Architect Archive
Thread: Collection of Bugs. Errors, Oversights and WHAAAA?!?!?(updated weekly)-09-01-03
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 also know that there several patches over the last 2 weeks and that some of these issues are fixed ... 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.
RED = ADDED
ORANGE = UPDATED
GREEN = ANGRY j/k = WORKAROUND
BLUE = CATAGORY
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. 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.
E. Resources in input hoppers on crafting stations are lost if the player gets disconnected or logs off.(ADDED)
F. 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?)
G. 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.)
H. 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.)
I. Critical failures leave the material in the craft tool and you have to back out of the tool and restart it. This may be structure specific, because it has not happened yet when I am making artisan items.
J. When surveying, the datapad stops updating after a while. This was fixed in beta but broke again in live. (Is anybody still having this problem? I havent noticed it lately.)(UPDATED)
K. 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
L. After the last big patch alot of people are reporting an increase int he amount of critical failures.(ADDED)
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. 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. (Is this still a problem? I havnt noticed it lately)(UPDATED)
C. 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.
(WORKAROUND) Place 1 power into the harvestor then you can redeed it.
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. (UPDATED)
(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. Ore mining units made in a factory come out individually, not in a crate.
C. Admin has no access to input or output hoppers.(FIXED)
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. When it was fixed so crates could be used in crafting .... all containers started showing up in the window.(ADDED)
J. Factories shut down after making 100 items and do not work again unless you redeed them or wait for a server reset.(UPDATED)
(WORKAROUND) Do runs for only 99 and be sure to use the exact number of resources you need.
IV. Furniture.
A. Cafe table 2 looks almost exactly the same 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.
L. Storage Containers do not have any functionality.
M. Tool Chests and Crafting Stations have full clipping applied to them. Possible path blocking exploit.(FIXED)
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. Large bed not even flagged as sittable.(FIXED)
T. Bio engineers should be the ones to make plants and give them more than 3 types.
U. Data Terminals are not functional.
V. 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
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. Signs for some generic houses float in the air out away from the building. (Am told this is generic house style 1-first one)
G. Archway between the first and second rooms in medium tatooine house doesn't allow furniture to pass through.
H. Tatooine Guild Hall sign is somewhat floating. Needs to be lowered about...a fourth of a foot...to be connecting to balcony.
I.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.
J. 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!! (UPDATED)
(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
K. 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.
L. On my balcony I can never see anyone else that comes onto the balcony.
M. 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.
VI. Vendors.
A. Resource containers bought from a vendor often cannot be retrieved. (Intermittant)
B. 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.(UPDATED)
(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.
C. 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.
D. 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.
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.
D. 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.
Unless they changed it back, when they fixed the harvesting mechanisms it appears they also modified the medium flora to require only 3 walls and therefore only 12k materials.
I. Critical failures leave the material in the craft tool and you have to back out of the tool and restart it. This may be structure specific, because it has not happened yet when I am making artisan items.
I was having this problem after the big patch crafting furniture and I haven't had it recently so I believe it is fixed.
F. Factories produce items MUCH slower than can be crafted by hand. Holocron posted that factories produce faster than hand crafting.
I believe this is a common misunderstanding from the factory XP thread. I believe he later on commented that while the time for an item to be hand-crafted may be faster than for one to be factory-crafted, what he meant by the "faster than hand crafting" comment is that you could have your factory producing items while you were doing other stuff. So if task A on your to-do list was to craft 100 torches and task B on your list was to go out and do some surveying, if you used a factory for the torches you could do tasks A and B concurrently while if you hand-crafted you would have to do them both, thereby making factory crafting "faster".
I. When it was fixed so crates could be used in crafting .... all containers started showing up in the window.(ADDED)
I'm not exactly sure what this was means, but if you're talking about the fact that you can now see packs and similar containers in the crafting window, I think this is by design. As frustrating to me as not being able to pull things out of crates in the crafting window was that if I had a subcomponent in apack, I couldn't get at it from the crafting window either. So I consider this a fix where now you can access things in packs while crafting as well as getting stuff out of crates.
F. Signs for some generic houses float in the air out away from the building. (Am told this is generic house style 1-first one)
I'm pretty sure this was fixed in the big patch too. I ran a store with a friend out of a generic houses with it's sign sticking out in the middle of nowhere and now it's back in the proper place.
