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Crius Issues

First post First post
Author
Echo Mande
#541 - 2014-07-23 21:42:46 UTC
I cannot expand a POS module hangar partition's index entry to show cans in there, in fact I cannot open a can in a module in any way. With stockpiles of BPCs and BPOs moving into POS modules this seems to be a bug because I can see blueprints in cans through the indy interface.
aquatiqus
Propane Inc.
#542 - 2014-07-23 22:04:53 UTC
I've bid for a team 2 times, but finally did not win the auction. I've checked the wallet journal but the escrow was not refunded.
I was expecting to see it 100% refunded, as per this post: https://forums.eveonline.com/default.aspx?g=posts&m=4531973#post4531973

Intended mechanic or bug ?

If it's intended, then I don't take that too gladly; just sort by remaining time, and 3 seconds before the end of the auction just bid 5 ISK more. Cumulated, some other players loose 10s of millions...?

Maybe it takes longer until the refund is processed ? If yes, how long ?

Mac586
Long Pig Luncheon Meat
Sending Thots And Players
#543 - 2014-07-23 22:07:35 UTC  |  Edited by: Mac586
Greetings,

I have 2 issues for the moment in manufacturing / production times.

Most Important to me:

production time Implants are not taken into account when building. The build duration is exactly the same for toons with no implant, -2% (BX-802) implant or -4% implant (BX-804).

When do you think this will be fixed?

2nd Issue and unrelated to the first is the indy window. The top section where you install the blue print is huge and there is no way to minimize it or adjust it to make the job portion larger. It's obvious that the designer(s) don't run 50+ jobs at a time. I would like to be able to shrink or minimize the "BPO Window" so i can look through jobs easier.

Cheers
Miyazaki Hetoshi
Hetoshi Traders Incorporated
#544 - 2014-07-23 22:20:20 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 am an Empire Dweller.

They have tripled my production rates and profits.

Your argument is invalid.
Jaantrag
#545 - 2014-07-23 22:20:25 UTC
after hacking a data/relic container in sata/relic site the minigame window blacks out and just stays open like that .. going for the next hackable thingye it will show the new minigame, but compleating any of em the window still stays open blacked out .. clicking on the X on the right top corner dosent work either .. jumping thro stargate the windo remains .. didint remember to look if it was still open minimized when i docked .. was cone when i re-logged tho ..

never had anything like that happening post-cirus

EVElopedia < add this to your sig to show u WANT it back

Durep
Lunar Labs
Domain Research and Mining Inst.
#546 - 2014-07-23 22:21:16 UTC
Jump Fuel Consumption - out of control

So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.

Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000

That is substantially more than a 50% increase, and in my opinion is way over done.

Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.
Miyazaki Hetoshi
Hetoshi Traders Incorporated
#547 - 2014-07-23 22:26:25 UTC
Durep wrote:
Jump Fuel Consumption - out of control

So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.

Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000

That is substantially more than a 50% increase, and in my opinion is way over done.

Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.


When they said 50% increase,

They meant doubled because :CCP math:
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#548 - 2014-07-23 22:29:08 UTC
Durep wrote:
Jump Fuel Consumption - out of control

So I just made a run in my Anshar from Solitude to Jita and back. Before the patch, the route I would take consumed 37,319 oxygen isotopes or about a cost of $33,587,100 at $900 per unit.

Today the trip took 60,871 oxy iso's at a comparative cost of $54,839,000

That is substantially more than a 50% increase, and in my opinion is way over done.

Why do you feel the need to drive up jump fuel costs? This just drives up all costs, and hurts the small independents the hardest and the new players.



It was slightly more than 50%

Rhea was 3300 base and 4950 would have been 50%, but instead was 5000
Masao Kurata
Perkone
Caldari State
#549 - 2014-07-23 22:33:52 UTC
Sorting by index for an activity is sorting by how full the bar is rather than the actual index, so all full bars are treated the same (e.g. 90% of The Forge) and even when it's not full there is incorrect sorting because of the imprecision.

On a related note, the bars are kind of terrible for telling what the cost index is as expected from testing on sisi, but on tq it's much worse. Please seriously just switch to numbers and colour coding for the numbers.
Elisabeth Jane
Doomheim
#550 - 2014-07-23 22:37:37 UTC
Question: ME jobs installed before patch are running a very long time now, some 26+ days, if I would do the job now, it would be only 2 days +/-. is this going to get fixed or am I out the install cost and need to re-run the jobs or wait 26 +/- days?

