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Unread 10-23-2012, 05:08 PM   #1
NiamiDenMother

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The revamped tradeskill interface seems to be having math problems when you're giving it extra of an ingredient in a commission (repeated several times and it failed each time), and when you're doing normal combines, but repeating the same item over and over, it gets math and ingredient impaired at random times that I can't yet reliably duplicate.

1. When you commission an item, and the customer drops in a stack of fuel in the first ingredient slot, it gives an invalid component message (/bug with detailed information on how to replicate has been submitted).  Since we've always been able to drop stacks into a commission (with the customer getting the unused stuff at the end), I suspect changes made to the interface for mass production have made something odd.

2. When you have *some* ingredients in your bags (such as scraps from material conservation), and the interface has to pull some from your bags and some from the guildhall depot, on a normal crafting combine, and you're also repeating a combine you just did (never backing out of the interface past the ingredients screen) it often gives that invalid component message.  (for example, if the recipe needs 5 bear pelts, and you have 2 in your inventory and 4500 in the guild depot that you're using, it has a brain fart and can't seem to add bags + depot together properly).

3. When crafting rare backpacks last night, I found that it crafted just fine on the first two of three combines, but could not find the third (of a stack of 3) metallic drake hides in my bag.  I had to manually go into the ingredients selection interface (where it recognized the pelt as a valid ingredient on top, but did not have it as a selected ingredient on the bottom), and select it, before I could craft with it.

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Unread 10-23-2012, 07:10 PM   #2
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Expanded information about item 2) above, after finding a way to consistently reproduce it:

If you have *some*, but not all, of the ingredients needed to make an item in your bags, and are having the interface use the supply depot for the rest, the interface has a brain fart and says you are missing ingredients. This is often found on the second batch of an item made via mass-production, when you have bits of resources just returned to you in your bags, but are pulling the rest from the depot.

To most easily replicate: have the systematic conservation tradeskill prestige to 5, then at least 1 point of mass production.  Have zero resources in your bags (but have fuels). Craft 5 of a given item using the quantity dropdown on the recipe.   (This should drop a dribble of resources in your bags from the systematic conservation) Hit the repeat button when you are done, select quantity 5 in the dropdown again.  You should see red in some of the component slots, due to "missing" ingredients.

For players: the "quick fix" for now is to then click on "disable supply depot" then immediately uncheck that same box.  If that doesn't work, manually drop the resources that dropped into your bags into the depot, OR have enough of every ingredient already in your bags.

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Unread 10-23-2012, 07:36 PM   #3
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Number 3 above also happened to me while crafting windows with Osmium Clusters.  I made the first two recipes (one of each) with no problems, but when I got to the third it said I had no Osmium (which I did) until I manually selected it.

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Unread 10-24-2012, 03:55 PM   #4
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4. "The components you selected are invalid. Trade skill process halted."

This happens with rhenium bodkin arrows when I try to make qty 50 (50 combines at once) and qty 100, with mass production 5.  The only ingredients I have in my bags are the fuels, the rest are being pulled from the depot, but it seems to be having problems with the fuel being in more than one stack.  The 50 combines of arrows takes 200 fuel .. but since the interface starts with a single combine (4 fuel), it peels those off mentally, or so it seems, so when you change the dropdown to 50 combines, it treats that full stack of 200 as two partial stacks and bombs out.  The 100 combines is a no-go because it requires 2 stacks of fuel (400 fuel), and it can't seem to add those stacks together properly.

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Unread 10-25-2012, 02:00 AM   #5
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NiamiDenMother wrote:

3. When crafting rare backpacks last night, I found that it crafted just fine on the first two of three combines, but could not find the third (of a stack of 3) metallic drake hides in my bag.  I had to manually go into the ingredients selection interface (where it recognized the pelt as a valid ingredient on top, but did not have it as a selected ingredient on the bottom), and select it, before I could craft with it.

I had this happen again tonight.  10 eucalyptus lumber in my bags.  I made 9 eucalyptus sales crates in a row, and on the 10th, the primary ingredient slot was empty, and I had to go in and manually choose that last eucalyptus lumber in my bags before I could craft with it.

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Unread 10-26-2012, 05:19 PM   #6
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Crafting quest combine "massive heatsink"  (old content, no, folks, I didn't find a new TS quest  )

All materials were provided by the NPC, but the forge could not find the "slender slab of metal", and I had to go into the recipe and manually choose it from my bags.

