These forums have been archived and are now read-only.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
Reyna Snoo
The Scope
Gallente Federation
#381 - 2014-07-23 06:02:02 UTC
I only skimmed through the thread, so my apologies if this was already mentioned. It seems the list of Station/Outpost guests isn't updating. Anyone who docks after me doesn't show up unless I switch to the offices or agents tab and back to guests. The count in the tab title seems to be correct though.
Masao Kurata
Perkone
Caldari State
#382 - 2014-07-23 06:31:22 UTC
Torg Rann wrote:
The UI for ME is ineffective.

If you "Show info" on a BPO you see the base materials for the blueprint without skills or ME applied, OK.

On the left side of the BPO in the UI you should see the materials needed for the blueprint with skills AND ME applied, which of course is not there :(

On the right side of the BPO in the UI you should see the materials needed for the blueprint AFTER the ME change with skills AND ME applied.

Being able to see the output results of the ME change BEFORE running the job OR sitting down with your shiny calculator to guess at what MIGHT happen, would make deciding how far to upgrade a BPO simpler.


The functionality you want is in fact part of crius, right click on the outputted blueprint and click "view in industry". Then sigh as you realise that they didn't bother making this actually work properly before release.
Dareth Astrar
Astrar Logistics and Engineering
#383 - 2014-07-23 07:47:14 UTC  |  Edited by: Dareth Astrar
Seriously guys, we've tried to point it out for years, all the drops downs show 6 items but there are almost always 7 in all Hanger division lists, and now also in the filtering combo boxes on many of the tabs, but you've still kept the limit at 6 so we have to scroll down for 1 poxy entry.

Please please please, just set them to at least 7. They've all got plenty of space below them, it's pointless being limited to 6. It's been 11 years now, and we still keep bringing this one up, and it's so easy to change.

Also with regards delivering items, we were previously able to select a bunch of items waiting for delivery and deliver ONLY those selected items. It would also be nice to have a button at the bottom where Delivery All Jobs is currently to say Deliver Selected Jobs.
suid0
Pandemic Horde Inc.
Pandemic Horde
#384 - 2014-07-23 07:52:58 UTC
Semper Validus wrote:
I have to post.

Indy changes are needed. The UI is looking great (once the small bugs get fixed).

But, I have to bring up the issue of Null and WH space being taxed for indy jobs.
Null only gets two things from NPCs, the first being the local chat. Give them a module to provide a local chat to the system, maybe a fee to provide their own local to be rid of any NPC interactions in that system.
The only other "service" that you could argue is provided by NPCs are the gates.
Well look at that, we already have Jump Bridges, so those are covered (somewhat).

Now, on to W-space.
We get nothing, absolutely zero, from NPCs.
NPCs don't come to help us if we get attacked.
We don't get a local chat window (unless someone talks, which could be provided by our our ship's systems).
You don't give us stations (the same could be said for Null since they have to pay billions for their stations).

We have no protection or interaction with NPCs in null or WH space.

I understand that this information has been out for some time (Unfortunately I have a life and did not see info on it prior to the Crius update).

My main reason for posting is, why are we (Null and WH) being taxed by NPCs to manufacture/invent/research modules/ships while we get virtually no benefits from these entities?
They have given us nothing. Everything we use to do these indy actions has been provided by us!
We are supposed to have complete control over our systems. That is why we live there.

In closing,
We control the system.
Why should we send isk to some NPC entity when they give us nothing in return.

Thank you to all who read this.

-Semper Validus




spot on... all null bounties should be removed.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Dareth Astrar
Astrar Logistics and Engineering
#385 - 2014-07-23 08:06:34 UTC  |  Edited by: Dareth Astrar
Freibuis wrote:
So yeah Expensive prints are useless now?
Cant lock them in POS's making then station locked.. but then cant copy/produce off them remotely either,

Who the F would put a 50Bill isk print in a POS that cant be locked down?

Maybe a rollback to game play/design where we can remotely put on jobs into to a POS until we can lock down these prints.


Unfortunately security concerns, even virtual ones, are still given less thought in our trade then they should in my opinion.


