Artisan Archive
Thread: Artisan Issues/Bug Thread (Current until 12/1/2004)
TheRealRedi
Sun Nov 14, 2004 12:45 pm
#14
not noticed any patch in the last few days, but seems my ranged weapon p-ups are only Max Damage, Min Damage, Ideal Range, and Mind cost... oh and one Action cost... I wouldnt mind the odd Attack speed, but not a single one.
I've tried about 25 different minerals and chemicals, on both my private stn and on my mouse droid, and none will give me attack speed bonuses 
Is this just the most screwed up day of bad luck for me, or is anyone else finding this?
Oob
JenhaSimar
Mon Nov 15, 2004 3:15 am
#15
well not sure if this would be considered an Artisan or a Shipwright bug, but I get a crafting schematic for the all purpose ship repair tools in my datapad, it says I need to use a generic crafting station to make it. It isn't listed when I use the generic, plus when i try and use the shipwright tool it says I have no schematics.
Arhtas
Mon Nov 15, 2004 7:29 am
#16
all ship related items need to be crafted near a ship crafting station
JenhaSimar
Tue Nov 16, 2004 2:21 am
#17
yes, i was near the ship crafting station, it still will not let me craft it, plus it says it REQUIRES a GENRIC crafting tool, not a ship crafting tool. I suppose you didn't read my wntire post now.
Fhtagn
Thu Nov 18, 2004 8:48 am
#18
not sure if this belongs here or maybe in Architect, but it's definately a problem --
on occasion (and I haven't been able to pin down a pattern yet), I'm finding that when a resource I'm harvesting shifts out, it also empties the hopper on the harvester. just had this happen on a new artisan character I'm starting on a second server -- had a wind generator collecting energy, when I went to check it this morning the resource had shifted but the hopper was empty -- either something ate that power, or it was a remarkable coincidence that the resource shifted out right after the last time I emptied it (a couple days ago) 
Osskpy
Thu Nov 18, 2004 9:04 am
#19
Fodder,
I had the same problem m8, also wouldn't let me 'destroy' it until I had removed the 0 resources from the hopper!
I removed the 0 resources and sure enough 0 resources were successfully removed and turned up in my inventory with a big fat 0 beside them! Couldn't 'destroy' the harvester until I logged out and back in again.
Anyone want to buy 0 resources for 0 credits, money up front please
I had the same problem m8, also wouldn't let me 'destroy' it until I had removed the 0 resources from the hopper!
I removed the 0 resources and sure enough 0 resources were successfully removed and turned up in my inventory with a big fat 0 beside them! Couldn't 'destroy' the harvester until I logged out and back in again.
Anyone want to buy 0 resources for 0 credits, money up front please
Fodder650
Thu Nov 18, 2004 9:05 am
#20
When you pull the 0 you get the most unusual containers. I used to collect them wish i knew what i did with them now. Instead of "Domestic Wheat" it would say "Organic" or "Metal". Just the generic term
RedOPS
Fri Nov 19, 2004 5:28 am
#21
I would like to see Artisan's be able to make the light food additive, by themselves. Food is a great money maker when newbies first out and the additive would enhance the food to bring up the price of low level foods.
I mean really how many Artisan's go to BE's anyways? Most Chefs have BE friends that supply them or take up BE to help make the light or Medium additives. It's rare that I see non-Chef Artisan's using additives.
I mean really how many Artisan's go to BE's anyways? Most Chefs have BE friends that supply them or take up BE to help make the light or Medium additives. It's rare that I see non-Chef Artisan's using additives.
Fodder650
Fri Nov 19, 2004 7:00 am
#22
If we make light additives. The chefs would want some of the action to. Nothing in artisan would lead you to be able to do it. Its a very very specialized skill to make the additives in fact theres three of them. One for filling, duration, and effectivness.
If you want to move a skill down it needs to have something that would make it seem to be a part of our skill set.
If you want to move a skill down it needs to have something that would make it seem to be a part of our skill set.
GrafvonSoden
Fri Nov 19, 2004 9:29 am
#23
Are they (Devs) ever gonna stop the "Cross Server" lot trading ? It seems to me, this is defeating the "10 lots" per person rule. If they dont care about the swaps, then why limit us to ten lots to begin with ?
Guruweaver
Fri Nov 19, 2004 10:25 am
#24
GrafvonSoden wrote:Are they (Devs) ever gonna stop the "Cross Server" lot trading ? It seems to me, this is defeating the "10 lots" per person rule. If they dont care about the swaps, then why limit us to ten lots to begin with ?
It has been discussed. As of today, I know of no plans to address cross server lot trading. It is on the radar as an issue that needs evaluation, however.
Guru
Fodder650
Fri Nov 19, 2004 10:57 am
#25
Well this would be an issue that would be addressed if they did harvester certifications wouldn't it?
Guruweaver
Fri Nov 19, 2004 11:10 am
#26
Fodder650 wrote:
Well this would be an issue that would be addressed if they did harvester certifications wouldn't it?
After a fashion. It depends on how the certs are done. It doesn't take that long to level up Artisan. If the certs were in, say, the survey line, the lot traders would just pay extra or what have you, to get the zombie toons leveled up to get the certs first.
It's a tricky issue.
Guru