PlaneShift

Task TypeIDPrivateCategorySeverityStatus  descOpened byAssigned ToSummaryLast Edited[[changedby]]
Feature Request2631NoMovementMediumNewElvors AmenorasRunning up slopes should be more taxing26.03.20091 Task Description

I consider it unrealistic how terrain is (not) interacting with movement.

As far as I know, in real life, every meter up is as taxing as ten meters across. (The factor of 10 is from a schoolbok, it might be a good idea to verify this from a professional source.)
Going downwards requires concentration to avoid slipping and falling, and a surprisingly large amount of strength to absorb the shock from “falling” the height would lose with every step. (Walk down 250 metres of a moderately steep slope with a backpack on your shoulders and you’ll know what I mean.)

In terms of game mechanics, this would mean:
* When running upwards, the speed should decrease and stamina loss should increase, and the cumulative effect of these two changes should be drastic. It’s possible to trade one change for the other: keeping the speed unchanged and massively increasing stamina loss would force players to rest, keeping the stamina loss constant would call for a massive speed reduction. However, I think it should be a little of both since that causes interesting effects (see below under “game experience”).
* When walking downwards, there should be no stamina loss (you can make the physics work for you), and you should be faster, but you lose mental stamina. The less your mental stamina is, the higher the probability of slipping and falling. If you fall on a too-steep slope, you continue skidding. Falling should do damage that’s proportional to the total weight (character + load), blunt damage (not much help from armor); skidding should do damage-over-time, armor protecting fully (essentially this is abrasive damage, which is similar to slash - but don’t give characters armor training from that).

In terms of game experience, this would mean:
* Getting up on a slope is a time-consuming experience, and almost never worth avoiding the walk around the hill. People will stay on the paths in the valleys. This will cause more interaction between normal travellers (and make Cutthroat Lane work better for the Cutthroads, too). It will also make people who leave the road more likely to remain undetected.
* The Settings team can make NPCs less accessible and less likely to be found by placing them on a hilltop, or in a valley behind mountain pass.
* Players with maxed stats have less issues with upward slopes than newbies, but they will still avoid slopes unless they have reason to.
* Hilltops will become a tactical advantage. An attacker will need far more time to reach a defender on the top, and expose himself to ranged combat for a longer time. (Take this into consideration when reducing the effectiveness of long-range combat spells; ideally, a mage would win against a fighter from a hilltop, and lose against a fighter on even ground.)
* Hilltops also become a bit of a trap. Defenders forced to flee from a hilltop risk falling and getting overwhelmed.
* Pursuing down a hilltop is problematic due to risk of falling. Defenders might want to hide a pursuit team in a nearby valley that’s near the height of the route of the attackers, though that would force them to split up forces. Decisions, decisions… which means tactical variation, which is a Good Thing when it comes to making the combat aspects of the game interesting :)
* Reaching the Eagle Bronze Doors takes a lot of time already, making them even less reachable will no doubt make many players very unhappy. An alchemist that sells stamina regeneration potions at the bottom of the path up would help with that.

Just my 5 cents :)
(and no, I don’t expect this to be implemented anytime soon :D )

Feature Request705NoLowNewCaarriemore options with /morph03.03.20096 Task Description

feature request to have more options to morph to. GMs are not able to change face when they morph or any other option in character creation.

skin
hair
face
etc

Feature Request2767NoUser InterfaceMediumNewAndySaving throw commands for Roleplay20.02.20091 Task Description

Saving throw commands for Roleplay

Example:

/dodge

ROLL =< AGI results in “[player] dodges.” ROLL > AGI results in “[player] does not dodge.”

/jump

ROLL =< AGI results in “[player] makes jump.” ROLL > AGI results in “[player] misses jump.”

/sing

ROLL =< CHA results in “[player] sings a lovely song.” ROLL > CHA results in “[player] lets out an awful screech!”

ROLL = random(200)

Might also be expressed like…

/saving agi dodge dodges|does not dodge
/saving agi jump makes jump|misses jump
/saving cha sing sings a lovely song|lets out an awful screech!

Variations on this are almost endless and could apply to any stat or skill. Saving throw commands are designed to be used by a single player, with the results shown in the channel originating the command.

Feature Request1642NoMediumNewA. Kiefner/possess an NPC15.11.2008123 Task Description

This command has been on the wishlist (and also on the ToDo list for releases) since a very long time. I post it here in the hope it will be more visible to interested people to implement.
The idea of the command is to control an NPC completely, not just talk as them through /impersonate. However, since controlling the actual body of an NPC is extremely complicated, it would be much more convenient (also from GM side) to simply make it seem so to the player.

