Architect Archive

Thread: Bugs, Errors, Oversights and WHAAAA?!?! 09-15-03 (updated weekly)

Cyberthugg
Mon Sep 15, 2003 11:40 am
#1

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 also know that there have been several patches over the last couple of weeks and that some of these issueshave been fixed while new issues have been added... I never go by what the devs state was fixed. I go by what the players themselves report. If I list something and you know FROM PERSONAL EXPERIENCE that it has in fact been fixed or reduced in frequency please post here and I will update it.


Please Rate this post favorably If you like .... if only to offset the morons that are going thru and rating everything a 1 as well as the person or persons who are rating every single thing I post a 1 because of some personal vendetta.


Please notice that I have added a purple catagory. Some if the issues I have listed have not been seen or reported in a long time .... I am highlighting these in purple to verify that they still exist. If anybody knows for sure if these still exist or if they have been fixed please post and let me know so i can update or remove them.


RED = ADDED


ORANGE = UPDATED


GREEN = ANGRY j/k = WORKAROUND


BLUE = CATAGORY


PURPLE = ABOUT TO BE DELETED


STRIKETHROUGH = FIXED


I. Crafting.


A. 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.)(Reported that we only get uxp if other architects craft from components we make. IF this is correct then I list this as an oversight or an error or a WHAA?!?!?)


B. 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.


C. 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.


D. Resources in input hoppers on crafting stations are lost if the player gets disconnected or logs off.


E. 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. (Was this intentional or an oversight?)


F. 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.)


G. There are 2 separate Small Corellian House Style2 Floorplan2 deeds. They have different complexities and different wall module requirements. (The second is supposed to be generic.)


H. Critical failures leave the material in the craft tool and you have to back out of the tool and restart it. This is architect specific. Artisan items and other crafting items do not have this problem.(UPDATED)


(WORKAROUND) If you get a critical failure and the resources are stuck in your crafting tool. Do not back out. instead type the following commands. /nextcraftingstage, /nextcraftingstage,/nextcraftingstage and /createprototype. You will notice that your tool is now counting down even the the onscreen window is doing nothing.when its done the item will appear in your inventory.This Only Works If the resources are stuck in the tool. Otherwise you crit fail as normal.


J. When attacked while crafting, you have to cancel the crafting menu while it was initializing by clicking on the "X". After killing the creature, I can not craft anymore. Everytime I craft I get the message "Failed to start crafting session.


(WORKAROUND) type /stopcraftingsession


K. After the last big patch alot of people are reporting an increase in the amount of critical failures. This appears to only affect architects as I have not seen other crafters reporting the same thing. Failures are running in streaks of 3-5 with an overall rate of about 25%-50%. It also seems to be higher immediately after a server reset.(UPDATED)


II. Harvesting.


A. 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. (We understand why this is the case but should it be?)


B. When you attempt to redeed harvesters that have run out of power it gives you the "hopper must be empty" message, even if the hopper is completely empty. Only seems to happen on harvestors that have run out of power. Also happens if you have a0 count of resources in the hopper(as in its listed for removal but its count is 0)(UPDATED)


(WORKAROUND) Place 1 power into the harvestor then you can redeed it. For the resource part select a different resource and turn the harvestor on then off.


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.


(WORKAROUND) Some have reported that putting the materials in the order of crafting tool rather than factory ingredient list makes all the power cores.


B. Certain items made in a factory come out individually, not in a crate. Known items - Ore Mining Units and Trees.(UPDATED)


C. The factory owner gets all factory xp, even if an admin loads a schematic.


D. The factory must be loaded on someone's screen for the owner to get any xp at all.


E. Factories produce items MUCH slower than can be crafted by hand. Holocron posted that factories produce faster than hand crafting. (I hear there is some confusion about the post he stated this in. Regardless of what he meant by it a factory produced item should be made quicker than a hand crafted item.)


F. 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.


G. Factories can not use items from crates as components. You must load them all by hand. (Intermittant)


H. When it was fixed so crates could be used in crafting .... all containers started showing up in the window. While this is better than not being able to use crated product it does tend to clutter up the crafting window.


I. Factories shut down after making 100 items and do not work again unless you redeed them or wait for a server reset. Possibly fixed. is anybody still having this issue?


(WORKAROUND) Do runs for only 99 and be sure to use the exact number of resources you need.


J. Sometimes items cannot be pulled out of the hopper. Seems to affect items that are not crated.(ADDED)


IV. Furniture.


A. Cafe table 2 looks almost exactly the same as Dining Table aren't we already limited enough. (I am aware that there is a slight difference but they are close enough to cause some confusion.)


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. Storage Units do not function.


F. Light sources (except torch) do not function.


G. The master architect Armoire is the same as the Armoire you get at Furniture 2.


H. The round couch cannot be targeted once dropped in a house. (Intermittant)


I. 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?)


J. Data Terminals are not functional.


K. Ballot Box Terminalonlygives 1 experimentation point to use when crafting.


L. Ballot Box Terminal once placed cannot be picked up.


M. Ballot Box Polls only last 1 hour and can be changed by everyone.


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. 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.


Q. Bed Sizes are not accurate. Large beds are barely bigger than a small bed.


R. No lay on bed ability.


S. Radial menu for rotating objects is reversed. Left is Right and Right is Left. Rotating furniture from the radial menu rotates it the opposite direction from using the /rotateFurniture command


T. Rotating large beds have a bizare axis point for rotating it, somewhere to the lower-right of the bed. Rotating it usually puts it into a wall, so positioning it is a pain.(ADDED)


V. 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. 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).


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


F. Archway between the first and second rooms in medium tatooine house doesn't allow furniture to pass through.


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


H. 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.


I. When attempting to place a furniture item against a wall (This has been done with 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!!


