PlaneShift

Task TypeIDPrivateCategorySeverity  descStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request5433NoUser InterfaceMediumUnconfirmedMario RohkrämerNeed a filename prompt when saving a book17.11.201112 Task Description

A book is saved on the local disk with the custom title entered while writing its content. This is very inconvenient if the book has a quite verbose title, then the filename is just as verbose, and if you want to load this text into a copy of this book, you need to type exactly the same book title into the loading filename dialog. Or you need to know where books are located outside the game and rename the saved file there.

I'd like to be able to specify a brief filename to save a book to. The filename dialog may be pre-filled with the suggested filename based on the book title, but I'd like to change it before saving, if desired.

Feature Request5474NoUser InterfaceMediumNewEliyahnaAndrea RizziUndo Button for Music Writer20.12.201112 Task Description

An "Undo" button on the new music writer that could go back at least one step would be very helpful. Thanks!!

Feature Request5485NoInventory/ItemsMediumUnconfirmedFiribanMake a hat item where you can throw money in26.12.20112 Task Description

it would be nice for bards if they had hats where passers-by could throw some tria in. The hat item would serve as a money container as well as a piece of clothing. The advantages to just throwing tria on the ground are that people can’t just steal the money and it would look nicer.

Bug Report5782NoCombatMediumUnconfirmedRii Riichanging weapons in battle doesn't work22.10.201222 Task Description

If I have no weapons while in battle and I take out swords, I continue fighting with no weapons. If I stop attacking and then start again, the swords get used.

Feature Request5858NoAdvisor SystemMediumUnconfirmedGareth Schakeladd encapsulated "bookmark links" for the advisors31.12.201232 Task Description

while speaking with an advisor eariler today he had instructed my to come to the bugtracker here, but had made a typo in the link pointing me to “http://www.hydlaaplaza.com/flypray” which I had cought and corrected before coming here. As it stands, I’m very familiar with FlySpray from working on other projects so the typo was trivial for me, but other players might not be so keen. I think an easy way of “fixing” the issue of typos for common resources would be to allow Advisors to have encapsulated snippets containing the links. a few examples would be;

(fs) would be replaced with http://www.hydlaaplaza.com/flyspray

(forums) would be replaced with http://www.planeshift.it/forums.html

(guide) would be point to http://www.planeshift.it/quickstart.html

Etc, Etc..

I don’t know exactly what languages the PlaneShift client/server uses, but if it uses Python this would be a fairly trivial addition.

Feature Request5943NoNPCMediumUnconfirmedRoman YagodinAdd NPC with identification service12.08.201332 Task Description

With a plenty of crafted and looted weapons and armor around, there is a need for some basic identification service running by NPC (e.g. Levrus).

To make a ground for an business and relations between real players, NPC identification service should be:

1) expensive
2) less than 100% successful (how about 75%?)
3) limited by item quality / price

Feature Request5956NoEngineMediumUnconfirmedLusserallSome new commands /put [amount] item - /loot [item or a...20.11.201342 Task Description

/put [amount] item
Into a opened container even when non selected for like sacks that are in your inventory.

/take [amount|all] [stack] [item]
Out of a opened container even when non selected for like sacks that are in your inventory.

/loot [group] [item|all|trias]
Loot a specific item or all items without opening the loot window.

Feature Request5973NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleSome form of support for 'in the field' crafting would ...16.04.201312 Task Description

Currently, all crafting requires a full setup of equipment (fixed-in-the-world crafting containers) for that craft. This makes sense for some crafting skills such as blacksmithing and to an extent alchemy; however, basic cooking and herbalism (and other crafts TBD) should be possible with only portable crafting containers (such as a campfire and pan or a simple, portable mortar and pestle). This would also require new crafting books: “Campfire Recipes” anyone?

Feature Request5984NoMiscMediumUnconfirmedJThompsonNaturals in music16.04.20132 Task Description

Since you can set the sharps and flats for the overall piece of music, you should be able to insert naturals. Otherwise, if you need to cancel one of the sharps/flats for the key you are using anywhere in the music, your only alternative is to write in all the sharps and flats throughout by hand.

