Odyssey engineers blueprint pin - Where art thou?

Thanks for letting us know - I'm taking a look into this.
so .. still taking a look into this? I'm now in Colonia and I want to pin blueprints so I can remote engineer .. but seems like now I can't, because devs have forgotten about this feature completely :/

How about you give me ability to teleport once to colonia and back, because you see I trusted patch notes and thought it's possible to pin odyssey engineers, but apperently patch notes are a LIE and now I wasted time and materials on unlocking them, without knowing that you can't even pin them!

..seems like everyone has just forgotten about this. As semi-programmer myself, this would be super easy to add .. draw a simple menu and add option to pin, literally would take 10 mins for experienced programmer, specially to a programmer who has been working on the game for years! But I guess we're asking too much, 10 minutes of developers time to fix something they forgot to add, is way too much to ask :-(
 
so .. still taking a look into this? I'm now in Colonia and I want to pin blueprints so I can remote engineer .. but seems like now I can't, because devs have forgotten about this feature completely :/

How about you give me ability to teleport once to colonia and back, because you see I trusted patch notes and thought it's possible to pin odyssey engineers, but apperently patch notes are a LIE and now I wasted time and materials on unlocking them, without knowing that you can't even pin them!

..seems like everyone has just forgotten about this. As semi-programmer myself, this would be super easy to add .. draw a simple menu and add option to pin, literally would take 10 mins for experienced programmer, specially to a programmer who has been working on the game for years! But I guess we're asking too much, 10 minutes of developers time to fix something they forgot to add, is way too much to ask :-(
How are you going to modify a suit or a weapon if you get the pinned blueprint?
 
How are you going to modify a suit or a weapon if you get the pinned blueprint?
Why put it into patch notes in the first place if it's not possible?
If it was up to me, I'd make so that you'd be able to use pinned blueprints in any station that has pioneer supplies, it would be next to where you can upgrade your weapons + in every engineering shop itself. Add a small credit fee if you remote engineer, it would only be logical that station or other engineer will take a small cut for using other blueprints.

and if you're on your own carrier, it would be free of charge ofcourse.
 
Why put it into patch notes in the first place if it's not possible?
If it was up to me, I'd make so that you'd be able to use pinned blueprints in any station that has pioneer supplies, it would be next to where you can upgrade your weapons + in every engineering shop itself. Add a small credit fee if you remote engineer, it would only be logical that station or other engineer will take a small cut for using other blueprints.

and if you're on your own carrier, it would be free of charge ofcourse.
I have no idea why! :D

Yes I suppose you could do that, but it's likely a lot more work than just a few lines. Still like you said, why put it in the patch notes..
 
I have no idea why! :D

Yes I suppose you could do that, but it's likely a lot more work than just a few lines. Still like you said, why put it in the patch notes..
Nah, it's not lot more work .. even tho I'm not a "from scratch programmer", I understand everything about programming. I recognize almost all programming languages (C, C++, lua, python, java, css, html, php, batch, mysql ..etc). Drawing a basic menu would literally take 1 minute for experienced developer.
If I had access to ED's source code, I could just copy-paste another menu and then modify it. Or well first modify the original menu and add extra line or column where you can click "pin blueprint".
I think best place for that, would be when you visit the on-foot engineer and open the menu and click on "I want to modify my suits / weapons". Once that new menu opens, on right side below your weapon stats somewhere, add one extra line between there saying "pin blueprint"

Now once you have at least one pinned blueprint, every on-foot engineer you visit, would now have extra option on first menu "I want to use pinned blueprints" or make it more realistic and write "I want to use 3rd party designs (pinned blueprints)"
Once you click on that, you will then have new menu with all of your pinned blueprints.

After the menus are complete, you need to add some basic code behind it, something that checks IF you have pinned blueprints, IF yes = show pinned blueprints, IF NOT = hide the menu.
It really is THAT easy. I don't know what programming language ED devs use, but all programming languages have same idea, they have arguements, switches ..etc that checks if something exists or not, then based on the values it brings back from the database / save / file (wherever it takes them from), it will then take next step. You can have multiple options and switches ..etc.
My only problem with programming, is that I don't know specific syntaxes and other stuff to be able to write my own programs, but if i had the motivation (which I don't), I could easily learn all that by googling.

I've done mostly lua when working on things that are not allowed to be mentioned on this forum and every time I have some syntax errors, I just google and usually find solution within 5 mins.

If you ask me, the problem with devs is lack of motivation. I'm surely not only person to suffer from severe lack of motivation when it comes to getting things done. I think devs have just lost interest and only do this as "must do job" and they're not having fun developing the game anymore, you can tell by the way they are doing things.

