Only one pinned blueprint per module that only can be pinned at an engineer?

So just to reiterate from the common suggestion since the launch of engineers in season2.

Why can we ONLY pin a new blueprint when at an engineer.

And why does that blueprint become the overriding default for all module of that type.

With multiple ships with multiple modules and multiple
Roles, engineering is a very niche, cul-de-sacked option for a module.
and with materials trickling in, and changes in ship-role-requirement, the current system does get in the way and it will be compounded by Fleet Carriers.

user-case
I have an explorer ship that I am tailoring for light weight engineering for modules.

Mission - rewards require another ships role.
I fit my combat/mining/smuggling modules (or swap ship) in order to accomplish the mission.
I have materials to continue low-temperature upgrades to my ships modules.

But my pinned blueprints are all light-weight exploration stuff.

worst case scenario, In a late night disoriented daze, I forget what ship I am in/which module I intend to upgrade and I replace my existing grade4 low-temp power-generator with a lightweight grade1.


But the common problem is:
Research up which nearest engineer has that specific blueprint and make a trip, to upgrade, and if I want to continue (remote workshop) I must swap out the blueprint at that point.
Meaning I have to repeat this laborious procedure when going back to my exploration ship project.
Now add the fleet-carriers being 500ly from sol.

solution 1 )
When all blueprints from an engineer are selectable and available to look at, when that engineers grade is “unlocked”.

so if I go in for lightweight armour up to grade 3, then the heavy duty variations up to grade 3 are also available.


Solution 2)
Remote workshops can ONLY continue upgrading that module with its current upgrade.
Like the engineer left the blueprint with that module of how to continue the work.


This allows me to swap out my light-weight module and hit the upgrade button (for the lightweight blueprint attached to it), swap back out to the heavy armored module and in the remote workshop the armor blueprint which the module has already is the only thing the remote engineer can upgrade for that module.

caveat:
Starting a new upgrade on a clean module or swap the current upgrade path, then I have to visit the engineer to get the job done.
 
And why does that blueprint become the overriding default for all module of that type.
it doesn't. Here's remote engineering for shields - both my pinned BPs are listed

1581769019314.png
 
Different enegineer? Or were both blueprints from the same engineer?

as I only get one blue-print.
unless theyt altered in a recent update without-me noticing :)!
 
The one pinned blueprint per engineer thing is designed to force you to return to engineers more often, because they put a bunch of work into making those places, and the overall design of the game is about getting you to move around the galaxy not stay in one place.
 
Because the engineer's would like it if you stopped by every now and then you know. They like your company and mine too.

besides you're going to go back to add experimentals to those other ships you applied engineering to. Aren't you?
 
gently caress it
once it's unlocked it's all pinned
why have to travel back to the engineer's house?
for experimentals, yes, that's a luxury extra
but if you can pin one, why not all
pointless
Also I think you only build rep to unlock more tiers of upgrades when upgrading at the engineer base. Or is that not how it is? I just assumed that and always tried to rep up the whole way asap for that reason
 
Also I think you only build rep to unlock more tiers of upgrades when upgrading at the engineer base. Or is that not how it is?

Yes, that's right, you only gain reputation with an engineer by visiting the engineer.

Not one to blindly shrug off criticism of the game (honestly ;) ) I can't help feeling this complaint is a little baseless. FD have made engineering much, much more user friendly with remote workshops.

The OP complains that they might accidentally overwrite one power plant mod with a different one (that doesn't actually exist - and if it did you'd get a warning that what you are going to do will overwrite what you've done), yet in the case of power plants, there are five engineers who can upgrade them, so if you happen to have two possible powerplant mods that you want to use, just pin the different blueprints from different engineers.

Then go to the nearest one to put on the experimental effect.

The game's surely not perfect, but engineering nowadays is a doddle compared to what it used to be. Sure, they could make it so we never have to leave a station to do whatever we want, but then there'd be no point in flying the spaceships. :)
 
The game's surely not perfect, but engineering nowadays is a doddle compared to what it used to be. Sure, they could make it so we never have to leave a station to do whatever we want, but then there'd be no point in flying the spaceships. :)

While I agree, I don't personally feel that being "Better than it was" when comparing to the initial release of Engineers is really saying anything much of substance.

A house made of mud is better than a house made of excrement. I'm not a fan of living in either though.
 
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While I agree, I don't personally feel that being "Better than it was" when comparing to the initial release of Engineers is really saying anything much of substance.

A house made of mud is better than a house made of excrement. I'm not a fan of living in either though.

Why not? They have changed engineers (even mat gathering) so much that it's unrecognizable from its original incarnation, and the changes have made it much easier to upgrade your ships? What more do they have to do to make it so that it's acceptable?

I've been on the forums a long time, and I've never been one to accuse people of wanting an 'I win' or 'no effort' button, but come on, if you have two (or even three) upgrades that you think you'll use a lot, just go to the different engineers that do the upgrades and pin a different blueprint at each one.

Unfortunately, if FD made it so once you unlock an engineer you can remotely do any and all of their upgrades remotely, then you'd get complaints that you should be able to do experimental effects remotely too, so whatever. I agree that endless jumps are tedious, and it's perhaps unfortunate that FD seem to think that putting stuff that's useful a long way away is good game design, but it's part of the game, and with a little bit of planning, a lot of it can be avoided.

Like I said, there's plenty to criticize about the game, but the state of engineering (at least, how you do it) is surely not high on the list. At least, it's not high on mine. :)
 
With multiple ships with multiple modules and multiple
Roles, engineering is a very niche, cul-de-sacked option for a module.
and with materials trickling in, and changes in ship-role-requirement, the current system does get in the way.

That's why I don't pin blueprints. It is utterly meaningless. The experimental affects require engineer visits anyways,
so why bother? Just another useless, half baked feature that I need to dork around with. Keep it FDev, I'll pass.
X.
 
That's why I don't pin blueprints. It is utterly meaningless. The experimental affects require engineer visits anyways,
so why bother? Just another useless, half baked feature that I need to dork around with. Keep it FDev, I'll pass.
X.
Because any engineer who works on a certain module can apply experimentals, even if they only do G1 engineering for that module. So you pin those who can do G5s and only visit a handful of them for the experimental.
 
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