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Author |
Thread Statistics | Show CCP posts - 29 post(s) |
Max Morpheus
Aurora Armaments The Bastion
0
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Posted - 2014.07.08 14:34:00 -
[121] - Quote
FYI: i am still getting the
Quote:Error.MISMATCH_COST (XXX, XXX) Error in 0MV-4W when i try in start a manufacturing job. The "Start" button is yellow. Fresh copy from Tranquility installation, i removed all files in HOME/AppData/Local/CCP before starting singularity launcher to patch for sisi
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Tydius Nolad
Red Federation RvB - RED Federation
0
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Posted - 2014.07.10 05:50:00 -
[122] - Quote
I noticed tonite that several of my blueprints (BPOs and BPCs) show 0 isk for the total job cost while others don't.
Is this a display bug? |
Regan Rotineque
Arch Angels Assault Force The Kadeshi
356
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Posted - 2014.07.12 16:05:00 -
[123] - Quote
this message made me LOL
Unable to install job due to the following reasons: Current skills do not support the number of jobs you are trying to install
Error.SLOTS_FULL (5, 5)
really? slots full ? the UI needs some work - as the message is very confusing - since i equate slots with a station attribute not a toon - I am unable to install more than 5 'jobs' makes sense - but slots_full (5,5) is not very intuitive |
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CCP Contra
C C P C C P Alliance
3
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Posted - 2014.07.14 09:24:00 -
[124] - Quote
Regan Rotineque wrote:this message made me LOL
Unable to install job due to the following reasons: Current skills do not support the number of jobs you are trying to install
Error.SLOTS_FULL (5, 5)
really? slots full ? the UI needs some work - as the message is very confusing - since i equate slots with a station attribute not a toon - I am unable to install more than 5 'jobs' makes sense - but slots_full (5,5) is not very intuitive
Indeed, all these messages have debug text so we know what the issue is. It has been extremely helpful for us. We are probably thinking of making a human message, and but keeping the debug ones as details. |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
756
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Posted - 2014.07.15 21:46:00 -
[125] - Quote
Bug list needs an update after the mirror. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
44
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Posted - 2014.07.16 16:27:00 -
[126] - Quote
can you add a date when you update the list please? I have no idea how old these bugs are at present |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346
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Posted - 2014.07.17 16:44:00 -
[127] - Quote
Ncc 1709 wrote:can you add a date when you update the list please? I have no idea how old these bugs are at present
Will do, sorry about that. We will be revisiting this thread today and will include a date. Feel free to poke me on: Twitter |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
346
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Posted - 2014.07.17 17:24:00 -
[128] - Quote
Final list of issues updated. Note we have done a mass clean up of threads and issues, so please if there is something not listed here make it known. The same goes for the Should be fixed list, if you manage to reproduce those, please let us know.
Thanks. Feel free to poke me on: Twitter |
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TheSmokingHertog
TALIBAN EXPRESS
241
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Posted - 2014.07.17 23:42:00 -
[129] - Quote
CCP RubberBAND wrote:Final list of issues updated. Note we have done a mass clean up of threads and issues, so please if there is something not listed here make it known. The same goes for the Should be fixed list, if you manage to reproduce those, please let us know.
Thanks.
Did you see the tuturial mssg in this thread, no CCP response yet or notion in the bug list, has it been fixed? |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.18 00:50:00 -
[130] - Quote
TheSmokingHertog wrote:CCP RubberBAND wrote:Final list of issues updated. Note we have done a mass clean up of threads and issues, so please if there is something not listed here make it known. The same goes for the Should be fixed list, if you manage to reproduce those, please let us know.
Thanks. Did you see the tuturial mssg in this thread, no CCP response yet or notion in the bug list, has it been fixed? Most of them got fixed there will be two more fixes inwork but the big one got fixed and show info has all the information that was missing now If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
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Kenneth Feld
Habitual Euthanasia Pandemic Legion
84
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Posted - 2014.07.18 02:15:00 -
[131] - Quote
Has anyone looked at station upgrade tab in station services
Still has slots listed, doesn't list the new bonuses
On top of that, it still lists the upgrades slots from before the patch from over a year ago
Any chance we could get the same awesome panel like we got for industrial lines for taxing reprocessing?? |
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CCP RubberBAND
CCP Engineering Corp CCP Engineering Alliance
347
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Posted - 2014.07.18 11:28:00 -
[132] - Quote
TheSmokingHertog wrote:
Did you see the tuturial mssg in this thread, no CCP response yet or notion in the bug list, has it been fixed?