In case you don't know, I'm a rather small youtuber, but I still get fair amount of requests from other devs to showcase their game on my channel. Over past 7+ years I have noticed that smaller devs are motivated and work on things almost instantly! I've reviewed some smaller (1-5 dev team) games and they fix and add things within 24h from reporting them.
There's been lot of smaller games where devs directly reply to my email and talk it thru, they ask my opinion how do I think it should be ..etc. They clearly show that they are motivated and interested in fixing things .. but you can quite clearly see that ED devs are not very interested in their game anymore.
Sure Frontier is much bigger company than 5 devs (I assume), but that should only mean that they get things done faster, not slower.
But instead almost every big company just doesn't care. Take GTA 5 for example, online is still broken and ineffective .. there are 3rd party multiplayer mods that work better than the original, they made 1 BILLION in just 3 days from launch on consoles .. and they can't fix multiplayer :/
Also PlanetSide2 by Sony, I used to play it a lot, but after they merged servers and my save became corrupt and I wasn't able to unlock new stuff as game thought my base weapon / vehicle is still locked, I gave up on it after I had reported it like 3-4 times over 12-14 months and still no fix..
 
I'm not sure if you are trolling or not, so won't bother with a long reply either way..

Since I haven't paid attention to the issue about pinning Odyssey engineering blueprints I went back and read the patch notes: https://forums.frontier.co.uk/goto/post?id=9573978

It has the following 2 lines:
  • Odyssey Engineers: Added pin blueprint functionality
  • Bartender: Added a pin icon for resources needed for pinned blueprints.
This to me suggests that the intention was that you should be able to see what materials are needed for your pinned blueprints when trading with a bartender, and has nothing at all to do with how you seem to have interpreted it.

This seems useful to me and I have no idea why it was in the patch notes but not in the game.. 🤷‍♂️
 
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Oh please no. No reaction games when taking a sample. This was discussed to death when it first came out which was why the silly reaction minigame was thankfully removed.

Real biologists don't play some game when they're taking a snip from a leaf or whatever - and even though this is a game, having to play some minigame just to take a sample of something is just too much load on one's suspension of disbelief.

I do understand your unhappiness about Exo-biology. There is something missing in it. IMO it's the sameness in the life being found - there's just no variety, just a fixed number of genus and small variations in species per genus.

As for adding some kind of minigame or more involvement in the process - that should probably be done after 3 samples of a Thing have been taken - at the analysis stage. But I cannot think of what would be an entertaining and rewarding minigame experience whilst analysing the samples.

Other criticisms of Exo-biology and this one I find pretty annoying, is you can only select heatmap parameters whilst in orbital/supercruise AND only in the surface scanner screen. One should be able to select the heatmap and be able to select the bio type without having to enter the probemap screen (for which again you need to be at a certain altitude above the planet surface in supercruise.)

The sample tool's pulse is more or less useless and redundant; when searching for a species a player is not walking about the surface, they're in an SRV driving around using Mk1 Eyeball to find the next thing to sample, and then it's a case of departing the SRV, take the sample, then back in the SRV and driving around again. Using the sample tool pulse is useless because of its limited range and the next viable sample is outwith that range. There is no sample tool pulse available on the SRV either.

So yeah, Exobiology needs further improvement and refinement. But a sample mini-game - as discussed to death in previous threads - is not a solution. It would just put many off.

Regards o7
What would be rewarding is that you get something worthwhile after the analysis. Could be materials to craft stuff. But I've would have it as a lose scenario. You can set it to go on auto and you get the basic materials, and it takes time. Or you can do it yourself looking for other rarer materials and time being a factor. The faster you do the puzzles or whatever minigame it is, the better the chance of getting something really nice.

Obviously we need something to build with these materials, and I suggest bio engineering for equipment. It looks different, but is essentially the same as normal engineering, but you can get most all the materials from scavenging and from scanning and analysing plant life.
 
Oh dear, i missed the first anniversary of Odyssey engineering blueprint pinning.
U8 launched 27th of October 2021 and advertised blueprint pinning.

We're getting close to U14 and we still not have it.
Should i hope?
Or this blueprint pinning for Odyssey engineering is part of the major feature rehaul that supposedly happen next year? 😂
 
After one year of grinding mats I wonder why one would need a pinning option on suit/weapon blueprints ... i mean ... are there really any human beeings on this planet with the required nerves of steel (better titanium, just to be on the safe side) to craft more than 2 mods of the same type?

(Recently I realized, that I focused on grinding mats to craft mods to make the grind easier :D ... playing elite casually does not have much room for the funny/interesting things)
 
After one year of grinding mats I wonder why one would need a pinning option on suit/weapon blueprints ... i mean ... are there really any human beeings on this planet with the required nerves of steel (better titanium, just to be on the safe side) to craft more than 2 mods of the same type?

2x L6 for high cz?

But the blueprint pinning makes it easier to mod suits/weapons generically speaking.
I mean, we can upgrade suits and weapons in any station.
Blueprint pinning would help with the mods too. And it would make the Colonia trip to unlock their engineers too rather worthwhile - currently it's an endeavor only for completionists or for the local residents.
 
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