Architect Archive

Thread: Top 5 List Candidate: Bugs

Pawlin
Mon Feb 02, 2004 11:08 am
#14






GogoDodo wrote:

Crafting stations take artisan experimentation points not structure ones.






That might not be a bug. Hard to know for sure. We could at least ask if its intentional or not though.




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PsychoticChipmunk
Mon Feb 02, 2004 2:45 pm
#15






Moxxinal wrote:

  • /move forward command seems to be broken *sometimes* (I get the "that object is not in the building" notice)






I have also gotten the bug so I can't move things backwards. So it's sort of a crap shoot with that. However I don't know if this is a current bug or just an old one that has survived for awhile since homes aren't really a throw away item to most people. Probably worth an honorable mention at least.



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Automath
Tue Feb 03, 2004 12:27 pm
#16

I'll put a list of what I think are bugs, you can sort them into your definition of a bug and those items that are not working the way they should.


Factory schematic shows a BER number !


Factory's can be experimented for output hopper storage, yet there the output hooper still has a limit of 100


Crafting stations use artisan expermentation even though it is an architect product.


Ore Mining Units do not crate.


Radial menu for rotate furniture is reverse of /rotate left and /rotate right


Free standing light emits no light


Master armoire and furniture 2 armoire do not have the correct schematics (Still)


Naboo small housing schematics are reversed on the website


using /move forward/back command will report the object as not being in the building, even though it could be in the middle of the room !


Lack of continuity between resources used for medium minerial harvester to other mediums harvesters and those or the heavy harvesters.


Experimentation of all harvesters at final combine including wind generators, yet none for solar or wind.


Probably more that don't spring to mind at present,




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Manipulative
Tue Feb 03, 2004 2:01 pm
#17

I agree with the bugs so far reported. Here's 2more:


  • When multiple items are dropped in one spot. You cannot pick one back up immediately. You must first move it so it no longer touching anything, then you can it up.

  • Can't see object? display bug occurs in player housing all the time. For example, with a table in front of a vendor, you'll get cannot see object when clicking on the vendor.

Inconsistencies, which because they are inconsistent, feel like bugs:



  • Large houses use 6 lots but provide only 250 items of storage. Similiarly PA halls with 7/9 lots and only 250 items of storage.

  • Structure Factories take up 2 lots.

  • Harvester schematics are all over the place with regard to wall requirements.

  • Wind harvs experiment, but Solar and Fusion do not.

My #1 priority would be the power bug. If that is indeed fixed, my #2 priority would be the non-crating ore mining units, which is an inconsistency, since turbo fluid drilling pumps do crate.




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GogoDodo
Tue Feb 03, 2004 2:17 pm
#18

1 bug 1 suggestion 1 in between


you can experiment a wind generator up to BER 9, yet all other 'personal' harvestors max at 4.


Are moisture and medium minerals suppose to only take structure modules and not walls?


Can we have furniture be rotatable in 3 dimensions? It would be incredibly cool to walk into a seedy cantina and see chairs tipped over, tables on their sides, anddrinks spilled.




G





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Xohamz
Thu Feb 05, 2004 10:25 am
#19

Since the power display bug, misreported number of days a harv will run, has hurt me lately, I figured I would chime in on that one.
ViDMaNiaC
Thu Feb 05, 2004 11:06 am
#20

Architecture Issues:

Decay/Lack of


Architecture schematic Crafting Stations are still using Artisan Experimantation


The word 'similar' is a remnant if components which used to require 'identical' and now means nothing


FurnitureIssues:

I know Up/Down is coming, what about Flip? I've seen several items rotated upside-down

Hide Colors for Couches like Armorsmith and Tailors

Can we get more plants any time soon? Seriously

Armoire2 is Armoire3 and vice versa, THIS ITEM HAS BEEN A BUG SINCE BETA3

Furniture schematics are listed out of complexity order on tool list


Lack of Item Decay = Perma-Furniture
Working Lamps


Harvester Issues:

Solars and Fusion experimentation in general need to be addressed


Ore Mining Units don't crate, yet heavy harvesting mechanisms do
Power display bug


Wall requirements for Medium Harvesters are inconsistent, with some requiring walls and some mods
Animations not playing on client loading

Harvesters that run out ofa resourcecan't be emptied withouta new resource/starting/stopping process

Can't remove maintenance or power, if you wanted to sell a harvester empty.


FactoryIssues:

Shows a BER on the deed and Efficiency/Storage do nothing

Don't report to the person who started the run, only the owner if they are online

Ingredient Hoppers don't update properly when filling.

Structure takes 2 Lots because it looks big... little unfair no?


...... I had more... but I'm getting hungry.. and I forgot a few...




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RotorofCorRng
Sun Feb 08, 2004 4:42 am
#21

Ok, so it seems like:

#1=Harvester Power Bug.
#2=Harvester Animation Bug.
#3=Master Armoir Bug.
#4=Crapshoot here, but I would say OMUs not crating.
#5=Crapshoot here also, but I would say Lamps not lighting?



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Sneezy
Sun Feb 08, 2004 12:05 pm
#22

I believe the harvester power bug has been fixed. At least it hasn't happened to me in the last week.I tested a medium chemical and medium mineral yesterday and left them running for a day without enough power and they both reported 0 power when I checked them, they were turned off, and seemed to be working correctly as far as I can tell.



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LadyLeala
Sun Feb 08, 2004 3:10 pm
#23

My rough draft list of bugs:



  • Items disappearing in houses (mainly inside containers that sometimes come up empty)

  • /move forward/back often times not working at all. When I use this command, usually EITHER forward OR back will work, but not both.

  • Item count on /structurestatus window for houses often misreports if you have craft stations in the house

  • Harvestor status window updating accurately (this is much more important than the animation bug, but both are a nuisance)

  • Factory hopper inventory is majorly screwed. When you put a bag inside there, the total # of items in factory does not update correctly. And when you put items in from your inventory, it doesn't update right away unless you close the windows and reopen them.

  • Factories either eating resources, or making extra prototypes from "phantom" resources

Of all these, I'd have to say the top two would be:



  • Items disappearing in houses (mainly inside contianers that sometimes come up empty)

  • Harvestor status window updating accurately





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