Crafting/Feedback
Created to assist GM Kodius with his work, this is a page for collecting bugs, annoyances and suggestions concerning the new crafting system.
This is not an official page on which to report bugs; it is intended to be a central list for the convenience of GM staff and the DR community.
To report a bug, please ASSIST or use the BUG command in-game, or post on the appropriate DR message board.
When you make an entry below, please include a timestamp --~~~~ (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page.
If/when the bug is resolved, please go back and strikethrough your entry by enclosing it with <s> and </s> to indicate the issue has been closed. Please keep the main page's list concise. Long discussions may go on the talk page.
- This page was last updated on Wednesday, November 13, 2013 at 3:41:02 AM GMT.
Bugs
General
- Typo - when cutting an ingot (push ing with cutter) it says that the item cannot be pushed. Cutting it works fine.
- Small thing: If you GIVE a logbook with an expired WO to a crafting trainer, it does not clear to WO like the logbook indicates
Work around: asking for another WO. --Otterino 03:45, 11 May 2013 (UTC) - Typo: ingot deeds use "a" instead of "an". "a ingot silver deed", for example.--Antendren 12:19, 30 May 2013 (UTC)
If you deed a partially completed item, the quality of the item isn't listed correctly on the deed.--Antendren 15:26, 8 June 2013 (UTC)Working as intended, according to GM Kodius. -Moderator Caraamon Makdasi(talk) 22:05, 11 June 2013 (UTC)
Alchemy
Typo - The Riverhaven Alchemical Society sells "dried grenich". That should be "dried genich".--Antendren 16:07, 23 July 2013 (UTC)- Typo - Carmifex talks about the "Restorative Acument Technique". That should be "Restoration Acumen Technique".--Antendren 16:07, 23 July 2013 (UTC)
- Skin Poultices and General Poultices use the Critical Body Wound Remedies technique. Since they're scar healers, they should use Critical Body Scar Remedies.--Antendren 14:03, 24 July 2013 (UTC)
Typo - Sometimes aevaes becomes "a3vaes".--Antendren 14:19, 24 July 2013 (UTC)Mouth wash and stomach tonic are supposed to use red flowers, but attempting to craft them using red flowers gets "You need a more suitable type of herb if you want to craft that."--Antendren 23:39, 30 July 2013 (UTC)- Typo - There are recipes for various "ungents". That should be spelled "unguent".--Antendren 05:14, 11 August 2013 (UTC)
- Guarding a pyramid doesn't prevent all types of interaction, such as opening/closing, or charging someone else's cambrinth pyramid. While opening someone's pyramid to stop the drying process might be annoying, charging someone's cambrinth pyramid could cause it to explode.--Etherian 05 November 2013
Enchanting
Engineering
- Some items don't assemble with cords sold in the crafting halls: bone pendant, bone locket, and stone locket.
However, stone pendant and stone bola have no troubles with cords. - There's a problem with tables: the adjective of the table is the adjective of the slab used to make it. The adjective of the slab used to be the material, but the naming convention of crafted items was changed to use thick and such instead of the material; so now the tables come out with two adjectives and no material name. Ugly. Otterino 04:16, 27 May 2013 (UTC)
table made before: a rough obsidian table
table made now: a rough thick table
- finished bone armor can be combined back into a stack similarly to cloth armors:Otterino 04:31, 19 June 2013 (UTC)
>get mant
You get a segmented sluagh-bone mantle from inside your ore rucksack.
>get stack
You get a sluagh-bone stack from inside your shoulder tote.
>count stack
You count out 20 pieces of material there.
>comb stack
You combine the bone stacks together.
>count stack
You count out 44 pieces of material there.
- stone store deeds are 'rock deeds' instead of 'alabaster deeds'; and marble deeds are for 'high quality marble rocks' instead of just marble.
- plurality: is should be are, its should be their
When you have finished working you determine the bangles is uneven.
Once finished you realize the bangles has developed an uneven texture along its surface.
When you have finished working, you heft the shards and determine it is no longer level.
