Multiverse Feedback: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Upcoming releases | Skeleton |
CardName: Skeletons not working Cost: R Type: Pow/Tgh: / Rules Text: I make a skeleton and it produces the card codes table. But when I edit it or assign card codes it looks exactly the same. Not sure what's going on. I even waited until morning to see if it was a timing issue and nothing works. Tried making a new set, too. Flavour Text: Set/Rarity: Multiverse Feedback Common |
History: [-] Add your comments: |
Yes, it'll be hard for invertebrates to use Multiverse.
If that's not what you meant, then I don't know what you did mean...
At first I just reported that I'd made a skeleton, deleted it, and it still showed up but I couldn't access it. And I couldn't make a new one. This still happens, but the major issue is that I can't make a skeleton work. :(
Caching makes slime trails even harder to lay.
Ah... if "it still showed up" means in the grey cardset links box, but clicking it said it didn't exist, then this is a duplicate of Caching a bit too much. And it can be worked around by editing any random card in the cardset (I think you don't even have to make a change, just click Edit then Save).
What do you mean by "it looks exactly the same"? Could you clarify precisely what steps you took, what behaviour you expected, and what behaviour you saw?
BTW, if this is relating to your current private cardset, I'm afraid the site currently assumes card codes will be precisely two letters followed by one or more digits. Code L20 won't work - you'll need to use RL20 or CL20.
Okay, got the cache and code things. Thanks.
The skeleton issues is like this (I tried this making a new set):
-I created Terramorphic Expanse with code CL01.
-I generated the skeleton to have five common land slots.
-The skeleton looks like this:
-I created Evolving Wilds with code CL02
-The skeleton looks the same (the link for CL02 doesn't show Evolving Wilds and if I click it makes me create a new card, even though the "skeleton row" shows "CL02 Evolving Wilds".
-If I try to edit anything in the skeleton, including filling the "slot" or "notes" fields or removing/including some rows, when I update it, it still looks the same.
So, basically, once I generate the skeleton, I can't change anything about it. I mean when I view it, because if I try to edit it, it has the changes I made.
Funny thing is I'd used the skeleton before and I'd had no problems. :/
Yikes. Did I really forget to let changes to the skeleton expire the cached version of the skeleton?? Thanks for clarifying. I feel rather silly.
In the meantime you can work around it the same way: edit any card and save it, and then take another look at the skeleton.
But blarg. I'll look into this in more detail and try to get a fix rolled out very soon.
Nice. I'll just give up with the skeleton until the update comes. xD Keep up the good work.
That might be the cause of my problem too: Cards remaining is skeleton after removal.
Edit: Oh. Alex said that already in the comments on my problem.
Argh. Sorry all, but the fix for this will have to wait a few more days. I've had an incredibly busy week and am shortly leaving to visit family for a few days. I know how to fix this bug, I just need an hour or two at my computer to fix it, but I've not had a chance in the past few days.
I have fixes at home for this and all the other caching issues. Frustratingly, an internet connection problem last night stopped me from uploading the fixes; but they should go live tonight.
fixed!
fixed!