Pinned Blueprints : Why are they not all visible in different ships?

Hi all,

Are the pinned Blueprints module size as well as blueprint type specific? For example, size 5A Dirty Drives? I ask because I often find that the Pinned Blueprints from an engineer are not available in my remote workshop at my home station (Jameson's Memorial).

If this is the case, isn't this a little TOO restrictive, making the use of this feature rather pointless? I have two Anacondas but otherwise my ships are very different with different roles and different module sizes. Even my two conda's are very different builds with different module sizes fitted.

Can we make the Pinned Blueprints universal in size please!

What is your experience on this feature?
 
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I'm sure I've seen the option to convert a legacy module when it's been available in remote workshop so that is not true.
Not unless you've encountered some sort of bug. Applying experimentals or converting legacy modules requires you to be at an engineer in person. Even then they can only convert the module if they are able to engineer at the required grade.
 
Not unless you've encountered some sort of bug. Applying experimentals or converting legacy modules requires you to be at an engineer in person. Even then they can only convert the module if they are able to engineer at the required grade.

I'll have to conduct some specifically designed field tests today then. Not being able to convert a legacy module seems kind of stupid to me! After all, all of our modules are legacy modules... So unless you are starting from scratch, you can't use the pinned Blueprints? That sucks! It severely reduces the value of bothering to pin anything, because you won't be able to use it on your other ships anyway unless you start with a new module from G1.
 
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I made the trip from Colonia to the bubble to, among other things, get the blueprints from the engineers. I am at Farseer and I wanted to get the blueprint for my FSD. I could not do that because I first would have to convert the FSD, which I can't because I have not enough mats. I had to buy another FSD at Farseer so that at least I could get the blueprint.

And I agree with Susanna. Being only able to convert the legacy modules at the engineers is just to restrictive and defies the purpose. That would mean that when I am back in Colonia I would have to remove the modifications from my legacy modules and start from scratch.

It would be nice if Fdev would overthink that concept.
 
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Deleted member 115407

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I'm sure I've seen the option to convert a legacy module when it's been available in remote workshop so that is not true.

You're incorrect. You cannot mod or convert legacy modules at remote workshops.

Simple example. If you pin Long Range FSD, and take a legacy FSD to a remote workshop, you won't have access to the pinned blueprint. If you buy a stock FSD, you will have access to the pin.

Blueprints are pinned to your CMDR, not to modules and ships.
 
I'd say Fdev should consider scrapping the whole pinned blueprint idea. We spent so much time GRINDING to unlock engineers. Let us just use all blueprints and experimental effects at the remote workshop after fully unlocking an engineer
 
Hi all,



What is your experience on this feature?

I dont think its a "feature".

To me it appears as unexpected software behaviour. And among the things I dont like with software is.. if software does something completly different than what I would expect WITHOUT giving any hint of WHY it did different.

I fly around the bubble and pin a dozen blueprints... then some time later I sit with my ship in a station .. open remote workshop. and look at an glaringly empty list thinking: "Where the frak did all my pinned blueprints go?!"

Elite could at LEAST have the decency to list all my pinned blueprints - and have them grayed out.. displaying some kind of error message along the like "sory you cannot apply THIS blueprint here, because your current ship still has a legacy module" or "your current ship does not have THIS module at all"...

Just displaying an empty the list to the player is highly misleading because as a player you get exactly no hint from the game what exactly went wrong with your blueprints.

Therefore I filed a bug reports.. andf I sugest, you do as well:

https://forums.frontier.co.uk/showt...appear-in-remote-workshop-when-changing-ships
 
The point of a pinned blueprint is that you visit the engineer start upgrading and you can now leave to finish maxing that upgrade later remotely without bothering to return. You can't convert or apply experimental effects remotely, you need to do that on your visit. Remote upgrades won't increase you rep with the engineer either.

It's not a full on engineer, it just saves you the bother of visiting the engineer more than once provided you had the sense to do the stuff you needed to do on your first visit.
 
I dont think its a "feature".

To me it appears as unexpected software behaviour. And among the things I dont like with software is.. if software does something completly different than what I would expect WITHOUT giving any hint of WHY it did different.

I fly around the bubble and pin a dozen blueprints... then some time later I sit with my ship in a station .. open remote workshop. and look at an glaringly empty list thinking: "Where the frak did all my pinned blueprints go?!"

Elite could at LEAST have the decency to list all my pinned blueprints - and have them grayed out.. displaying some kind of error message along the like "sory you cannot apply THIS blueprint here, because your current ship still has a legacy module" or "your current ship does not have THIS module at all"...

Just displaying an empty the list to the player is highly misleading because as a player you get exactly no hint from the game what exactly went wrong with your blueprints.

Therefore I filed a bug reports.. andf I sugest, you do as well:

https://forums.frontier.co.uk/showt...appear-in-remote-workshop-when-changing-ships

You can check your pinned blueprints via the engineers screens in the systems panel.
 
Good to see you're all finally catching up my observations from weeks ago, day 1 of 3.0, about the lack of legacy module conversion via remote workshop. Imagine now you have a fleet of ships!