The tutorial should be up to date and reflect all changes to Industry. The issues mentioned in that post (duration of blueprint runs, etc) have been adjusted and are now correct. Fixed some other issues, but please let us know if we missed something once Singularity is up later today. Feel free to poke me on: Twitter |
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Careby
194
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Posted - 2014.07.18 17:17:00 -
[133] - Quote
Patch notes say:
"100 units of Veldspar now yield 415 Tritanium"
and
"Compressed ore and ice mechanics... ...now give the same quantities as non-compressed ore and ice variants, but have reduced volume (please refer to the non-compressed ore and ice above for mineral outputs)"
and
"1 unit of Compressed Veldspar, Compressed Concentrated Veldspar and Compressed Dense Veldspar now has a volume of 0.15m3"
I am guessing that since the volume of of Veldspar is currently 0.10m3, and the patch notes do not mention a change, that the volume of a unit of compressed Veldspar (0.15m3) is 50% greater than a unit of uncompressed Veldspar. Which leads me to believe that more than one unit of uncompressed Veldspar is required to make one unit of compressed Veldspar. In which case reprocessing a unit of compressed Veldspar should yield more than "the same quantities as non-compressed ore." And the same for other ores.
What I think you mean is that reprocessing compressed ores now gives the same quantities as 100 units of uncompressed ore (and that it takes 100 units of uncompressed ore to make a unit of compressed ore). But that is NOT what the patch notes say.
Sarcasm is OP |
Kenneth Feld
Habitual Euthanasia Pandemic Legion
85
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Posted - 2014.07.18 18:38:00 -
[134] - Quote
Patch notes:
The isotope fuel requirements of Capital Jump Drives, Jump Portal Generators and Doomsday Devices have been increased by 50%
So, does this not apply to Covert Jump Drives and Covert Jump portals
PLEASE, PLEASE, for the love of Christ, PLEASE say
YES |
asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
93
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Posted - 2014.07.18 23:14:00 -
[135] - Quote
As a note to the "show info" not registering the ME level....i have put the blueprint (t2 damage module) into the Industry UI, and it shows the exact same quantities as the "show info" tab shows. Does this mean "show info" is broken still. or that T2 bpc's are still out of whack? |
Donaldo Duck
Nomad Inc. Hansa Teutonica
14
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Posted - 2014.07.18 23:46:00 -
[136] - Quote
with new Sisi-build 8.46.812372:
- linked Blueprints-info (such as linked in chat) do not take ME/TE when loaded in industry (work for direkt opened show-info from hangar)
- installed inventions do not show the correctly possinly outcome (using decryptors)
- tooltip from "system cost index" says "The value is determined by the amount od jobs installed during last month in the system" -> shouldnt it say "...is determined by the job hours done during last month..."
- required materials in industry window still in unordered list
and as mentioned often before . . . capitals need (much) more input capitalparts to build |
Yvonne Paaltomo
Eve Engineering Logistics Eve Engineering
3
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Posted - 2014.07.19 08:56:00 -
[137] - Quote
Just went on sisi to look for numbers: - Facility ME bonus of outpost upgrades is applied twice (mentioned twice in ME consumption modifiers and 10% reduction compared to expected 5% in the numbers). I did not check POS. |
Pic'n dor
Epsilon Lyr Mordus Angels
25
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Posted - 2014.07.19 14:32:00 -
[138] - Quote
CCP Paradox wrote:Here is a list of known issues for the current 2014-EDOUARD/ CRIUS build. We will update as we resolve and submit the fixes to Singularity. Updated on 17/07/2014 Open / Known Issues
- Industry UI: The Blueprint show info does not apply ME level to the Materials required
- Industry UI: The right click menu in Input and output should show the options in the same order as other menus
- Industry UI: Relics have the option to "Use Blueprint" even if they are not BP
- Industry: It is possible to deliver a job while the relevant POS structure is offline
- Industry: Minimised Industry window does not maximise when Use Blueprint is selected from a Blueprints context menu
- Industry: Research/Manufacturing Jobs can be started and remain in progress when the relevant service at an outpost is disabled
Should be fixed - Require Validation
- Assembly Array: Job Timer running though offline
- Corporation: Old Industry functionality is referred to in Corp Role names
- Industry UI The activities column in the jobs tab cannot be resized so the text is mostly hidden.
