Architect Archive

Thread: Collection of Bugs, Errors and Oversights. 08-05-03 Updated Frequently

Drterror
Tue Aug 05, 2003 1:01 pm
#1

I couldn't agree more, I critcaled much less when I had NO skill in furniture. Now that I do I critcal, sometimes, 3 out of 10.


Fantastic post, I really hope these bugs get dealth with soon, I am so sick of them.


Drterror


Master Architect, Master Artisan, Novice Armorsmith, Novice Merchant


Ahazi




Drterror
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"Everyone Dies Not Everyone Truly Lives" - William Wallace
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RustedLightSaber
Tue Aug 05, 2003 1:17 pm
#2

if I may add a few things :


1) Ballot box can be changed by everyone.


2) archway between the first and second rooms in medium tatooine house don't allow furniture to pass through


3) Harvester maintenance drops sometimes. Very apparent to me on all harvesters, as I keep 3-4 of the same type within range, and add enough cash to make them equal, double check, then 4 hours later come back to get resources, check status, and 1 or 2 are at half or no maintenance, while the others are where they should be. (This is not just on heavy's)


4) Tatooine Large house has NO sign. There are three in my city, and all three have no signs.


5) Tatooine Guild Hall sign is somewhat floating. Needs to be lowered about...a fourth of a foot...to be connecting to balcony.


6) 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 differenceb etween it and Floorplan 2 are the placement of the two rooms.


NOTE ON RESOURCE CONTAINERS IN VENDORS : This is random, but happens at least 75% of the time. Every 10-15 minutes I'll try taking a resource container from my vendor. only once in a while am I lucky.


NOTE ON HOUSING SIGNS : The generic house (style 1, the first one), is the one where the sign floats about 5 feet in front of it.




~~~~~~
Oralon the Master Architect
Governor of Freewind City
Proprieter of the Swirling Sands Mall
Cyberthugg
Tue Aug 05, 2003 2:07 pm
#3

thanx for the headsup i'll add those to my list.

Cyberthugg
Wed Aug 06, 2003 12:48 am
#4

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.


(UPDATE: 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. (ADDED) 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.


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. (ADDED) - 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.


(UPDATE: There are work arounds available for this if somebody who knows would be willing to reply with concise set of instructions on how to get around this bug as I do not have them nor do I really understand them.)


(FIXED: ? Possible corrected or at least now intermittent. Need more info before I mark this bug off. Is anybody else still experiencing this problem?)


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.


(UPDATE: Am told that this only affects some items and not others.)


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 2 is the same as Dining Table.


(UPDATE: Cafe table 2 is shorter in height and length, and has different legs than dining table. You can see the diference in the datapad. I have placed both and seen the difference also. - Deplo) (Ok the problem becomes this: they are so close to identical that is confusing alot of people as well as limits the variety available for an already limited profession.)


B. Multi spot furniture items such as couches only have one available spot to sit on.


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.


(UPDATE: am told this is intermittent.)


H. Ballot Box Terminal is classified as a Bank Terminal.


(UPDATE: 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 last1 hour.


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. There are 2 separate Small Corellian House Style2 Floorplan2 deeds. They have different complexities and different wall module requirements.


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. (ADDED) Radial menu forrotating objects is reversed. Left is Right and Right is Left.


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.


G. If you attempt to reclaim any deed and your inv is full the deed will vanish.


H. (ADDED) Signs for some generic houses float in the air out away from the building.


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")


(UPDATE: As this appears to only be affecting certain people/houses I will continue to list this as a bug with the addition that it appears to be intermittent.)


B. Resource containers bought from a vendor often cannot be retrieved.


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.

Cyberthugg
Wed Aug 06, 2003 12:54 am
#5

Doh missed one possible.


I. H. (ADDED) 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.)


Cyberthugg
Wed Aug 06, 2003 9:18 pm
#6

Self bump to keep this thread up for those who dont visit the boards every day. I feel this thread is important enough to allow this.
Cyberthugg
Thu Aug 07, 2003 4:17 pm
#7

Bump bump bump its thursday!
Schwanke
Thu Aug 07, 2003 5:42 pm
#8

I wouldnt call the direction of the furniture rotation a bug.


If you just view it as the 'top' of the item is the direciotn then its correct. Clockwise is right counterclockwise is left.


Took me a while to adjust my thinking but once I realized what they did it made sense.


It would make more sense though for them to change it to clockwise and counterclockwise, since you are rotating.


I would much rather see a total rewrite of the furniture placement system. They should have the system be the same as placing buildings. An overhead view and right clicking rotates the object. Then you could have the game autodetect heights for objects and whe you hover a lamp or other stackable item over say a table, it automatically jumps up to the table and you can rotate it there. Etc.. Yeah its still a little tetrissy but its much more useable if you ask me then running around typing /move and /rotate all the time.


Btw, how does the tetris solution to stacking furniture work?






When you duke it out with Jesus, you wake up to this:
http://schwankeweb.net/Mural.asp

GozertheCarpathian
Thu Aug 07, 2003 6:48 pm
#9

I too would like your instructions on "tetris" for furniture and such. I'm no architech bt I'd like to know how some people do it. (My house is so ugly!)


Also hoping they fix the problem where Admins can't place or pick-up items in a home. VERY annoying when you want to share a house. (Imagine only you can place items so your wife has to keep telling you where to put them! So brings up the "a little to the left" jokes!)



Also, /bump !




P'twic Sunami
Flury Server
Master Medic
Azmodean
Thu Aug 07, 2003 7:17 pm
#10

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).


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.

Cyberthugg
Sat Aug 09, 2003 4:40 pm
#11

Now you can tell the way that I use my /bump that its saturday night .. no time to post.



ah ah ah ah staying alive, staying alive

Daynn
Sat Aug 09, 2003 5:59 pm
#12

Some comments:

Vendors cannot be dropped by people on the vendor or admin list of a house, unless they are the owner of that house. This makes the vendor access list useless.

An easy, if unrealistic, fix to the problem of lamps not sitting on tables: add “up” and “down” to the /move command. Therefor, /move up 5 would move an item up 5 clicks. BTW my house on Naboo (about 4000 -4900) shows use of stair workaround. I have a full gun rack, lamp on the endtable, even a beer-can pyramid of locked containers Drop by and see it lol.

Correction: as far as I can tell no items at all can be pushed through any doorway. This problem is not specific to the tat houses.

I'll add more as they smack me in the face.



Dainn Valstead - The Resistance
Master Architect (Retired)
Master Weaponsmith
Starsider
Visit my shop on Naboo: Pirate's Cove 4125 -5000 (sw of Moenia)
Vexlor
Sun Aug 10, 2003 8:35 am
#13

P. There are 2 separate Small Corellian House Style2 Floorplan2 deeds. They have different complexities and different wall module requirements.


The second is actually Small Generic Style2 Floorplan2. The Generics use more modules. You also have this line item in two sections including the furniture one.


F. You cannot place items on tables or at various levels in a home without learning how to play Tetris.


LMAO




Vexlor

Novice Carbineer
EX-Master Combat Medic
EX-Master Architect
EX-Master Creature Handler
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