Planetary Industry Templates

Help for others who receive the RouteDoesNotExist Error:

If you setup a planet and save it as a template, EXIT THE PLANET VIEW before you do further changes. If you setup it up, save it and do changes, it will get buggy.

Bug ticket already written :slight_smile:

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Another great addition to this would a Corp Delivery function. This would would be great to reduce the constant warping in and out across multiple toons.

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Thanks for the bugreport. Could you perhaps submit another one (doesn’t need to be too detailed with the plain text version of the template you were working with. It would help a lot to track this down. Thanks :slight_smile:
Nvm, I have been able to reproduce this.

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I turned on the feature, made no changes to my PI setup other than stopping and restarting my extractors, and got this message once I tried to submit the extractor resets. I’ve been running this setup for a month or two with no problems.

Ok silly question time.

If I ever decide to set up PI again will I be able to just use a template to set it all up instead of wasting hours faffing about with routes?

I have set it up before and swore I’ll never do it again like that.

Here to give feedback;

  • Moving the template once on the planet is scuffed af, why do I have a quaternian control system? Just give me up and down. Let me just drag it around and rotate it. When I tried moving the sliders and then manually moving it, it screwed the controls and moved the template in the opposite direction than I was dragging my mouse.
  • The templates should be able to be dropped to a specific location on a planet. I just spent time scanning the planet, and now I want to add my templated build, but I can’t, it drops the build on some random place on the surface and I lose my place.
  • When I saved the template to each of my three accounts (via a link in an evemail) it added the same template three times to all three accounts, I didn’t expect that. I expected to either not have them and need to send an evemail/chat link (the chat links don’t fit btw), or have them all available on all accounts and the window should refresh to show that, and probably a duplicate name check before adding.
  • It might be nice to add a single working extractor process just so the links can work for your extractors. Updating the extraction locations afterwards is fine, it’d just be nice to have the output link already added.

It’s clunky, but it’s OK, it’s getting there.

Thanks, CCP!

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ffs

Top is the saved template, bottom is the loaded template. Why you no like symmetry?

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Improvement suggestions:

  1. Automatic generation of basic templates depending on the planet’s resources and skills - these templates can be modified.

  2. When moving the extractor control unit, a better solution would be to enter a number by how much to move or simply use the cursor to grab, drag and drop.

  3. For the lazy. After selecting the ā€œset automaticallyā€ option, it would automatically set the ā€œoptimalā€ production scheme. After the resources in a given location are exhausted, the scheme would switch to the next ā€œprofitableā€ one and move the entire installation to a new location.

  4. hints for schemes in the form of a graphic chart, i.e. what can be extracted and processed, taking into account the skill level.

Does it change if you uncheck the Compress Pattern option?

Thank you, that pops them back into place.

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Just tried creating a few templates of my T1-T4 factory setups (no extractor setups)
It seemed to work, it saved to the template browser and was able to load it again onto an existing setup and drag around the schematic. (didn’t save it)

Current Implementation Feedback

  • Basic functionality seem to work. Managed to save three different existing setups.

Additional Feature Requests

  • Ability to edit names on saved templates. When you get a few, naming conventions become ever more important.

  • Ability to attach notes/text to the template.
    For factory setups with multiple launchpads and predetermined routing schedules, it’s essential to be able to decribe what are the required inputs and where it should go.

  • When using this template feature as a repurposing tool (ie switching from Broadcast Nodes to Recursive Comp Modules) it would be nice if there was either an ā€˜update’ feature - or reimbursment for having to destroy exisitng structures just to build them again with the template.

Currently one have to delete all routes, assign new products to factories, re-route everything again manually one by one. That is incredibly tedious, but no need to rebuild structures.
For now, templates seem to solve that labor, which is a really nice addition.

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For me, the extractors are the easiest one to setup. This is a helpful change but doesn’t have a massive impact until I move space again with my ~50 planet setup.

What WOULD make my life a lot easier, and not change the click effort required is seeing an image of the currently loaded schematic on industry facilities. For P2 and P3 production, I often tweak and adjust what produces what based on available material, and being able to see what every factory is doing at a glance would be a tremendous help in keeping things balanced and productive.

Being able to label or add notes to launchpads to help keep what goes where straight would also be a big help.

Feedback:
I’m the kind of guy who has over 100 active planetary colonies in null sec. I produce T4 goods using only what I pull from planets. So, I would like to think that I know a thing or two about PI… My initial impressions of this feature are very positive, assuming that this means we will not be getting a broader rework to how colonies work in general (which would have been prefered). I have used the update to add quite a few more colonies, and so far I haven’t found anything seriously wrong with it. Anything that I can think of adding would need a significant update to the mechanic. Thanks for the early Christmas present CCP!

Suggested Improvement: Ability to rotate the template on the planet’s surface. This would allow the user to more accurately place their PI set up onto the planet.

My experience right after enabling templates and saving a first template, extractor heads that could not be touching were indicating ā€œcrossedā€ and a host of other errors. I can’t even test the beta feature further if I want to process my daily PI routine. I’ve had to turn the demo off for now, I look forward when the bugs are reduced and I can actually try to use it and provide feedback.

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Off topic, but who has the best template? I thought my pattern was very efficient?

Enabling it didnt appear to produce any changes to my PI interface. Thankfully I can manage OK without it and, like so many other new features and expansions, I will ignore it and focus on what I already understand. Perhaps when you have an in-game button that calls up new menus then I will have another look.

It would be awesome to have have a ā€˜delete all routes’ button in the PI UI to allow for faster switching between factory planet set ups.

First Impression A welcomed feature and first round of testing this is promising. I do see it becoming a problem with the larger planets as the link wont make the transfer from old to new location. So I see its usefulness failing at gas planets and some of the other outlier planets that are resource rich but of large size.

Feature Suggestion: Have an option in the saved template tab for condensed version. As they are resource specific one could end up 20+ saved templates if you calculate all the variables. PI characters can swap products over time and this is taking alot of real estate per save.