Feature Request6030NoQuestsMediumUnconfirmedHirene PenifurIdea about making crafting skills less grindy20.06.201312 Task Description

I think it would be a great feature to make a new type of NPC quests on working title "Skill quests".
It would work similar to the current quests are being developed, so you can get repeatable quests from NPCs regarding to your current skill levels, like cooking/baking quests from Harnquist.

These skill quests would repeat daily (or in any other considered time periods) and crafters could pick orders up from their trainers or other NPCs.
NPC places an order on crafting a certain item that player need to craft and would get huge amount of SKILL PRACTICE as reward for fulfilling the order.

It wouldn't touch the current skill progression system, so someone could 'grind' a skill if they wish to do that.
But we all know, how slow it is now to progress in any crafting skill.

See an example:
The rule settings team think, someone has spent 3 months with developing their blades making skill, should be at level 100 in blades making without grinding.
If a player would play regulary and come back on 60 days, and does the skill quests from NPC, they would get enough skill practice to reach level 100.

Let's say the next level of the skill would take 2 hours of mindless grinding.
But if the player would come back regulary and would do the skill quest, they could reach the same level with making (let's say) 3 products for order.
The items to be crafted would also be different, regarding to the skill level of the player and what items are craftable in the skill.
So, a player would be asked to make a sabre, a falchion, an axe or a shortsword for example.

The advantage of the extended system would be:
- rule settings developers could define a minimum time within someone should reach a certain level in their skill
- the players wouldn't need to grind all playing time spent in PS to reach their skill levels, so they could role play more or work on other skills
- the players would come back more regulary to develop their favorite skills, because the quests would repeat daily

Feature Request6043NoEngineMediumUnconfirmedJThompsonEditing books- hitting OK closes the book07.07.201322 Task Description

When you are editing a book and you hit OK to indicate you are finished it closes the book altogether, so you have to reopen the book to see the changes. Since formatting can take quite a bit of trial and error, it quickly becomes annoying to constantly have to reopen the book. With music and maps, when you finish editing you simply click the Edit icon again and it exits Edit mode, leaving the music/map open. It would be nice if books worked the same way.

Feature Request6198NoEngineMediumUnconfirmedSlissincrease stack per category limit of 200 to 30009.12.202232 Task Description

I would like the limit of stacks per category being increased. As Alchemist (one of my occupations ;-)) I need to store from a lot of essences with different quality for the best quality products. While this limit was set after my category was already over the 200 i have a double problem as I cannot work. whatever I take out I cannot put back. So I am looking for the old style mules to help me out? I guess it is better to increase the limit a bit more. 300?

Bug Report6272NoEngineMediumUnconfirmedNoobMaster's Dark Way Wand Crashes12.04.201432 Task Description

Crashes sometimes occur while unequipping a Master’s Dark Way Wand or mounting while it is equipped.

Feature Request6309NoEffectsMediumUnconfirmedMario RohkrämerVenalanVisual hint / fortune teller for the now quite rare que...05.01.201432 Task Description

Since the quest chains were introduced, and many indirect prerequisites for the availability of a quest, I now waste a lot of time scanning each NPC for the very few which have a quest available at the moment, regarding my current list of completed quests, over and over again.

The additional vague hints which are being added to the end of quests are not sufficient because on one hand they may fail, and on the other hand they help better when I just started a new character, not when my experienced character is already in the middle of many quest chains.

I don’t expect a big fat rotating question mark above an NPC’s head; it can well be a less remarkable change – like a different color, outline, or font style for the label, or a slight translucent highlight effect.

Feature Request6399NoCrafting TransformationsMediumUnconfirmedxolamore potions22.10.201422 Task Description

I need potions : curse ,diseases,paralyzation, and poison for completion as well stupidity potions that lower magic way skill for shoort duration

Feature Request6440NoEngineMediumUnconfirmednobody speciallog file for quest chat12.05.20142 Task Description

It would be extremely useful to have a dedicated file for all quest chat that you could enable.

Bug Report6477NoEngineMediumUnconfirmedGonger"/target next" skips over targets23.05.20142 Task Description

During the last Dev Meeting, there was a good discussion about looting problems, especially after killing multiple opponents.
Aliasing with “/target next” does not solve the problem, because several players confirmed that this command tends to skip corpses.