Thus a possible way to implement the /possess command:
The syntax would be

/possess [NPC_name|target]|reset

Issueing the command would have the following effects:

1. The GM is moved to the location of the NPC.
2. The NPC is renamed to “$originalNPCsurname_P” (family name is unaffected).
3. The GM is renamed to $originalNPCname and the original GM name is stored in an extra db field.
4. The label color of the GM is set to NPC (/setlabelcolor).
5. The NPC is /slid u 1000.
6. All scripts (most importantly movement) of the possessed NPC are temporarily frozen.
7. GM temporarily gets all traits of the NPC (original traits of GM are stored on db).
8. GM is /set invisible off.

Issueing /possess reset would have the reversed effects:

1. Possessed NPC is moved to the location of the GM.
2. The name of the GM is restored.
3. The NPC is renamed back to §originalNPCsurname.
4. Labelcolor of GM is reset.
5. Scripts of the NPC enabled again.
(GM is not moved).

It’s important that the status of NPC (possessed), name and traits of the possessing GM are stored on DB so that a possible server crash has as little impact as possible.

If one is possessing an NPC already and then tries to possess another NPC, it should automatically issue /possess reset before executing /possess otherNPC.
When possessing, it should give a warning that the path of the NPC might be disturbed if /possess reset is issued too far away from the original position.

As a final cut, resuming scripts of the NPC should be delayed for 2 more minutes, giving the GM time to switch back into possession without paths getting in the way. That way it is possible to possess two or more NPCs back and forth.

Feature Request2319NoLowNewAuto-Create Key For Lockable Container01.10.20082 Task Description

When using /item to create a lockable container, also create a key automatically and place it in the container.

At the every least, just create the (master?) key and put it in the new container.

More complex would be to alter the dialog to allow input of how many keys (in addition to master?) to auto-create.

Feature Request2189NoLowNewweltall[pawsillumination] zoom support when looking at sketche...01.09.200821 Task Description

It would be nice if it was possible to zoom sketches when looking at them. This would also be useful when you get a sketch/map which is too big for your screen and allows you to have the entire image on screen by reducing zoom.

The included patch allows the user to zoom from 1/10 to 10x the map increasing the size of every element on screen.
The buttons used for this are > and < if someone has a better suggestion about them or thinks that having the increase/decrease zoom on screen would be useful i could add them.

http://pastebin.ca/1189613

Feature Request7895NoRendering IssuesLowPostponedDaevaornNightvision ability not working inside dark buildings23.10.20231 Task Description

The nightvision effect (cool stuff BTW) does not actually improve sight when inside a very dark buildinig, e.g. the Amdeneir tavern.

(One can of course argue in terms of realism, that nightvision needs residual light to work, but I counter that with the fact that any publicly accessible building should have more than enough residual light. – It should have enough light not to require that ability in the first place!)

Bug Report7738NoModels and MapsLowPostponedTrippedOnReality/EnarelTuathanachMissing textures25.02.2023 Task Description

There appear to be some missing textures (or they are backwards as there appear to be some invisible walls around the entire structure) here:
large_west -58518.71 -312790.81 16869.62

Bug Report7715NoModels and MapsLowPostponedKiFunStuSpots out of place by stalag02.02.2023 Task Description

the pots are all out of place. wrong angles and height.

gugrontid 73779.85 -489821.34 10714.60

Can be delayed until after migration..

Feature Request7063NoUser InterfaceLowPostponedYorlakShortcuts should be different for each character on acc...21.11.202211 Task Description

Log in with main char.
create shortcut
log out
log in with another char.
shortcut created with main character shows on all alternates.

Log in with separate account
shortcuts from main account are also transferred to here

Feature Request7469NoNPCLowPostponedKiFunStuSAssisting Gardr : Quest Bug 02.09.20223 Task Description

When i open dialouge with NPC I get the speech option to hand in the 3 plat steel maces of high quality.

I get no information in the NPC chat box on the left.
I do get an error message in the Standard Chat box

You have too few plat steel mace.

I have tried a stack of 3 , 3 single maces
and I have tried manually giving 3 plat steel maces.