Can anybody verify the resource requirements for the medium flora harvestor?
I was having the stuck resource problem the last time i tried it so I not sure.
Even so factories should be faster than hand crafting .... however hand crafting should be able to produce finer quality merchandise ... seeing as the current system allows factories to produce items just as good as any hand crafted I understand why they have factories so slow. Its still a WHAAAA?!?!? though.
It was not by design.... it was a side effect of the actual fix for crates in crafting. its also slightly annoying to those who dont use crated product in our crafting. however I'd rather they keep it this way than the way they had it before ..... regardless they still should look into removing the non-crate containers from the crafting window... my window is crowded enough as it is.
On the sign issue can anybody confirm?
thanx for the info gedd
Can anybody verify the resource requirements for the medium flora harvestor?
Well, swgcraft.com confirms it too. ![]()
http://dynamic6.gamespy.com/~swgcraft/showschem.php?id=affarm
I was having the stuck resource problem the last time i tried it so I not sure.
And I definitely crit failed on a ton of furniture last night (had to restock my store due to a vendor/stock room bug) and didn't have to do the back/forward trick. Not saying that you might not be experiencing it, just confirming my earlier post since I wasn't 100% sure.
Even so factories should be faster than hand crafting .... however hand crafting should be able to produce finer quality merchandise ... seeing as the current system allows factories to produce items just as good as any hand crafted I understand why they have factories so slow. Its still a WHAAAA?!?!? though.
I have just about the complete opposite view on this issue, but it's your list. ![]()
In my mind factories would produce higher quality items, however in SWG terms since factory made items are based off of schematics made by hand, it would seem that the quality works as it should.
And while I would really like factories to be faster (or at least the same speed) as hand-crafting, I just wanted to clarify what seems to be a common misunderstanding of the intent of Holo's statement. A lot of folks picked up on that "faster" comment without looking at the reply he made later.
It was not by design.... it was a side effect of the actual fix for crates in crafting. its also slightly annoying to those who dont use crated product in our crafting. however I'd rather they keep it this way than the way they had it before ..... regardless they still should look into removing the non-crate containers from the crafting window... my window is crowded enough as it is.
I took a look at this last night and I noticed that you can't actually pull items from packs into the component slots, it just opens up the pack in a separate window which is definitely not how it should be working.
No problem, glad to help.
thanx for the info gedd
Thanks for keeping this up to date, Cyber.
Another thing to add:
I tried to produce 85 potted trees in my factory, it produced them great (not in crates, though), but I cannot get them out of the output hopper, only radial option is examine!
Cheers.
sorry im a DE with little internet time so i dident read your whole post, but my 2 cents
Architects should be able to craft machine vendors*
Droid engeneers should be able to craft droid vendors*
Merchants should be able to Hire NPC vendors*
*vendors still need merchants to use them, just give us crafters something more to make
Factorys should give the craft XP to the person who placed the schematic, i share a factory with 4 people and i dont feel i should be getting all the xp. =-)
Vendors also help themselves to items you want them to sell. I've had a few items turn up missing right after placing them on the vendor.
When someone "offers" items to my vendor, I purchase those items and try to retreive them, some items stay put. The "Retreiveing message" just runs and runs and runs. Thus I never get the items out of the stockroom. I lost 25 of 1 type of hide and 986 of another type of hide that was offered to my vendor.
ALSO, same thing happens on occasion in the bazaar. I purchased 1K chemical out of the bazaar, went to retreive it, got a message that I needed to select a valid item. WTH? The 1K chemical eventually poofed out of the bazaar stockroom and Devs NEVER returned anything I've reported lost.
I have a customer ticket with 7 entries now that has been running since the Devs wiped all CS Tickets. ![]()
Workaround for stuck resources .....
when I recieve a critical failure on a structural item and the resources are stuck I type the following commands
/nextcraftingstage
/nextcraftingstage
/nextcraftingstage
/createprototype
the tool will make the item and deposit it into your inventory. i am told that using this as a macro instead of manually going through the tool will by pass critical failures all together .... they still happen but you dont get the msg and you still get your item.