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Author |
Thread Statistics | Show CCP posts - 142 post(s) |

Mhari Dson
Lazy Brothers Inc
111
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Posted - 2014.07.22 12:00:00 -
[1] - Quote
First time I opened the industry UI it flipped out and was showing me all blueprints in all locations regardless of what I set it to for inventory, close/reopen seemed to fix this.
Then i delivered 10 invention jobs, 2/10 were succesful and it listed them as delivered, 1 nighthawk, 1 vulture. However these blueprints are not in the corp hangar or in the inventory of the posting character. |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:07:00 -
[2] - Quote
CCP Contra wrote:Mhari Dson wrote:First time I opened the industry UI it flipped out and was showing me all blueprints in all locations regardless of what I set it to for inventory, close/reopen seemed to fix this.
Then i delivered 10 invention jobs, 2/10 were succesful and it listed them as delivered, 1 nighthawk, 1 vulture. However these blueprints are not in the corp hangar or in the inventory of the posting character. Was the blueprint in a station and the job on a POS?
was done on location at an NPC station, installed and delivered in station from the corp hangar. No POS involved |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:20:00 -
[3] - Quote
CCP Contra wrote:Mhari Dson wrote:CCP Contra wrote:Mhari Dson wrote:First time I opened the industry UI it flipped out and was showing me all blueprints in all locations regardless of what I set it to for inventory, close/reopen seemed to fix this.
Then i delivered 10 invention jobs, 2/10 were succesful and it listed them as delivered, 1 nighthawk, 1 vulture. However these blueprints are not in the corp hangar or in the inventory of the posting character. Was the blueprint in a station and the job on a POS? was done on location at an NPC station, installed and delivered in station from the corp hangar. No POS involved During a quick check I can see those two blueprints in your corp.
mind evemailing me where the heck they got delivered to? didn't wind up where the BPC's that finished and had runs left did that's for sure. |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:41:00 -
[4] - Quote
Servanda wrote:So had some Invention jobs during the patchday.
Evrything invented before has now me-9% pe-18%
The delivered inventiosn after the patch hafe me -5 pe -10 and new jobs are shown with the some outocme
Both had been invented with the same decryptorrs. Is this intended or a Bug?
alredy completed BPC's got a 1 time boost to me/pe, new jobs delivered after the patch go to proper values. |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:45:00 -
[5] - Quote
Pricie ITFN wrote:Not sure if this is an issue or I just haven't located where I need to go on the new interface etc.... But how on earth do you access the list of planets that your running PI on so that you can change, update, reset cycles etc without clicking on each individual planet and going to 'view in planet mode'
The button (which has now been renamed Industry) used to have a tab for PI facilities, it now seems to not be there? Has it been relocated to another button, if so, which one?
Thanks
Pricie
Business--planetary
courtesy the somer blink channel ^.^ |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 12:47:00 -
[6] - Quote
Can't start new invention jobs, the interface says no materials present, but the data interface, datacores, blueprint and decrypters are all in the same corp hangar division, reads all materials as 0. |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 13:50:00 -
[7] - Quote
Habla Habalu wrote:Mhari Dson wrote:Can't start new invention jobs, the interface says no materials present, but the data interface, datacores, blueprint and decrypters are all in the same corp hangar division, reads all materials as 0. I have the same problem at WH lab. The problem is in the permissions. You need to have acces permission to 1st divison no matter where you have your items located. i assume this is a bug as i see no reason for it. PS. the cost index inside WH is maxed out and for example TE to a tempest from lelve 9 to 10 cost over a bil. Also manufacturing a tempest has a start cost of 144mil, dunno if this is intended but seems weird to me.
CEO level permissions and I'm working station side from corp hangar. Cleared the cache and it finally put on buttons to allow selection of source/destination hangars.
Appears the job index is using the snapshot at downtime as the entire history for the last 30 days. Station I'm working from is empty of jobs most of the time yet I'm in the red for job costs. |