CCP Contra wrote:
Kaija Asanari wrote:
Container dropdown for "Input Material Location" is all or nothing. If I have containers with some of my parts (for example a container for salvage) but my RAM is in my Item Hangar, I'm not able to manufacture a T2 Rig BPC.

The refresh animation on the material availability when I change containers is pretty slick though :)

At this moment, there is only one input to select.


This is fine, but this was broken by the change made to insist the blueprint was in the same location as the input. It never was previously which allowed people to operate blueprints in corps where they were securely locked down, but still usable by corp members, as the Input source was only ever for the materials required for the job.

Again this looks like it will be bringing back already years gone solved security issues/concerns for corp management.
Mackenzie Nolen
Doomheim
#386 - 2014-07-23 08:14:55 UTC  |  Edited by: Mackenzie Nolen
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 :)
Dareth Astrar
Astrar Logistics and Engineering
#387 - 2014-07-23 08:16:27 UTC  |  Edited by: Dareth Astrar
Echo Mande wrote:
I've got a bunch of manufacturing jobs (on my alts) that were finished but not delivered before the patch but that I can't seem to deliver.

I get the error message: You can't add the Cap Recharger II as there simply isn't enough room for it to fit. It takes up 49.98 units of volume, and there are only 19.57 left.

I remote started these jobs from my office to run at my POS. All arrays at the POS have more than enough room.


On initial thought, it would suggest that they have reset the output destination in their scripts making changes. I have also got a similar issue, but trying the previously mentioned option of clearing out the hanger that was used as the source for the blueprint and attempting to deliver again have failed in my experience. Does look from the messages I'm receiving that it's trying to return it to a small cargo can, but that wasn't even the source, so it's very strange.

I know from knowledge that the array that it should have been being delivred to has plenty of space. However, on attempted inspection today I noticed another issue:

Inventory window opens when you click on the Access Storage for an Equipment Array, but then you cannot change selected Hangers on the left hand side. You can click on them, but simply nothing happens. I'm wondering if somehow the original hanger sections have become detached from the array, or something similarly strange?

So I closed the window, and repeated the task. Same issue first time, and then clicking on another hanger I got the Show Info window for the array. Thought that was rather strange, hid that and pressed CTRL like always in PvP to get rid of that damned window, and then clicking on the hanger sections seemed to work again.

Very strange UI behaviour.


Identified Issue
OK, so what was happening is that it was trying to deliver to the same Hanger as originally set as the output, but back in the station where the blueprints originated from. Unfortunately, it wasn't just trying to deliver to that hanger but to the first container in that hanger.

Removing all containers from that Hanger section allowed for successful output of the delivery.
DeODokktor
Dark Templars
The Fonz Presidium
#388 - 2014-07-23 08:33:57 UTC  |  Edited by: DeODokktor
This morning my S&I Tab is showing stations under "Facilities" all over eve, not just my region. In fact, I count 4 at a glance...
Is that correct?


Even worse, it's not showing most of the stations in my region :/....
Dareth Astrar
Astrar Logistics and Engineering
#389 - 2014-07-23 09:19:05 UTC  |  Edited by: Dareth Astrar
With regards to my previous post about the output values being awarded to items installed in Research jobs of both types prior to the patch coming along, being seemingly disproportionate to the amount of time the job still has remaining:

Previously Installed Research Jobs Output Impact Appears Disproportionate to Awarded Values from Scripted Update

I would like to make the following practical suggestion.

How about you review the values set on the previous blueprints, and also on those that were installed prior to the patch (especially things like capital ships etc) and take the old Time for research, and multiple that by the appropriate ME and PE levels to find the Total time spend researching to date, and then compare that value to the figures that would equate to in your new system, and award those to the current blueprint values.

This would reward those owners for previous patience in this area of research, time and costs involved in the POS running in many cases, as most of us also lost out when you reduced the ME/TE values significantly. I'm not going to discuss the number of wasted year-slots, but it would at least also improve situations by comparing and equating directly to your new scales.

(ME Level * Previous ME Research Time) = Total Time => compared to existing scale, adopt suitable placement accordingly
Rinse repeat for Time Research

I understand this would have been better mentioned as a suggestion earlier, but to be honest I couldn't get on SiSi for the past week, and only had a week or so looking at the changes prior to that, and this couldn't be forecast from the players perspective as we didn't know what the adjustments you were going to make by script would be ahead of time.

