Artisan Archive
Thread: Bugs, Issues, & Wishlist on Live Servers
Naldean wrote:
It appears to happen when you construct an item, then open a different crafting tool and construct the *exact same* item with the same resources. If the second crafting window (any stage) is still open when the first finishes building, the second will close with the "crafting session ended" message.
I played around with this and found that it happens every time a different tool finishes its countdown. Crafting different items and/or using different resources has no effect on this, at least for me.
I just started the artisan path recently and was looking forward to it, but this bug is driving me nuts and taking away the fun I expected. ![]()
I was wondering if anybody could help me? A couple of nights ago while I was playing I started a crafting session and I received the error "crafting session not started" or something like that. Now i am currently working on Master Artisan I am at 4-3-3-4 and I could craft just find before. I took a couple of Artisan missions and that is when the problem started. I have sence dropped the missions and the items that were in my inventory, my inventory is only at 71%, so I have plenty of space. I just don't understand why it wont let me craft anymore. This is frustrating to say the least
Micro Sensor Suites- Currently, it's impossible to make a 100% micro sensor suite. I used the following resources:
Carbaweafido Mythra Copper - 819 Conductivity
Ahofeite Duralloy Steel - 627 Conductivity (but hey... it's steel... what more can you expect?)
Ehocaium Zinsiam Carbonate Ore - no conductivityon ore
Idleww Huthlothrombic Inert Gas - no conductivity on gasses
So, the only two that were capable of having conductivity were the copper and the steel. 10 steel and 9 copper... so on a weighted average, it should've ended up around 717 or so. Then there are the components:
87% Control unit
85% Electronics GP unit
78% Energy Distributor (optional).
Final product? It had a MAXIMUM possible effectiveness of 48%. So... here's the problem...
1. Components should weigh in based on the sum of their total resources. Their effectiveness should replace conductivity. In otherwords, having 87% effectiveness should be the same as using a resource of 870 conductivity, and using an amount of that resource equal to the resources used to make the component (in the case of the control unit, that'd be 31 resources... so using an 87% control unit should have a greater positive effect than using the steel and the copper combined).
2. Optional components should have an increased effect. Perhaps their effectiveness should count 50% more. So for the 78% energy distributor which requires 27 resources, that should count the same as using 27 units of 1170 conductivity resources. In other words, it should be a very significant boost, because after all, it's optional.
It appears that right now, when using components, you're required to have 100% components just to break even. Anything less than 100% (i.e. all components) actually reduces the quality of the product. The only exception to this is using components with their own inherent bonuses, where the bonuses are simply tacked directly onto the item... such as using a 6 BER Ore Mining Unit for a heavy harvester.
That did the trick for me...
A Droid Storage Compartment is not Artisan's business.
That will make it a Droid Engineers item, because 99% of Droid Engineers are Master Artisan too.
Another 2 cents...
The only usefull item an Artisan can make are PowerUps.
(Maybe Vehicles too, but they need to much resources. - Resources which are precious if you want to build high quality products)
There will be no need to be an Artisan and ONLY an Artisan.
--[Wish List Item]--
Macro-binoculars!
What the heck is Star Wars without your trusty Macro-Nox?