Tailor Archive
Thread: Crated Components: Help me with some Data
I know you guys are having troubles with crates. Here are some details I would love to get from you guys:
1 - Were the crates made pre the big patch?
2 - Do crates made after the patch have the same issues?
3 - Please state any sort of anomily you find, include if tissues were involved and if those tissues were made pre-patch or not.
4 - Location of the crate the bug occurs. Is it in your backpack, inventory, factory hopper, crafting station hopper, on the floor of your house...etc.
5 - if it involves bio tissue, do the stats carry over?
I want to get a detailed report as possible to our developer for the course of the week. Thanks everyone!
Wierd that you all are having these problems.. I made a large # of clothes last night, using all pre-patch factory components without a hitch. I was able to finish off multiple crates, and double-clicked each one to extract the last component. I was working with a droid crafting station the whole time. I was going to say the problems might beon different servers, but Brad and I are both on Kettemoor.
"" Ri'a Ocoli
"" Master Tailor, Kettemoor
"" Fine Attire by Ri'a is 1km north of Keren at 1190, 3770
"" .. my door is always open, stop by any time!
Last night I was making some stock, and had reinforced, synth, trim, jewelry settings, and metal fastener crates in my pack. I could double-click and load all of them but the fasteners, which I had to manually remove from the crate in my inventory.
All of these items were made before the patch.
I didn't test regular fiberplast panels or shoe soles, but will do so later today.
What's really funny is that I had a batch of synthetic cloth running before, during and after the patch. Now I have a crate in my output hopper named something like 'Wearables Factory Crate'. Whee!
I've been having problems with prepatch crates of Synth cloth, in that I can't load em, or split em or anything from the crafting screen, and have to take peices out from in my inventory. And the crate empty's fine up until the last peice which won't come out of the crate, so I end up with a unusable crate of 1 synth cloth. These crates are in my inventory the whole time I'm mucking around with em.
I've had the same problems with other prepatch crates of things like jewelry thingys, and trim, and reinforced fiberplast, ect. I can't access em from the crafting screen and have to unload em manually. I havn't reached the bottom of any of those crates yet so not sure if they'll get stuck as 1 peice crate's as well.
Here is my experience with the crates from crafting last night. If the crate was created prior to the removal of experimentation, I had to manually remove items from it to use in crafting. Also, with the same crates, if and when it reaches 1 item remaining, it doesn't allow you to remove that last item from the crate. With crates I had created after removal of experimentation and prior to the latest patch, they loaded correctly into crafting slots, even when using 2 different crates made from the same factory run. I started a factory run last night so I currently don't know about post-patch crates yet.
All my crates were made after the experimentation change but before the big patch.
I can use the crates just fine in the crafting window. But I cannot take an item out in my inventory nor can I destroy a crate in my inventory. For example, I had a crate of Synth Cloth with just one unit left. Wanted to destroy it to free up space. It would destroy. Tried to take the synth cloth out manually but it wouldn't come out. Ended up making a shirt of some sort that needed just one cloth in the crafting screen to get it to go away.
I have no problem at all in the crafting window.
In the inventory, if I double click on a crate it opens the split window and splits the crate accordingly but making a new crate, then double clicking on a crate of 1 will work.
It's for all my crates as far as I know, and they were made before the patch. I haven't tried post patch crates yet.
Okay another variable I'd like to add. Have any of the buggy crates at any time been stored on a vendor prior to use? I noticed that some tissue crates that I bought off the vendor from the local BE did not display stats information. A crate from the SAME batch was retrieved directly from the BE's factory later on and it did display its stats. In this case the crate would not double click load but when I extracted the item from the crate said Item had stats again.
Also has anyone else had problems getting an item from a crate when its only 1 unit in size?
Vandessa wrote:
I know you guys are having troubles with crates. Here are some details I would love to get from you guys:
1 - Were the crates made pre the big patch?
2 - Do crates made after the patch have the same issues?
3 - Please state any sort of anomily you find, include if tissues were involved and if those tissues were made pre-patch or not.
4 - Location of the crate the bug occurs. Is it in your backpack, inventory, factory hopper, crafting station hopper, on the floor of your house...etc.
5 - if it involves bio tissue, do the stats carry over?
I want to get a detailed report as possible to our developer for the course of the week. Thanks everyone!
Ok Vandessa I have some data for you. There are indeed problems with old non-moded crates wiping BE tissue bonuses if you don't extract the components manually. I just used fresh non-mod crates to test my findings yersterd and had no problems with new non-modded crates. Those worked perfectly. Here's the details:
Problems with tissue mods being erased upon garment assembly:
- 1) I was using non-BE modded crates that were made PRE-PATCH for the other component slots.
- 2) I was using FRESH BE RFP + bleed mod cloth made after the patch
- 3) I was using the new quick "double-click" method to fill the component slots from the crates in the crafting tool window.
- 4) Schematic used: Paramilitary camos, Reinforced pants, Wookiee Shoulderpad, etc.
- 5) Tried inserting the BE cloth first and last yet ALL the time the mod got wiped, no skill mods showed up whatsoever in the final garment.
- 6) Final result: All mods erased during final garment crafting assembly stage!
Workaround for Old Crates:
- 1) Used extract-to-inventory-first method on older non-modded crates to get components ready for the schematic assembly and THEN filled the schematic ingredient slots.
- 2) Same materials all around, Old non-modded crates, but fresh BE tissue cloths (RFP)
- 3) Schematics used: Paramilitary Camos, etc (see #5 above)
- 4) Final result: All mods intact after crafting assembly stage
Testing of Fresh Post-Patch Crates
- 1) Made new fresh non-modded syth cloth and metal fastners in my factory this morning.
- 2) Used fresh +stun defense RFP made last night
- 3) Schematic used: Paramilitary Camos
- 4) Used the new "double click" crate method to fill the schematic slots in the crafting tool window.
- 5) Result: All mods intact after crafting assembly stage!
So my findings are that there are problems with using the old crates, the work around is to manually extract the components from the crate. There are no problems with the fresh crates wiping out skill mods.