Or you can manually insert them
Jabantiz is working on blocking their use while not crafting, so it's a known issue.
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/spawn set device_id #
Jabantiz wrote: 1 - Sewing
2 - Forge
3 - Chemistry
4 - Engraving Desk
5 - Work Bench
6 - Woodworking
7 - Stove
wow, can't believe that was over looked, just shows no one tested when I asked for it...Ememjr wrote: Sun Jul 02, 2017 4:34 pm 2. hardcoded, if you press N and highlight any recipe icon, the item popup info is hardcoded, all recipes you same information( i have this fixed on my side( at leas most of it.
That was to be expected considering CoE was back in what? 2012?
Another thing that I thought was done, actually I thought that stuff was parsed but like I said has been so long.Ememjr wrote: Sun Jul 02, 2017 4:34 pm 4. the techniques are not in db for most of the TS abilities, ( got most intered on mine, still working on it)
Yea that was bound to come up, for whatever reason on most harvestable components there are 2 version in the data we collected from live so we really just pick one and go with it. Should probably make a list of the id's we use for the harvestables here so it is less likely that wrong id's are used like in this case.Ememjr wrote: Sun Jul 02, 2017 4:34 pm 5. some recipe components dont match the component that db is set for harvesting ie leather pelt ( i changed the ground spawn to make it work
The abilities were from a live (at the time) packet log, must of changed after that collect, but like you said should be an easy fix.Ememjr wrote: Sun Jul 02, 2017 4:34 pm 6. on abilities things like power to cast is way off some using 175 power and should be set to use percentage of power, (easy fix in db)
Good luck with that!Ememjr wrote: Sun Jul 02, 2017 4:34 pm 7. i am working on a parser for census, to pull in remaining items, slow process but its coming along, in order to add remaining items, speels, recipes, etc
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