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[Bug] Crafting Menu - Needs Dev Fix

  • Thread starter Connor_Graham
  • Start date
  • Watchers 1
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Connor_Graham

Guest
There is a bug in the crafting menu with the new "Make Number" option. If you fail to create an item when using this feature, the counter still counts as if an item had been made, so if you try to make 50 of X, but fail twice during the process, the counter will come out saying you have 50 of X, even though only 48 were actually made.
 
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Coppelia

Guest
There is a bug in the crafting menu with the new "Make Number" option. If you fail to create an item when using this feature, the counter still counts as if an item had been made, so if you try to make 50 of X, but fail twice during the process, the counter will come out saying you have 50 of X, even though only 48 were actually made.
I think that's how they wanted it to work. Read it as make 50 attempts, not make 50 items.
At least it's better than when it stopped after the first fail in KR.
 
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Connor_Graham

Guest
To continue to add to this bug, when crafting using the "Make Number" option, if you set a qty of say, 50, when the game is done making those 50, the amount made shows 49, even though 50 were made.
 
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lucksi

Guest
That it tries to keep on making items even after it failed once is good. KR stopped doing so when it came out (don´t know if they ever fixed that)

Now I only need to see where the healers are in 2D and I will be happy.
 

QueenZen

Always Present
Stratics Veteran
Stratics Legend
I discovered that last night. I had to make up some full potion kegs and thought oh spiffy I will use this new thingie they put on the menu. So I set it for 100 making a keg of greater cure.

*on the plus side ahem* we now know how often a GM alchemist WITH spiffy talismans even, will be forced to fail in Ultima Online, making even greater cure.

I got 88 of 100

I do like the addition of this, though. Beats carpal tunnel clickin' ! But yeh be nice if it either didn't count failed attempts or if the counter pixel wonderously predicted our forced UO in game failed attempts with talismans even, to make in bulk whatevers and added those fails to the number.

So if we are doing DP for example ...I guess we should just set it for 200. :)
 

Silverbird

Slightly Crazed
Stratics Veteran
Stratics Legend
Maybe a workaround for alchemy .... not shrue if it works:
If you want to fill a keg, have one empty keg at hand and no bottles. Make max on menu and it probably should stop when the keg is filled.
 
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Connor_Graham

Guest
One more thing to add to this, when using the "Make Number" option, your crafting menu gump doesn't disappear when the tool breaks as it should.


One thing I would like to suggest as an improvement, is to have another set of arrows put into the imbuing menu for the "New Value". This should either go by 5's or 10's. It sure is a pain in the ass to have to continuously click 48 times in order to get to 49 luck, which has to be done every time you have to change to a new training item. This would also work for some of the other mods that have the possibility of reaching 100 or nearly so, such as Life Leech.
 

Pawain

I Hate Skilling
Governor
Stratics Veteran
Stratics Legend
UNLEASHED
In the classic client the counter counts attempts.

It worked in the SA classic client just fine.
 
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