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Thread Statistics | Show CCP posts - 41 post(s) |
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CCP Ytterbium
C C P C C P Alliance
3550

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Posted - 2014.06.10 13:30:00 -
[1] - Quote
Hello people,
With Singularity open for feedback we would like to hear what you have to say about the new features coming for Crius. This particular thread is to discuss manufacturing changes, mainly:
- Cleaning Market groups
- R.A.M. / R.D.B. damage removal
- Extra material removal
- New industry UI
For more details, please refer to the first and second blogs about this topic. Starbase improvements will be discussed in another thread. |
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CCP Ytterbium
C C P C C P Alliance
3560

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Posted - 2014.06.12 16:45:00 -
[2] - Quote
Multiple Mus wrote:When searching for BPO/BPCs using the drop down menu for facility it wont show BPO/BPCs in a POS anchored Corp Hanger, is this intentional?
Are you sure the filter was set to "owner by my corporation" under the blueprint tab?
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CCP Ytterbium
C C P C C P Alliance
3560

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Posted - 2014.06.13 14:15:00 -
[3] - Quote
Nope. This problem happened once already during internal development, looks like it'll have to be cleaned with fire once again.  |
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CCP Ytterbium
C C P C C P Alliance
3560

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Posted - 2014.06.13 14:22:00 -
[4] - Quote
Shiganaru wrote:Issue #2 - Apparently there is some behind the scenes rounding that causes an inconsistency between the amount of materials required for doing 1 run versus 10 runs of the same BPC. If I am correct, currently it works like this:
- Retrieve Base Amount of Materials for One Run
- Multiple by # of Runs
- Apply Reductions
- Round Up to Nearest Whole Number
However, for consistency between runs, you should do it like this:
- Retrieve Base Amount of Materials for One Run
- Apply Reductions
- Round up to Nearest Whole Number
- Multiply by # of Runs
The rounding after the number of run is by design. It's to allow Assembly Arrays, that have a small ME reduction to give bonuses to blueprints which rhave a low number of materials.
Edit: blarg Nullarbor beat me to it. |
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CCP Ytterbium
C C P C C P Alliance
3668

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Posted - 2014.07.10 16:38:00 -
[5] - Quote
Update about a particular point we forgot to mention which concerns Tech II blueprints (original or not).
Most Tech I materials have been removed from Tech II blueprints. More precisely, minerals that are not morphite and components that are not Advanced Components or Advanced Capital Components have been removed. Planetary Commodities have not been touched.
This does not apply to Tech I items required for Tech II manufacturing, those are staying and still have exceptions to the Material Efficiency and skill bonuses so that, for example:
- A Paladin should never require require 2 Apocalypses to build
- Large shield Extender II should never require 0.75 Large Shield Extender I to build
In some cases blueprint requirements have been modified to make sure price is not fluctuating too much. For example if we are removing too many materials out of a Tech II blueprint requirements we would be increasing some Tech II components a bit to compensate.
This change has been done in order to clarify the production process between Tech I and II items since most of the time, the very minerals that were required in a Tech II blueprint were already present in the Tech I item required in that same blueprint. Example: tritanium was already present inside the Apocalypse to build a Paladin. |
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CCP Ytterbium
C C P C C P Alliance
3673

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Posted - 2014.07.17 17:00:00 -
[6] - Quote
Unsticked and locked.
Please post feedback in the Crius consolidation thread, and don't forget we have a known issue thread as well. |
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