1. Remote Workshop needs to be able to convert legacy modules (it cant be hard, there's a module check when you enter remote workshop - remove that check or whatever)
2. Allow the engineer (I'm going to say you have to be at their workshop) access to the Moduls you have in storage to save lugging different ships around

Simple QoL improvements for us all imo
 
The point of a pinned blueprint is that you visit the engineer start upgrading and you can now leave to finish maxing that upgrade later remotely without bothering to return. You can't convert or apply experimental effects remotely, you need to do that on your visit. Remote upgrades won't increase you rep with the engineer either.

It's not a full on engineer, it just saves you the bother of visiting the engineer more than once provided you had the sense to do the stuff you needed to do on your first visit.

And what is the point of pinning blueprints across the bubble if, when your in your home station - just to find out that your list in the remote workshop is completely or partially empty without a reason given in the user interface? The player gets exactly NO clue why that happened.

So after all that fuzz the player is then STILL is forced to return to the engineer whom he thinks his pinned blueprint is "missing". He cannot start upgrading without bothering to return, he has to bother to return - because that fraking list stays "empty" as long as he doesnt visit that engineer whoms blueprint is missing.

It did not save the bother of visiting the engineer. At that point he cannot even care about experimental effects or reputaton not rising. Simply because his pinned blueperint list appears to be empy.

If pinning blueprints was intended to save pilots the return to the engineers base when they wanted to craft exactly THAT mod on a module... Im afraid to say that the current implementation with "suddenly invisible" blueprints "without reason given" failed miserably.
 
You're incorrect. You cannot mod or convert legacy modules at remote workshops.

Simple example. If you pin Long Range FSD, and take a legacy FSD to a remote workshop, you won't have access to the pinned blueprint. If you buy a stock FSD, you will have access to the pin.

Blueprints are pinned to your CMDR, not to modules and ships.
Yup.
 
It's a grind gradient reset, dressed up as an update.

...specifically designed to not waste our time.

What fairly prominent Ex ED youtuber stated clearly early in the original engineering configuration...."FD Stop wasting our time!"
...and that was the focus of that video. And it ought to be resurrected.

FD, you have provided us that has even a foggily active imagination many many things to do and roles to play in this game that no other comes yet close to providing.
Engineering should not be anywhere near a focus and it becomes one when you have placed so much detailed attn. to its restrictions.
 
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I dont think its a "feature".

To me it appears as unexpected software behaviour. And among the things I dont like with software is.. if software does something completly different than what I would expect WITHOUT giving any hint of WHY it did different.

I fly around the bubble and pin a dozen blueprints... then some time later I sit with my ship in a station .. open remote workshop. and look at an glaringly empty list thinking: "Where the frak did all my pinned blueprints go?!"

Elite could at LEAST have the decency to list all my pinned blueprints - and have them grayed out.. displaying some kind of error message along the like "sory you cannot apply THIS blueprint here, because your current ship still has a legacy module" or "your current ship does not have THIS module at all"...

Just displaying an empty the list to the player is highly misleading because as a player you get exactly no hint from the game what exactly went wrong with your blueprints.

Therefore I filed a bug reports.. andf I sugest, you do as well:

https://forums.frontier.co.uk/showt...appear-in-remote-workshop-when-changing-ships

Repped, same issue with the services filter on the galaxy map, no indication whatsoever that only systems you've docked at (or nav-beacon scanned) will display, and then only within 40Ly of your current location.
 
And what is the point of pinning blueprints across the bubble if, when your in your home station - just to find out that your list in the remote workshop is completely or partially empty without a reason given in the user interface? The player gets exactly NO clue why that happened.

So after all that fuzz the player is then STILL is forced to return to the engineer whom he thinks his pinned blueprint is "missing". He cannot start upgrading without bothering to return, he has to bother to return - because that fraking list stays "empty" as long as he doesnt visit that engineer whoms blueprint is missing.

It did not save the bother of visiting the engineer. At that point he cannot even care about experimental effects or reputaton not rising. Simply because his pinned blueperint list appears to be empy.

If pinning blueprints was intended to save pilots the return to the engineers base when they wanted to craft exactly THAT mod on a module... Im afraid to say that the current implementation with "suddenly invisible" blueprints "without reason given" failed miserably.

You can only see modules available for upgrading in the remote workshop list, for example if you pin size 8 charge enhanced power distributer you only see it when you have one fitted. If you change to a ship with a smaller therefore not remotely upgradable distributer you won't see it, as that blueprint isn't pinned.

If you go into the systems tab and select the engineer in question it will show you what blueprints you have pinned.

Basically remote workshops allow you finish off an upgrade not do it from scratch.
 
Good old QoL.
Indeed.
I'm now going to lug my 30+ different level 5 guns to their respective engineers so they can be converted and have a new experimental fitted.
Shame I can't do all of that using remote engineer once I have fitted him / her once and gained a good enough rep.

Done it for the FSDs and Thrusters.
Think for the rest of my upgrades I'll do it ship by ship.
 
Good old QoL.
Indeed.
I'm now going to lug my 30+ different level 5 guns to their respective engineers so they can be converted and have a new experimental fitted.
Shame I can't do all of that using remote engineer once I have fitted him / her once and gained a good enough rep.

Done it for the FSDs and Thrusters.
Think for the rest of my upgrades I'll do it ship by ship.

One ship at a time is easiest and least grindy I think, except for the trips out to Maia. Glad I only have the five.
 
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