I do, however, think much more time could have been taken to discuss major issues like this and the impact on Industry.

I'm sorry to say it, as I was keenly awaiting the changes, but sayings like 'If it ain't broke, don't fix it' do come to mind in many areas.

It's always hard with such drastic changes, but I do think that the shift to 6 week expansion roll outs may have put you under too much pressure to do far too much in too short a space of time, and not having had more then a week to play on SiSi after having brought up such major issues in the test server threads as many of us did, we didn't even get time to see they were working on SiSi prior to the patch. I think you should have perhaps taken these major changes with a little slower pace, to ensure things like security of BPO access weren't compromised in regards POS/other access.

Whilst I actually appreciate and approve of the visualization of costs for research to make it much clearer to people that it TOO has an impact on the overheads of the business they are trying to run, I do think it still isn't great or well logged, not in the journal or more importantly with the context of to which it applies. It would actually be nice to see you logging total ME and TE research values cumulatively against each Blueprint, so the players can actually see how much money has been spent researching that item to date, and add that to the cost of the Blueprint purchase to know their exact outlay so they know they have to bring in at least that in Profit to actually break even and start to make an income from it. A couple of extra numerical fields per BP, not that bad in datastore terms really.

Again, the little time and notice before hand really isn't great to get good feedback from players on such important changes. People will say they put it in blogs, and I will say I come into the game to play the game, I only occasionally read the blogs on their website. You want to bring something important to my attention, put it in the game when I'm logging in in a big ar*e banner.

Having spent 11 years in the industrial aspects, as many others have also I'm sure, there was is a wealth of people to draw upon, but they have to have time to contribute, and you have to get their attention - an in game eve mail asking for opinions based on active weekly industrial activity might have been a way to go. Perhaps a thought for next time, so similar types of medium can be used to bring those people to engage in the forums (if that's where you want the discussions)?
Heinrich Erquilenne
The Scope
Gallente Federation
#390 - 2014-07-23 09:36:09 UTC  |  Edited by: Heinrich Erquilenne
CCP RubberBAND wrote:
Victor Helion wrote:
Job costs on ME research appear to be completely screwed. Just plugged in a fullerene intercalated sheets BPO in one of my tower labs to ME10 and this happened:

2014.07.22 15:59:07 Researching Material Efficiency -255,002,744.00 ISK Material efficiency research job fee between Helion Ventures and Secure Commerce Commission (Job ID: 229989219)

That's 255 million isk to research a BPO that costs 10m to buy.


We have begun looking into the cost system to see if the prices it is requiring are correct or not.


Please do take a look at the costs for manufacturing jobs too. In an average highsec system wich used to have quite a lot of available manufacturing slots, the cost to make something is roughly the same as the materials bills, when it's not superior. Something's not right. As soon as a system appears busy there's no way in hell to produce something without doubling the bill for the final customer.

I understand you want to make nullsec industry more viable but you're not tackling the problem from the right angle IMO. People don't do industry in nullsec because logistics are a nightmare (freighters & jump freighters are too expensive and too weak when it comes down to run away from a fight, fuel costs are steep for such a limited range, cargo capacity is kinda limited for jump freighters so there's no way in hell you start a ship business in null, and so on).

I'm fine with a higher bill when manufacturing in busy systems. But i'm not building stuff in highsec because I want to be in highsec. I'd move my business to null if logistics weren't so tedious and most fo the time close to suicidal in nullsec. Currently it's not possible. So please don't punish people who have to build stuff in highsec because some game mechanics are just too punishing to do it differently. You want people to spread across the galaxy? Fine, make it easier, not the other way around.
Dareth Astrar
Astrar Logistics and Engineering
#391 - 2014-07-23 09:52:24 UTC
CCP Contra wrote:
Dareth Astrar wrote:
Attempting to filter active jobs by the drop down options in All Activities, i.e. Manufacturing, Material etc seems to take a very long time once selected, and then is incorrect.

Attempting to filter by Material efficiency research returned at least one blueprint that was in for Time efficiency research. A few minutes later the screen refreshed and was correct, but seemed delayed.