Durep
Lunar Labs
Domain Research and Mining Inst.
#551 - 2014-07-23 22:38:08 UTC
Station list of docked players doesn't refresh

3 times now while I have been docked, the station list will just show me. Then I'll notice that the tab indicates some number (greater than one). But I'm still the only one in the list. clicking on another tab next to it such as the Agents tab, and then clicking back oto the Guests tab causes it to refresh and display properly.
Noriko Mai
#552 - 2014-07-23 22:47:39 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

Best quote from a Dev I remember is: "A lot of people use 2 monitors, so no issue here..."
Maybe they should add "At least two monitors (one for EVE and one for the industry UI)" to the minimum requirements.

"Meh.." - Albert Einstein

Clifton Oksaras
Doomheim
#553 - 2014-07-23 23:13:23 UTC
Clifton Oksaras wrote:
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?


Any chance this bug can be fixed next downtime? Or is it low priority?
Cail Fortestan
Tesuji
#554 - 2014-07-23 23:16:32 UTC
I started a job for some Station Warehouse Containers.

Unfortunately, I set the delivery location to be a freight container, which clearly is not big enough to hold it.
On trying to deliver, I get the message :
"
You can't add the Station Warehouse Container as there simply isn't enough room for it to fit. It takes up 69999999.99 units of volume, and there are only 113590.00 left.
"

1. How can I change the delivery destination of this job ? There does not appear to be a way to change the destination after jobs completion but before delivery.

2. Maybe the industry panel should refuse to let me schedule a job to deliver to a location that is not big enough to take it, (And containers don't like being in containers anyway)

....
OK, Had an idea. I repackaged the target container and now the job delivered to the Item hanger, so that is a workaround, but the original bug still stands.
CCP RubberBAND
CCP Engineering Corp
#555 - 2014-07-23 23:34:26 UTC
Tau Cabalander wrote:
Issue: Remote jobs that were suspended pre-Crius (the lab was offline) appear to be in limbo at the station.

They can be started. They can't be delivered. I can't find an option to cancel (I may be blind).


This is a known issue, phrased as "Completed or stopped jobs cannot be delivered (applies to numerous cases including jobs at Starbases)" - edited for clarity. The team is working on resolving all instances of this issue which is multifaceted.

Feel free to poke me on: Twitter

Firvain
Wildly Inappropriate
Wildly Inappropriate.
#556 - 2014-07-23 23:37:44 UTC
Clifton Oksaras wrote:
Clifton Oksaras wrote:
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?


Any chance this bug can be fixed next downtime? Or is it low priority?


Its not a bug, it 490.34 for 1 run but rounds up. if you use 10 runs its 4903 instead of 4910.

Its basicly a multiple run discount
Miyazaki Hetoshi
Hetoshi Traders Incorporated
#557 - 2014-07-23 23:53:55 UTC
Not sure if this is a bug, or working as intended;

Copy times have increased by a factor of 5

Light Missile Launcher BPO

Pre-Crius: 20 Copies, 300 runs - 2 days 17 hours.
Post Crius: 20 Copies, 200 runs - 15 days
Firvain
Wildly Inappropriate
Wildly Inappropriate.
#558 - 2014-07-23 23:59:00 UTC
Miyazaki Hetoshi wrote:
Not sure if this is a bug, or working as intended;

Copy times have increased by a factor of 5

Light Missile Launcher BPO

Pre-Crius: 20 Copies, 300 runs - 2 days 17 hours.
Post Crius: 20 Copies, 200 runs - 15 days


intended, you only need 1 run for max run invention bpc
VirusMD
Aliastra
Gallente Federation
#559 - 2014-07-24 00:01:22 UTC
Adam Hilem wrote:
not sure if it is a crius issue or a temporary bug/glitch but trying to set up a tower in highsec (now that it is possible with no regards to standings) have anchored 15 missiles and onlined all but 3 without issues. attempt to anchor missile #16 ... wait the 5 sec anchoring time... attempt to online said missile.. eve returns message : "you cannot do this at this time caldari tower is currently occupied performing an operation on cruise missile battery anchoring!"... tried restarting client. continue to get message. tried restarting computer and reloading into eve. message continues. anyone know how to fix? I have more mods to anchor and online still but cannot do so since eve thinks my tower is busy.


i had the same problem last patch, there was no solution or response, i simply had to wait till dt for it to fix itself, as ccp couldent be bothered to contact me before then.
Sydious
Viziam
Amarr Empire
#560 - 2014-07-24 00:45:31 UTC
Today's patch reduced it some, but my capital prints are still requiring about 1% more parts than before Crius. Is this intentional or bug?