Architect Archive
Thread: Top 10 Questions.. This is what I have..*Updated*
PhazeDistortion wrote:
The power display bug has a fix on TC currently.
yesI am testing it now..However I heard that it switched from power to maitanance.. but I hope to verify this soon..
Nice to know...
******IN TEST ONLY*****
Yes the power display and loss issue is fixed. There are no issues that I have seen around the Status display function, the display seems to be working perfectly.
But I've already posted that to numerous threads already.
There is a slight problem with the hopper emptying if you let your maintenance run down. So if you mine 3 days of resources, check your status and it says (xxx credits to repair) you will find that when you operate machinery and check the hopper that no resources are present. So at present if you let your harvester run below zero on maintenance, you will lose all the resources it has collected for the time it has been up and operating. I have tested this over the past 3 days and have submitted a bug report of my findings.
Animation is currently not working.
****IN TEST ONLY****
Automath wrote:
Nice to know...
******IN TEST ONLY*****
Yes the power display and loss issue is fixed. There are no issues that I have seen around the Status display function, the display seems to be working perfectly.
But I've already posted that to numerous threads already.
There is a slight problem with the hopper emptying if you let your maintenance run down. So if you mine 3 days of resources, check your status and it says (xxx credits to repair) you will find that when you operate machinery and check the hopper that no resources are present. So at present if you let your harvester run below zero on maintenance, you will lose all the resources it has collected for the time it has been up and operating. I have tested this over the past 3 days and have submitted a bug report of my findings.
Animation is currently not working.
****IN TEST ONLY****
yeah if you could watch the maintenance amounts too... I am trying to verify or discredit a rumor that the maintenance is doing what the power used to now..
Not had any issues with the amount of maintenance I put in, what i 'feed it' I get in the status display, even when sub zero (i.e. needs repair in the maintenance case). As for what power does now, I have a clear idea, however a few seem to thing that it uses double power. I've never had this in live ! The power works fine in live as long as you deactivate/activate before 'feeding' more power. AND do not 'feed' power to a harvester that has been stood with no power for any length of time, because even a deactivate/activate will show zero power in the status display, but when adding power, it will eat as much power to bring it back to zero as is needed for the length of time it was running without power. Hence my earlier thread recommendation to re-deem the harvester so as not to suffer this negative power issue.
However I will check to see if more maintenance and power is being used than it should be.
And now for something complete different.
Take a look at the weaponsmith board, they have a compilation of all issues as a sticky, very nice it is too.
I recommend with have a similar thread with all issues on - yes we are working on a top ten questions and top 5 issues, these are for the devs and whilst also important to us, we really need a complete compilation of all issues raised by everyone, and placed where all can see. (Also a good place for the devs to see all issues in one place - and not just a top 10)
Automath wrote:
And now for something complete different.
Take a look at the weaponsmith board, they have a compilation of all issues as a sticky, very nice it is too.
I recommend with have a similar thread with all issues on - yes we are working on a top ten questions and top 5 issues, these are for the devs and whilst also important to us, we really need a complete compilation of all issues raised by everyone, and placed where all can see. (Also a good place for the devs to see all issues in one place - and not just a top 10)
Dvnce wrote:
Ok .. I have come up with10 questions.. Let me know what you think.. I would like to submit this list Tonight to TH so work fast.. (latest sunday morning if there is alot of discussion ..)
Also two issues that were brought up that didnt make the list but are still very important is the issue on Consumable items. And Player City Specific items.. The consumables is an issue that I think we want to have more of a hands on participation in developing and think that it is best left for top 5 issues.. and the Player City specific items I think would be a good idea for me to speak with Bajeezus about too.(afterall if that politicians and the architects can get on the same page for these items I think we will see more results)..
So with that being said Here is the list.. Please vote agree.. or disagree.. (if u disagree say why)
1) Can you please verify and explain the Function of Higher effectiveness ratings on Crafting tools and Crafting Stations?
2) Are Solar and Fusion working as intended by not having ability to experiment on effectiveness on final assembly?
3) Will we get new Furniture and Color Palets for all Furniture (or at least most)?
4) What is Architect's future in the GCW?
5) Is there going to be More Housing styles and why do Generic and Corelian Houses(some) share floorplans?
6) Will we get to move items Up/Down?
7) Will storage type Furniture(chests, armoires)ever get to be used for storage(like backpacks are currently being used for)?
8) Will we ever be able to drop furniture outside ?(like crafting stations in Player Cities and patio furniture on balconies)
9) Why cant ALLfactory created items be crateable and stack in higher amounts( like structure modules @100)?
10) Can we Please get harvester animation and Status Display bugs Fixed?