Can you file a bug report with Screenshot so we can take a look?


I'll didn't take a screenshot at the time, sorry.

I tried to replicate this again this morning and it didn't seem to occur. Intermittent, is not that helpful I appreciate (I understand I hate finding these kinds of bugs as well).

I will see if I can get a replicate-able case together but given the intermittent nature it might be hard to pin down, as I had done a lot in that session (system jumps, remote access etc.) and wasn't running the logger.

I think I was actually in another region filtering the jobs in progress at the time, and had been estimating Time Research on a specific blueprint type to determine cost implications. Thinking about it, it may have been a combination of that blueprint selected being estimated in Time Research that was the item still listed in the filtered list of active jobs.

I'm also going to be tied up with work for the next three days or so it may be a while before I can actively try to replicate.
Zappity
New Eden Tank Testing Services
#392 - 2014-07-23 09:59:15 UTC
Veinnail wrote:
upping the material needs on everything
huge isk sinks.

abusive attempts to sell plex imo

Congratulations for getting so much comprehensively wrong in such a short post. I'm staggered. No wonder I make a killing out of "industrialists" on the markets.

Zappity's Adventures for a taste of lowsec and nullsec.

Aluka 7th
#393 - 2014-07-23 10:10:05 UTC  |  Edited by: Aluka 7th
Dareth Astrar wrote:
With regards to my previous post about the output values being awarded to items installed in Research jobs of both types prior to the patch coming along, being seemingly disproportionate to the amount of time the job still has remaining:

Previously Installed Research Jobs Output Impact Appears Disproportionate to Awarded Values from Scripted Update

I would like to make the following practical suggestion.

How about you review the values set on the previous blueprints, and also on those that were installed prior to the patch (especially things like capital ships etc) and take the old Time for research, and multiple that by the appropriate ME and PE levels to find the Total time spend researching to date, and then compare that value to the figures that would equate to in your new system, and award those to the current blueprint values.

This would reward those owners for previous patience in this area of research, time and costs involved in the POS running in many cases, as most of us also lost out when you reduced the ME/TE values significantly. I'm not going to discuss the number of wasted year-slots, but it would at least also improve situations by comparing and equating directly to your new scales.

(ME Level * Previous ME Research Time) = Total Time => compared to existing scale, adopt suitable placement accordingly
Rinse repeat for Time Research

I understand this would have been better mentioned as a suggestion earlier, but to be honest I couldn't get on SiSi for the past week, and only had a week or so looking at the changes prior to that, and this couldn't be forecast from the players perspective as we didn't know what the adjustments you were going to make by script would be ahead of time.

I do, however, think much more time could have been taken to discuss major issues like this and the impact on Industry.

I'm sorry to say it, as I was keenly awaiting the changes, but sayings like 'If it ain't broke, don't fix it' do come to mind in many areas.

....

Having spent 11 years in the industrial aspects, as many others have also I'm sure, there was is a wealth of people to draw upon, but they have to have time to contribute, and you have to get their attention - an in game eve mail asking for opinions based on active weekly industrial activity might have been a way to go. Perhaps a thought for next time, so similar types of medium can be used to bring those people to engage in the forums (if that's where you want the discussions)?


The problem is wrongly implemented automated script that converted active jobs from old system to new system and IMHO Dareth Astrars idea is good one!
Script should have read what end result of research job will be and then convert end result based on dev blog.
It wasn't done properly like that and now we have crazy situation where:

- someone with ME1 before patch puts in research of 5 levels (to old system ME6) and that buggy conversion scrip that was used converted that to 10% end product (ME1 converts to 5% and then adds 5 levels of 1%). Basically people only spent time required for 6 levels (1+5) to get equivalent of 10 levels = got free additional levels!
IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 9% NOT 10%.

- someone with ME0 before patch puts in research of 5 levels (to old system ME 5) and buggy script converts that to 5% end product instead of 9% (ME0 is converted to ME0% and adds 5 level of 1%)
IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 9% NOT 5%.

