Architect Archive

Thread: Current Live Architect Bugs... As Of July 15th 2005....

ofim
Fri Jul 29, 2005 1:53 pm
#14

I crafted BER13 Flora Harvestors @78% final Exp. yesterday on Chilastra, Check your components and resources on final assembly again.





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Agasa Stormrider Master Architect
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ofim
Sat Jul 30, 2005 4:55 am
#15

could be your harvesting mech's, try making a small run of new ones making sure to note the final Exp%, then craft a Flora or 2 noting your resources.





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Agasa Stormrider Master Architect
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-Aorern-
Sat Jul 30, 2005 6:49 am
#16

As of schematics, and skills, I don't see any bugs while crafting. Dropped schematics like the Recycler and its subcomponents have been a problem.


Will Factories ever get completely functional? Lets talk about effiencency. WS/Armorsmith gets to work on these lines, why can't we make a faster factory? Factories need a fix since they changed the way factories handle complexity. This will create us some business (if you don't retro fix the factories).


Have they changed the coding for Fusion/Solar so players can't create BER 20-21 fusions? I am happy with BER 14 Fusions, I rather not lose the hopper size for this change though.


Most of the posts here on this thread I think is just Core System bugs. Lets try to stay on Architect bugs...which involves crafting items not using them


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efer
Mon Aug 01, 2005 11:53 am
#17

I tossed some hhm into the factory today. BER 6 with 93% experimentation. I have had successful results with 91% prior to this and will try this new set to see if this fixes my problem. I'll let you know. Thanks for the suggestion.



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Pawlin
Tue Aug 02, 2005 12:20 am
#18

Couple more:


* When you load a schematic into a factory and then look at the required ingredients for the factory run via the factory radial option, some items will not display the # required. I think this occurs for items that are 'similar' like walls and such.


* When making Fusion deeds in a factory it will use any quality OMU rather than the specific serial # OMU used during making of the deed. OMU quality impacts the deed stats so it should not use any quality OMU from the factory.





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UbooFire
Tue Aug 16, 2005 7:16 am
#19



When ever I am crafting any type of garden and use the drop down menu to change from the different planet types to the left. The stats about the garden to the right that tells you what planet you place the garden on never changes and always stays on what ever the first garden in the drop down menu is. It happens every time I craft a garden.




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EZDude
Tue Aug 16, 2005 7:58 am
#20

I will throw this one in here...


Cannot use the /paymaintenance command on harvesters. This is reproducible on all harvesters including those that are rented and owned.


thanks,





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Thrstbster
Tue Aug 16, 2005 11:49 am
#21






EZDude wrote:

I will throw this one in here...


Cannot use the /paymaintenance command on harvesters. This is reproducible on all harvesters including those that are rented and owned.


thanks,







Doesnt work on nay structure atm. Its great i havea factory with a full run of Mando wine sitting it and I cant get it out. submit a bug thats what i did. Not sure if they gotten it CSR told me to do that. I guess I will submit a bug 5 times adayon every account and character and then have all of my guild mates do the same. Yeah I can add power to a condemed structure but i cant pay maintenance in it? Go figure



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Kadath Enterprise Building
Food and harvs in stock now

In Front Of the shuttle!!!


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Alukolli
Thu Aug 25, 2005 8:30 pm
#22






Pawlin wrote:

Couple more:


* When you load a schematic into a factory and then look at the required ingredients for the factory run via the factory radial option, some items will not display the # required. I think this occurs for items that are 'similar' like walls and such.


* When making Fusion deeds in a factory it will use any quality OMU rather than the specific serial # OMU used during making of the deed. OMU quality impacts the deed stats so it should not use any quality OMU from the factory.


This i am gonna test after making an schematic or of fusion with HQ omus. then have made some crappy ones just to test if the stats on fusion after it been in factory will change. if it dosent then its an bug.








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haristyles
Fri Aug 26, 2005 6:07 pm
#23

Will post this in the bug thread as well...


i just made 20 or so Equipment Factories in my struture factory that is owned by another player. The deeds came out showing my title but creted by teh Factory owner. Is this as intended or is it a new bug? I never noticed it before.






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strictlybusiness
Tue Aug 30, 2005 12:03 am
#24






Thrstbster wrote:





EZDude wrote:

I will throw this one in here...


Cannot use the /paymaintenance command on harvesters. This is reproducible on all harvesters including those that are rented and owned.


thanks,







Doesnt work on nay structure atm. Its great i havea factory with a full run of Mando wine sitting it and I cant get it out. submit a bug thats what i did. Not sure if they gotten it CSR told me to do that. I guess I will submit a bug 5 times adayon every account and character and then have all of my guild mates do the same. Yeah I can add power to a condemed structure but i cant pay maintenance in it? Go figure





There is a work around.../pay <your name> amount...works like a charm
Jamaroqoui
Wed Oct 19, 2005 8:33 pm
#25

Noticed this the last few times I tried factory runs...anybody else out there running into the same thing?


When running any of the schematics for statues in my factory the finished result ends in crates of gungan head statues named "what whatever name I give it". Kinda strange gave it several tries and no matter which schem of which statue I make it turns out just gungan heads for everybody...lol


anybody else running into this? The help is appreciated.



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TheFoRzE
Wed Oct 26, 2005 2:05 pm
#26


These two points arntbugs but worth a mention for our crafter alts sakes...


Crafter chars being lvl 1, (crafters lvl's vary a little but were all low lvl either way)



How are we supposed to place harvesters with no armour low ham & def etc &having to shake aggro all the time?


Also lairs preventing placement with such a huge footprint is annoying, as we all take time to find good percentage spawns


half the time its too close to a player or npc city or the terrain is to hilly & cocked to buggery,


It is good to hunt for good spawns & that but its a little OTT with the harvester footprintrestrictions / obstructions of terrain & lairs


A simple addition for the master box on any elite crafting proff should contain a mask scent or another function to keep aggro away


or possiblyalter elite crafter lvls


one of my alts is a m/Artisan m/Architect m/Merchantbut it leaves me very vunerable when surveying / placing harvesters




Also a second point on a similar basis when going to factorys & filling / emptying the hoppers it takes an eternity to empty a full run of crates


Please allow us multiple pickup!By targeting the first crate whilst holding shift & targeting the end crate (like e-mail deletion)


that might keep us from dying a few times here & there

Message Edited by TheFoRzE on 10-26-2005 10:06 PM

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