Re: Mod Inventory Limit Reached - Issue

by origDeathfly
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Original Post

Mod Inventory Limit Reached - Issue

[ Edited ]
★ Apprentice

Product: Star Wars: Galaxy of Heroes
Platform:Apple iPhone
What type of device are you experiencing the issue with? iPhone
OS Version 12.1.2
Ally Code: (Find it here: http://bit.ly/AllyCode ) 134-957-328
What type of issue do you have? Gameplay
How often does the bug occur? Rarely (0% - 9%)
Summarize your bug This morning while re-modding everyone for TW (again this week.... which wasn't cool by the way), I got to the point where I was going to add mods to Colonel Starck. He didn't have mods because he was "banned" from the last TW. I added 6 mods to him and hit confirm.... then I got the "Mod Inventory Cap Reached". He didn't have any mods on him which means there was no ability to place mods into inventory... which means the inventory count should not have gone up. It seems there is either a bug that didn't stop me from exceeding the mod inventory limit on the previous transaction or the system didn't properly apply the limit when I tried to complete this one. Since this seemed to be a static issue, I backed out to the character select/mod screen and started a video. You can watch it happen here: https://drive.google.com/file/d/1bzXYjcdtFkf-7rE1RtqJkqOcNaupUIG1/view
Steps: How can we find the bug ourselves? I'm not sure why this happened well enough to give you instructions on how to find it. However, I did take a video of it (above in the summary). Potentially, you could remove all of the mods from Starck and set the mod inventory at/near the limit. Then try to add 6 mods to him as shown in the video. That might work. ¯\_(ツ)_/¯
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Here is a link to the video that was mentioned in the summary that shows that there were no mods on Stark, 6 mods were added and then a mod limit error being issued: https://drive.google.com/file/d/1bzXYjcdtFkf-7rE1RtqJkqOcNaupUIG1/view

Message 1 of 8 (775 Views)

Re: Mod Inventory Limit Reached - Issue

Community Manager (retired)
Hey, thanks for the report. I looked at the video you shared and it looks like you got the "Mod Inventory Cap Reached" because you were trying to move mods from one character to another. What is most likely happening in the background is that the mods you remove from a character first get placed into the inventory and then on the new character. If your Mod Inventory is already full, it makes sense you get that message. Hope this helps.
Message 2 of 8 (751 Views)

Re: Mod Inventory Limit Reached - Issue

[ Edited ]
★ Apprentice

That doesn't make sense to me.

 

Let's break this down to real numbers.... Let's say the mod limit is 100 (for round numbers) and that "C#" represents the number of mods on character "C"

 

This is the way I understand that you say it is working (Moving Mods to C0) with each move broken into 2 steps:

 

Initial Conditions:

Mod Inventory Count: 100

C0: 0

C1: 6

C2: 6

C3: 6

C4: 6

C5: 6

C6: 6

 

Move Mod 1:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 0

Intermediate Value - C1: 5

Intermediate Value - C2: 6

Intermediate Value - C3: 6

Intermediate Value - C4: 6

Intermediate Value - C5: 6

Intermediate Value - C6: 6

Final Value - Mod Inventory Count: 100

Final Value - C0: 1

Final Value - C1: 5

Final Value - C2: 6

Final Value - C3: 6

Final Value - C4: 6

Final Value - C5: 6

Final Value - C6: 6

 

Move Mod 2:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 1

Intermediate Value - C1: 5

Intermediate Value - C2: 5

Intermediate Value - C3: 6

Intermediate Value - C4: 6

Intermediate Value - C5: 6

Intermediate Value - C6: 6

Final Value - Mod Inventory Count: 100

Final Value - C0: 2

Final Value - C1: 5

Final Value - C2: 5

Final Value - C3: 6

Final Value - C4: 6

Final Value - C5: 6

Final Value - C6: 6

 