- when trying to assemble a bola with short cord (instead of the correct long cord) there's an extra space before bola Otterino 21:24, 26 June 2013 (UTC)
- long bone pole: adjective for the item is bone instead of long:
In your right hand, you are carrying a wolf-bone bone pole. --Otterino 20:16, 3 July 2013 (UTC)
Forging
Full body armor uses more metal than the sum of its parts. Covering torso, arms and legs with mail, for example, requires 90 volumes if you use a hauberk, and 75 volumes if you use any other combination of pieces. The same holds with all the hauberks and all the full plates.Working as intended according to Kodius.- Attempting to repair not-damaged-enough tools with plural nouns still uses singular is:
The square rifflers is not damaged enough to warrant repair. --Otterino 04:43, 11 May 2013 (UTC)
- Material quality is penalizing smelting.--Antendren 23:30, 29 May 2013 (UTC)
- When temering tools, messaging indicates that the item is a weapon when analyzing and at the oil step: Otterino 00:44, 5 June 2013 (UTC)
- The metal must be turned to ensure even heating in the forge. You should hold some tongs and then TURN the weapon with the tongs to continue the tempering process.
- You break the cooled clay off from around your needles and then reassemble the weapon. Next, you unwrap and dampen the oil cloth and throughly clean the metal's surface.
- Balancing/tempering/lightening/reinforcing should grant experience based on the item template being used.
Outfitting
- Combining two pieces of armor results in both armor pieces being turned into cloth.
- >get hood
- You get an insulated fine silk hood with fitted seams from inside your money bag.
- get mask
- You get an insulated fine silk mask with fitted seams from inside your money bag.
- combine
- You combine the bolts of cloth together.
- count cloth
- You count out 11 yards of material there. --Danoryiel 22:23, 8 May 2013 (UTC)
- Not just armor, also works with fluff Otterino 03:48, 21 June 2013 (UTC)
- Zenganne cloth loses it's material properties when appraised careful once it is made into armor.
- Rucksacks do not show the maker's mark in the look description --Danoryiel 22:23, 8 May 2013 (UTC)
- Spinning wheels and Distaffs do not list yarn as an adjustable item.
Studying the sealing page tells you to RUB wax on the item, instead of APPLY.- The messaging from reading and studying the page for rare tailored armor sealing is vastly different from tailored armor sealing even though they should be the same basic process.
- analyzing a spinning wheel loaded with fibers results in no messaging.
- analyzing a loom results in double messaging and RT for the loom. Otterino 00:56, 5 June 2013 (UTC)
- When pins are used up, you get this message: "The pins is all used up, so you toss it away." First, "is" should be "are" and "it" should be "them". But if the pins are used up, what am I tossing away? Maybe change it to "that was the last of them."
- The page on refined thread spinning says that spinning wheels can hold 500 yards of fiber, but fiber bundles can only get as large as 400Otterino 04:44, 19 June 2013 (UTC)
- the page 'refined cloth weaving' lists ingredients as 1 thread of 1 yard when it really requires 2 threads of at least 10 yards. --Otterino 17:35, 6 July 2013 (UTC)
- Hagim (in the Riverhaven Outfitting Society) is missing an end-of-line after this message: "Hagim pulls the drawstrings on his bag shut as he enters the room."--Antendren 23:44, 15 July 2013 (UTC)
Annoyances
General
If I get a workorder, and I already have all the ingredients made, I can turn in that workorder immediately, but then I can't get another workorder until the timer has run down. It'd be nice if turning in a workorder cleared the timer for asking for a new one.(Workorder timer currently disabled.)
- Tool repair roundtimes are way too long. Repairing a full set of tools takes 2-3 minutes, which is more than it takes to use the tool repair vendor. The convenience of not having to travel is nice, but hard to justify for 3-4 technique slots.
- Deed packets should be available for purchase in all crating halls. Currently missing: Riverhaven Outfitting Society, Crossing Outfitting Society, Crossing Engineering Society.
- When you've bundled items with a logbook, it should allow you to unbundle (instead of untie) the items from it.
