Artisan Archive
Thread: Please post bugs here.
I'm compiling a new bug list for Artisans.
Please post CURRENT - personally CONFIRMED - bugs in this thread. This list will be updated every Sunday.
Bianca Minola
Finally, a new set to create. Here are the bugs I have found:
Harvestors (raw resource, not energy) will often report that you need to empty the hopper. There are currently 2 work arounds, but as a reminder to the devs, a work around IS NOT A FIX. Those work arounds are 1: place enough credits and power to turn the harvestor on and off, then you can destroy/redeed. 2: Allow the harvestor to self destruct, takes a little over a week to happen. Niether is a good plan, imo.
Post resource shift, certain things cannot be mined, even though they might list as 80%, when you sample you re told that there just isn't enough. This takes a day or two to sort out.
When surveying, after around 10 to 20 clicks, the databse for teh waypoints locks up. I can deactivate or reactivate, but nothing else. Have to log, and using logout and commingr gith in only clears it for a few, less than ten, more surveys while a full relog clears it back to 10-20.
While not specifically an artisan issue, I experience this mostly when checking my harvestors. Mobs tend to not appear in the game until you are within 40 m or less. This isn't so bad with the non-aggressives and the creatures we can hide from, but when you're running along and suddenly 10 aggressive swoopers jump you, it pretty much ruins my fun, enjoyment and suspension of disbelief.
The grinding issue. It's rediculous. The only product I can offer anyone, other than my MA items and WUKs is energy. Nothing else sells, period, because I'm not a master at anything else, and there is little point to several of the MA items, since you cannot see their quality when examining them. Makes it kind of silly to experiment if your buyer has no idea why they are paying you 200 per when the non-MA is charging 100 because he isn't making one as good, but they can't see that.
Also, the new items that were added, like the Creature Habitat and suc, can they please have an effect inside the game? I made one, it does nothing. it doesn't look cool, it looks like a locked container, nothing else. I released the animal, nothing happened, couldn't see it at all. Also, the fireworks package needs more options, like timer and color setting. and could we please have an owners manual for the items we create, it's kind of silly that to know what effect something will have we have to make a few and play with them. That's like teaching someone how to make dynamite but not telling them it's dangerous.
Also, the weapon power-ups are a little silly. As an artisan, I should know exactly what kind of power-up I'm making. After all I set out to make a particular type. We need a dialogue to choose what we are making,what attributes we are increasing.
That's all for now
Waypoint bug: This has been talked to death re: surveying, but I discovered last night that you don't have to survey to be affected. I was doing a LOT of running around, turning stored waypoints in my datapad on and off, using the /find command, etc. and then, it all stopped working. Had to relog to clear it.
Sample after shift bug: One of THE most annoying bugs in the game, IMHO. One possible fix would be to have resource shifts occur DURING the server reset window so the time when this affects game play, is time nobody can play anyway. (Would have the side effect/benefit of making resource shifts slightly more predictable as they would no longer happen 5 minutes after you set a harvester down, which has happened to me, unless you set it down DURING the warnings to log off.)
Tool Quality Bug: If this isn't a bug, I don't know what else to call it. Many people have done many different tests trying to prove a better quality tool/station does/doesn't help with crafting. So far the results have been mixed, but it seems as if there isn't an effect. An explanation from the Devs as to what effect tool quality has on crafting/expiramenting (and possibly a comment as to whether or not it's working as intended) would be VERY nice.
Artisan Mission Bug: Artisan missions are still based on skill with equipped weapon. Survey missions should be based on Survey Skill. Crafting missions should be based on Artisan Assembly & "Elite Crafting" Assembly. (So a Novice Armorsmith can get higher missions than someone with just Eng 4. But someone with Eng 4 & Dom Arts 4 could get as high, or slightly higher, than the person with Eng 4 & Novice Armorsmith.)
Crafting Bugs: I can't be more specific, but I do /bug it when I can. What I mean is occassionally while crafting I'll get an error and my tool will be left in a corrupted state. If you type in all the / commands to advance to completion, that will often clear the error (and make the item). The alternative is to back out of crafting (and loose all the associated resources).
I'm sure there's more, but there's the ones I can think of off the top of my head.
Please post and tell us exactly what items you've experimented on and when did a "success" reduce the item's qualities (which ones did it reduce that should've been improved)
When I'm done using the tool and want to use my map (ctrl+M) or inventory (ctrl+I) or any other control-command it wont work.
