Architect Archive
Thread: On Test Center: Lights do actually burn out now...like they are suppose to :)
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MeciniaLua
Mon Jun 13, 2005 3:36 pm
#1
I just thought you all should know that on TC currently all lights burn out as they were always suppose to, not just when someone picks them up. You might want to head on TC and test it yourself. You might want to make more lights too......
Retiarius
Mon Jun 13, 2005 4:45 pm
#3
Really? Can we make crates of them without one of them burning out in the crate, or is that bugged still?
Red-Dwarf
Mon Jun 13, 2005 5:30 pm
#4
Seems they will still burn out in the crate / on a vendor in singles. Having read your post I started a factory run on some candles, they started counting down as soon as the factory made the first one in the crate. Put it on a vendor and time appears frozen, but actually still counts down (it leaps when you pull from the vendor, which could cause problems for people who sell them in singles).
Retiarius wrote:
Really? Can we make crates of them without one of them burning out in the crate, or is that bugged still?
Pulling from a crate works fine till you get to the last one, it takes on the crate timer not the original schematic timer.
There isn't time before this is almost certain to go live for the counters to reach zero (they are 9 day unexperimented candles) so we can't be sure what will happen.
(I'm going to copy this post to the bug thread just to remind the devs).
Dazzydoodle
Mon Jun 13, 2005 8:33 pm
#5
I hope they create some "Replacement Bulb" Schemes, I really do...
Leafgreen
Mon Jun 13, 2005 10:49 pm
#6
NOOOO!!! That means that the uber architects will become rich off of our lighting purchases! Nerf! Nerf! Nerf!
Sorry, had a jedi moment.
That is great news that they are fixing it, hopefully it will generate a regular income (although small) for some of the grinding architects. Non-crafters usually just don't understand the resources and time needed to master an elite crafting class.
Here's my real question though: Streetlights can be made in different colors, can indoor lights have different colors?
Jutewr
Mon Jun 13, 2005 11:12 pm
#7
The candles can sometimes look at little different, but you won't get really odd colored light like streetlamps. 
Smart_Darwin
Tue Jun 14, 2005 6:19 am
#8
Candles and lamps only emit the one color and can't be changed like streetlamps.
GoldnGT
Tue Jun 14, 2005 7:03 am
#9
Newbie architect here (well since respec, coming from Chef) do the lights burn out or just the candles?
Retiarius
Tue Jun 14, 2005 7:10 am
#10
So the lights in factory crates are still bugged exactly as they have been for months. *Sigh* Bug reports on this (like most) have been ignored for months. Typical.
Red-Dwarf wrote:
Seems they will still burn out in the crate / on a vendor in singles. Having read your post I started a factory run on some candles, they started counting down as soon as the factory made the first one in the crate. Put it on a vendor and time appears frozen, but actually still counts down (it leaps when you pull from the vendor, which could cause problems for people who sell them in singles).
Retiarius wrote:
Really? Can we make crates of them without one of them burning out in the crate, or is that bugged still?
Pulling from a crate works fine till you get to the last one, it takes on the crate timer not the original schematic timer.
There isn't time before this is almost certain to go live for the counters to reach zero (they are 9 day unexperimented candles) so we can't be sure what will happen.
(I'm going to copy this post to the bug thread just to remind the devs).
Retiarius
Tue Jun 14, 2005 7:14 am
#11
All lamps (except streetlamps) start counting down their lifespans when they are Dropped in a building. Currently, they stay lit even after their lifespans reach zero as long as they are not picked up again. Streetlamps stay lit forever, butturn on at night and douse at dawn. In Player-On-Board ships (like the YT-1300), streetlamps don't light at all.
GoldnGT wrote:
Newbie architect here (well since respec, coming from Chef) do the lights burn out or just the candles?
dantaglo
Tue Jun 14, 2005 8:17 am
#12
I think that the devs should look into this because it seems like it would cause a fire issue
Red-Dwarf wrote:
Seems they will still burn out in the crate / on a vendor in singles. Having read your post I started a factory run on some candles, they started counting down as soon as the factory made the first one in the crate. Put it on a vendor and time appears frozen, but actually still counts down (it leaps when you pull from the vendor, which could cause problems for people who sell them in singles).
Retiarius wrote:
Really? Can we make crates of them without one of them burning out in the crate, or is that bugged still?
Pulling from a crate works fine till you get to the last one, it takes on the crate timer not the original schematic timer.
There isn't time before this is almost certain to go live for the counters to reach zero (they are 9 day unexperimented candles) so we can't be sure what will happen.
(I'm going to copy this post to the bug thread just to remind the devs).
Dazzydoodle
Tue Jun 14, 2005 9:24 am
#13
Retarius wrote:
So the lights in factory crates are still bugged exactly as they have been for months. *Sigh* Bug reports on this (like most) have been ignored for months. Typical.
However.... This is the 2nd bug fix we've received recently. Sure, they're doing minor stuff and not addressing major issues, but...
So the lights in factory crates are still bugged exactly as they have been for months. *Sigh* Bug reports on this (like most) have been ignored for months. Typical.
However.... This is the 2nd bug fix we've received recently. Sure, they're doing minor stuff and not addressing major issues, but...
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