Therefore Eredin asked for this ticket as a reminder to check the command.

Feature Request6668NoQuestsMediumUnconfirmedJoshuaVenalanQuest completion warnings. (And safer quests.)14.11.201412 Task Description

Sometimes when talking to an NPC during a quest, it’s not obvious that saying something will end it early. For example, in the Dizzy Bevon quest, telling Charisa that you can’t get into the Winch abruptly ends it. Meaning you will never see the rest of that quest, even if you get Winch access. I thought that she would wait instead, which would be more fair to players. Apparently this game wasn’t as forgiving as I imagined. Failing quests is especially annoying when it involves typed answers too, where a typo or not being specific enough will cost you the quest. (Even if you knew the right answer.)

First of all, I feel there shouldn’t be an option to finish a quest early unless you fail, the options being either you complete it fully or save it for later. This would be much more player-friendly. I didn’t even fail the quest, I just couldn’t get into the Winch. I feel like I was punished for being honest, and possibly have missed out on some reputation forever.

Who in the right mind would back out of a quest after accepting it, anyway? I doubt anyone does it intentionally. These sorts of choices should be greatly reduced. It only makes sense during evil quests where you might feel bad about what you’re doing. If someone is feeling lazy or is busy, then they can complete the quest later, like in any other game. If these dialog options are going to remain in the game, then it may be better if they had a warning such as (ENDS QUEST), while the true ending of the quest could say (COMPLETES QUEST). This would help players avoid making infuriating mistakes like mine.

Secondly, sometimes it is too easy to fail a quest when typed answers are involved. In the Stolen Dagger (sp?) quest from Ojaveda where you have to tell Enach what it looked like, if you say “diamond”, or “diamonds”, instead of “diamonds and opals”, you will get the uneventful ending. This is made even more ridiculous because the answer is in your quest log, so it shouldn’t be possible to get it incorrect anyway. But you only get one chance. Basically, I feel quests that rely on typed text should be more forgiving, because sometimes it’s not about whether you’re right or wrong. Rather, it may depend on how many variations of the correct answer there are, so a lot of the time it isn’t the player’s fault. Sure, maybe “diamond” isn’t that specific, but it definitely narrows it down. If I say diamond, Enack should say something like “Anything else?”.

Feature Request6753NoEngineMediumUnconfirmednobody specialCrafting UI: recycling parts16.02.201542 Task Description

currently transforms from parts back into ingots are not listed in the books relevant on a consistent basis. They may be in some books but are not in the shield books. It would be good to have a list, comprehensive across skills or otherwise, so that players can know which ones are possible.

Feature Request6774NoUser InterfaceMediumUnconfirmedMario RohkrämerDirect access to the help dialog explaining a command18.01.20152 Task Description

You can show the Help dialog (menu button or /show help); but to read the verbose explanation about a specific command, you have to search for it in the tree of categories, which may be a little time consuming.

It may be helpful for more experienced users to have a command which opens the Help dialog and navigates to the topic about the command if it exists.

I could imagine e.g. a command like /about command to call the verbose help for the topic /command.

Feature Request6782NoEngineMediumUnconfirmedTrippedOnReality/EnarelAdd current weather to the Information Window08.02.20152 Task Description

For folks who have older computer systems, sometimes the only way to get PS to work is to have setting on lowest and have weather turned off. But weather is a good RP point so it would be nice to be able to tell what weather is happening even if you can’t see it. It would be nice to have that information next to the time in the information window, or if that isn’t possible, perhaps a command query /weather that will return the current weather of the sector you are in.

Bug Report6783NoEngineMediumUnconfirmedIridiaJoe LyonShortcutname removed on button move when an icon is use...05.03.201532 Task Description

When a shortcut that uses an icon is moved the name of the shortcut disappears and is replaced with the shortcut number.