- Industry UI: ME and TE icons need to be swapped so ME is at the Top
- Industry UI: The deliver button does not refresh
- Industry UI: Odd Cursor Behaviour in the JOB RUNS boxes
- Industry Update: Blueprints located in stations used in a POS job are moved to the POS after Update
- Industry: MISMATCH_COST
- Industry: Should not be a gap in the ring for total group materials
- Industry: Skill names in Probability tooltip overflow
- Industry: Possible to use materials for production jobs from divisions with only query role
- Industry: T2 mining crystals have wrong maxruns
- Industry: Unanchoring a structure with pre industry upgrade jobs does not cancel the jobs
- Starmap: Station services are not properly named in the Stars section of the Starmap
Wait what ? That a lot of known issues... Don't you want to delay Crius for a week to fix that ?
And what do you mean by :
Quote:Industry Update: Blueprints located in stations used in a POS job are moved to the POS after Update
Because CCP Nullarbor told me otherwise... https://forums.eveonline.com/default.aspx?g=posts&m=4701248#post4701248
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Careby
194
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Posted - 2014.07.19 14:41:00 -
[139] - Quote
Current SiSi client. Docked in Minmatar Outpost. Reprocessing window open with ore shown on left and outputs shown on right. Left-clicking on the percent recovery indicator or on the top bar of the reprocessing window causes white screen/not responding client crash.
Sarcasm is OP |
Careby
194
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Posted - 2014.07.19 15:11:00 -
[140] - Quote
Careby wrote:Current SiSi client. Docked in Minmatar Outpost. Reprocessing window open with ore shown on left and outputs shown on right. Left-clicking on the percent recovery indicator or on the top bar of the reprocessing window causes white screen/not responding client crash.
Also I do not think refining implant is currently affecting yield in outpost. I can't be sure because there is no tooltip showing makeup when hovering over %.
Sarcasm is OP |
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Freeism Saurfang
Rotten Kimchi Squadron Brothers of Tangra
6
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Posted - 2014.07.19 15:43:00 -
[141] - Quote
Ore Reprocess
when mouse over Asteroid Line and Ore itself,
base yield and total yield differs.
(implant is affects yield in outpost)
Ship Reprocess
bonus from implant shown when reprocess ships.
it's not affected as told.
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Dimaxx
Terminus Est Lost Squadron Infinity Space.
72
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Posted - 2014.07.19 16:50:00 -
[142] - Quote
Your words are not true.
Quote:Obviously we need to ensure that pre-Crius blueprints still work post-Crius, so we will be altering the values on existing blueprints for the new system. The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition.
For example, Medium Nanobot Accelerator I Blueprint with ME=3 is considered perfect for the old classification, but in the new system it will be ME = -8%, that is not perfect. You claimed to correspond to reality, BPO with ME=<10 and have been perfect, give them ME=-10% (the amount of material remains the same). So it will be correct.
Many BPO now increased TE, which also does not match the dev blog. |
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CCP Nullarbor
C C P C C P Alliance
764
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Posted - 2014.07.19 17:57:00 -
[143] - Quote
Dimaxx wrote:Your words are not true. Quote:Obviously we need to ensure that pre-Crius blueprints still work post-Crius, so we will be altering the values on existing blueprints for the new system. The guiding goal with this translation is "no blueprint gets functionally worse" i.e. the materials needed for a single run should be the same or less after the transition. For example, Medium Nanobot Accelerator I Blueprint with ME=3 is considered perfect for the old classification, but in the new system it will be ME = -8%, that is not perfect. You claimed to correspond to reality, BPO with ME=<10 and have been perfect, give them ME=-10% (the amount of material remains the same). So it will be correct. Many BPO now increased TE, which also does not match the dev blog.
