Artisan Archive

Thread: PATCH DAY BUGS: post 'em if you find 'em

BiancaMinola
Thu Nov 13, 2003 4:49 am
#1

Subject says it all. Make sure you /bug in game - and provide as much information as possible.


Bianca Minola

Automath
Thu Nov 13, 2003 6:02 pm
#2

Does getting Critical failures 9 in ever 10 attempts with experimentation on personal mineral extractors for a master artisan class a as bug !!


Iwasn't getting any critical failures on personal mineral extractors before the patch. I'm using 99x materials where it counts and getting 23% experimentation on efficiancy.




Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Automath
Thu Nov 13, 2003 6:10 pm
#3

lol forgot to mention - according to the experimentation step the risk is 0%



Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
sciguyCO
Thu Nov 13, 2003 8:48 pm
#4

Old bugs:



  • Weapon, droid, and general item tool still allows you to craft anything requiring a 'specialized crafting tool", even things like food and structures.

  • Using good resources or experimentating on Starshine Surprise has no effect when using them in Tatooine Sunburns, only the quality of the gas makes a difference. Other components (dough, carbosyrup, the various types of alcohol in chef) do make a contribution to the final product.

  • Activating a waypoint still makes the waypoints name disappear.

  • When crafting drinks, the details window after assembly and during experimentation does not show the "uses remaining" you get with food.

  • Food/Drink fill bars do not show any decrease until you eat/drink another item.

  • I still don't seem to be getting an xp from my factory, but it may only get awarded after some criteria I'm not meeting: finish run, take item from crate, spend the entire manufacturing run camped next to factory, etc.

New bugs:



  • I had a few harvesters go into negative power, although hopefully this is a one-time thing with the patch reset. It displayed zero power reserves, I put in 100, it said there were zero reserves. I put in another 600, it said the reserves were 300.

  • Maintenance rates on deeds display as 15/hr personal, 30/hr medium. I presume heavies would show 45/hr. This is the old half hour rate. Unless they've given harvesters an anti-nerf? It did seem that the maint/hour was displayed too high before the patch for what was being used, they may be using the halved rate. I put exactly 24 hours of maint in a few harvesters, I'll see what they look like tomorrow.

  • This one's a little odd, because I may have screwed something up. In the character sheet, the area with the Food/Drink bars is resizable, and I had played with that a bit last week. Well now, the foodbar graph's origin starts way to the left, and the drink starts a third of the way in. The only way to get it to match up is to expand that area so it fills half the sheet, and then it's covering up the BF and faction boxes.

Fixed bugs:



  • Food works! Buffs stack!! Stats don't get hosed!!! /emote does the snoopy dance of joy

  • When pool buffs (Health, Action, or Mind) wear off, if you are below your unbuffed max, you do not get anything subtracted. This means that buffs won't incap you when they wear off. When buffs wear off and you are above your unbuffed max,

  • Double clicking crates now removes an item, instead of going to the split dialog.

  • When crafting, factory cratesthat are not components of the item being crafted are not displayed.

Other:



  • I like the "refresh" button on the structure status window.

  • I don't like the "enter this random 6 digit number" to redeed. On destroy, maybe, but with the new "Here's what's needed to redeed and which ones you've met", I think it's clear enough that you really mean to take it down.

  • I like the new datapad layout, especially the "filter this planet only" checkbox.





Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
sciguyCO
Thu Nov 13, 2003 9:25 pm
#5

Forgot another fixed bug:


You can now use crates sitting in the input hopper of a personal crafting station. Before the component wouldn't extract into the schematic slot.






Kriles Ch'artoff , Chilastra server
Master Chef (retired)
Currently doing....stuff
BiancaMinola
Thu Nov 13, 2003 9:50 pm
#6

Good stuff, sciguyCO!


Bianca Minola

SpinnerSWG
Thu Nov 13, 2003 10:02 pm
#7

My harvesters seem to be stopping. Some continue to collect resources whilethey arestopped and some don't. Is this happening to anyone?





*****************************************************
Spinner's Electronics Component Shop
Airvalles
MrHurley
Thu Nov 13, 2003 10:41 pm
#8

Yep mine are the same way the animation of a "working" harvester does not display correctly.


They are getting the resoureces but it does not look like they are running.

Deathtoll
Fri Nov 14, 2003 12:50 am
#9

cannot use more than one crafting tool at a time.


If I do when the first one times out and produces a product it also kills the 2nd crafting tool I have open, so I may get halfway through an experimentation and poof the window, resources and product are gone from the 2nd crafting tool.


BTW I do NOT like the new redeeding system, I would think the Devs would have more things to do than to fck around with stuff like that. It should stop at the "everything green here, press yes to redeed" window and NOT continue on so that you have to enter that **edit**ing random 6 didget number... sorry I just finished redeeding 6 harvesters, non too happy about the new way.


TorrSkywalker
Fri Nov 14, 2003 6:40 am
#10

Is there anyone able to use the Input Hooper from Crafting Station?

I cannot open the Input Hooper after today server reset.



Torr
Master Droid Engineer, Master Artisan, Master Merchant
Platinum City/Corellia (1397 -6075) [2km outside Coronet], Ahazi
Order Your Droid Online at http://stop.to/torr
(Buying Droid Assembly Clothing Attachment, +5 or higher)
Chacara
Fri Nov 14, 2003 7:54 am
#11

I can't open input hopper either.
ASHRID
Fri Nov 14, 2003 8:33 am
#12

Input hopper not working for me either (but to be fair I've never used it - what does it do?)


Confirm harvester animation not working (seems to work when you initially turn it on, but stops when objects are de-rendered when no one is within visible distance

CPark
Fri Nov 14, 2003 8:48 am
#13

I want to bump the crafting station input hopper issue.

For those of us who store components in the input hopper not being able to access all those expensive components brings higher level crafting to a halt. The chance that the stored components will be lost forever causes a lot of anxiety. If this isn't addressed soon it will be a MAJOR problem for the crafters affected.
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