Artisan Archive
Thread: Artisan Issues Designer Responses
d. harvester tracking (partial snip)
We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?
To add my 2 cents, I would personally like to see a craftable tool, rather than the datapad option. That way it's another useful item for artisans to make.
Autotracking of structures:
I think the best solution for keeping track of harvesters is to include a third page to the datapad. You would want it to automatically allow you to access the status info of any structure you have, as well as activate a waypoint to that structure on command. Might be nice to also have an alarm of some sort when you're down to X hours of maintenance left. To extend the feature, you could allow remote payment of maintenance (though power still needs a personal touch), and perhaps even the ability to trade links to this, but that bumps into the datapad limit. You could also have it come up in anyone's data pad automatically if they are on the admin list.
-Mohenjo
Neither 4b, nor 4c, nor 4d has been fixed, sorry. 4c hasn't even been addressed, let alone fixed.
We just had a major resource shift on Rori Kettemoor, affecting nearly all minerals. For a period of at least a couple of hours (from when the problems began until I gave up and left for dinner):
The harvester efficiency on my ore harvesters had not yet dropped to zero, they claimed they were still running, but the resource was no longer listed in the survey tool. Between when they actually stopped working and when they admitted they weren't working was at least ten minutes.
One type of copper was still listed in the survey tool, and I was able to find 75% and up concentrations of it, but sampling failed with a "too low a concentration to sample" error. Apparently it had run out, but was still showing up in the survey tool.
That last error made the survey missions I had for nonferrous metal unable to be completed, as there was apparently no nonferrous metal to be had on our "resource rich moon." (Stupid tourist brochures.)
And no, there still is no way other than trial-and-error to find out where the no-build zone starts and stops.
The overall problem seems to be that resource roll-over seems to happen in a series of stages, and those stages are not even vaguely in the right order, and they take far too long. To do a resource rollover, the resource has to be removed from the survey tool lists, any players who are sampling have to be stopped, any harvesters that are mining it have to be stopped, and then the new resource has to be generated, then it has to be distributed among the maps, then it has to be added to the survey tool.
I understand that these things can not all happen at once, although "several hours" is far, far too long. But what I'm not inclined to be forgiving of is that the survey tool is getting updated in the wrong order, that is to say, at the wrong time. At present, it is trueboth that resources that have vanished are still showing up on the survey tool for a long time, and that resources that aren't yet available are showing up on the survey tool several hours early.
Q-3PO wrote:
What types of keyboard shortcuts would you like to see? What would they be connected to?
I'm not sure how many people noticed this, but there's already a nice couple of keyboard shortcuts that have been added with The Big Patch that made almost all of my "too many clicks" issues go away.
Once you assign resources, if you're building a prototype or practicing and you're not going to experiment or customize, you don't have to do anything but hit Enter all the way to the end of the list. At the Experiment/Prototype/Blueprint menu, hit enter. It defaults to Experiment. Hit enter again, it defaults to Stop Experimenting. This will bring up a warning because you have unspent experiment points, hit enter again, which defaults to "Yes," and you're back to the Prototype/Blueprint menu. Hit enter again, and it defaults to Prototype. Hit enter at Customize, and it accepts the current colors (or whatever) and default name.
It would be nice if, at the resource selection screen, hitting enter with nothing filled in would reuse the same resources as the last attempt. Not essential, but nice.
Anyone looking for more than that probably isn't looking for keyboard shortcuts, they're almost certainly looking for a way to macro the whole process so they can unattended AFK script their way to Master Whatever.
Crafting ui changes: Give us the following check boxes on the first crafting screen:
1) Experiment? This would allow us to check whether we want to experiment or not, the check would be remembered for the next crafting session.
2) Schematic option? If this was not checked, then it would skip the current schematic/prototype/experiment screen (in conjunction with #1, of course).
3) Rename? If not checked, it would skip the renaming screen and just name the product as is. If not checked, we would get the renaming screen as normal.
I've noticed that the crafting tool now seems to remember which schematic I most recently used. This is excellent.
If it could also remember which resources I most recently used for that schematic and pre-select them that would go a long way.
[quote]
We’re very interested in doing this. We’re going to look into a better way to track maintenance. How would you like to be able to track this? A special tool? In the data pad?
[/quote]
I would like maintainance for all of my structures and vendors to just deduct directly from my bank, rather then having to manually visit and pay the maintainance. In addition to this change, when you choose to "destroy structure" it should give a popup window that offers the option to redeed the structure for a fee (deducted from your bank account if you accept). So for example a medium harvester currently requires 3000 credits to redeed. With the new popup window would say "Would you like to redeed this structure for 3000 credits?" and it would have two buttons, one marked "Redeed" and one marked "Destroy".
That I think is the best possible way to do maintainance on everything from harvesters to houses to vendors.