Real bad bug with some buildings that have "light on"

General discussion about Life is Feudal MMO and Life is Feudal: Your Own, The main section and backbone of the forums.

Alrick
 
Posts: 16
Joined: 27 Oct 2014, 17:06

Real bad bug with some buildings that have "light on"

Post by Alrick » 12 Nov 2014, 14:29

I am pretty sad about that and I need to find a solution asap.
In my server, I have a big problem with some villages that are not able to "light on" some buildings like: forge and anvil, blacksmith shop, kitchen, campfire, kiln, bloomery.

Basically, the temperature is always stucked on the max (2000 or 1500).

With GM powers, I have tried:

to rebuild the structures with GM powers: nothing.
to rebuild the structures without GM powers: nothing.
to set the "crafting period" to 30 and 90 (the normal crafting period is 60): nothing.

I appreciate any advice how to fix this, or my villagers will leave the server....

Thanks
Alrick
Image


Alrick
 
Posts: 16
Joined: 27 Oct 2014, 17:06

Re: Real bad bug with some buildings that have "light on"

Post by Alrick » 12 Nov 2014, 14:32

The screenshot:


Image
Image


Xarr666
 
Posts: 38
Joined: 15 Oct 2014, 00:39

Re: Real bad bug with some buildings that have "light on"

Post by Xarr666 » 12 Nov 2014, 16:02

Did you try to restart the server?

it is already posted on the mantis bugtracker:

had this happening as well on our small server. built/removed/rebuilt forge and anvil multiple times with gm privileges at different locations but nothing worked. It was bugged for everyone.
After restarting the server it worked again.


Orsus
 
Posts: 255
Joined: 29 Oct 2014, 06:38

Re: Real bad bug with some buildings that have "light on"

Post by Orsus » 12 Nov 2014, 18:24

Have you tried to expend its fuel sources completely and see if it fixes the problem?

I would not kind a bloomers that is always at 2k though. Would be fast smelting at least. Lol.
It does not matter who is the strongest fighter, just the last one standing.


Orsus
 
Posts: 255
Joined: 29 Oct 2014, 06:38

Re: Real bad bug with some buildings that have "light on"

Post by Orsus » 03 Dec 2014, 04:37

Just ran into this bug on a brand new server.

Both the kiln and anvil and forge are stuck at 2k temp, the light on button is lit up but will not activate. Tested with and without a fuel source.

Objects were created in GM and in normal mode, with the same results.

I wonder if it is tied to the location. Will test shortly and see if changing the location of them will work better.

Kiln, furnace, and anvil and forge were all next to each other to save space.
It does not matter who is the strongest fighter, just the last one standing.


Orsus
 
Posts: 255
Joined: 29 Oct 2014, 06:38

Re: Real bad bug with some buildings that have "light on"

Post by Orsus » 03 Dec 2014, 05:13

after restarting the server it was still not working. GM did not have the necessary skills to place or build the structure outside of GM mode.

Could this be a cause of the bugged structures that are stuck at 2k temp and unable to be lit even with fuel, either billets or charcoal?

More testing is needed I guess, unless someone has already done this.
It does not matter who is the strongest fighter, just the last one standing.


Orsus
 
Posts: 255
Joined: 29 Oct 2014, 06:38

Re: Real bad bug with some buildings that have "light on"

Post by Orsus » 03 Dec 2014, 20:44

This morning, I w able to get the bloomery and forge working correctly when crafted in GM mode. Apparently the GM has to have the required skill to craft a building for it to work correctly when constructed in GM mode.
It does not matter who is the strongest fighter, just the last one standing.

Return to General Discussion

cron