Architect Archive
Thread: Complete Architect issues Webpage
Even worse, my experience would point to the negative one being better, in other words, less critical failures. Not a scientific survey by any means, just what the butt-o-meter (racing term) shows.
Keska Rayburn
Master Architect - Master Artisan - Failing Holocron Seeker..sucks being a crafter
The devs are aware of the droid idea. This is more of a DE thing, and Sintrosi has been putting alot of emphasis on droid usefulness. Not sure if it will happen, but they do know.
I took plants off the list because I was advised that it was fixed. Can anyone confirm that plants do not come out in crates as of today? If so list me the exact item name.
ACK dont take plants off list we want more...hehe...
If you don't get a response I will run a batch in morning when I get home to see if they crate now.
Though there is a Different Issue.
I have Personal Station, but I now cannot experiment on Structural Modules or Turbine Generators, all I have found so far. They just come up and say Amazing or Great...or something along those lines. Is it automatically using all of my Experimentation on them ?
RisenStar
Thunderheart has already addressed the Input hopper on the Development forums
It seems that some items are just non-experimentable because they have no effect on the overall assembly.
Of course we want new plants... it follows under we want new furniture. But I'm more interested in the crates at this time (because it is an actual bug as opposed to a wishlist item).
Can I also get confirmation that walls can now usestructural modules that are crated? They seem to be working now.
Confirmed - factorys are pulling modules from crates just fine now.
Here's a bug I ran into recently. When the structurefactory output hopper gets to around 75 (give or take - it did this at 75 and 73 so far for me) the factory could not create a new crate. It shut down, eating one component's worth of materials, and I got an email saying "factory_error_7". I don't recall the exact text but it was the number 7 in there.
Power in harvesters is incredibly buggy right now but apparently only when it gets under a day's worth. My harvesters that have multiple day's worth of power seem to be just fine. But the ones I check and add power to daily are using up a day's worth of power in less than 12 hours. They continue to run but when you add power it is like they incurred a deficit and take excess power to get back to a day's worth. I thought this was a display bug at first but it is not.
Here's an example of how this has been working. I always load my daily harvesters to 2100 power. On patch day the power showed as 0 when I did my harvester run. I added 2100 power and the status said there was 400 power. I added another 1700 and it showed as 2100. Friday (about 24 hours later)the status was 0 again and the same thing happened when I added power. I checked 12 hours later and the status was at 0 yet again and again it took excess power to bring it up to 2100. This has beenhappening on 5 different heavy harvesters. Please ask the devs to fix this asap.
<<<Power in harvesters is incredibly buggy right now but apparently only when it gets under a day's worth. My harvesters that have multiple day's worth of power seem to be just fine. But the ones I check and add power to daily are using up a day's worth of power in less than 12 hours. They continue to run but when you add power it is like they incurred a deficit and take excess power to get back to a day's worth. I thought this was a display bug at first but it is not.
Here's an example of how this has been working. I always load my daily harvesters to 2100 power. On patch day the power showed as 0 when I did my harvester run. I added 2100 power and the status said there was 400 power. I added another 1700 and it showed as 2100. Friday (about 24 hours later)the status was 0 again and the same thing happened when I added power. I checked 12 hours later and the status was at 0 yet again and again it took excess power to bring it up to 2100. This has beenhappening on 5 different heavy harvesters. Please ask the devs to fix this asap.>>>
This also has happened to me, I thought I had put 2 days worth of power in my Medium Harvs but when i went over just about an hour ago, it said it have about 4-6 hours worth left. I had 50k power (6 harvs) Before I put power in them yesterday, now i have 18k becauseI had to put more in them.
i also can't craft certain objects near a puclib crafting station. i can't craft heavy mineral mining installations and i can't experiment on structural modules. i haven't tried to experiment on other stuff because i don't want to waste my minerals. i'll be trying with a private crafting station soon. hope it works! (crosses fingers).
i just got master today, and this is frustrating me...
As mentioned above, master armoire now has both the wrong schematic and the wrong graphic. The correct art exists, look in starports and finer hotels everywhere.
Secondly, a minor quibble, furniture with the same name used to list from lowest level to highest on the crafting station list, it's scrambled now.
Furniture, houses, factories and harvesters at Houses by Eto south of Theed at -4651, 3219.
Looks like a math bug when putting the harvester down.. something like this.
place harvester
BaseCost (90) = BaseCost + SpecialCost (+24 for a 10)
MaintCost = BaseCost (114 now) + SpecialCost
Replace harvester elsewhere
BaseCost (114) = BaseCost + SpecialCost
MaintCost = BaseCost (138, you can see where this is going now) + SpecialCost
Now your maintenance is up to 162. I have a 13 BER that on first placement costs 186cr/hr to maintain. This is exhorbitant. The answer is to remove the first calculation. BaseCost should always be a fixed amount (45 would be prefered, since that is what the friggin deed says, but 90 seems to be the goal). MaintCost should equal the fixed BaseCost + whateverspecialcostwewishtopunishtheownerofagreatharvesterwith.
Devs... fix it.