Architect Archive
Thread: Patch notes 11/26 from test center, ingredients not gone on crit fail?
Is it just me or does this seem to contradict itself.
"Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again. "
Does this nerf the crit fail macro?
"The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them."
Who needs a macro if this is true?
"Fixed bug where old component data would still be used on the crafting try after a critical failure."
Whoa, which way is it here??? This is confusing.
Who knows? But my bet is on they really just mean they are going to fix the crit fail macro, er, feature.
If critical fail never uses material, why even have it. Having to just press assemble again means nothing.
No, I imagine this means the resources/components actually get removed from the schematic, allowing you to replace them and try again (like any other crafting).
Did I ever mention how much I loooove experimenting on final combine? ![]()
Let's add this to the "My vendor ate everything I had stocked on it" bug.
Boba,
Sometimes I get the crit fail but it still shows all the slots full. I would see them fixing that. But what about the following statement:
The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.
I am a novice architect on TC, here's the low-down:
When you crit fail on a structure, basically anything that is classified as "installation" by your tool, you do not loose those materials. They are kept in the slots and you just have to click assemble again to "try again". So basically, yes, no mroe loosing 20-50K resouces in one click ![]()
Architect has just gotten a whole lot better (well on TC so far anyways
)
It says fixed crit fails PREVENTING you. Replace that with ALLOWING you and then ask yourself which is in your favor.
After that exercise, that sentence and "The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them." don't contradict themselves.
Just when you thought things couldnt get more boring...they do.
Where the hell is the fun in crafting things if there isnt that chance to fail?
/yawn
Crafting
Fixed not being able to use ingredients in an equipped backpack (or other container) in crafting.
Changed the chemical dispersion mechanisms (both normal and advanced) so that their damages may be modified.
Fixed mission draft schematics showing up in the "genetics" tab. They now correctly show up under the "mission" tab.
Fixed crit fails when crafting installations preventing you from trying to assemble the ingredients again.
The ingredients should not be destroyed, and you should be able to click on the assemble button again to try and assemble them.
Secure trades are canceled when any crafting command is done.
Changed the error message if you try to use an equipped item as an ingredient in crafting to be more specific.
Fixed bug where old component data would still be used on the crafting try after a critical failure.
Added checks to make sure you can't extract an item from a factory crate you don't own.
Fixed bug where dividing stacks of factory crates could bug your inventory to where it would say "full" at 59/60 or lower.
Kurt "Thunderheart" Stangl
Assistant Community Relations Manager
Can this be true? Can anyone confirm from test center? No more losing 20-50k resources with one clikc?
ok so you can try again on assembly CFs on installations (factories and harvestors). But what about houses and city structures? You know, the ones that required god awful amounts of walls and resources to make? If they've fixed the exploit that allowed you to bypass a CF then making houses/city buildings is gonna suck.
G