These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Crius Issues

First post First post
Author
Echo Mande
#521 - 2014-07-23 19:13:38 UTC
When I try to start a job at a POS with a 'new' BPO type (for example an auguror or LSE; in anycase something I haven't used that session) the input/output selections appear to default to the lowest number hangar partition you have access to and not the hangar partition (or maybe can; haven't tried that) that the blueprint is actually in.

I really hope that this is not intended behavior.
Lady Rift
His Majesty's Privateers
#522 - 2014-07-23 19:20:24 UTC
Clifton Oksaras wrote:
Clifton Oksaras wrote:
So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion?


Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs?



The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials.
Nendail Smith
Lockheed Nighthawk
#523 - 2014-07-23 19:28:33 UTC
Celor Ma'fer wrote:
I delivered my research jobs without any issues, but when I tried to deliver my manufacturing jobs (remotely) the UI didn't update. I click on deliver and nothing seemingly happens, it still says deliver but if I click on it again I get a pop-up saying "This job cannot be completed as it has already been completed"

Close and re-open the UI and the jobs are no longer listed


Same. The deliver button doesn't seem to call an update function.
DeODokktor
Dark Templars
The Fonz Presidium
#524 - 2014-07-23 19:31:11 UTC  |  Edited by: DeODokktor
Veinnail wrote:
OK I would like to put this bit into perspective. Lets say someone made a living building Black Ops/Marauder hulls. This producer built everything they used in the process. All components, ships, and RAM. Aside from PI products.

As example, this is a Blackops -1me/-1pe (using process decryptor) Before the Patch the needs were as follows.

Sensors 720
Reactor 120
Thruster 180
Microprocessor 5040
Capacitor Unit 1800
Shield Emitter 1307
Armor Plate 15000
RAM starship tech 20
Capital jump drive 2
Construction blocks 360
T1 variant Battleship hull 1



After the patch the same blueprint, has new numbers.

Sensors 819 (13.75% increase)
Reactor 137 (14.16% increase)
Thruster 205 (13.88% increase)
Microprocessor 5773 (14.54% increase)
Capacitor Unit 2048 (13.77% increase)
Shield Emitter 1487 (13.77% increase)
Armor Plate 17063 (13.75% increase)
RAM starship tech 28 (40% increase)
Capital jump drive 3 (50% increase)
Construction blocks 410 (13.88% increase)
T1 variant Battleship hull 1




Okay, so the increase to bill of materials is an issue that builders have confronted in the past and we've dealt with it. Now just for discussion let us pursue this more.

Lets say this particular builder has the liberty to be setting up shop at a new location. They choose a location that presents a low index. They are going to be producing full time and expect to keep 30-40 slots going consistently. Now that many of the items they produce take longer, that means that the index will have a more costly impact vs old production times. Fees add up quickly and the Slot hours to build a T2 hull eat away at the profit margin. Obviously in Higher indexed systems, there will be no profit margin.

Note: it is worth noting that the racial components have also had changes. its typically just one or two pieces of carbide per, but they are changes. (on -10%/-20% bpo)

Note: just completed invention jobs that had process decryptors installed. -5%/-10% results.. Crius = isk dumpster.


Your converting two things that you shouldnt.
Your comparing "OLD Invention Build" to "CONVERTED Invention Build"..
New Invention prints will not be 9/9 like your -1/-1's were converted to!....
So the increase is quite a lot higher than your seeing it.

CCP said they were being nice in upgrading our "old" prints to the "higher" levels, but I think this was just to help producers that were mid-stream. that is... Those guys who are running continual lines of -1/-1 prints and had lots of prints left didnt see such a huge hike straight away, it let them buffer the move.
Chribba
Otherworld Enterprises
Otherworld Empire
#525 - 2014-07-23 19:37:39 UTC
Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.

/c

★★★ Secure 3rd party service ★★★

Visit my in-game channel 'Holy Veldspar'

Twitter @ChribbaVeldspar

Phoenix Czech
AZ Solutions CZ
#526 - 2014-07-23 19:48:05 UTC
Otin Bison wrote:
Phoenix Czech wrote:
...

One thing I probably did not catch or it is a bug??
I tryed to check instalation prices of all industry and research on my corporation pos and on NPC stations in nearby systems. Instalation cost on my POS was highter than on NPC station. First of all - why do I have to pay instalation cost, when I own the facility? Second - This has no reason for players to run own POS. Fueling it and paying instalation costs (even higher than on NPC station) leads to decicion - unanchore pos and start using NPC stations. Is it a bug or it was intended? Or am i doing something wrong in industry window?


You seem to be missing the point (my opinion) that part of this "industry" expansion is to move industry out to null-sec by making it more difficult, less profitable and generally a pain for the casual player (Empire Dweller).



