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Player Features and Ideas Discussion

 
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blueprint tags

Author
Burn Monroe
La Explorers
#1 - 2017-04-03 18:39:37 UTC
I was thinking, it would be nice to have a tagging facility for blueprints.

You could right click the blueprint and click something that says "Edit Tags". Then you can create and use tags from that window.

The tags would allow you to tag blueprints for organizational reasons. For example, "Structure Construction Parts Blueprint" can be used to make engineering complexes and citadels, but you can't really know which unless you carefully exam your structure blueprint to find out what it needs. It would be nice to have a drop down that lets me check off all the blueprints with tags that I want to see. For example, I might have a "Raitaru" tag or an "Azbel" tag, so I really want to see only structure blueprints that relate to those.

When editing tags on a blueprint currently in a location owned by corp, edit tags should share those tags with other corp members that have rights to do corp industry.
Cade Windstalker
#2 - 2017-04-03 19:06:39 UTC
This would be a pretty complicated feature even without "tag sharing" between corp mates, something not even the current People and Places system does.

What you're looking for can be accomplished by third-party programs or websites or simply looking at the materials listed clearly on a Blueprint you're trying to make.

For example go to this site and click the button at the top-right of the list of materials that says "Show where is it used"

You could also hodgepodge something together with Filters and storing your blueprints in containers, like most other industrialists in Eve do.

A far simpler version of this feature would be a slight expansion of the Filters list to allow filtering blueprints by the properties of the thing they make, and adding a "used in" list to materials.
Burn Monroe
La Explorers
#3 - 2017-04-04 00:35:49 UTC
Game programming is far more complicated than application programming is, and this falls into application programming.

I get that this can all be managed manually, in a painstaking kind of way. But none of those will actually pull up the needed blueprints in the industry window. All of that is manual, and is what I'd like to avoid.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#4 - 2017-04-04 00:46:37 UTC
Burn Monroe wrote:
Game programming is far more complicated than application programming is, and this falls into application programming.

I get that this can all be managed manually, in a painstaking kind of way. But none of those will actually pull up the needed blueprints in the industry window. All of that is manual, and is what I'd like to avoid.


As someone that has done programming I can tell you that you are wrong on both accounts.

A:a game is an application.

B: you don't know how the game handles blueprints. You don't know that adding tags might cause unknown an game breaking bugs.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Cade Windstalker
#5 - 2017-04-04 02:24:56 UTC
Maria Dragoon wrote:
Burn Monroe wrote:
Game programming is far more complicated than application programming is, and this falls into application programming.

I get that this can all be managed manually, in a painstaking kind of way. But none of those will actually pull up the needed blueprints in the industry window. All of that is manual, and is what I'd like to avoid.


As someone that has done programming I can tell you that you are wrong on both accounts.

A:a game is an application.

B: you don't know how the game handles blueprints. You don't know that adding tags might cause unknown an game breaking bugs.


And as someone who has done *both*... this.

Also this is both a networked data issue *and* a major UI chore. Far better to leverage existing work to achieve roughly the same effect than to make something entirely new.

Oh and, cardinal sin of programming. Assuming that a change to a thing you do not work on and have almost no knowledge of will be simple or easy. Lol
YeuxVerts Belle
Royal Amarr Institute
Amarr Empire
#6 - 2017-04-04 11:01:38 UTC
Burn Monroe wrote:
For example, "Structure Construction Parts Blueprint" can be used to make engineering complexes and citadels, but you can't really know which unless you carefully exam your structure blueprint to find out what it needs. It would be nice to have a drop down that lets me check off all the blueprints with tags that I want to see. For example, I might have a "Raitaru" tag or an "Azbel" tag, so I really want to see only structure blueprints that relate to those.


Not as versatile, but you can use containers to sort your blueprints. Bonus point because that feature is already in the game.

The above message presents my opinions on the topic at hand. If there is a conflict between my views and reality, consider reality to be correct until proven otherwise.

Donnachadh
United Allegiance of Undesirables
#7 - 2017-04-04 13:38:53 UTC
Cade Windstalker wrote:
Oh and, cardinal sin of programming. Assuming that a change to a thing you do not work on and have almost no knowledge of will be simple or easy. Lol

So true.

-1 to the OP for now. Add it to the bottom of the when there is nothing else that the EvE devs need to work on list.