- Being able to combine/stack the parts for events. (Oil, straight pins, polish etc)
Alchemy
- Ingredient preparation takes far longer than any other discipline (with the possible exception of tanning/bleaching, but those only require a little effort and then can be left to cure in a vault). Drying's reliance on both time of day and weather is very inconvenient as well. Some sort of mass-crusher and drying-oven in the society would help with this.--Antendren 14:10, 24 July 2013 (UTC)
- Crushed red flowers and crushed blue flowers both respond to "crushed flowers". Maybe replace them with specific flowers? Roses and violets, for example.--Antendren 23:37, 1 August 2013 (UTC)
Enchanting
Engineering
No storebought bone material is available.
- No stonecarving items are available past Tier 10 difficulty (Difficult). Training caps out very early with stone. Bonecarving is not that much better with no items past Tier 11 difficulty (Very Difficult).
- Many carving techniques are useless and appear to support items that don't currently exist. Only a couple techniques are even worth taking.
- unfinished carving items can't be dragged. If you have to run off to get a pole or some polish (after stopping at the bank to get the money), there's a chance that you could lose it if you don't have the strength to pick it up.
- The tool repair, and purity technique require taking stonecarving techniques, which if you only plan on working in bone are useless.
Forging
- Blacksmithing has no techniques for reducing RT like Weapons/Armor.
- Requiring 2 useless pre-req technique slots just to craft Maker's Marks is overkill.
- Crossing forge annoyances: 1) No grindstone by anvils. Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot. 2) Only 3 arches despite being by far the most demanded crafting location. 3) Fourth anvil is dangerous due to frequent Elpazi invasions
- Lava forge annoyances: 1) No grindstones by anvils. Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot. 2) No NPC for turning in work orders. 3) No store that sells components (hilts, hafts, oil, brushes, etc).
- Haven forge annoyances: 1) No ingot cutter by crucibles. Must leave room frequently during smelting ingots.
- Blacksmithing is the only discipline that requires 3 other techniques to get the enhancement technique (tempering).
- Blacksmithing is the only discipline which has a purity helping technique, which it isn't tier 1 (Master Metallurgy - tier 4).
- (Actually, Carving's purity technique is tier 3.)
Outfitting
- No items available past Tier 10 difficulty (Difficult). Training caps out at fairly low ranks.
- No leather decorative wear items past Tier 6 difficulty (Somewhat Challenging). Cannot train very far using leather before needing extremely high volumes.
- Storebought leather is only available at one workability value.
- Is it really necessary to penalize (RT) for typoing the size of thread to adjust the distaff/wheel to?
- Thicker thread gives a potential roundtime reduction, but thick thread can only be used with leather, not cloth.--Antendren 15:21, 15 August 2013 (UTC)
Suggestions
General
- Instead of saying material, Have COUNT tell you what you're counting: You count out 8 pieces of goblin bone there.
- Allow count to work for all materials to tell how much if you have left.
- Currently, the quality of assembled components (cotton padding, leather strips, etc.) doesn't play a role. How about having them act as a tool modifier for the crafting steps after they've been added?
- Underground tunnels between Crossing crafting halls (a la temple tunnels).
Alchemy
- Heat cinnabar to extract sulfur and mercury. Cinnabar could be found in mining.--Antendren 11:58, 30 May 2013 (UTC)
- Make Critical Limb Wound Remedies only require External Limb Remedies and Internal Limb Remedies, and not External/Internal Body Remedies. Similarly for Critical Scar Remedies.--Antendren 14:14, 24 July 2013 (UTC)
Enchanting
Engineering
- Add images for the various god animals, and allow the results to be used as favor offerings.--Antendren 22:01, 14 June 2013 (UTC)
Forging
- Add smelting recipes for electrum (gold, silver), niello (copper, silver, lead, maybe sulfur) and red-gold (copper, gold).--Antendren 11:57, 30 May 2013 (UTC)
Outfitting
- Add craftable "short cord" components much like small/large padding and long cords are craftable.
- Allow counting of thread on needles.