I guess that CCP does not care about "where stuff is beeing manufactured". They care only about "how much PLEXes they sell to players". Making things in game more expensive force people to purchase more PLEXes. All is about the money. But it must be balanced. There is a limit what people are willing to accept. I am realy afraid that CCP is going straigt to this limit. If they cross the line, they will send this game to hell. And than Hilmar will come with appologies - the same as few yers ago, when they tryed to implement microtransactions into the game Smile.
Kalarax
Lucifer's Forge
#527 - 2014-07-23 19:51:16 UTC
By the way... PLEX is on sale, 10% off.
Theodolite
Halliburton Heavy Industries
#528 - 2014-07-23 20:01:29 UTC
Don't know if this is a bug or a feature:

When cloaking a ship and clicking on the map, the animation and sound effects for cloaking do not complete until after the map is closed. I think the action completes and the ship is invisible but not the graphics portion until after the map closes.

Also, even though the map panel is minimized, it keeps popping up every time you open the map, even if you minimize it again. Very annoying...
Decarthado Aurgnet
Imperial Combat Engineers
#529 - 2014-07-23 20:15:40 UTC
CCP Falcon wrote:
  • Cannot install into a corporation structure without access to the corporation wallet funds.

  • This should not be considered a bug. Asking a corporation to pay a fee out of the master wallet when any random member happens to install a job is asinine. I hate to put it like that. I'm sorry, but it's true. Please do not change this until after we have the ability to install personal jobs in POS facilities and all fees are charged to the individual's wallet.

    Remove T2 BPO's or make them inventable at extreme cost.

    Rapscallion Jones
    Omnibus Solutions
    #530 - 2014-07-23 20:20:31 UTC
    Chribba wrote:
    Can the new industrial UI be made smaller perhaps, a client running in 1024x768 barely just fits it, and then it takes up the whole screen.

    /c


    Somehow I'd always imagined you ran one of those massive multi-client rigs on 72" screens. Lol
    Rapscallion Jones
    Omnibus Solutions
    #531 - 2014-07-23 20:26:23 UTC
    I'm begging for a Dev reply, this was originally asked in the feedback forum, but no one's answering over there.

    With regards to jobs in progress pre-Crius, I figured out (with much trepidation) that I could take down the labs and tower without interrupting the jobs in progress. Clear, concise language on this in the patch notes would have been greatly appreciated.

    However, I have a new source of anxiety. I'd like to move those BPOs with the jobs in progress to my new corp home. Will doing so interfere with the pre-Crius job completion? Logically I'd think not, but I don't like to assume anything with the way things have gone so far.

    Please provide a simple yes or no, not a description of how it will work. The previous answers on this topic have been unnecessarily descriptive without providing a concise answer.
    Clifton Oksaras
    Doomheim
    #532 - 2014-07-23 20:36:13 UTC
    Lady Rift wrote:
    Clifton Oksaras wrote:
    Clifton Oksaras wrote:
    So I did 500 runs of R.A.M. Ammunition Tech, and the amount of Tritanium for 1 run of that is 491. The amount for 500 runs is 245197, which is less than the 245500 I expected it would cost. When I asked in the help channel they said it was a rounding error, that it didn't cost 491 but something closer to 490.34 and was rounding up. I was wondering if you could program the blueprints to reflect to however many digits what the actual cost per ingredient is to clear up any potential confusion?


    Is this a bug with the blueprints? Is the required amount actually more, or are the blueprints simply displaying incorrect information regarding material costs?



    The BP's round up to the nearest unit always. when doing a 500 run it would take the actual value 490.34*500 and then round up to closest unit. thus on some things big runs will require less materials.


    OK, so it's a bug with the interface. Thank you for clarifying. Because the interface clearly indicates that it's 491 per run and not 490.34 per run. Any ETA on CCP fixing this bug?
    David Matsuda
    School of Applied Knowledge
    Caldari State
    #533 - 2014-07-23 20:36:57 UTC
    Mackenzie Nolen wrote:
    As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267

    Quote:
    If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.


    And based on the follow up of people reporting tearing down their POS with no issues, I did the same.

    However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well.

    I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which I'm fine with personally but I can see how CCP might be worried about that :)

    I have the same situation - when I took down the POS, the BPOs appeared on my corp hangar floor.

    The blueprints are greyed out in the Industry UI, but completely normal in the hangar. The jobs still show up normally but apparently cannot be delivered remotely. If I remove a blueprint from the hangar, the corresponding job disappears - but when I immediately put it back, the research seems to resume like nothing happened. This is the part that's really freaking me out.

    The good news is that the BPO stats got updated when I delivered two jobs that finished last night, so you shouldn't lose the research and there won't be duplicates.
    Ophelia Valentine
    Arax Solutions
    #534 - 2014-07-23 21:09:58 UTC
    Echo Mande wrote:
    When I try to start a job at a POS with a 'new' BPO type (for example an auguror or LSE; in anycase something I haven't used that session) the input/output selections appear to default to the lowest number hangar partition you have access to and not the hangar partition (or maybe can; haven't tried that) that the blueprint is actually in.