To get by this I have to open any of the tool-windows again and close it. THEN it work to use the control-stuff.
Not sure if this bug is just for surveying and crafting tools or if it has something to do with the task-bar since it may be combined with the shift-pressing issue.
I haven't changed any keys in my settings. They're all set to standard.
There was an interesting bug with factories... I'm not sure if it's fixed or not. (It wasn't last week). This is what happened:
I have my shop and factory on Rori... a place not very travelled.
Sometimes my house would disappear... it'd take anywhere from 1-5 minutes for it to load up again. This happened for all structures around my house. ![]()
When my factory disappeared, I'd have to make it reload again before it would complete the items.
Here's another couple that really hurt noob artisans:
Survey missions:
Issue #1: Sometimes you can not complete a survey mission even when you have found precisely the right concentration of the resource. I've helped a couple of noobs on this and confirmed that occasionally, exactly the right percentage shows up on the survey tool screen and you are well over 1024m from the mission source, yet the mission does not complete and pay out.
Issue #2: When you get a survey that is looking for say a 65% concentration, you will sometimes find yourself in a situation where you have 64% and 66% on your screen, but the mission will not complete because it is not precisely 65%. The logic should be change to look for at least 65% adn accept 66% and higher.
I think the problem with these resource missions is that you need to be standing ON the spot with a greater than the required percentage. Then survey for the resource and your mission completes.
BadCub wrote:
Waypoint bug: This has been talked to death re: surveying, but I discovered last night that you don't have to survey to be affected. I was doing a LOT of running around, turning stored waypoints in my datapad on and off, using the /find command, etc. and then, it all stopped working. Had to relog to clear it.
Sample after shift bug: One of THE most annoying bugs in the game, IMHO. One possible fix would be to have resource shifts occur DURING the server reset window so the time when this affects game play, is time nobody can play anyway. (Would have the side effect/benefit of making resource shifts slightly more predictable as they would no longer happen 5 minutes after you set a harvester down, which has happened to me, unless you set it down DURING the warnings to log off.)
Tool Quality Bug: If this isn't a bug, I don't know what else to call it. Many people have done many different tests trying to prove a better quality tool/station does/doesn't help with crafting. So far the results have been mixed, but it seems as if there isn't an effect. An explanation from the Devs as to what effect tool quality has on crafting/expiramenting (and possibly a comment as to whether or not it's working as intended) would be VERY nice.
Artisan Mission Bug: Artisan missions are still based on skill with equipped weapon. Survey missions should be based on Survey Skill. Crafting missions should be based on Artisan Assembly & "Elite Crafting" Assembly. (So a Novice Armorsmith can get higher missions than someone with just Eng 4. But someone with Eng 4 & Dom Arts 4 could get as high, or slightly higher, than the person with Eng 4 & Novice Armorsmith.)
Crafting Bugs: I can't be more specific, but I do /bug it when I can. What I mean is occassionally while crafting I'll get an error and my tool will be left in a corrupted state. If you type in all the / commands to advance to completion, that will often clear the error (and make the item). The alternative is to back out of crafting (and loose all the associated resources).
I'm sure there's more, but there's the ones I can think of off the top of my head.
Well said, Badcub. This is my list too.
Re: the survey mission bug that TK mentioned. I think you'll find this is related to the resource shift bug. Next time you encounter it, try /sample - I bet you'll get the density too low error.
Okay, here's a tricky little bug that eluded me for months:
The first time my solar power generator came up empty after a resource shift, I thought, oh well, my bad luck--energy must have shifted right after I emptied it a few days prior.
The second time my solar power generator came up with less than expected energy stores after a resources shift, I thought to myself--now you're really unlucky.
The third time this happened, ended up with zero energy in my hopper--I thought something is messed up here. Three times is too much to be coincidence.
Now, with my Fusion generators, the same thing is happening! Some how, some way, my resources are evaporating out of my hopper if I leave it sit for a length of time after a resource shift.
Has anyone else had this happen on a persistent basis. It's tricky to identify because you think it's just your bad luck. But four times this has happened to me. The last time with the fusion reactor I know for a fact that the radioactives underneath it remained for a few days. I was expecting a good 20k in radioactives only to find an empty hopper.