Why was the dump materials function removed?

Before they released 3.0.02 and removed that button, I guess?
Ah yes, you're right. It's gone! It was on Monday that I was mining.

Presumably a bug, no? Why would they remove it on purpose? That is very annoying, as it effectively locks up one of your limpets if you don't manage to ignore the material first.
 
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With the ability to dump mats, I can determine the percentage of the ring from the log file. Without this ability, it can't be done from the logs, since the ignored mats aren't recorded there.

Can't you just trade away all your raw G1-G3 mats, then write down/use Inara cargo mats/components to note many you have left? After completing your mining, the difference between the 2 numbers will allow you to calculate your percentage.
 
I'm trying to determine the material composition of a planetary ring. Since FD haven't had the decency to do this the way they did with planet surfaces.

With the ability to dump mats, I can determine the percentage of the ring from the log file. Without this ability, it can't be done from the logs, since the ignored mats aren't recorded there.

Mate, I think it's fair to say your use case is somewhat... niche.
 
That auto ignore while capacity for certain material is full would be a great idea to pitch to fd. Or an ignore list actually make it easier to unignore

No it's not a great idea, it's an absolute simple no-brainer, and hard for me to grasp why that is not in the game....
 
We need auto-ignore.. when a mat is full just let the limpets ignore it.


it's sad that this isn't default, makes one question if any dev even ever tried this new feature out themselves, but probably not, they just checked ONCE if the ignore on each material works and were fine.
 
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I'm not ignoring materials, when the only way to unignore them is to select an invisible material.

Ignore doesn't work like that.

Once a mat' is full you can choose to ignore it and all it means is Collectors won't pick it up.
It's still appears in your contacts list and you can still target it manually.

So, for example, if you fill your storage of Iron, you can ignore it and your collectors won't pick up any more Iron.
If you then use a load of Iron in engineering, you can then just target a lump of Iron and then use your contacts tab to un-ignore it.

Course, that requires that you remember which mat's you've ignored.
I suspect it'll be common for people to fill up mat's, ignore them, use some of the mat's and then suddenly realise the stockpile isn't getting replenished because the mat' is still on the ignore-list.

Ideally, I guess it'd be nice if Collectors just automatically ignored a mat' when it's full and then automatically un-ignored it again after you use some of it.
FDev does like their sadistic little twists, though, and I guess this is one of those things.
 
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Sigh. There are some people on these forums who are convinced FDev don't play their own game, I'm starting to think that maybe they're actually right!!!

Sorry they are mostlikely not playing this game to a proper degree. Those devs who play their own games are the ones knowing the whole a lot better. And then those devs design and test the whole. It is extremely obvious that no one extensively plays the game form the devs, that why most features seem to get a basic testcase, which easily is going positive but never checks possible interaction with features it touches. Otherwise we would not have many of these strange issues. And there were and are many of those. And this happens when you don't use yor own software and focus testcases on the very specific thing they are supposed to tets but not the whole software. Just because ED is a game doesn't makes this typical issues less obvious. And believe me that happens a lot with Software devlopment not necessarily being bound to games. Thats why the ITIL for example says you should deisgn the features of your software and TEST it with your customer. Because they are going to use it differently than those who deisgn and devlop it, and they will early enough tell you when things are done wrong. Also devs who ply their own game, rather quickly remove very annoying features because they are annoyed by them too. But in ED's case I would say Devs play the game very rarely and if in a supercasual way. Thats why they don't stumple over most things.
 
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Deleted member 38366

D
I guess an Auto-Ignore when the respective Material Storage is full is in order. As soon as it isn't full and the Player hasn't manually ignored it, it shall continue scooping it then.

After all, Data Scans into a full Inventory also don't stall any subsequent scans. Those are auto-ignored already.

PS.
The all-manual UI Ignore/Unignore selection that only works when the respective item is already floating (and Target of Collectors) seems extremely clumsy.
- there's no way to un-ignore until another one of the Material is in the Contacts Panel
- illicit Cargo is also scooped, so pretty much every conceivable Commodity eventually has to enter the Ignore list in order not to run into trouble i.e. Bounty Hunting w/ Collectors in a RES/HighRES
--> but the contained Commodities might be valid Mining Targets for a Mining run sometime later
--> plus the next Pirate NPC going down might drop yet another type of Cargo not manually ignored yet - so the same problem arises again
(I found myself frantically trying to get rid of Illicit Cargo getting scooped over and over, eventually I resorted to ordering my NPC SLF to shoot the darn canisters under my belly with the Cargo Hatch closed - since I jettisoned them already and Authority could scan them & fine me any moment :p )

IMHO the whole Ignore UI would work better like this :
- chosen from right Panel at anytime (no dependence on Contacts panel)

- Materials Page : general collecting ON/OFF (overrides individual Materials perferences)
- individual Materials : ignore YES/NO

- Elements Page : collecting ON/OFF (overrides individual Elements perferences)
- individual Elements : ignore YES/NO

- Cargo Page : general Cargo ignore ON/OFF

- Cargo/Material/Elements storage full : ignore for respective items are temporarily automatically switched to ON with notification

That way, the Player can set easy, overall restrictions (Materials/Elements/Cargo) and avoid any Collectors to waste time on these or shove unwanted stolen Cargo onboard.
At the same time, it also allows to finetune within Elements or Materials.