    I really hope that this is not intended behavior.


    In the previous system you could configure the science/industry window to use the last used input/output hangars for new jobs. Being able to do that again would be very nice since my jobs almost always take their input from one hangar and output to another, neither of which is the first hangar.
    Rapscallion Jones
    Omnibus Solutions
    #535 - 2014-07-23 21:10:41 UTC  |  Edited by: Rapscallion Jones
    David Matsuda wrote:
    Mackenzie Nolen wrote:
    As per CCP Claymore's post here: https://forums.eveonline.com/default.aspx?g=posts&m=4828267#post4828267

    Quote:
    If that is the case, we have moved all jobs that were running remotely to the station where the blueprint was based.


    And based on the follow up of people reporting tearing down their POS with no issues, I did the same.

    However, while I still see my jobs in progress for the blueprint research (at the station now instead of at the POS), I ALSO have all of the original blueprints that SHOULD be locked in those jobs available to me in the corp hangar at that station as well.

    I am concerned that either a) when the jobs complete those BPO's won't actually have the upgraded research applied (since they no longer appear to be locked in a job) OR b) when the jobs complete I'm going to get NEW, duplicated BPO's with the research applied (which I'm fine with personally but I can see how CCP might be worried about that :)

    I have the same situation - when I took down the POS, the BPOs appeared on my corp hangar floor.

    The blueprints are greyed out in the Industry UI, but completely normal in the hangar. The jobs still show up normally but apparently cannot be delivered remotely. If I remove a blueprint from the hangar, the corresponding job disappears - but when I immediately put it back, the research seems to resume like nothing happened. This is the part that's really freaking me out.

    The good news is that the BPO stats got updated when I delivered two jobs that finished last night, so you shouldn't lose the research and there won't be duplicates.


    Unfortunately one of my associates did the same as you described and the first of the finished jobs won't return. The BPO has never been moved. We're really hesitant to move the BPOs to our new location. A petition has been filed.
    SandKid
    Sunset Logistics Company
    #536 - 2014-07-23 21:15:06 UTC
    Noticed that info on ores - Industry Tab shows no information.

    Is this intentional? i.e. the tab displays information at certain times?
    Grumpy Blonde
    lndustrial Solutions
    #537 - 2014-07-23 21:33:26 UTC
    Grumpy Blonde wrote:
    Prior to Crius, did ME research to take a BP to lvl 5, max possible in 30 days. Delivered job, started for another 5, still pre-patch.

    Indy interface says it will deliver with an ME of 9, but will still run the original duration, which was schedule to yield an ME of 10.

    Will it actually deliver at 10, as installed?


    Still hoping for answer on this, please?
    CCP Nullarbor
    C C P
    C C P Alliance
    #538 - 2014-07-23 21:34:52 UTC
    Ophelia Valentine wrote:
    Echo Mande wrote:
    When I try to start a job at a POS with a 'new' BPO type (for example an auguror or LSE; in anycase something I haven't used that session) the input/output selections appear to default to the lowest number hangar partition you have access to and not the hangar partition (or maybe can; haven't tried that) that the blueprint is actually in.

    I really hope that this is not intended behavior.


    In the previous system you could configure the science/industry window to use the last used input/output hangars for new jobs. Being able to do that again would be very nice since my jobs almost always take their input from one hangar and output to another, neither of which is the first hangar.


    It will remember the input / output in your client between sessions, per type at a facility. The first time you pick a blueprint of that type you need to select, after that all of the settings are remembered (runs, output, decryptors etc)

    CCP Nullarbor // Senior Engineer // Team Game of Drones

    Galen Achu
    Bellerophon Expedition
    #539 - 2014-07-23 21:35:12 UTC
    Not sure if this has been mentioned before.

    There is something wrong with the conversion of T2 BPCs during the release. All have to high values for both ME and TE.

    As an example an Ishkur BPC as a result of an invention job with a parity decryptor after Crius has ME -3% and TE -2%. The converted BPC (invented with parity decryptor before crius) has ME -8% and TE -18%.

    The same effect is shown with other decryptors. Most BPCs are -8%/-18%. With process dycryptor is -9%/-18%.
    CCP Nullarbor
    C C P
    C C P Alliance
    #540 - 2014-07-23 21:37:02 UTC
    SandKid wrote:
    Noticed that info on ores - Industry Tab shows no information.

    Is this intentional? i.e. the tab displays information at certain times?


    Nope this is a bug and my fault sorry, if you can reprocess it or build it (ie a blueprint) you should see the industry tab with something in it.

    Will be fixed at downtime tomorrow.

    CCP Nullarbor // Senior Engineer // Team Game of Drones