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Recent updates to Multiverse Feedback: (Generated at 2025-09-04 21:03:17)
Hitting "all recent activity" still allows you to see recent comments, and the most recent comment still shows up on "recent updates."
This is a duplicate of at least one other card, but you'll never know because you'll never see this comment.
I was just about to make this card. I'm having this problem as well.
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.
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.
Nice. I'll just give up with the skeleton until the update comes. xD Keep up the good work.
Yeah, I've been considering allowing "CL05b"-style codes. Well, in fact, it's already allowed; it just won't show up on the skeleton. I mean I've been considering integrating them better.
It would be very easy to remove the restriction that cards don't have duplicate codes. I'm not sure if that's a good idea though. I suppose I could try to make it a configurable on a per-cardset basis.
Yep, more caching problems. I didn't consider the move-between-cardsets option when listing things that'd need to expire the cardset's cache. Do a null edit to a card in Convergence and the skeleton should be regenerated.
I'll try to get this fixed pretty soon.
There's a reasonable chance you'll get this in the next update, that's also bringing scheme/plane/vanguard frames and allowing nonPlaneswalkers to have the loyalty frame.
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.
I just really want them for my Arena set. Pretty please? :D
Cool. :)
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. :/
Hmm. There is somewhat of a fuzzy spectrum between tags, rulings, design notes and comments. But yes, I could do something along these lines.
FWIW, this can be worked around by editing any random card in the cardset then clicking save (you don't need to make any changes). That blanks the cache so the new view from the front page should be up-to-date. I do plan to fix this soon though.
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.
Caching makes slime trails even harder to lay.
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. :(
Sure. Tags in comments is a little messier (and a bit confusing if you add tags at different times), and you have to wait until you make the card to comment.
If tags aren't sensible, a field for card comments (a single field that can be changed and always appears under the card, for example) should do it. Might also fix the problem people have with trying to make card rulings?
You're right, the skeleton rows are indeed not directly bound to cards. If you change a card's code, that will move the card from one skeleton slot to another. So in that sense it's independent of cards.
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...
But isn't information on the skeleton indepent of the cards themselves? Or am I using it wrong?
Yeah, I think the skeleton is probably a reasonable place for this; or there's nothing to stop you inventing a tag ("AVRLonerTheme") that you mention in comments and look for with the advanced search page. When I rework skeleton/cardlist to combine them I'll see if I can find a way to allow this, but I don't think it's really sensible to add some specific field to cards for "tags".
Skeleton? Comments?