Weaponsmith Archive
Thread: Crafting bug fixed!!!
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Ybagi
Thu Oct 21, 2004 2:37 pm
#1
Update notes today
Fixed a crafting bug that didn't account for item complexity. Item complexity is now correctly accounts for an increase in experimentation and it will now increase manufacturing/factory production time
O.o
Thank goodness they fixed this!!!
Lupaerian
Thu Oct 21, 2004 3:57 pm
#2
LOL - I've crafted for a year or so and I'm still trying to figure out what it is that they fixed. Care to elaborate?
Ybagi
Thu Oct 21, 2004 4:26 pm
#3
Each time you experiment the complexity of the item increases, its a penality for using only one point at a time.
Now if you make a schematic after experimenting only one point at a time, it increases your factory time, not sure what the factor is, I imagine about 10 seconds per complexity.
If there was nothing else for them to fix, I wouldn't mind so much, but there is so alot of stuff that needs fixing, fixes that the community is screaming for and time is spent to make changes that make the game worse.
Its really quite sad.
nojediiam
Thu Oct 21, 2004 5:09 pm
#4
This now makes grenades even worse then before.
Warhead Stabilizing Mechanism went from 30 complexity = 240 seconds per item to 35 complexity doing 3/3/3/2/2 = 280 s.p.i.
Same for Medium Warhead Mechanism
mmmmm, 20% increase in time to create, wonderful! 66.6 hours to 77.7 hrs
My c22 grenades final run went from 160spi to 216spi now going from 44.4 hours for a full run to 60 hours.
I just want to say thanks! 
Lupaerian
Thu Oct 21, 2004 5:13 pm
#5
Heh, sounds more like a "nerf" than a fix since it sounds to me that it'll now take longer to produce stuff. Meanwhile, I'm getting more and more grey hair (what's left of it anyway) thanks to my factories eating stuff if I don't put the EXACT amount needed in, or happen to sleep on my job and stick in the wrong resource. Sometimes I spend more time double and triple checking things before starting the factory than actually making the schematic :/
Oh well... guess that one is too difficult to fix.
Oh well... guess that one is too difficult to fix.
nojediiam
Thu Oct 21, 2004 6:44 pm
#7
Mooglified wrote:
and does this apply to already made schems?
Yes, as I had some Warhead Stabilizing Mechanisms already running. 1 schematic now shows 296 and the other 280 spi when examining the factory.
nojediiam
Fri Oct 22, 2004 6:19 pm
#8
Slight workaround to help:
If you put points into multiple lines at the same time the complexity only goes up 1 pt. So once you know your weapons and how much you typically experiment you can do something like experiment with 3 pts in damage line and 3 pts in ham line at the same time so you experiment with 6 pts but only increase complexity by 1.
This should save you a few pts of compexity and since 1 compexity = 8 seconds in factory time it can add up, especially for grenades and the subs.
hinchles
Fri Oct 22, 2004 6:24 pm
#9
not too sure tbh i just set some grenade warheads and stabilizers going and one is 144 seconds per unit and the other is 169 seconds per unit and thats both fully experimented
nojediiam
Fri Oct 22, 2004 11:04 pm
#10
Every time you click the 'experiment button' (or just experiment by hitting 'enter') no matter how many points you are usingor if they are in multiple lines, the complexity goes up from the base of the item by 1.
Then complexity level * 8 = time in seconds per item.
Grisbilen
Sun Oct 24, 2004 5:56 pm
#13
Lupaerian wrote:
Heh, sounds more like a "nerf" than a fix since it sounds to me that it'll now take longer to produce stuff. Meanwhile, I'm getting more and more grey hair (what's left of it anyway) thanks to my factories eating stuff if I don't put the EXACT amount needed in, or happen to sleep on my job and stick in the wrong resource. Sometimes I spend more time double and triple checking things before starting the factory than actually making the schematic :/
Oh well... guess that one is too difficult to fix.
Fix = Alter something from a state if "not working as intended" to "working as intended" (ex. this)
Nerf = Alter something from "working as intended, but intended was too darn overpowered" to "working in another way making it crappier and underpowered" (ex. creature handlers a long time ago)
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