Ditto for the "Oversized Drillbit" for the "Blessed Spiritshatter Drill"

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Unread 10-26-2012, 08:26 PM   #7
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NiamiDenMother wrote:

4. "The components you selected are invalid. Trade skill process halted."

More examples of this, attempting 25 (or more) combines, with fuel in my bags, the rest in the depot. The best I could do was 10 on all of these:

  • strong battle swill - max I could do was 10 combines at once
  • strong chaos mead - ditto
  • strong combat ale - likewise
  • strong evervictorious rum - yep, you guessed it!  SMILEY
  • giant exotic meat flank - again, max is 10 combines before it flakes
  • giant panther stew - blargh
  • giant raptor sandwich - ugh
  • giant seasoned fruit pie - got pie?

This is NOT with commissioning and bag space has plenty of room, including enough space for the results of 25 combines just in the first bag in inventory.

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Unread 10-26-2012, 09:13 PM   #8
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I'll look into it soon. I've been crafting 100 at a time of stuff on my own server, but I'll hop onto another server and try it out when I get a chance.

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Unread 10-27-2012, 05:37 PM   #9
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Confirmed by several folks:

If you have a single unit of the needed primary (on a recipe that needs a single unit), and try to start a recipe using it, you will have to manually select that item via the "Choose" button beside the ingredient on the recipe list, before you can craft it.  This includes ALL imbue and bless recipes for armor and weapons.

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Unread 10-29-2012, 12:21 PM   #10
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Niami,  you're doing better then me. I can't get the interface to let me choose anything but 1.

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Unread 11-04-2012, 11:53 AM   #11
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I tried making the harvest box for myself and I had to split a single ore from the stack in order for it to see I had 4/4 brellium for the build components.

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Unread 11-05-2012, 08:01 PM   #12
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The stack issue should be resolved soon! I'm looking into other various issues now as well.

Keep me posted when you guys find any SMILEY

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Unread 11-07-2012, 12:40 AM   #13
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I think I found another creative one tonight, sir ... and I'm not sure where, exactly, the problem lies, but it is very, very odd.

Three provisioner recipes were changed with today's patch to use the T10 fish.  When I moused over them in the recipe listing, they showed the "10 cutthroat trout [0]" in red, indicating a missing ingredient. (There are 360 cutthroat trout in the guild depot.) When I select the recipe and click Create, however, the cutthroat trout show up in the proper spot in the ingredients, and the Begin button is not greyed out, indicating that it thinks everything is fine.  However, when I click Begin, it gives me the invalid ingredients message.

The three recipes that this impacts are Small Exotic Meat Flank, Exotic Meat Flank, and Giant Exotic Meat Flank.  I have not found any other recipes with this issue.

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Unread 11-08-2012, 03:01 AM   #14
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NiamiDenMother wrote:

I think I found another creative one tonight, sir ... and I'm not sure where, exactly, the problem lies, but it is very, very odd.

Three provisioner recipes were changed with today's patch to use the T10 fish.  When I moused over them in the recipe listing, they showed the "10 cutthroat trout [0]" in red, indicating a missing ingredient. (There are 360 cutthroat trout in the guild depot.) When I select the recipe and click Create, however, the cutthroat trout show up in the proper spot in the ingredients, and the Begin button is not greyed out, indicating that it thinks everything is fine.  However, when I click Begin, it gives me the invalid ingredients message.

The three recipes that this impacts are Small Exotic Meat Flank, Exotic Meat Flank, and Giant Exotic Meat Flank.  I have not found any other recipes with this issue.

Thanks for the report!  This was a strange issue, but an easy fix.  Should be in the build after next.

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Unread 11-08-2012, 04:49 PM   #15
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When making rhenium field point arrows in quantities of 100, with "just" 100 swamp ash lumber on me, and the rest of the materials in the guild depot, I am still getting the invalid component message.

I *suspect* it is because the recipe needs swamp ash lumber in 2 spots, and it is confused by the combination of the two slots, and the need to look multiple places for both - perhaps they're stomping on each other's resource requests?

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Unread 11-08-2012, 09:01 PM   #16
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I'd say I'm onto something here.  Ran into the error message again today when bulk cooking (strong combat ale), and it was another recipe where the primary ingredient was also a build component, and I had "some" ripe mangosteen in my bags that both slots were trying to vie for as well as what was in the guild depot.

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