All attempts have failed to complete the quest

Feature Request7180NoCombatLowPostponedTaladTaladTuathanachScripting function "GetItem" inside <on type="attack"> ...07.03.2021 Task Description

Example found in all Alchemist items, example Alchemist Freezer

Error on console is:

Error in ><let> bindings<: Given a NULL iScriptableVar* for >RightItem<.

The scripts are run through : ApsCharacter::InvokeAttackScripts()
The first thing is to execute this script part:
   RightItem=Attacker:GetItem(0);
   QuaLevel=RightItem:Quality/50;
 In a similar case with GetItem(0) but outside of <let> we get MathStatement::Evaluate() with RightItem=nan , it works.
Feature Request6891NoGame BalanceMediumPostponedDaevaornDavide VescoviniMake progression points useful beyond stats training15.04.2020 Task Description

Once you’ve maxed your stats, currently there’s no more use for progression points/XP. It’s just an endless counter going up and up and up.

How about:

  • adding PP prices to the money you have to pay in special attack quests? (”Sorry, but you don’t have enough experience to learn this, come back later and I’ll show you how it’s done.”)
  • having to pay in PP more than in Tria for the temporary knowledge bonuses?
  • consuming progression points if you craft something with a special modifier (and in turn only allowing you to do so if you have some to spare)?
  • add more temporary buffs (for example for stats or more directly as bonus HP/MP, increased HP/MP regeneration) that are paid for only in PP or with much lower tria costs.

I am aware that it probably requires quite some additions to the quest scripting and other places and is by no means a trivial change, but I thought it may add to the medium- to long-term development deliberations. To me progression points feel like a loose end, now that they lost their purpose in skill training.

Bug Report6598NoCharactersMediumPostponedGlorrandirVenalanDark Wanderer should wear a robe20.09.20141 Task Description

According to Wanderer’s description, he wears robes

Feature Request3053NoVery LowPostponedAmandaRizinMake Tents Buyable.30.06.201432 Task Description

It would be nice to be able to set up camps for roleplay purposes.

Feature Request4318NoCrafting TransformationsMediumPostponedOliver NothersImplement Brass29.03.201435 Task Description

Since there is bronze (and more and more people work with it), and there is also zinc besides the tin to possibly combine with the copper - make brass available.
What other use was there for zinc anyway?
The actual mix should be similar to bronze, with zinc in place of tin to go along the copper.

Would also be great if there were finally possibilities to craft something out of those alloys…

Bug Report5173NoQuestsVery LowPostponedResildrendrJackMaster in the Circle Way quests22.12.20133 Task Description

Upon completion of the without a way quests ( In my case Crystal Way ) govell sends me to Levrus log:

[NPC] Govell Mihdren says: This will prove the mastery you gained in the Crystal Way.
(06:14:52) [NPC] Govell Mihdren says: Make a good use of it, Resildren.
(06:14:55) [NPC] Govell Mihdren says: And take this.
(06:14:58) [NPC] Govell Mihdren hands you an amulet.
(06:15:00) [NPC] Govell Mihdren says: Bring it to Levrus, one final lesson awaits you there.

but Levrus will not accept it, to make sure I completed my leveling (200) and returned, and he will still not accept it?

I’ve talked to other masters of the other ways and this seems to be a global problem, is this just not implemented yet, or is it a bug?

Feature Request6244NoEngineVery LowPostponedErodare LenizusDrop Skill Button07.12.201371 Task Description

On Skill window, add a button to drop the selected skill, with a Yes / No confirmation.

This would execute the equivalent of “/setskill me <skill name> 0” (or something close to that) removing all training, practice, rank, etc.

Would do nothing on stats / factions tabs.

This would allow players to remove skills they’re no longer interested in, don’t fit the character they’re developing, deprecated skills, not-yet-implemented skills, or skills acquired from the character generator that the player considers extraneous or unnecessary.

No compensation should be given for the lost ranks, practice, etc. and that should be stated in the confirmation dialog, along with a clear advisory that the action is permanent and irreversible.

Unless we’ve sweet talked a GM into doing it for us, we often have extra skills with a rank of 1 or 2 that we may have inadvertently trained or practiced and they clutter up the list view of skills, as they’re not suppressed by the Filter feature.

Feature Request5248NoNPCMediumPostponedMario RohkrämerKormi not yet used: How about a "shy herd" tribe?22.07.201332 Task Description

When the GSoC was successful enhancing the tribe code, it could be interesting to create one or two of Kormi which try to avoid approaching players but stay together.

That may require organising a witch hunt / drive hunt as strategy, which may support grouped activities.

