Artisan Archive
Thread: PATCH DAY BUGS: post 'em if you find 'em
OMG!!! I'm on the verge of tears (still undecided whether it's tears of joy or just plain of frustration) to hear that it's not just me that the input hopper isn't working for... sorry, not to say it's a good thing. but I was nearly ready to kill someone this morning when I couldn't open the input hopper of my armor crafting station. I have my life's savings of resources in that puppy and if they go, I go!!! seriously, if it ends up disappearing, I'm going to have to quit because it will be too painful for me to play anymore ![]()
I tried sending a /bug report but for some reason it won't let me and tells me that I have an open ticket. which I don't remember ever sending. and when I check the open tickets, says "you have no open tickets" **edit**?!!! I hope they get this fixed asap cuz I won't be able to fill any of my orders for customers and they are NOT going to be happy about this.
BTW, I'm sure everyone's noticed the insane critical fail rates now? what is up with that? it was bad enough before. Now even at risk of a big fat zero I get critical fails? makes abso-freakin-lutely NO sense!!!
E'Ina Alvida -- Not-yet-a-Master Armorsmith on Shadowfire
1) Adding Hex code to change the color of things you craft no longer works. Might be on purpose however. /shrug
2) I still think experimentation on food is a little buggy. If you get a failure message and the experiment for the individual stack is at 0%, additional successful experiments on that statistic do not change it at all. Critical failures on one statistic effect more than that statistic. (again, that may be by design)
3) No way to see what benefits food components do (example: soypro, protato, carbosyrup, dough) You cannot tell after experimenting which one you experimented better on. (Theres no visible value on the finished component.)
I'm really happy they fixed the food buff bug, so now I can actually attempt to sell more than just pet food!
First level vendors dont seem to be initializing. (bulky and robo bartender) Says they are init'd, but when you try to access them, says isnt init'd..
I can sit on Wanderhome, in my House, with the vendor, if someone wants me to show them (coder wise).
(and I have lost money as I did pay maint...and waited to see if it'd start working, so I lost about 150 (I waited overnight),
Wiano
Armorsmith in Training
Maybe a Politician, Maybe a Smuggler... I dunno.
Something else for people to look out for:
Harvesters placed before the patch seem to be using power at double rate. Maintenance, however, looks correct based on the harvester's displayed maint. Harvesters placed after the patch seem ok. I should have more detailed info tomorrow (or maybe I'll check later tonight after a few hours).
And if you have problems submitting a bug, try using the out-of-game one. It's called BugTool.exe, it's in the main SWG install directory.
DAKuntz wrote:
How often do the devs, or people that speak to the devs read here?
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Bianca Minola
Fred71 wrote:
First level vendors dont seem to be initializing. (bulky and robo bartender) Says they are init'd, but when you try to access them, says isnt init'd..
Thank goodness it isnt just me, i have been searching the forums for this issue and this is the only post ive found on it. i only hope they fix it very soon as i cant get any other vendors without giving up skills that i do not want to part with just to get more vendors bc the 1st level ones are broken.
That new firework choreographed display item won't launch the fireworks placed into it. Is there some magic to it, instructions that were not given on the description, or is it just plain bugged?
It is no longer possible tocolorize names of items, either in prototypes or in schematics. I am holding off making new schematics until they fix this bug.If this was an intentional change, and not a bug, it would be good if they would announce this was intentional,so we don't keep delaying making things until theyfix it.