Feature Request6821NoCrafting TransformationsMediumNewKaerli StronwylleAdditional jewelry metals31.12.201732 Task Description

Right now, the only jewelry metals available in the game are gold, silver, and platinum, which leaves Ynnwn out in the cold RPwise. Considering that IRL, copper alloys (brasses and bronzes both) were and are still used for jewelrymaking – it would be logical to add those at some point down the road, to provide at least *one* Ynnwn-compatible option…

Bug Report7756NoUser InterfaceMediumUnconfirmedVolkiSome settings not saved after closing game23.12.202342 Task Description

Some options in settings are not being saved after closing the game. They revert to default or adopt other settings.

- Interface → Visible shortcut rows

- Controls → quickbar → shortcuts (Conflicts with “Others” menu → “shortcuts” bar?)

- Chat logs directory → time stamps (May not be functional?)

Issues with shortcuts / quickbar / “shortcut bar” / “macro editor” are the most noticeable and make assigning shortcuts a time-consuming task that requires restarting the game multiple times over.

Feature Request3511NoEngineMediumNewSeytraIdeas for inventory accessibility15.02.201011 Task Description

While sacks and other containers are good for bulk storage, they have the significant drawback of making the inventory harder to navigate, and sorting as well, especially since one can always only have exactly one container window open.

To fix this, one might consider the following ideas:

1) allow any number of container windows to be open, so one can simply put stuff from one container into another, instead of having to put it into the main inventory first.

2) instead, make the container window, once opened, refresh by what container you click on, instead of having to go the rightclick-select-open route

3) instead, make any containers append to the main inventory slot space, but replace the first slot with an image of the container, and clearly separate the appended areas from each other and from the main inventory space by a diferent frame style (could be different for each container type), or at least some additional space. Also, slot spaces that are not provided by a container should remain blank so that a container always starts at the first (second) slot of a fresh line.

When selecting a container, the appropriate window / slot area frame should flash or something so that one sees which container has which window.

4) Let container windows be resizable, and possibly more compact by default.

Mounts

Having each mount have an own (player-accessible) inventory would allow:

1) armor / other enhancement slots for the mount
2) mules that actually are mules, not PCs
3) easier inventory handling

Maybe most of the extra inventory (handling like above) should not come from the mount itself, but from the saddle or whatever one uses on it. Without saddle, there would maybe only be two inventory slots or something.

Feature Request3649NoMovementMediumNewkjmDismounting places player directly under/inside mount16.12.200911 Task Description

After executing a dismount, I end up underneath (and partially inside of) the mount rather than beside it.

Bug Report4236NoGuilds/GroupsMediumNewRlyDontKnowdr updates sent for group members without actors14.02.201411 Task Description

the server send DR updates to all group members even if the actor causing it is not in range and therefore the target client doesn’t have an actor associated with it.
this results in a “Stat request failed because CelClient not ready for EID:xxxxx” for each movement of the group member that is out of range.

Feature Request4237NoGUIMediumNewSeytraAbility to add custom tabs to chat window23.03.2010141 Task Description

In order for the custom channels to be useful, they need a convenient interface. The need for typing /x before stuff isn’t terribly annoying, but also not terribly convenient. However, the biggest issue is that with multiple such channels, all talk gets mangled into one. The designation for the originating channel doesn’t help much in that case.

Therefore it would be nice to be able to create and assign custom tabs to channels, which would then function just like any of the built-in tabs. It would be even nicer if that arrangement could be stored, which would go very well with the auto-joining of custom channels proposed elsewhere.

Bug Report4693NoPetsMediumNewAljuvialleAnders ReggestadYou can rest fast after remounting your pet09.02.201331 Task Description

How to reproduce:
do something which require much physical stamina: move many stuff in your bag, do something at anvil or something another.
and then run following commands:
/sit
/unmount
/target <PET NAME>
/mount ←– here your physical stamina will be full!!!
/stand

Feature Request4799NoInventory/ItemsMediumNewmike loevenadd storage access inside guild halls01.01.201311 Task Description

seeing that furnature is one of the heavest item types in the game, redecorating guild halls can become tedious and god forbid things get cluttered it is not possible to eaisly move them to storage. my request is that typing /storage will work inside a guild hall as if you were targeting a storage npc. just for convienance sake.

