Architect Archive
Thread: Collection of Bugs, Errors and Oversights 08-11-03
I will continue to repost this list every week. marking off bugs that have been fixed and adding new ones. I will also try to include temporary work arounds for bugs that have workarounds. As Always please add any bugs or workarounds that I may have missed so they and be added to this list.
I. Crafting.
A. Harvester mechanism schematic does not load. This gates medium and large flora harvesters.
B. There is no UXP for deeds. (some report UXP will slow trickle in but you have to be really watching for it. I have never noticed any xp increase based on deeds I've sold and I do keep track of my xp because I am always calculating how much I need to obtain the next skill.)
C. Master architects only have +55 architect assembly and +55 architect experimentation (unless they are Mon Cal). Other craft professions either have +100 to these already or will receive them soon according to the In Development page.
D. Experimentation does nothing for architects, which essentially makes the entire Construction line worthless. Increasing durability does not reduce maintenance costs. Increasing efficiency on harvesters does not affect the sample rate.
E. Medium mineral, water and solar harvesters all take between 3-4k materials to make. Medium chemical and gas harvesters take 12k materials to make. The medium flora harvester (when it is possible to build) takes 21k materials, only 3000 less than the heavy flora harvester.
F. Input hoppers on private craft stations with optional components broke. You can not access them anymore.
G. Crafting stations used to give GCXP and were changed to give Structural XP, However thier available experimentation points still run off the artisan line instead of being switch to the architectural line. Personal harvestors are also affected like this.
H.Many folks are reporting that advancing up the furniture line appears to increase thier chance of critical failure on all Architect lines instead of decrease it. This is unconfirmed but enough people have mentioned it for me to decide to list it as a possible bug.)
I. There are 2 separate Small Corellian House Style2 Floorplan2 deeds. They have different complexities and different wall module requirements. (UPDATED)(Moved from furniture.) (The second is supposed to be generic.)
II. Harvesting.
A. At times heavy harvesters use their maintenance at double/triple or even quadruplethe rate. This is random and does not always affect the same harvester twice.
B. During periods of server downtime, maintenance is used, but nothing is harvested and no power is used. This was very obvious during the 8 hour downtime one day.
C.Paying Maintenance on Harvestors sometimes cause the amount to be subtracted from the maintenance pool instead of added. Seems to occur when the harvestor is going through a pay cycle and you attempt to pay.
III. Factories.
A. Problems with building Power Core Units in factories. You have to put in the resources for at least 4 to get 2 identical ones (required for PA hall). The rest of the resources just disappear.
(FIXED: ? Possible corrected or at least now intermittent. Need more info before I mark this bug off. Is anybody else still experiencing this problem?)(Still need more info on this. is anybody else still experiencing this problem?)(UPDATED)
B. Ore mining units made in a factory come out individually, not in a crate.
C. Admin has no access to input or output hoppers.
D. The factory owner gets all factory xp, even if an admin loads a schematic.
E. The factory must be loaded on someone's screen for the owner to get any xp at all.
F. Factories produce items MUCH slower than can be crafted by hand. Holocron posted that factories produce faster than hand crafting.
G. At times items can not be removed from crates. Sometimes the count decrements by 1 and goes back up again. At other times, items can take up to an hour to appear in your pack. This seems to be tied to server or database lag, as switching sub servers or simply waiting fixes the problem. It can be a real pain however.
H. Factories can not use items from crates as components. You must load them all by hand. (Intermittant)
I. Crates appear in the crafting tool, but you cannot use them in the schematic. You must remove the items from the crate by hand.
III. Furniture.
A. Cafe table 2looks almost exactly thesame as Dining Table aren't we already limited enough.
B. Multi spot furniture items such as couches only have one available spot to sit on.
(Workaround: To sit on a Large bed, or make multi-user seats usable by multiple people, place Ottomans underneath them. In some cases, the ottoman will clip through the top of the seat cushions of the object, but in cases like the Large Bed (which cannot otherwise be sat on) they're invisible. This allows you to sit on the ottoman, with the appearance of sitting on the couch or bed.)
C. When multiple people sit on chairs/couches they ghost into each other.
D. Droid detection units do not function.
E. Light sources (except torch) do not function.
F. The master architect Armoire is the same as the Armoire you get at Furniture 2.
G. The round couch cannot be targeted once dropped in a house. (Intermittant)
H. Ballot Box Terminal is classified as a Bank Terminal. (Am told that the ballot box is supposed to be accessable as a bank terminal allowing people to access thier bank from thier House/PA. If this is the case is it not working correctly?)
I. Ballot Box Terminal is not made in the F&S tool kit. You need a DW&G kit and a PCS to use schematic.
J. Ballot Box Terminal once placed cannot be picked up.
K. Ballot Box Polls only last 1 hour and can be changed by everyone.(UPDATED)
L. Storage Containers do not have any functionality.
M. Tool Chests and Crafting Stations have full clipping applied to them. Possible path blocking exploit.
N. Couch from Furniture III has placement problems. Does not always respond to radial or slash commands.
O. There is only one type of tree you can make yet the schematic is labeled as style 1 which suggests there is more than one available style.
P. Entry Moved.(UPDATED)
Q. Sitting on chairs places the individual at the very edge of the chair and after a few seconds moves the player off the chair so he/she is sitting on thin air.
