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What is your character name in New World: Obsidianne
What server/world did you experience your issue on: Yaxche
Describe the issue you are experiencing: Storage Is Full when it’s not - message at top of storage shed, plus now my T5 mats don’t want to stack?! so this will now count towards my 500 unique item limit?!
Is this a bug or an exploit: Bug
(if a bug) How did the issue effect your gameplay: Storage less useful
(if a bug) Were you able to recover from the issue: No
(if a bug) Please include a screenshot or video of the issue that you have experienced: Below
What are the steps to reproduce the issue as you experienced: Play the game, just try it
Have a similar thread I’ve put testing notes for myself over here:
Not sure if you’re experiencing similar issue and if this testing will help out the Devs.
UPDATE:
Someone found a workaround where you can sell just have to use Sell tab not search for item and sell credits in link in post above (tangled web of posts today )
And here I thought the endgame dungeons would be the hardest content they added in this patch. Having to manage crafting mats without being linked to the storage shed makes crafting infinitely more complicated/annoying.
Just to be clear, I am also experiencing the storage full error message, the inability to craft from items in the storage shed, and inability to stack newly acquired items with items of the same type I had previously stored.
Similar problem here. Had 27 sand flux in storage, 7 sand flux on me. Stacks will not merge either in storage or in backpack. When I smelt, the smelter only recognizes that I have 27 sand flux.
Cannot storage shed access materials while crafting. A few helpful coding guidelines that may help you in the future:
use inheritance. There at at least 4 different ways to specify quantities in the UI. Instead, just have one way to specify quantities with all the nice features (+/- button, slider, able to enter amount manually)
use inheritance. There were crafting station specific bugs that could have been avoided by creating a base crafting class that has all the functionality; each different crafting instance could be achieved by inheriting off the base class with the station specific data. This way, bugs like the painful outfitting station situation would never have occurred.
Create regression test scenarios on basic functionality, and test before release.