Bug Report4931NoInventory/ItemsMediumNewJorickClicking 'use' on brado's grills interrupts grilling m...23.07.201271 Task Description

When I try to select a grill in Brado’s tavern the pink rotating cross does not appear.
Right click works and brings up the action icons. However, putting meat in one of the slots and “use” the grill to grill the meat results in “You interrupted your work when you moved away” every time. Other items like preparation tables, pots, etc. work fine.

I’m running PS on:
Arch linux ( up to date system ) 86×64 intel core i5
mobility radeon HD5xxx series with up to date catalyst drivers.

I logged my console output but I can’t see anything relevant to the problem, could be me so here’s the link:
pastie

Feature Request5230NoEngineMediumUnconfirmednobody specialchange to default action upon mob attack or player cast...19.05.201131 Task Description

I would like it if you could set the default reaction to casting a spell or being attacked. I find it quite annoying to automatically be set to fully defensive when I cast a spell. I also find it annoying that when being attacked by a group of mobs your target focus jumps to whichever one hit you last.

When I cast electrotouch I want to hit my opponent and not change my stance. generally whenever I cast anything in melee I want to keep my previous stance.
When I am in a pile I want to kill what I am fighting before I start on another one. If I want to fight a different one I can so choose manually. It is also annoying that you often jump to a different mob before you are able to loot what you have just killed.

It would be great if there was a section to set these in the options.

In the case of electrotouch I tried to add /attack normal to my shortcut but it was processed and discarded before the spell finished casting. I appreciate you probably don’t want long chains of commands to be processed in turn as it could lead to botting, otherwise I would ask for one command to finish processing before the next is considered. Still it would be nice to repair all my armor with one keypress instead of 5.

Feature Request5255NoCraftingMediumUnconfirmednobody specialpersistent selector for pick up amounts20.06.202161 Task Description

I would find it extremely useful if I could select from 1, 5 and 10 amount when shift clicking a stack of raw materials. This would allow me to improve the efficiency of smelting by picking enough material to cast into stocks of the various types. I could then dump a stack of molten ore into the caster and shift click it to spread out the ores into castable portions. obviously the 5 and 10 amounts are for casting stocks from precious and non precious materials.

It would be useful for this to only apply to molten ores in the furnace as there is no need for ingot/stock to be smelted in these particular numbers.
It might be also useful in a forge or other crafting container to have the ability to set to an arbitrary amount when processing ingots or stock for weapon/shield/armor parts.

Perhaps instead of overloading the shift click in this way using the alt click instead would work but this might cause a problem for Apple type computers.

Changed task description to clarify request.

Feature Request5259NoCraftingMediumUnconfirmednobody specialMake Crafting more like combat03.07.201111 Task Description

I would like it very much if crafting were to be redesigned more like combat. Instead of one action that takes many seconds to complete and generates only one practice or experience reward make it so that each hammer blow is considered and eligible for a reward. For example at level 10 it takes me about two minutes to turn 12 heated ore into 4 shield handles and I get one practice point and some experience at the end of that time. Under my proposed change it might take just as long but each hammer blow on the ingots would receive a success chance roll that would increment the percentage done. A series of low rolls would result in a failure, either junk metal or very low quality handles and a series of high rolls would result in faster time and/or higher quality handles. This would be analogous to hitting a mob until one of you is dead.

I believe this would be more fair in the long run and if it would seem to make great quality items too available the chance to succeed could be reduced.

Feature Request5303NoGUIMediumUnconfirmedSlissAbility to add additional info to buddy list02.04.201331 Task Description

I would like to be able to maintain my buddy list a bit better by adding extra info.

I use the list as many to also locate enemies. But the list gets longer and longer so I would like to add additional info to it. Like the guild when met etc.

Bug Report5331NoEngineMediumUnconfirmedR.GuppyArt glitch sewers19.04.201421 Task Description

Hard to spot, but if you go to the location and zoom in and out, and rotate it shows, also as second screenshot shows it also extends to left.

http://imageshack.us/f/16/shot16.jpg/
>Your current position is region: hysewers 11.73 -5.95 -166.09 0 angle: 247 (4.319690), sector : swr-darkgreen02

http://imageshack.us/f/220/shot17.jpg/ (10:19:08) >Your current position is region: hysewers 3.56 -5.70 -162.07 0 angle: 257 (4.491496), sector : swr-darkgreen02

Bug Report5570NoSoundMediumNewMario RohkrämerMusic scores play at 1/4 of the previous speed now13.06.201231 Task Description

The measurement of note durations is completely wrong. “Beats Per Minute” are no more what they used to be.