- someone with ME0 before patch puts in research to ME 1 level and buggy script converts that to 1% end product instead of 5% (ME0 is converted to ME0% and adds 1 level of 1%)
IF THIS FINISHED BEFORE PATCH IT WOULD BE CONVERTED TO 5% NOT 1%.


In my case I stopped research from ME0->ME1 as I would need to wait 10 more days to get only 1% print.
Just reran job in same station under new system and for 2mil and 5 days I will have 5% print.
But other people aren't so lucky because of that active research job conversion script that was written wrong.
CCP Contra
C C P
C C P Alliance
#394 - 2014-07-23 10:16:48 UTC
Dareth Astrar wrote:
CCP Contra wrote:
Dareth Astrar wrote:
Attempting to filter active jobs by the drop down options in All Activities, i.e. Manufacturing, Material etc seems to take a very long time once selected, and then is incorrect.

Attempting to filter by Material efficiency research returned at least one blueprint that was in for Time efficiency research. A few minutes later the screen refreshed and was correct, but seemed delayed.

Can you file a bug report with Screenshot so we can take a look?


I'll didn't take a screenshot at the time, sorry.

I tried to replicate this again this morning and it didn't seem to occur. Intermittent, is not that helpful I appreciate (I understand I hate finding these kinds of bugs as well).

I will see if I can get a replicate-able case together but given the intermittent nature it might be hard to pin down, as I had done a lot in that session (system jumps, remote access etc.) and wasn't running the logger.

I think I was actually in another region filtering the jobs in progress at the time, and had been estimating Time Research on a specific blueprint type to determine cost implications. Thinking about it, it may have been a combination of that blueprint selected being estimated in Time Research that was the item still listed in the filtered list of active jobs.

I'm also going to be tied up with work for the next three days or so it may be a while before I can actively try to replicate.



Thanks a lot, we believe we found the reason for it, and we appreciate the help
Mara Kell
Herrscher der Zeit
Pandemic Horde
#395 - 2014-07-23 10:27:24 UTC  |  Edited by: Mara Kell
Ok maybe i have missed something in the patchnotes or my math is fail. Im trying to build a phoenix from a former ME 9 copy.
This Copy now has ME -9%.

The old BPC would have needed 10 propulsion parts but now it needs 11. Well basicly it needs more of everything suddenly, it need about 10% more capital parts now.

Where does this come from?

Edit: nvm my math was really fail ;)
Yvonne Paaltomo
Chanuur
The Initiative.
#396 - 2014-07-23 10:30:33 UTC
Mara Kell wrote:
Ok maybe i have missed something in the patchnotes or my math is fail. Im trying to build a phoenix from a former ME 9 copy.
This Copy now has ME -9%.

The old BPC would have needed 10 propulsion parts but now it needs 11. Well basicly it needs more of everything suddenly, it need about 10% more capital parts now.

Where does this come from?

The unresearched BPO say 11 propulsion parts.

So with ME -9%

11 * 0,9 = 9,9 Parts = 10

Soo why does building the ship needs 11?

Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction.
Captain StringfellowHawk
Forsaken Reavers
#397 - 2014-07-23 10:31:25 UTC
Ramcath wrote:
Okay, so the new update for Crius is here and I've read the updates about reprocessing. I have read the charts as well, and here is where I begin to have a problem. I understand the new methods, and don't have an overall problem with the reduction in percentages for yield, because I do understand that the same amounts of materials will result from before, it just looks different.

The problem for me begins thusly:

1. The chart that is given in the Dev post states the different percentages based on skill level, reprocessing, reprocessing efficiency, and the +4 implant. This chart says that if you have all of these things in place then your yield will be 72.4%. Okay, I understand this, no problem. However...

