We’re making a hotfix to the Alpha 14 release to address a couple of nagging bugs.
This release will move to the stable branch tomorrow if there are no additional issues.
##Bug Fixes
Fix for crashes related to trying to find a location outside of town.
Hi!
Okay, a bit of explanation.
A few crafting queues got into a bad state where they went invisible. I fixed that part.
However, while they were invisible, people’s orders still went though, causing some save files to have about 270 orders in the queue. This made the UI incredibly slow and it would have taken forever to delete all of those orders to get everything back into a good state.
I figured it would be easiest to put a limit on the number of items that can be in the queue as part of the fix. This will fix up the large queues on load and also prevent overflowing the queue due to some UI error in the future.
I guess I didn’t use him much then… I always just keep one of each crate, 1 chair and table, 1 bed, 1 window, 1 door and 1 light source. Everything else is on demand.
I can up the limit to 50 if it becomes a problem. It’s so hard to even see 50 orders in the UI that we might consider a different queue interface if it comes to that.
I can’t say for everyone, but I don’t see a problem in 25. It’s 25 for each crafter right? 25 for carpenter, 25 for blacksmith, etc… Or is it 25 accounting all crafters?
so… why not to do different ?
my idee is : carft only needed… so all stuff is available.
the crafter craft only when the item is on demand after i placed the item in the world…
with this… the queue order is limited and here you can limite the queue to 20 or much less…
I dont like the idee of limite the queue… You added a micro transaction to the game…
i need to order at last one of each item the crafter can make… so 20 is to @@@@@@…