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Issues, Workarounds & Localization

 
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Bug with ME not applying to BPs with material count of 1

Author
Daera Skye
Daera Skye Corporation
#1 - 2014-08-14 02:06:00 UTC
Easily reproducible. Take a BPO with no research on it (can be looked up on the market) that has as a material requirement count of ONE for any of the required items, say "Plasma Thrusters" which requires for 1 run:
13 Fernite Carbide
3 Phenolic Composites
1 Ferroquel

Put it into the industry panel and set job count to a high value say 1,000.

For the Plasma Thrusters example, the total materials required will be:
13,000 Fernite Carbide
3,000 Phenolic Composites
1,000 Ferroquel.

Look up a team that modifies the material efficiency on Construction Components. There are many available now, for this example I will take "Guristas Production Team MPO00" found in Itamo that reduces Construction Components cost by 1.5%.

I put the team into my industry and look at the total materials required:
12,805 Fernite Carbide
2,955 Phenolic Composites
1,000 Ferroquel

As you can see, since originally the BPO only required 1 Ferroquel, apparently after scaling up no ME modifiers, whether it is the up to -10% ME on the BPO itself or from teams, works for it.

Again, very easily reproducible and easily understood problem and it greatly affects how ME applies to items like this as it drastically reduces the effectiveness of ME modifiers to such blueprints.

Thanks.

Rutger Janssen
Chanuur
The Initiative.
#2 - 2014-08-14 08:59:24 UTC
This is working as intended, see patch notes, to avoid requiring 9 apocs for 10 paladins.
Daera Skye
Daera Skye Corporation
#3 - 2014-08-15 00:34:09 UTC
Thanks, I just read through the crius notes and saw this as a caveat. No issues then but wish the ME efficiency would apply to non-ship components.