2. My current skills based on the chart do not show correctly when I go to reprocess ore. It says that my % of reprocessing is 68%. Here's what I see when I took out some pyroxeres and tried to reprocess them in the Tash Murkon Family station in Tash Murkon Prime. It says:

Base yield: 50%
x1.15% bonus from Reprocessing (positive in green)
x1.1% bonus from Reprocessing Efficiency (positive in green)
x1.08% bonus from Ore Processing skills average(positive in green)
x1.04% bonus from Zainou Beancounter Reprocessing RX-804 (positive in green)
x1.0% reduction from station owner tax (IN RED - REDUCTION)

Okay, so here are my skills:

Reprocessing - Level V
Reprocessing Efficiency - Level V
Pyroxeres Processing - Level IV (only skill not at level V)
Zainou Implant - + 4% yield
Standings with Tash Murkon Family - 9.30 (Connections 4 raises your standing from 9.16 = Excellent Standing)

The problem I see here, based on the chart is that I should have no penalty from the station owner tax. When I go to reprocess the ore and view the possible results the results specifically show that 0.0 is being taken by the station owners, but I'm still having this negative % show up in the formula, and I believe this is what is lowering me to 68%. I have Excellent standings with many many corps all over Eve, so I can reprocess ore at no penalty, but even with the highest standing with Tash Murkon Family I am still showing a negative percentage (x1.0) in the formula being generated. If I am reading the chart correctly then I should be at 71.0% for reprocessing ore, since my skills (all but one) are maxed and I have the +4% implant.

When I calculate the percentages ( 50 x 1.15 x 1.1 x 1.08 x 1.04) this equals 71.04%, which is what I should have, so why am I receiving a negative penalty for Corp standing when I am 9.30 standing with Tash Murkon Family?

Can someone show me where I am either wrong, or not including something, or if this is a mistake that just hasn't been fixed by CCP yet.

If more details are needed please let me know.

Thanks,

Ram


Standings no longer matter to reprocessing, each NPC station is now a base 50%. The only way to get the Max amount is with every skill at 5 and the +4 implant. Does not matter if you have 9.99 standing with Tash. CCP Made sure that as of Crius getting standings except for mission runners... was absolutely useless.
Mara Kell
Herrscher der Zeit
Pandemic Horde
#398 - 2014-07-23 10:32:07 UTC
Yvonne Paaltomo wrote:

Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction.


You of course right, noticed my mistake right after sending the post XD
Sir HyperChrist
Persnickety Pilots
#399 - 2014-07-23 10:49:40 UTC
Mara Kell wrote:
Yvonne Paaltomo wrote:

Your math is fail. -9% is 1-0.09 = 0.91. 11*0.91 = 10.01 which rounded up is 11. Either resarch to -10 or use a facility with atleast 1% reduction.


You of course right, noticed my mistake right after sending the post XD


but besides the math:
we were promised bpo's wouldn't get worse because of this patch. But now a previously perfect bpo is now generating waste. CCP could just have chosen to keep rounding on BOTH single-unit material values (rounding up and down to nearest, as before) and then add rounding on the total job for the new facility and team modifiers. Especially for capital ships that use relatively small amounts of materials (cap components) rounding matters quite a bit.

For T2 drones they hand-tuned the materials so they still only need 1 robotics for a small drone, so they know about the problem....

I set 80% of my capital bpo's to effectively ME10 after scripts, but that sill leaves the remainder producing waste :(
CCP Arrow
C C P
C C P Alliance
#400 - 2014-07-23 11:07:20 UTC  |  Edited by: CCP Arrow
Dareth Astrar wrote:
Owned by Me blueprints doesn't refresh as quickly as it did in the old interface.


This is a known issue and will be fixed in tomorrow's patch

Dareth Astrar wrote:
Right-clicking on a blueprint and > Move to > [Choose Corp Hanger] no longer exists!
....Please don't say move it from inventory, as you obviously can't see the runs remaining.


When we added the capability of seeing blueprints inside containers in the blueprint browser, the 'Move to' became a very tricky option to keep because then the dropdown would also have to show all the containers within all the divisions and it became a massive unusable and unpredictable dropdown list.

In an effort to solve this we added the ability to drag blueprints from the blueprint browser to the appropriate location in the inventory window, picking any destination you want, containers too, instead of just corp division roots like before. This way you still use the blueprint browser to pick the blueprint to move based on stats you have available there like runs but can drag it directly to any location you want in the inventory instead of using a limited options dropdown. So it is a different method but we hope the added capability it provides will make it worth your while to use instead.

Let me know how it works out for you Dareth and thanks for your feedback.

o7

CCP Arrow   |   Director of User Experience   |   EVE Online   |   @CCP_Arrow