Bug Report5577NoMap TexturesMediumUnconfirmedTimilTextures Missing in Towns, and Shader Issues16.04.201221 Task Description

Since the update to 5.9, the textures and shaders when in town seem to be either missing or messed up. The lighting in some areas makes Chars and NPCs look like they’re wearing TV static. I’ve checked the drivers for my graphics card (ATI Radeon 3100 in a Toshiba Satellite Laptop), and they are up to date. Please see the attached screenshots, and if any more info is required, I will be happy to provide.

Thank you for your time and attention. ~Timil~

Feature Request5701NoCraftingMediumNewrodrigo moraesBad user experience: automatic stacking and merging hig...18.12.201231 Task Description

I’m a new user and I just had a very frustrating experience, so I want to propose an improvement.

I requested a guild mate to craft me some chain armor, and when I got it done I picked the Arm piece i was wearing and tried to exchange by the new one. By the gods, the quality-50 armor merged with the quality-300 one and I got two quality-175 armors. Without any confirmation.

I think the merge-on-stack system is fine for many crafting situations, but merging armor stats is a unexpected one. I fail to see why one would want to merge a higher armor with a much lower one. This doesn’t even make sense: if you mix water and herbs it’s ok that you get an infusion, but you can’t mix a chain mail with another one to instantly get two different ones.

I requested a GM to revert the stats and he said that this is the same situation as when one sells or gives away an item by mistake. I think it is not the same thing. This is not a mistake; it is common to exchange items in the inventory to organize or save space, and having these “side-effects” in place can make a simple inventory management a surprisingly bad experience for new users like me. :(

TL;DR:

1. Please review if it really makes sense to merge armors or weapons. I don’t see the use for it, and it sounds illogical, but probably I’m missing something.

2. Please consider adding a confirmation to actions with clearly bad side effects during inventory management, to avoid the frustration, specially for new users.

3. Please consider adding a toggle/checkbox to the inventory to turn on/off automatic item merging (disabled by default to avoid sad surprises like mine).

Thanks for all the hard work, guys. :)

Feature Request5705NoWebtoolsMediumUnconfirmedAndyMyPlane HTTPS22.07.20121 Task Description

Any way to get MyPlane running on HTTPS? I am thinking before someone has a problem. Not positive on the category on this one, thanks.

Feature Request5714NoItems CharacteristicsMediumUnconfirmedAndyNamed variety of crystals27.07.20121 Task Description

The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.

Bug Report5813NoModels and MapsMediumNewRoman YagodinAbacus icon in "Kilas wants his Abacus Back"09.02.201321 Task Description

1) Abacus quest item in “Kilas wants his Abacus Back” looks like some sort of globus…

2) It is not clear from Crosh’s explanations, that numeric base he uses with 7-th beads abacus. It can be both 7 or 8, so right answer may be 64 (base 8) or 49 (if base 7 is used). If base 7 is used, the whole beads line is moved back (left) in same operation with moving its last 7-th bead to the right. Same alhorithm is used in real Russian abacus, which have 10 beads in a line for 10-th base calculations.

Maybe, 2) is not a bug, but it requires some more “out of game” explorations, than player may expect, or just “brute force” enumeration of possible aanswers. So, Crosh’s explanations about his calculations must be more clear:

Now: “When they’re all to the right, I move them all back and move bead in a second line…“
Must be like: “When they’re all to the right, and I need to count one more day, I move them all back and move bead in a second line…“

Bug Report5816NoRendering IssuesMediumUnconfirmedRoman YagodinHydlaa lights become wrong after moving between locatio...11.08.201411 Task Description

lh3.googleusercontent.com--kh0bmqzraeuiu5edagebiaaaaaaaaag0ocotvq6wswss790shot02.jpg

This can be fixed with brightness increse / decrease, but still wierd.