Move Mod 3:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 2

Intermediate Value - C1: 5

Intermediate Value - C2: 5

Intermediate Value - C3: 5

Intermediate Value - C4: 6

Intermediate Value - C5: 6

Intermediate Value - C6: 6

Final Value - Mod Inventory Count: 100

Final Value - C0: 3

Final Value - C1: 5

Final Value - C2: 5

Final Value - C3: 5

Final Value - C4: 6

Final Value - C5: 6

Final Value - C6: 6

 

Move Mod 4:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 3

Intermediate Value - C1: 5

Intermediate Value - C2: 5

Intermediate Value - C3: 5

Intermediate Value - C4: 5

Intermediate Value - C5: 6

Intermediate Value - C6: 6

Final Value - Mod Inventory Count: 100

Final Value - C0: 4

Final Value - C1: 5

Final Value - C2: 5

Final Value - C3: 5

Final Value - C4: 5

Final Value - C5: 6

Final Value - C6: 6

 

Move Mod 5:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 4

Intermediate Value - C1: 5

Intermediate Value - C2: 5

Intermediate Value - C3: 5

Intermediate Value - C4: 5

Intermediate Value - C5: 5

Intermediate Value - C6: 6

Final Value - Mod Inventory Count: 100

Final Value - C0: 5

Final Value - C1: 5

Final Value - C2: 5

Final Value - C3: 5

Final Value - C4: 5

Final Value - C5: 5

Final Value - C6: 6

 

Move Mod 6:

Intermediate Value - Mod Inventory Count: 101

Intermediate Value - C0: 5

Intermediate Value - C1: 5

Intermediate Value - C2: 5

Intermediate Value - C3: 5

Intermediate Value - C4: 5

Intermediate Value - C5: 5

Intermediate Value - C6: 5

Final Value - Mod Inventory Count: 100

Final Value - C0: 6

Final Value - C1: 5

Final Value - C2: 5

Final Value - C3: 5

Final Value - C4: 5

Final Value - C5: 5

Final Value - C6: 5

 

Even with moving the count in and out of the inventory, the final count (when I hit confirm) should still be the same as when I started.  Is there something I'm missing?

Message 3 of 8 (739 Views)

Re: Mod Inventory Limit Reached - Issue

★★★ Guide

Just saying - with how many mods are thrown at us - plus farming them - plus not having anything else to use credits on really (after three years of leveling) - the mod cap is becoming more and more of a hindrance.

Message 4 of 8 (729 Views)

Re: Mod Inventory Limit Reached - Issue

★ Apprentice

@CG_MindTricksIs there any way we can get a better explanation on why this is happening? Is the example that I drew out wrong?

Message 5 of 8 (692 Views)

Re: Mod Inventory Limit Reached - Issue

Hero (Retired)

The example you drew is based on the assumption that the mod inventory limit is checked when all actions are complete. I think what Mindtricks is saying is that as soon as those mods are removed, it flags the inbox warning.

Message 6 of 8 (672 Views)

Re: Mod Inventory Limit Reached - Issue

[ Edited ]
★ Apprentice

It has to be based on when all actions are complete.  You don't get the error until you hit confirm.  At that point, the mod has moved in and out of inventory.  If the inventory level is checked in the middle, that doesn't make sense at all.... but that's not what he said.

 

If we were getting the error when trying to reassign the mod (not hit confirm, but when you try to apply a mod from one toon to another), I would agree with what you are saying. 

Message 7 of 8 (662 Views)

Re: Mod Inventory Limit Reached - Issue

★ Guide

I've had this happen to me when applying a load-out which moved the mods from the one character to other.  After selling 1 mods from the inventory, the load-out move was successful.
It seems that behind the scenes, the mods are moved 1 at a time to the inventory and then back out.  it's probably use the same routines that are triggered when you manually remove mod from a character and they check the inventory count.  Not the most clever way to do it, but probably the most expedient.

Message 8 of 8 (619 Views)