Bug Report7957NoCharacter CreationLowCould not VerifyDaevaornSome player characters do not display the standard summ...12.03.20246 Task Description

When inspecting player characters (via right-click and eye-icon) the paragraph at the end of the description tab that comes with the standard stats and weapons/mnagic skills estimate is missing for SOME characters.

An example being “Duergar Melayk”.

Bug Report7975NoCraftingMediumCould not VerifyStalfosRepair Weapons not working as it used to.11.03.20241 Task Description

I had heard that over a skill threshold, repairing weapons/armour does not reduce maximum quality.
Yet I repaired a weapon with 201 skill (with jewellery) and dropped from max quality of 200 to 199.

Maybe the Jewellery isn’t working properly, as without it, I would be under the threshold I had heard about.

Also Bones attribute was not removed, the whole reason I repaired it at 197/200.

Maybe this is as intended, but if Bones cannot be removed, then getting a Masterwork Bones Platinum Sword from your first and only run through of the Keen Edge quests (currently not completable) is xtremely bad luck after the time it takes to get 100 in sword (even more in UE).

Bug Report8014NoQuestsLowCould not VerifyUadjetRight on the Mine doesn't take quest items09.03.20241 Task Description

The quest Right on the Mine uses a quest item named Hamel Provision and at one point it’s supposed to be given to Gardr. Currently that does not happen. The quest will progress, but the quest item remains stuck in the inventory. It can be placed into storage, but otherwise there’s no way to get rid of it.

Bug Report7515NoWeatherLowCould not VerifyTrippedOnReality/EnarelSnow/Rain inside Guild House21.01.20243 Task Description

Snow and rain happen inside guild houses. Lighting also appears be affected by day/night cycles. Not sure if this is related to FS#7424 - guild house: no collision detection inside guild house.

Bug Report7889NoGUILowCould not VerifyStalfosItems sometimes dropped instead of moved into container07.01.202471 Task Description

When moving items into bags or around within a container it can instead be dropped onto the floor or wall where the mouse cursor landed.

Bug Report7968NoBugtrackerLowCould not VerifyThosorcan't get rid of white combat reticle, can mouse look a...01.01.2024 Task Description

no task description

Bug Report7967NoBugtrackerLowCould not VerifyThosorlose ability to click anywhere during combat01.01.20241 Task Description

When shooting rogue with bow and arrow, suddenly rogue is dead, although standing and his health still 50%.
Right click after tabbing out of combat to loot. loot icons and others show up, but then nothing is clickable.
KB works, can call inventory, etc. Pointer shows and moves. no ability to click anywhere.

Bug Report7939NoCrashesCriticalCould not VerifyDaevaornItems keep randomly disappearing form containers in gui...22.12.202361 Task Description

When I learned about the new transformation mode I took it upon myself to clean up our guildhouse.

In the process I removed many old items from the map and stored them in containers instead.

While I did this occasional crashes happened, which on returning seem to have deleted items stored in these containers.
I have lost roughly 70% of player generated/crafted items, some of historical value this way, as well as many player crafted weapons and armours of highest quality.

A very alarming issue.

If my asumption is correct the server automatically deletes any item that it suspects to be involved in crashes. While this maybe desired behaviour in terms of the technical side of things, in terms of a persistent game world this is REALLY, REALLY bad, if true.

Bug Report7914NoCraftingHighCould not VerifyDaevaornDropping an item in an occupied container slot doesn't ...07.12.202372 Task Description

affected version: 0.7.38 (couldn’t be set yet as the version)

When trying to drop an item on an occupied container slot, the item remains “in limbo”, i.e. nothing happens.

This affects crafting severly:
Shift-clicking a stack placed into a container, you have always been able to “fan out” stacks of items in containers for crafting processes that would individually change quality (thereby averaging the random factor of the process).
This is no longer possible.

Bug Report7870NoBugtrackerMediumCould not VerifyRykiaAdding 3 lumps of butter to Preparation Table may cause...29.10.20234 Task Description

Adding 3 lumps of butter to the Preparation Table next to Orchibaly in Oja, seems to cause the server to crash. One and two lumps at a time work as expected.This has happened a few times today, but it may be possible that a DEV is also working on something at the same time.