Mhari Dson
Lazy Brothers Inc
111
|
Posted - 2014.07.22 15:06:00 -
[8] - Quote
Oma Lorche wrote:Valedictio wrote:Issue's with Array Capacities; Assembly Arrays have their cargohold increased to the following amounts: Corporate Hangar Arrays: from 1,400,000 m3 to 3,000,000 m3. Ammunition Assembly Array: from 150,000 m3 to 1,000,000 m3. Component Assembly Array: from 1,000,000 m3 to 1,500,000 m3. Drone Assembly Array: from 150,000 m3 to 1,000,000 m3. Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. Rapid Equipment Assembly Array: from 500,000 m3 to 1,000,000 m3. all my accounts still show the old values, Q. old Invention used to take 60 minutes for drones, now its 6 hrs 37 Minutes ? Oh and as a side note thanks to multiple max run BPC's I now have no copying to do for 81,250 days assuming working 24 hrs a day with 20 inventions at a time ? wtf thats just for drones alone (approx 4000 x 1500 run BPC at 6hrs 37 mins each) Please tell me this was some sort of oversight on BPC inventions ?  I believe you dont need max run T1 BPC to make max run T2 BPC. This is from devblog: Invention only requires one run from a blueprint copy, and deducts it exactly as if you'd built from the blueprint Successful invention always outputs a maximum-run copy as a baseline Unless I'm understanding this wrong we need 1 run copy to get max run T2 copy
Hence why I have 174,000 attempts available to invent salvager 2's, originally it was just 580..... I won't be copying anytime soon.
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Mhari Dson
Lazy Brothers Inc
112
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Posted - 2014.07.23 00:07:00 -
[9] - Quote
Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance. |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 00:08:00 -
[10] - Quote
Pic'n dor wrote:Fixy FixIT wrote:Quick update to my post on page 8 #141.........
I stated that the job costs were coming from Corp Master Wallet ......... after further testing, both in a W-Space POS and a HS POS I can confirm that the job costs are coming from the "Active Wallet" - Clearly, if that active wallet is an empty one that is not used (as was the case Pre-Crius) then no jobs can be installed by members that were assigned it.
Regards, I don't know if i understand you well but, corp jobs (BPO from corp hangar or remote into POS) had always been feed from the active corp wallet.
Before the job cost could be set to zero and wouldn't force having corp wallet access. |
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Mhari Dson
Lazy Brothers Inc
112
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Posted - 2014.07.23 02:13:00 -
[11] - Quote
Kenneth Feld wrote:Mhari Dson wrote:Figured I'd check my old lineup and see how it was going to work to try to get production going again.
module x (highslot item) build time for 10 ~20hrs research tech time 14hrs 10min
nighthawk build time 3d 11h 20min research tech time 1d 20h 30m
how the fck are you supposed to be able to keep 10 manufacturing slots going without hiring chinese people to do the inventing? Modules were supposed to be production limited, not invention limited. Prior to the patch I could spend 2 days (approx 19hrs) and invent everything I needed for a week, now, I'll need to invent for 3 weeks just to produce for 2. copies? I don't need copies for over 30 years now.
As for the CS project.... 10 slots constantly inventing (assuming bought bpc's) might keep 2 slots manufacturing whereas before I'd have 4-5 running.
In conclusion, indy alt won't be able to pay for himself, jobtimes are not properly balanced even with a 50% invention chance. The deal from the beginning was a switch from low skill copy alts being the invention bottle neck to high skilled inventors has been the goal since day one of Industry revamp
actually CCP greyscale stasted that low end module jobs would be production choked and high end jobs would be invention choked. the CS figures are unsurprising but illustrate that production as a whole for T2 ships is going to suffer greatly. the figures on the module project show that the manufacture choke isn't working as intended.
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Mhari Dson
Lazy Brothers Inc
112
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Posted - 2014.07.23 04:41:00 -
[12] - Quote
ships/items windows not retaining their positions (again). Checked my settings and window positions are supposed to be stickied but they dissapear on session change.
Is this an annual scheduled braking? |

Mhari Dson
Lazy Brothers Inc
112
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Posted - 2014.07.23 11:38:00 -
[13] - Quote
CCP Contra wrote:Updated the known issue list. Let us know of some of the fixed issues are still showing their ugly heads.
My delivered jobs are going into random locations inside the corp hangar division set as destination, including overloading the containers they're landing in.
The Invention UI becomes locked and unusable if all your science slots are full.
Previous UI did not show invalid job destinations as available to try to install to, fix the list to show facilities only for the jobtype selected. |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 12:43:00 -
[14] - Quote
Damage Control II still requires Nocxium |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.23 13:28:00 -
[15] - Quote
Bobbie Sioux wrote:MissPrissy wrote:Sai Karkovatchik wrote:Hi,
My BPC aren t in a container. I launched Inventions, ans now, when i want to deliver it, i have the message :
"Not enought shelf space"
"You can't add the Warp Core Stabilizer II Blueprint as there are simply too many items here already."
??
Thanks Others in the thread have found that removing any containers from the location the job was meant to deliver to worked for them. Edit: The same thing might be your issue Bobbie Sioux. Nope, no containers in the facility where the jobs are stuck and no error message.
#1 this sounds more like the stack limit, how many stacks of items do you have in there? Can't recall the limit nowadays but it's 1k+ somewhere, I hafta fight with it with hordes of bpc's.
#2 try dropping a container in and then delivering (reverse psychology the bastage) |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 10:54:00 -
[16] - Quote
Criminal dogtags have gained an industry tab, bug or intentional? |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 10:56:00 -
[17] - Quote
Mara Kell wrote:Bad Bobby wrote:Aluka 7th wrote:CCP RubberBAND wrote:Irin Fidard wrote:Okey, so to show the devs how damn slow their new and fancy Industry UI is I made a screen capture to show what I have to endure everytime I open up the Industry, change any filter setting or god forbid - search for a blueprint. please make it so that it only loads what I actually see in the UI. It seems that it loads the whole list of all BPC directly into the UI instead of virtualizing it and only show what is actually visible at any given time. http://imgur.com/hKZEnTe Out of curiosity how many blueprints do you have? We are aware of performance hit, but this should only affect users with tens of thousands of blueprints. I have similar delay, about 5000 prints. About the same for me. All of mine are stored in corp hangars rather than in my own hangar. Many are in containers. God knows what it would have been like if I hadn't torn down all my POSes and sold off 80% of my blueprints in preparation for Crius! Also some heavy delay for me with alot less than 5k.
got about 2500-3k and an older machine, my delay is same, maybe a bit more. god forbid that you actually MOVE that much in items, seems to process at around 200 stacks a minute moving it.
a tickbox that sets the variable IGNORE CONTAINERS would do the trick on my side. |

Mhari Dson
Lazy Brothers Inc
112
|
Posted - 2014.07.24 11:08:00 -
[18] - Quote
as I mentioned previously adding a tickbox for ignore containers would do alot (pre-crius this was a common filter-out). also selections for load only current station and load only current system would be helpful ideas as well. another option would be to add a preset filter dropdown (borrowed from contract filters) that lets us just look at item type sections IE: battlecruiser blueprints, propulsion blueprints, etc. |
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