|
Post by Kitsunenotsume on Jul 14, 2015 10:13:47 GMT -5
When I tried to make leather gloves it said that you cannot make an item that requires tailoring here when I was at the armoring table... and vice versa when I was at the tailoring table.... I think its confused! It also does the same thing when I try to make boots with cleated treads except armoring and engineering it goes back and forth with instead of tailoring and armoring. To clarify, this affects any item that requires two seperate skills, and is being crafted in the Crafter's Guild. I attempted to make a Great-hammer (Blacksmithing) with a Pommel-Spike (Engineering), and am told in areas that I cannot make it there because it needs the other area type. Bumped to own thread at behest of Fuzz.
|
|
|
Post by fallensuns on Jul 14, 2015 11:04:46 GMT -5
I recommend a larger crafting hall where everything doesn't have a separate room. Should solve the issue. You can keep the passes for actual workshop access too..
|
|
|
Post by Fuzz on Jul 14, 2015 11:11:02 GMT -5
Maybe it's incentive to build your own workshops...
|
|
|
Post by fallensuns on Jul 14, 2015 11:47:00 GMT -5
Maybe it's incentive to build your own workshops... I would think player-owned workshops may literally be the lowest priority of everything going on.
|
|
|
Post by Fuzz on Jul 14, 2015 11:53:21 GMT -5
Maybe it's incentive to build your own workshops... I would think player-owned workshops may literally be the lowest priority of everything going on. Yeah, I was being sarcastic.
|
|
|
Post by Kitsunenotsume on Jul 14, 2015 11:56:11 GMT -5
Maybe it's incentive to build your own workshops... Or to increase the value of higher-tier craft-halls with various mixed-skill room access. While it would need more than one hall, it would mean that the Crafting Guild's most basic options might just be single-skill focus, and combos need hunting elsewhere. Also, would if I could. Architecture is a form of engineering, right?
|
|