The Option to perform the same task on individual items via Contacts Panel can remain as it is right now, since it would likely still be useful for some Players or in certain situations.

On top, I'm frequently seeing the Contacts page shuffling wildly around every Second, especially when many Ships and other stuff is in the area and the list becomes quite dynamic.
Pinpointing the right item can quickly become a sheer mini-game of patience and luck then. Would be neat if there was an easy solution to that.
 
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For manual operation, it seems like the simplest solution would be to display ignored mat's in red on the Materials tab (which'd immediately draw the player's attention to the fact they were ignored) and then allow the player to select a mat' and then toggle ignore on/off.

Basically, it'd look very similar to how a disabled module looks in the Modules tab.
 
What became clear from the livestream with Adam and Will is that the Devs are playing at least one version ahead from ours ... probably into 4.0 already .... and sometimes find it difficult to relate back to the game we are playing. So what seems redundant to them is not redundant in the game that we have reached.

There is a complete revision of the mining game coming up next, I believe, and it possibly will be a redundant feature when that emerges.

We might just have to be a little patient on this and not expect too much beforehand.
 
What became clear from the livestream with Adam and Will is that the Devs are playing at least one version ahead from ours ... probably into 4.0 already .... and sometimes find it difficult to relate back to the game we are playing. So what seems redundant to them is not redundant in the game that we have reached.

There is a complete revision of the mining game coming up next, I believe, and it possibly will be a redundant feature when that emerges.

We might just have to be a little patient on this and not expect too much beforehand.

maybe true but the mining update is the final one in Q4 isnt it? if so that is quite the wait!
 
I guess an Auto-Ignore when the respective Material Storage is full is in order. As soon as it isn't full and the Player hasn't manually ignored it, it shall continue scooping it then.

After all, Data Scans into a full Inventory also don't stall any subsequent scans. Those are auto-ignored already.

PS.
The all-manual UI Ignore/Unignore selection that only works when the respective item is already floating (and Target of Collectors) seems extremely clumsy.
- there's no way to un-ignore until another one of the Material is in the Contacts Panel
- illicit Cargo is also scooped, so pretty much every conceivable Commodity eventually has to enter the Ignore list in order not to run into trouble i.e. Bounty Hunting w/ Collectors in a RES/HighRES
--> but the contained Commodities might be valid Mining Targets for a Mining run sometime later
--> plus the next Pirate NPC going down might drop yet another type of Cargo not manually ignored yet - so the same problem arises again
(I found myself frantically trying to get rid of Illicit Cargo getting scooped over and over, eventually I resorted to ordering my NPC SLF to shoot the darn canisters under my belly with the Cargo Hatch closed - since I jettisoned them already and Authority could scan them & fine me any moment :p )

IMHO the whole Ignore UI would work better like this :
- chosen from right Panel at anytime (no dependence on Contacts panel)

- Materials Page : general collecting ON/OFF (overrides individual Materials perferences)
- individual Materials : ignore YES/NO

- Elements Page : collecting ON/OFF (overrides individual Elements perferences)
- individual Elements : ignore YES/NO

- Cargo Page : general Cargo ignore ON/OFF

- Cargo/Material/Elements storage full : ignore for respective items are temporarily automatically switched to ON with notification

That way, the Player can set easy, overall restrictions (Materials/Elements/Cargo) and avoid any Collectors to waste time on these or shove unwanted stolen Cargo onboard.
At the same time, it also allows to finetune within Elements or Materials.

The Option to perform the same task on individual items via Contacts Panel can remain as it is right now, since it would likely still be useful for some Players or in certain situations.

On top, I'm frequently seeing the Contacts page shuffling wildly around every Second, especially when many Ships and other stuff is in the area and the list becomes quite dynamic.
Pinpointing the right item can quickly become a sheer mini-game of patience and luck then. Would be neat if there was an easy solution to that.


I've experienced pretty much everything you've mentioned here, and come to the same conclusions.
All of your suggestions get a big thumbs up from me.
 
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