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Manufacture From Inventory: SOS
I was making Fluid Formable Silksteel at Pelatus C-12 (lovely 1-click manufacturing!), but when I ran short of Synthetic silksteel, the mission ate all the other ingredients, mission log says "bring us 7 more Synthetic Silksteel, but the mission completed that way. All ingredients lost with no chance to fetch the remainder. Booo!
This will be a HUGE issue with Reinforced Bulkheads, Internal Bulkheads, and all the other multi-stage crafted components. The Trident mission itself does not reveal it's recipe in the mission info: You have to accept the mission to see it.
This will be a HUGE issue with Reinforced Bulkheads, Internal Bulkheads, and all the other multi-stage crafted components. The Trident mission itself does not reveal it's recipe in the mission info: You have to accept the mission to see it.
I have started the trident mission last night. I needed to log, and now all my commodities collected in M7 except 810 cu worth of stuff is merely gone. None of the items is registered in the completed list, only gone. All the crafted components and all the other items. The mission itself is still in progress, but without them I won't be able to complete the Trident. Initially my inventory was filled with more than 10000 cu of stuff. I really need this bug fixed as soon as possible!
EDIT:
Maybe I was too fast or the server was too slow, nevertheless after the second login all the missing items were registered as completed, so I can continue the mission uninterrupted. Sorry for the inconvenience.
EDIT:
Maybe I was too fast or the server was too slow, nevertheless after the second login all the missing items were registered as completed, so I can continue the mission uninterrupted. Sorry for the inconvenience.
Yep, real problems with this.
On taking the mission a list of required items and local inventory should pop up, it should tell the player that sufficient stores are available locally to complete.
The accept the mission button should be at the bottom of the list, and the mission shouldn't be acceptable until all the stuff is locally available.
On taking the mission a list of required items and local inventory should pop up, it should tell the player that sufficient stores are available locally to complete.
The accept the mission button should be at the bottom of the list, and the mission shouldn't be acceptable until all the stuff is locally available.
Or the mission should stay active to let you deliver the remainder as before. Tho I like your idea better. How many times have I been trapped in an active manufacturing mission where I had to travel far to get the last ingredients when I could have taken voy escorts there & back to fetch them? Plus it prevents crafted items being lost to incomplete missions.
FYI: removing MfgAide seems to have solved the issue of the mission completing without delivering everything via the new Manufacture from inventory.
How sure are you that MfgAide was the cause CD? I tried the reinforced bulkhead mission just after the update came out to see how partial inventory would be handled, and the mission took some items but still stayed active, and I hadn't uninstalled MfgAide.
Not that I wouldn't expect MfgAide to be doing strange things after the update. There is really no need for it anymore, and I recommend everyone uninstall it. Just be on the look-out in case the bug has not been resolved.
When I get a chance, I'll try to do some experimenting on the test server and reproduce it with and without MfgAide.
EDIT: A new version of MfgAide has been posted that is more compatible with this latest update
Not that I wouldn't expect MfgAide to be doing strange things after the update. There is really no need for it anymore, and I recommend everyone uninstall it. Just be on the look-out in case the bug has not been resolved.
When I get a chance, I'll try to do some experimenting on the test server and reproduce it with and without MfgAide.
EDIT: A new version of MfgAide has been posted that is more compatible with this latest update
Thanks for the reminder. I rarely manufacture, and totally forgot that I had that plugin. I would have just left it there and been really confused in like six months or so.
meridian: it was the only difference in my plugins, and it hasn't happened again since removing it. Albeit I've only run out of supplies 2 or 3 times since. Not that it couldn't have been something else, but I wouldn't know what. I only run targetless, TCS with makefriends removed, autojett (Interstellar's version i think), infiniturbo and a little extra commands plugin a friend made to help me kick turret gunners at the flick of a switch.
To further describe the crashed mission: Upon accepting it MfgAide gave it's warning about the 7 missing SSS and the mission was no longer active in the blink of an eye. I didn't take a screenshot of that text, but my mission log shows a completed, not aborted, FFSA mission with that one objective as yet unfulfilled: "1/8 Synthetic Silksteel sucessfully delivered"
To further describe the crashed mission: Upon accepting it MfgAide gave it's warning about the 7 missing SSS and the mission was no longer active in the blink of an eye. I didn't take a screenshot of that text, but my mission log shows a completed, not aborted, FFSA mission with that one objective as yet unfulfilled: "1/8 Synthetic Silksteel sucessfully delivered"
I haven't been able to reproduce this issue with or without MfgAide installed. I guess for now assume it was caused by MfgAide, and if anyone else encounters it without MfgAide installed, please post an update here.
* shrug *
* shrug *
There was a bug that I fixed quickly after the initial release where once a mission was completed by someone in a sector, the mission would automatically 'finish' when the mission was taken again by anyone. I believe that CD's issue was a result of this bug.
Anyways, delivery missions won't take partial items immediately when the mission is taken anymore.
Anyways, delivery missions won't take partial items immediately when the mission is taken anymore.