Tailor Archive
Thread: Crated Components: Help me with some Data
Once that crate was gone, I moved another crate of RFP from my backpack to inventory, and found that double-clicking worked just fine with it.
Double-clicking also worked with no trouble on all my other crates that were used in this run of crafting actions - synth cloth, trim, shoe soles, metal fasteners, jewelry settings - all OK.
Nothing involving bio tissues whatsoever, all crafting done in my house, private crafting station + Clothing/Armor tools.
I don't know about the specific problem RFP crate, but about 80% of my component crates *do* spend significant time on my vendor. I use my vendor for a combination of storage and sales for crates, listing them at a high-end price to ensure that I have enough for my own needs and that if someone does buy them, the price will be worth my while.
When I run out of something in inventory, I then withdraw a crate from sale on my vendor to replace it.
On the first day after the big patch, the process was mostly working correctly (i.e. double clicking crates would put the components directly into the schematic).. the only one that didn't work was a crate of jewelry settings. All my crates were made pre-patch, post experimentation.
But since today's hot-patch, none of it is working. I can't double-click or drag any crate into its appropriate schematic slot. Double clicking does nothing, so I have to open the inventory and manually extract components (which is no longer the default action (BAD IDEA) so it is much more tedious).
So right now, basically, things are much worse than before. Hopefully it will be fixed soon.
However, the default for the last item in the crate is to extract itself to inventory.
Instead of d-clicking on crate, have to get radial and hit option 2
I have crates of everything from before patch but after experimintation all work but trim. my metal fasteners didnt work yesterday but they worked today
Vandessa, when you report to the devs, be sure to mention that putting 'split' as the deafult action for crates instead of 'retrive item' is an extremly bad idea.
Other than that, i have experienced no problems with mycrates, all made post experiment, pre patch.
I know my husband's doctor character had trouble with crates that were created before the volume switch. They wouldn't double-click into the slots in his crafting tool. That might or might not be related to the other problems folks are having.
I was playing around with a buggy synthetic cloth crate just now. It was created after experimentation went awaybut before the latest big update. When I held the mouse over it it would say something about not being usable for what I needed it for (light bustier). Double clicking on it did nothing. It was in the inventory.
I moved it into my backpack and from there I had the option to split. I split it until it was three crates, one with two cloths and two with one cloth each.I then moved everything back into my inventory. When I double clicked on the two single-cloth crates they now went into the light bustier synch cloth section and I created the item.
I started to make a second light bustier and again was not able to get the cloths to load by simply double clicking on either of my two single-cloth crates. This time I did the option to take cloths out. One came right out and then I did the same with the remaining crate and it came out too. Those were now usable to make the light bustier.
A few more notes...
THe message you get when you try to double click or hold your mouse overany bugged crate that has two or more items inside is "This item is not usable with this draft schematic". Once a crate is split off and just has one item inside it it can be used by double clicking on it. So it is not necessary to also take it out of the crate after splitting one off.
I'm not sure ifmy buggedcrates were ona vendor or not,I had one batch on at some point that I laterreplaced with a larger stock of some others but I'm not sure which ![]()
I tried the other three crates made in the same batch as the one I talked about earlier, and all are bugged. If this is helpful I made itsometime in September, post experimentation nerf, pre October. I know it was before Oct 1st because that is whenI started including the dates in my schematic names. If this little number means anything at all, the code on the UI when you examine the buggy crates says vie33cgp.Each batch of crates has a different code. I"ll prob keep them in my backpack for at least a week or two and used the non buggy ones for now, should they want to look at them...
All of my October made crates are working fine, created Oct 1st and Oct 4th.
Lots of crate wierdness.
Bug #1: If I use a really old crate, I am *forced* to use "get from crate", double clicking on it doesn't work.
Bug #2: With tissues, the double-clicking on the crate thing is totally messed up. When you do this you often lose the bonus of the BE tissue.
* The crates I was trying to craft with were in my backpack. (silly me!)
* I was trying to use some of the items in schematics that didn't require identical components (again, what was I thinking?)
Now, having the crate in my main inventory and using it in a schematic that needs identical components, it works fine.
I would like to be able to use crates in both of the above * listed ways someday.