Bug Report7863NoCombatLowCould not VerifyMohonin DitinThe command '/attack' may be bugged27.10.20231 Task Description

I think the command ‘/attack’ is bugged. I have tried many ways to check weather the bug is there or not, like I waited for the timer on the top left to finish before clicking for another slash of attack, tried to be carefull that i may not be pressing the right click, and ofcourse using Q & E to get the right attack skill. But still many times i get the system message “Command Not Recognized. Use /Help to see the list of available commands”, it cud be like you missed the target, the target dogged your attack etc. Please see that wheather its really a bug or not, if a bug then please Debug it. Thank you.

Bug Report7866NoMovementLowCould not VerifyMario RohkrämerMouse pointer is not clamped to current pixel while usi...12.07.2023 Task Description

When I walk forward using W, I need to use mouse-look to turn around while walking. Walking a winding stair, I need to keep turning and turning while walking … until suddenly the mouse pointer left the game window. (Running the game in Windowed mode.)

The mouse pointer should not move in the game window while I press a mouse key to look around.

Bug Report7625NoModels and MapsLowCould not VerifyKiFunStuSGobo Root in the sky29.01.20233 Task Description

gugrontid 70530.35 -47897.44 10719.28

Bug Report7566NoCombatLowCould not VerifyKiFunStuSPVP casting errors14.01.20232 Task Description

I am not entirely sure on how this bug is best described.
as the duel system is not releasing the duel flag currently.

But I think while the main duel is active you cannot charge cast a spell using the hotkeys against your opponent while in the default navigation mode.

but you can cast charged spells using the hot keys after pressing TAB and entering combat mode.

I will retest this bug after the duel flag bug has been resolved.

Bug Report7661NoQuestsLowCould not Verifyferretquest from krestal dhusho does not complete14.01.20231 Task Description

quest deliver a letter, from krestal dhusho does not complete. delivery to mr yasoj completes without words. but the letter to kora windstone is rejected. she does not accept the letter at all and krestal dhusho is unable to complete the quest without that delivery being accepted.

krestal is in hydlaa plaza . pos 207830.66 -335409.66 10595.37

mr yasoj is in fact benack yasoj . pos akk central 538320.75 -370447.25 15354.24

kora windstone is in the wilds of bronze doors 2 road

Bug Report7539NoBugtrackerLowCould not VerifyDamolaClears chat line on entering ]14.01.20237 Task Description

# How to reproduce

Enter some text followed by “]”

# Actual result

PSUnreal clears the chat line

# Expected result

“]” appears on chat line.

# Use case

Use [] for OOC comments in /tell or (rarely) in main.

Bug Report7611NoUser InterfaceLowCould not VerifyZomPassword Save Error19.12.20221 Task Description

When you click remember Password the password looks like it is being duplicated then saved and then will not work.

Bug Report7491NoPetsLowCould not VerifyTaladTaladYou should not be able to summon your pet in the Death ...08.10.20221 Task Description

no task description

Bug Report7483NoGUILowCould not VerifyKiFunStuSSkills appearing incorrectly25.09.20221 Task Description

Goto NPC , Pay for Drawing Lessons.

Skills Tab under Jobs shows previous Drawing +green temporary level.

when quitting game and reloading, it shows correct normal value of total drawing level.

Bug Report7487NoQuestsLowCould not VerifyHaviland TenouriBroken Quest "Get a Performance" (Roya)24.09.20222 Task Description

After getting the quest from Roya go to Brado and tell him “You might find this useful to you.”. He will not answer (or rather the anwser is empty) and you can not continue the quest.

Bug Report7458NoBugtrackerLowCould not VerifyKiFunStuSCombat targets showing from different areas28.08.20221 Task Description

While at harnquist in Hydlaa I am able to target creatures in the arena.

very confusing and weird.

Bug Report7090NoQuests DynamicsHighCould not VerifyTaladTaladSometimes the list of quests is not correct, it contain...17.02.20211 Task Description

Redo quest/events implementation to send/receive, also remove XML.

Bug Report4484NoEngineMediumCould not VerifyJonUnable to pick up quest item when inventory full.17.12.20204 Task Description

I was trying to do the Jolik’s Letter quest. My inventory was full when he handed me the letter, and I dropped. By the time I dropped something from my inventory, the letter was gone. Now I am stuck on this quest.

May be related to  bug 3712 .

Bug Report8025NoBugtrackerLowUnconfirmedUadjetOrder of the Keen Edge faction not correctly imported11.05.2024 Task Description

Players who have done the Order of the Keen Edge quests do not seem to have their faction points calculated correctly. Players who have done the quests seem to have their faction listed as 0 (Ignored). I checked the quests, and no faction points are awarded by the quests, even though my logs show that faction points were given. Currently, the quests only give faction_level.