R. Bed Sizes are not accurate. Large beds are barely bigger than a small bed.
S. No lay on bed ability.
T. Large bed not even flagged as sittable.
U. Bio engineers should be the ones to make plants and give them more than 3 types.
V. Data Terminals are not functional.
W.Radial menu forrotating objects is reversed. Left is Right and Right is Left. (Am told if you go to overhead view this is the correct way.)(UPDATED)
IV. Houses.
A. Balconies are not considered part of the house. Unable to place items in this location.
B. Curtains in Naboo houses have full collision applied. Makes it difficult to place furniture.
C. Incorrect house name in the confirmation box when paying maintenance.
D. All houses have the same item limit regardless of size.
E. Broken admin options on houses prevent players from sharing a shop.
F. You cannot place items on tables or at various levels in a home without learning how to play Tetris.
(Workaround: To place items on tables, you need a house with stairs. Once you have that, you can drop the item on the stairs, then use the move forward/move back commands to walk the item over to the table. The item stays at the same Z coordinates the entire time (unless it runs into more stairs or something).(UPDATED)
G. If you attempt to reclaim any deed and your inv is full the deed will vanish.
H.Signs for some generic houses float in the air out away from the building. (Am told this is generic house style 1-first one)(UPDATED)
I. Archway between the first and second rooms in medium tatooine house doesn't allow furniture to pass through. (ADDED)
J. Tatooine Large house has NO sign. (ADDED)
K. Tatooine Guild Hall sign is somewhat floating. Needs to be lowered about...a fourth of a foot...to be connecting to balcony. (ADDED)
L. Generic House Style 2 takes 2 extra structure modules, and needs a specialized crafting staiton (one in a house) to construct, even though the only difference between it and Floorplan 2 are the placement of the two rooms. (ADDED)
M. When attempting to place a funiture item against a wall (This has beendonewith the divan and the loveseat), after rotating it, and moving it, the furniture items dissappear inside the wall!! You can no longer see them, click on them, or anything, they are just gone!! (ADDED)
V. Vendors.
A. Items on a vendor count toward the house item limit. (Not sure if this is actually a bug, however it gates "shopping malls") (Intermittant)
B. Resource containers bought from a vendor often cannot be retrieved. (Intermittant)(UPDATED)
C. When creating/destroying vendors to get the correct species the players inventory is sometimes not updating properly so even those it shows you have free space you get container is full messages.
I will try to update this list once a week with new info Please if you come across any workarounds, fixes, updates and such post them ina reply to this message. While I try to be as comprehensive as possible i simply do not have time to scour every post for new information. Your posting it here will keep this list as accurate and uptodate as is possible.
Odd I don't see this mentioned anywhere in here .. does this only happen to me ?
When I login, the first harvestor I collect from will first give me a pile of 0, then i have to collect again to get what is actually in the hopper. Happens 100% of the time, 1 pile of 0 after logging in ..
unter .... good idea ill start doing that with next weeks posts
thanx for the info
also to the person askign about the harvestor 0 pile bug. I have never experienced it if others can confirm this I will list it..
Can anybody confirm the above mentioned bug?
Yes the aforementioned harvestor bug is there. When you goto retrieve you resources, the slider is all the way to the right but no type or amount of resources shows. But I do believe that this issue is being addressed in the big patch tomorrow.
Rarsg
Who buys heavy vaporators? Cooks. Why should their profession have such high barriers to entry. I can sell heavy vaporators to cooks in reasonable quantity at a price they can afford in their profession.
Besides it makes sense. A big tank that holds water with a compressor and a cooling coil on top is probably going to use less resources than a high pressure natural gas system which is going to use less resources than a massive hopper that has to hold tons of ore.
The only exception that seems a bit out of place is the medium mineral, but then I think it is why it is because balance is more important than realism. Medium minerals are critical to the advancement of architects and other crafters. By having them more affordable you make access to higher amounts of the most used resource, minerals, accessible to more players earlier in their game play. Without them leveling for a lot of classes would be even worse than it is and we all know how useful most novice level crafting professions are.
I like the schematics pretty much how they are and I am glad I am able to support the cook profession by making high effeciency vaporators for them at a very reasonable cost in line with their revenues.
I can confirm 2 items. the 0 resource from harvestor one-which is annoying
and the power core issue. That one was still happening as of 2 days ago. That one kinda hurts-especially the learning process where you learn about it by messing up 5-6 times in a row. Trying different recipes etc.
About the 0 resources out of the first harvester, just move the slider. Problem solved. It does always happen on the first visit to the hopper after you login though.
-Broote
I completely agree with Betatoxin.
The only bug with harvestors is the one related to the flora harvestors.
Why is the cost-in-resources differences between the various sized harvestors listed as a bug. I truly doubt that it was unintentional, and Ithink it iscompletely reasonable. Why is thisa complaint? Why isthis an issue?
Get rid of it.
-I AM WARGHUL
Cyberthug,
What the hell are you talking about? A balance issue? What balance issue? What is being unbalanced? Why sell a medium when the large is only slightly more you ask? Well, how about because the person wants a medium, and doesn't need the amount of resources that the large is pulling up,or doesn't want to pay the maint/power fora large. Besides, why does this bother anyone? It doesn'tmatter, there are so manyreal bugs with architecture that it is stupid and a waste of time to dwell on why some harvestors require more resources than others.Lots of things costs variable amounts of resources;the med generic requires 2500 more resources to build than the med corellian! OMG ITS A BUGFROM BETA!EVERYTHG SHLDXOST THE SAME MNTSOF RESOURXES!
This should be removed from the "bug" list, it is setup as the dev's intended.
-I AM WARGHUL