly (after no particularly specific fiddling about).
Related crafting bugs:
Playing the campaign, I found the problems and idiosyncrasies of the crafting pretty frustrating, as I like to set up clever automated systems, but it behaved so strangely and unreliably that it just wasn't worth having a crafting base at all (hence not worth collecting resources, etc).
Another fault seems to be that fabrication chains don't work for making blocks with components who's component have components... (i.e. parts that require exotic components, like 'Seed AIs' and 'Proxima Dark'). At least, I've only managed to do it by manually stepping thought the component process (which just isn't worth the hassle, compared to killing other techs of parts/scrap). And that seems to be what's happening with this bug report from @Babbelicious.
To be honest, I wasn't expecting to have such a swanky, automated system for crafting in the game, so these problems wouldn't be such a big deal, except that more long-winded setups for one click crafting (that would rely on lots of continuously repeated component production in parallel) don't work either. E.g. because when the output from component factories is blocked, they half fill their input buffer then keep repeatedly requesting more of the resources that wouldn't fit in. As reported by @Deemedrol, here.
In the video below, there are a couple of examples showing where the fabrication chain has automatically requested an additional set of materials for the component factory. This appears to happen as the factory takes them off the conveyor, like it looses sight of them inside the factory's input buffer. But also one example (of a few runs) of the same tech build working correctly (after no particularly specific fiddling about).
Related crafting bugs:
Playing the campaign, I found the problems and idiosyncrasies of the crafting pretty frustrating, as I like to set up clever automated systems, but it behaved so strangely and unreliably that it just wasn't worth having a crafting base at all (hence not worth collecting resources, etc).
Another fault seems to be that fabrication chains don't work for making blocks with components who's component have components... (i.e. parts that require exotic components, like 'Seed AIs' and 'Proxima Dark'). At least, I've only managed to do it by manually stepping thought the component process (which just isn't worth the hassle, compared to killing other techs of parts/scrap). And that seems to be what's happening with this bug report from @Babbelicious.
To be honest, I wasn't expecting to have such a swanky, automated system for crafting in the game, so these problems wouldn't be such a big deal, except that more long-winded setups for one click crafting (that would rely on lots of continuously repeated component production in parallel) don't work either. E.g. because when the output from component factories is blocked, they half fill their input buffer then keep repeatedly requesting more of the resources that wouldn't fit in. As reported by @Deemedrol, here.
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