Architect Archive

Thread: Complete Architect issues Webpage

Keska
Wed Nov 12, 2003 6:22 pm
#14

The part about the crafting stations and what the numbers mean. I have yet to see any real evidence that there is a difference between using a +43 and a -15 station.

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
Karuth
Fri Nov 14, 2003 8:25 am
#15

You know... i really dont post that much in this forum... but i saw agreat idea of the Resource Seeker Droid. That is the best thing or idea i have seen in a while and feel it would be great. I am a casual player with limited hours a week and spending time during resourcer shifts to find new veins is a headache. This would save considerable time and expense in the long run for Crafters.



Narmani
Master Armorsmith
Valcyn
_-ArchAngel-_
Fri Nov 14, 2003 6:27 pm
#16

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.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Risenstar
Fri Nov 14, 2003 7:56 pm
#17


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


Exitio56
Fri Nov 14, 2003 9:49 pm
#18

Input Hoppers are broken. I have a house I can't redeed because I can't pick up a crafting station that there is 1 unit of metal in. Grrr..



__________________________________________________________________________________________
Exitio
+12 Master Chef, n00b Imperial Pilot
Founder of Geigen City, Tatooine
Vendor Location - Exitio's Fine Food and Drink: 4178 5220, in the Geigen General Store
Sparky_Bowles
Fri Nov 14, 2003 9:56 pm
#19

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Sparky Bowles


Ahazi
_-ArchAngel-_
Sat Nov 15, 2003 4:38 pm
#20

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.




Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Deoka
Sat Nov 15, 2003 9:28 pm
#21

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.




**********************************************************
Deoka - Master Creature Handler, Novice Pistoleer
vixnnet
Sun Nov 16, 2003 11:28 am
#22

<<<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.

Starskin
Sun Nov 16, 2003 3:32 pm
#23

i've had problems with harvesters using power faster now than they did before the patch...

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...



NTherin~TelamonN


PhazeDistortion
Sun Nov 16, 2003 9:50 pm
#24

I think the issue with crafting stations not allowing experimentation or higher level items could be caused by other crafting stations nearby. I had 3 crafting stations in my basement room. After the patch, I could not make high-end items or experiment until I pulled up the other 2 crafting stations. Try near a public crafting station that does not have another station near it.



Phaze Distortion
Kauri Architect of the Year nominee
Eto-Eclipse
Mon Nov 17, 2003 12:46 am
#25

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.

GrimRebuke
Mon Nov 17, 2003 10:42 am
#26

Somehow the maintenance cost on heavy harvesters isn't there...

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.
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