What is the pupose of pinning?

Deleted member 115407

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I tested this, it works fine.

Pinned a LE Power Plant upgrade. Switched to my T-9. Pin not available.

Swapped the modded Plant out for a stock plant, pin available.

The problem is remote workshops cannot work on legacy modules. Seems to be working as intended.
 
I tested this, it works fine.

Pinned a LE Power Plant upgrade. Switched to my T-9. Pin not available.

Swapped the modded Plant out for a stock plant, pin available.

The problem is remote workshops cannot work on legacy modules. Seems to be working as intended.

All well and good, however working as intended doesn't mean that's right. This will be very painful for those commanders that will have to lug their fleet around the bubble just to get a legacy switch! This isn't working as intended, this has been missed.
 
I tested this, it works fine.

Pinned a LE Power Plant upgrade. Switched to my T-9. Pin not available.

Swapped the modded Plant out for a stock plant, pin available.

The problem is remote workshops cannot work on legacy modules. Seems to be working as intended.

Is it not more the case that since you now have to engineer each new module from scratch, that if you pin a grade 5 mod, but then jump into a ship which is still at only grade 3 or has a new module fitted, then you will not be able to apply that grade 5 mod as you haven't yet worked that module up to the requisite level? If you see what I mean. So pinning a blue print will only work for a module that is at the correct stage of progress. At least that's my guess anyway.
 
Could it be, that you need to "pin" your desired modul manually, when your at the engineers site, so that it gets accessible elswhere?

Checked and confirmed : pinyour blueprints at the engineers site and the gets available at any station with remote workshop.
 
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The problem is remote workshops cannot work on legacy modules. Seems to be working as intended.

Yep, I tested this last night. Switching ships does not remove any of your pinned blueprints, you just can't modify legacy modules at an outfitter. After I switched out my 2.4 modded thrusters for a brand new one I was able to mod away.


This is inconvenient right now after the update, but as we filter out our legacy modules this will be a non issue. This doesn't seem so bad to me.
 
'as we filter out our legacy modules'

That's the point of the post - get the code available under remote workshop so we don't have to lug loads of modules and ships around.
 
Pilot error and poor communication via the Remote Workshop UI. The UI should indicate that legacy modules must be converted at an engineer base before they can be accessed by the Remote Workshop system.

As was already stated above, the pins work fine with "3.0 compatible" modules!

Those claiming bugs are simply trying to modify OLD upgraded modules which can not be worked with until they are CONVERTED!

You can do the full G5 upgrades to new stock modules using Remote Workshop and later visit the engineer for an experimental effect at your leisure. I find this actually easier than bothering with trying to upgrade most legacy modules since you can upgrade a stock module in the fraction of the time.

The experimental effect can be applied separately at any future time.
 
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Go to Engineer -> Max out module through G5 -> pin modification -> fly to station where other ships are -> swap ship in shipyard -> cannot modify module on swapped in ship as the pin has gone.

Why does the pin stay with the ship that visited the engineer?

If this is not what is supposed to be available then Engineers need to be able to work on your stored modules provided you're at an engineer base. You drive the whole washing machine to a spare parts store when you know what you want, you either take the part or you provide the part number.

Seems logistics has broken down in 3304

:-D

Because you cannot convert a legacy module via remote modification. You have to convert at the Engineer's base.

This is meant as a punishment for those of us who maintain large fleets and did all our upgrading to G5 prior to the launch of Beyond so that we wouldn't have to roll our way up to G5 because we find that notion ridiculous.
 
Just to add a little to GG7's post.....

You can add an experimental affect at any time in the process (when at 'Engineer Workshop') and it will remain applied even if the module is subsequently modified to a higher grade at a 'Remote Workshop'. You only pay mats once for an effect.
 
Just to add a little to GG7's post.....

You can add an experimental affect at any time in the process (when at 'Engineer Workshop') and it will remain applied even if the module is subsequently modified to a higher grade at a 'Remote Workshop'. You only pay mats once for an effect.

I really like what they did with this part of the upgrade. You no longer loose your experimental effect if you choose to take a partially upgraded module further up the process towards G5. This allows you to upgrade as high as you can or want, and later when you have additional mats, take it to the full G5 range without loosing your experimental effect, or having to pay to reapply it to the final upgrade. :)

And as you said...once the experimental has been applied at an Engineer base, any upgrades added via Remote Workshop retains the experimental effect you had already applied to that module.
 
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I really like what they did with this part of the upgrade. You no longer loose your experimental effect if you choose to take a partially upgraded module further up the process towards G5. This allows you to upgrade as high as you can or want, and later when you have additional mats, take it to the full G5 range without loosing your experimental effect, or having to pay to reapply it to the final upgrade. :)

And as you said...once the experimental has been applied at an Engineer base, any upgrades added via Remote Workshop retains the experimental effect you had already applied to that module.

Exactly that! It's great :)
 
pinning is turning out to be very useful for me.

Same here! Especially with all those modules that don't have experimental effects potential. Most of my common upgrades are the same one across all ships, so even though you can only have one full set of a G1-G5 blueprint per engineer, I tend to only use one specific upgrade from each of them anyway. (Enhanced, Low Power Shields, or Light Weight Sensor for example)
 
I tested this, it works fine.

Pinned a LE Power Plant upgrade. Switched to my T-9. Pin not available.

Swapped the modded Plant out for a stock plant, pin available.

The problem is remote workshops cannot work on legacy modules. Seems to be working as intended.

I was away to do some engineering using pinned blueprints. Your info just saved me a lot of anguish. Is there any indication at all about why the pinned blueprint didn't work on the legacy component? If not then it does sound like that needs to be addressed in the next patch.
 
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I'm another one that doesn't understand pinning for remote access.
I can't add experimental effects.
I can't convert old to new modules.

So yeah, I'm another one that has to do it the old fashioned way: Fly to the engineer with one of my bigger ships. Transport a medium there for the smaller modules and also ALL of the modules I want to upgrade. Then go through the entire process.
NO, I'm not going to do one ship at a time, or gradually drip feed each module as I "play my way".
NOT to mention I don't know which of my modules are old, or converted modules.....
 
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