Ubuntu 12.04 x86_64 on AMD A10-4600M with latest Catalyst 12.8

Report data:

51.0737 2.32624 -133.063
0.416704 -0 0.909042
-0.184466 0.979195 0.084559
-0.890129 -0.202923 0.408035
"hydlaa_plaza"
0

Feature Request5906NoGUIMediumUnconfirmedRoman YagodinDisable display quantity for a slots with only one item25.02.20131 Task Description

I think, slots in all windows should not have quantity labels displayed then there is only one item.
It concerns inventory window (including equipment slots), a hotbar, container, exchange (could be), etc.

Feature Request5914NoQuestsMediumUnconfirmedErodare LenizusSkill Requirements and Time Locks28.02.20131 Task Description

Most quests start with an intro and a confirmation for the player to accept the quest. For those that have skill requirements and/or time locks, instead of hiding the quest completely, perhaps it would be better to expose such quests when the character is otherwise qualified (e.g completed other quests in the chain) and do the skill / time check in the intro steps and have the NPC inform the character that they need to practice more before they can continue, or say something along the lines of "too busy right now, come back tomorrow". This way the player will know the quest is there, and get a hint of what they need to do. Going around and touching all the NPC's and finding nothing just feels like a bug when one knows there should be quests out there someplace.

Feature Request5936NoGUIMediumUnconfirmedRoman YagodinBook titles for crafting techniques are missing06.05.201461 Task Description

So the subject: book titles for crafting techniques are missing in 0.5.9.10 using “elves” skin (and other skins too):

dl.dropbox.coms5guzxzdxlf11uu3crafting.jpg

But writable and setting books are ok:

dl.dropbox.comsd8x15gts1s5qzp1writable.jpg

Feature Request5957NoUser InterfaceMediumUnconfirmedLusserallSome Shortcut/Options window features LShift/RShift++03.04.20131 Task Description

Not all shortcuts from shortcuts window are in "Options→Controls→Shortcuts"
If you set/change a key in shortcuts window the key does not get set/changed in options window until you relog.

The following is not really a bug but more feature request
If you set a key you can set
LShift - RShift
LCtrl - RCtrl
LAlt - RAlt

But if you make key combos it will just turn to
Shift+key
Ctrl+key
Alt+key

Would it be possible to set
LShift+key
LCtrl+key
LAlt+key
RShift+key
RCtrl+key
RAlt+key

That will open up allot more possible key combinations.

Feature Request5985NoMiscMediumUnconfirmedJThompsonMusic - Numbered Measures, Ability to play part of a pi...16.04.20131 Task Description

It would be helpful if measures were numbered.
It would be extremely helpful for writing music to be able to just play the last measures added. It would be useful for RP purposes, too, since that is how one often practices a piece… working on one section at a time, or you might want to share part of something you had written.

Bug Report6017NoMiscMediumUnconfirmedThijmenproblem with registering at the forum31.05.202021 Task Description

when i try to register for the forum the last question is broken: what is the name of the underground version of the stalactite?
the answer should be stalagmite. (so far i tried several typos on both stalagmite and stalactite).

Bug Report6035NoCraftingMediumAssignedJThompsonJoe LyonCrafting book bugs: Missing recipes, text not greyed09.08.201321 Task Description

I Was going to make some apple jam biscuits recently as requested by Harnquist but I could not for the life of me find them in any of my cookbooks (I have all four!). Since Harnquist asked for it, I was pretty sure I could make it and took a guess that it should be in the Pastry Chef book that has the jam recipe and open biscuits. With that book in Mind, I was able to make the Apple Jam Biscuits, but I never did actually FIND the recipe. I checked with another cook just to make sure, and she couldn’t find it either. She also pointed out that the Bread with Apple Jam is also missing (the other Bread with Duppong/Teveran/Macca/Joopiner Jam and Duppong/Teveran/Macca/Joopiner Jam Biscuits, as well as the Bread with Butter and Buttered Biscuits are also missing.)

In the Making Enchanted Armor book I discovered that the skills you cannot do are not grayed out (AFTER I tried something, was told I didn’t have the skill, and looked more closely at my book! It does say the usual “WIth higher skill you could blah, blah, blah” but it’s the same color as the rest of the text).

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