Bug Report8024NoQuestsLowUnconfirmedUadjetConclave of Glyphs faction not appearing11.05.2024 Task Description

The Conclave of Glyphs faction does not seem to have been set properly when characters were imported from Legacy. In all characters I’ve checked, the faction is not even shown as discovered. I suspect the import script may have added the faction points to the wrong faction, most likely to Conclave of the Glyphs (the “the” isn’t needed).

Further, I noticed that while a few quests in the Conclave of Glyphs category assigned faction to the faction of that name, most gave the faction points to Conclave of the Glyphs. Specifically, the quests that are giving faction points to the wrong faction are:

Kimlorm Needs a New Prayer Book
Murago Puntjal’s Quick Favour
A Message for Dsar Sarraghi
Little White Lies
A Mysterious Disease
Grimal’s Tribute to Talad
A Dwarf’s Wish

The quest Something’s Brewing is placed in the Conclave of the Glyphs category, but gives faction points to Merchant Syndicates, which has the slight issue of not existing.

Bug Report8023NoGraphical GlitchLowUnconfirmedJokoKlyros male back transparent when riding11.05.2024 Task Description

When riding on a Rivnak the left back of male Klyros model becomes transparent.

Bug Report8022NoItems CharacteristicsLowUnconfirmedJokoDisplay Error quality shown by mouse over is one lower ...11.05.2024 Task Description

The quality of items shown during mouse over is one lower then the actual quality shown in info box after right click.

https://media.discordapp.net/attachments/1237535495794331678/1238899389456715866/image.png?ex=6640f678&is=663fa4f8&hm=d7f1b3022cf4c8409a9c985616191c0364b54b2fd2b13e15c8f283659a7f9c5b&=&format=webp&quality=lossless

Bug Report8021NoMiscLowUnconfirmedtrensolharvesting couchgrass impossible to harvest near gugron...08.05.20242 Task Description

couchgrass seems to be in the wrong place near gugrontid and oja areas, and are unable to be harvested.

https://steamcommunity.com/sharedfiles/filedetails/?id=3240545565

may be due to rendering issues with distro and graphics card. In some cases when using different cards/drivers and compositors such as wayland and xwindows, sometimes render can be slightly off but the current position of the couchgrass seems to be way off.

Bug Report8003NoBugtrackerHighUnconfirmedTutharelArmor/tools never decreases in quality no matter how mu...04.05.20241 Task Description

A while ago I spent some time fighting some enemies, like ~20 hours worth of it over a week or two, and my armor has never decreased in quality. I think this is awful for the item economy. There is never any need to create new and exciting armors since once you have the set you want, you will never need to replace it. Almost every other item you use decreases in quality. I suppose tools could also be lumped into this as they also never decrease in quality no matter how much I mine, harvest, craft, etc.

Bug Report8009NoCrafting TransformationsMediumUnconfirmedMalunga Leeboo"Prepare" button does not appear for an existing combin...04.05.2024 Task Description

Once you creating alchemy components which assume various combinations, like Air Essence (cerating Frost Arangma Essence Mix OR rectifying Mix of corroded Riverling Bones) AND you have a “Riverling” set of ingredients in your inventory, the “Check Prerequisites” button displays “Frost Arangma Essence Mix: Missing 1” and “Prepare” button does not appear. Because it is listed first and no further check is happening.
My suggestion is to add checkboxes or radio-buttons to recipes like these in order to help “Check Prerequisites” button detect existing set correctly.

Feature Request8020NoCraftingVery LowUnconfirmedTrippedOnReality/EnarelHarvest/Fishing "cannot fish/harvest from the same plac...04.05.2024 Task Description

If you are in a location that has both fishing and harvesting available, if you successfully harvest an item and do not move, but switch to fishing you get a warning saying “You cannot fish in the same place twice” even though you have not fished at this location.

If you successfully catch a fish and do not move, but switch to harvesting you get a warning saying “You cannot harvest in the same place twice” even though you have not harvested at this location.



This is probably true of mining if there are area overlaps, but I have no idea if this actually exists anywhere.

example location for fishing/harvesting: /pos 109482 -757679 20767

Showing tasks 201 - 250 of 652 Page 5 of 14<<First - 3 - 4 - 5 - 6 - 7 - Last >>

Available keyboard shortcuts

Tasklist

Task Details

Task Editing