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De, Please Respond, I Have Worked So Hard For This, I Will Not Let It Go By.


ZyklnBeekeeper
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DE, I have been destroying my dojo to remake a new one, you must fix this. This took two weeks.

 

Before I have made a post like this, but it was ignored.

The issue I am having is that I have a hall that is in between two other rooms, but I have made the connections to save them, but still it says that there are child components.

 

Dont say destroy those rooms and such, because that elevator leads to the first floor where we started, and most of our clan members dont want to see our history go away like that. Here is me standing in the room that I want to destroy, with the map on the side: http://cloud-4.steampowered.com/ugc/43098445118210026/5BE3EFE900DB896DAA3464DF917BCA98F927CBC1/

 

DE, please respond, do not leave me helpless.

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What you need to do is build a hall on your top level and mark that as a spawn room, then you can remove the parts.

 

Its not really a bug, its more of a logical placement issue.

Edited by Omega114
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support ticket mang.

 

 

You'll probably want to contact support about this. I don't this DE themselves can really do anything about it.

 

Definitely contact support.warframe.com to see if someone can help one-on-one with this Dojo problem.

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Top level? Theres two floors, that is the top floor

 

I mis-read  what you typed in terms of location where you are building. What you want to do is set the spawn to another hall that doesn't have items either side of it.

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Here's the problem: you're trying to destroy a clan hall that is lesser than other halls that you have. looks like it's the greater hall, which is required in order to have the grand hall, which is in turn required to have the grandest hall. The child room that it refers to is the grand hall.

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I have a similar problem with my clan hall, and trying to delete rooms that are part of a loop. Right now the why it determines child components is NOT based on if it's isolated, but rather through a tree system.
basically it starts with your first room, then all rooms whose building was initiated in that room are child components, then all rooms with builds initiated in those rooms are child components to them and so on and so forth. as a result you can't delete a room unless you first delete any other rooms who's building was initiated from that room, basically requiring you to delete them in exact reverse order. It does also check if you've built rooms that have it as a prerequisite, but the bigger issue is that the tree system takes away a lot of freedom from dojo planing.
Let me use my Dojo as an example:
Here's the first floor, I'm showing it in 2 parts as it doesn't want to load the whole thing at once
http://cloud-3.steampowered.com/ugc/58861043815986656/D95F58013E0530342BD8042406C65495197702D8/
http://cloud-2.steampowered.com/ugc/58861043816015331/489E6FAED06AF1FD7D0A3B60A724A3EF013F05EF/
you'll notice a long hallway on the right side of the first picture connecting the original clan hall to my greater clan hall
http://cloud-2.steampowered.com/ugc/58861043816309511/A1BCF148E056B8CE2B50BA669F0F3ACE3AB5D558/

from the mini hall to the turn is the hallway sections I want to delete, and you'll notice there's elevators branching off from each of the halls; they both lead upstairs to here
http://cloud-3.steampowered.com/ugc/58861043815987933/10E6443C2E4968BA32E6D8520CA0B146E7F39DB1/
my clan grand hall, as you can see this creates a full loop connecting all of them together but when I try to delete the previously mentioned hall sections they all say they have child components and I have to delete those first.

this is really annoying as I'd rather use the formas in them for other rooms, and it also goes towards the maximum number of rooms, I really wish DE could fix this at some point.

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