(WORKAROUND) With regards to items - mainly furniture being buried in the wall after rotated. Had someone accidentally bury a travel pack in the wall of my house and we retrieved it with the /pickup command. It might be worth trying. The syntax is: /pickup item_name


J. with my Medium Tatooine if I am on the balcony I "fall" through it periodically. When this happens all I see is a concrete slab in the ground. I cannot see my house walls at all or any furniture. I can move as though the walls are not there. Leaving the house makes it reappear again.


K. On my balcony I can never see anyone else that comes onto the balcony.


L. The Medium Naboo house's sign originally the sign was buried within the wall as well as rotated 180 degrees, so it was near impossible to mouse over to read. After the large patch, the sign was pulled out of the wall, but still remains rotated 180 degrees. The three or four metal-rod looking things are facing away from the house, while the edge of the sign against the house has none, and floats a bit away from the house.


M. Medium Corellia Houses are the same size as small Naboo ones, despite 10x the mineral costs. They are identical to the Generic ones, and have no matching style with Corellia cities.(ADDED)


VI. Vendors/Trading


A. 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.


(WORKAROUND)Instead of destroying the vendor from your inventory, drop it, then use the radia menu to remove the vendor. Had this problem myself when it took about 60 tries to get the female twi'lek npc. Reported that this workaround can cause inv space to be removed from the house instead.


B. Advertising II (custom barking) - text is put through the PERSON NAME FILTER instead of the regular object/name filter which means not only does it count a lot of perfectly ordinary words (master, sundry, etc.) as obscene, you can't use any punctuation which also means you can't use macros like %TT to say the person's name so you can't even say what the regular ad barking messages are.


C. Since I have no merchant xp, I can only place a droid vendor. However, once I drop it, I can't rotate it or move it at all. Therefore, he's facing a wall instead of facing the way the customers would enter.(FIXED)


D. Items sometimes get stuck in vendors/bazaar and even though they are listed show as unable to be retrieved. the retreiving window just sits there. If you come back later you have a 50/50 chance of the item not even being listed anymore.


E. Sometimes Datapad based Items do not appear in the trade window even though the item is actually being traded. This opens the door for scammers who will try to convince people that the item is there but it doesnt show up due to this bug.


F. Maintenance costs for vendors are horrendous and unfairly hurt persons with expensive items to sell. This needs to change and while I know it isn't a bug persay it has to be an oversight on the part of the devs. (ADDED)


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.

Mukaka
Mon Sep 15, 2003 3:54 pm
#2

A different item is placed into the trade window if you use the "list" view (instead of icon view) and do any sorting (e.g. click the "name" column to sort by name). You will also email the wrong waypoint from the datapad if in the "list" view and have sorted on a column.

Mukaka
Mon Sep 15, 2003 4:01 pm
#3

If youare on araised surface (such as the bridges just outside of Theed or on the Med Naboo House balcony) you will eventually fall through. You are also vulnerable to attacks while on the exposed balconies.
Gedd
Mon Sep 15, 2003 6:13 pm
#4





F. Maintenance costs for vendors are horrendous and unfairly hurt persons with expensive items to sell. This needs to change and while I know it isn't a bug persay it has to be an oversight on the part of the devs. (ADDED)






Correction: Maintenance costs for droid and terminal vendors are horrendous because they're currently calculated based on the price of the items on the vendor. *NPC vendors* currently have either 0 or an extremely small maintenace rate regardless of what's listed on them.




__________________________________________________________________
Gedd - Master Architect, Kettemoor
Now selling furniture and installations in the new WanderTech Mall!
Located SE of Coronet City on Corellia (705, -5425)


Cyberthugg
Mon Sep 15, 2003 6:32 pm
#5

thanx gedd thats good to know .... i currently using machine vendor which is where that was based from ....
Cyberthugg
Tue Sep 16, 2003 2:15 pm
#6

houston we have a /bump


ShaneMcMahon0
Tue Sep 16, 2003 5:53 pm
#7

yeah its only droid/terminal vendors are messed up




The devs were going to fix it so npcs had same price as droid/terminals.... the devs asked are opinion and 100% of the like 900 responses was "People won't use vendors, they will do it by e-mail or boards. People will quite game. And a better method would be a low low base amound no more than a harvester and then like a 5% sales tax only when items are sold."




SWG Name - Jine Ires Server - Lowca Professions - Master Architect, soon to be Master Urban Planner
Grand Admiral, Co-Founder, Midgar located South East of Theed on Naboo at -3754, 2249

Join the town of Midgar, Website - http://www.SWGMidgar.com
Cyberthugg
Thu Sep 18, 2003 7:09 pm
#8

when a problem comes along ... you must /bump it.


when the solutions are far gone ... you must .bump it..


now /bump it...... /bump it good.

Cyberthugg
Fri Sep 19, 2003 4:05 pm
#9

Lord of the /bump.

MatrixCPA
Fri Sep 19, 2003 4:29 pm
#10

I. Factories shut down after making 100 items and do not work again unless you redeed them or wait for a server reset. Possibly fixed. is anybody still having this issue?


This has been fixed. I've been routinely producing structural modules in batch sizes exceeding 200 and then turning right around and producing a run of something else without any problems.

Cyberthugg
Fri Sep 19, 2003 8:41 pm
#11

Thanx matrix i'll update the list on monday
Cyberthugg
Sat Sep 20, 2003 5:13 pm
#12

Lara Croft: /bump raider.
Cyberthugg
Sat Sep 20, 2003 5:23 pm
#13

Note To Self:


Target it, and try this commande


/harvesterdiscardhopper


Found from this link http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=502510#M502510

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