The definition of a perfect blueprint is different with the new industry due to changes in how we calculate the final material quantities. Rounding is done after we multiply by runs instead of before, the requirements previously known as extra materials are now affected by ME, and wastage is gone so the ME acts as just a flat percentage reduction on the full build costs, cumulative with any facility or team bonuses.
You won't have lost any value from the time spent researching your blueprint compared to everyone else, however you may now decide to research it further after Crius launches to take advantage of additional gains available, depending on where you manufacture it and in what batch sizes. CCP Nullarbor //-áExotic Dancer-á// DEVGIFS |
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.19 18:04:00 -
[144] - Quote
CCP Contra wrote:Hashi Lebwohl wrote:
- 3000m range on pos facilities to access has returned = I hope a bug
- its being reported by pilots that the 25% ME facility bonus from a POS is a bug (for the sake of the game I hope so) - but I've not seen any dev confirmation - could someone give a link if they have.
Now 2%
1. Known issue we will be working on this. Thanks for your feedback! Bug still in effect not on the know bug list. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Captain Davy
Macabre Votum Northern Coalition.
0
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Posted - 2014.07.19 18:07:00 -
[145] - Quote
Since fuel blocks are produced in Ammunition assembly arrays (WTF?) can you guys at least increase it size so i can actually produce any decent amount of fuel?
currently it can hold 150.000 m-¦ (~32.000 fuel blocks raw materials) to something like 1.500.000 m-¦ (~320.000 fuel blocks raw materials). |
Dimaxx
Terminus Est Lost Squadron Infinity Space.
72
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Posted - 2014.07.19 18:38:00 -
[146] - Quote
CCP Nullarbor wrote:The definition of a perfect blueprint is different with the new industry due to changes in how we calculate the final material quantities. Rounding is done after we multiply by runs instead of before, the requirements previously known as extra materials are now affected by ME, and wastage is gone so the ME acts as just a flat percentage reduction on the full build costs, cumulative with any facility or team bonuses.
You won't have lost any value from the time spent researching your blueprint compared to everyone else, however you may now decide to research it further after Crius launches to take advantage of additional gains available, depending on where you manufacture it and in what batch sizes. Fernite Carbide Composite Armor Plates. Now perfect ME is 8. New ME=-8%. Now it is necessary for the production of 40 Fernite Carbide and 10 Sylramic Fibers. On Singularity need 44 and 11 at ME=-8% - it's not a perfect.
Quote:the materials needed for a single run should be the same or less after the transition Why should I research to ME=-10% to get the same quantity of materials? Why? Written "for a single run should be"!!!
Your innovations break mechanics of production, which has worked for many years. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.19 19:02:00 -
[147] - Quote
Captain Davy wrote:Since fuel blocks are produced in Ammunition assembly arrays (WTF?) can you guys at least increase it size so i can actually produce any decent amount of fuel?
currently it can hold 150.000 m-¦ (~32.000 fuel blocks raw materials) to something like 1.500.000 m-¦ (~320.000 fuel blocks raw materials). Use a component array they have the room. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Piilupart Donald
E-x7 Network Northern Associates.
0
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Posted - 2014.07.19 20:18:00 -
[148] - Quote
BUG
When copying blueprint in pos i use lets say input division 3 and output division also 3 (for which i have rights). But i can install the job i get the following error "access to the material input location is denied". I took me many hours to figure out the reason for this but i finally got it. When i enable take rights to the 1st division then the error goes away and i am able to install the job. Seems like for some reason it wants to route the job through 1st division. I cant think that this is meant to be this way, today our corp setup is so that 1st Division is meant for CEO access only and if now access to the 1st division becomes necessary then we have to totally rebuild our divisions and access to them. |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
757
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Posted - 2014.07.19 20:23:00 -
[149] - Quote
Reprocessing array short cut does not work in space. If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe. |
Donaldo Duck
Nomad Inc. Hansa Teutonica
14
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Posted - 2014.07.20 12:26:00 -
[150] - Quote
I guess the six team-colors stand for the types (structure, component, tools, etc) BUT: "Core/Combat Scanner Probe I" and all of the Drones/Fighters are in the Type "Mobile Structure" - really?
and the REAL mobile structures such as Mobile Depot and MTU are typed as "Structure"
btw: did you ever read your (new) ui-interfaces with different (preset) color-themes? this one is silver . . .or have a look at midgray |
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