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Ideki
Gallente
Posted - 2010.10.25 12:38:00 - [61]
 

I fixed the bug that was happening when loading a plan with multiple routes coming from the same extractor.
Upon loading the first route would receive all the resources, leaving nothing for the others.
This should work properly now.
A big thanks for Shananara for his help in solving this problem. :-)

Version 5.1.3 is now available.

Myrhial Arkenath
Ghost Festival
Naraka.
Posted - 2010.11.10 20:46:00 - [62]
 

Edited by: Myrhial Arkenath on 10/11/2010 21:12:30
When running the planets data option, it seems that product level 1 products are assumed to have a size of 1 rather than 0.01. This causes a launchpad to overflow much sooner than it should. I was able to get the correct numbers when I edited the xml file making a launchpad have 1000000 space rather than 10000.

Also, another issue upon loading a saved planet setup: I have four different goods extracted from the planet in my launchpad, which are routed to four different basic factories. When reloading the data these four routes are all set to the same product rather than four different ones. The pln file has the correct data in it, so this seems to be going wrong when the pln file is loaded into the program.

Lastly, a small request for the planets plan page: The container frame for each planet has a fixed height, which after adding just two routes means you need to start scrolling up and down in the routes sub-container. Not very user friendly. Could you make it so that the planet container just grows downwards so no scrolling is needed within in?

Ideki
Gallente
Posted - 2010.11.12 01:58:00 - [63]
 

I have added 3 new features to the tool.
- You can now remove the limitation on the number of planets that you can add to a plan.
- You can change the quantities and cycle time on all your extractor from a new popup window.
- You can change the quantity you want of the final product to see how you need of each sub-components.

The full details (and screenshots) are available on the official website

As usual comments and bugs are to be sent ingame to me. Very Happy

Ideki
Gallente
Posted - 2010.11.14 15:56:00 - [64]
 

Version 5.2.2 is now available for download.

I fixed a bug reported by Myrhial Arkenath.
The bug was casuing the plans to incorrectly load the routes to load with the same resources from a Launchapd when actually each route has a different resourse.

I improved the stability issue with the All In One popup.
It should not blink on refresh anymore.

Ideki
Gallente
Posted - 2010.11.14 16:01:00 - [65]
 

Thanks a lot Myrhial.

Level 1 products do not have a size of 0.01 they have a size of 0.38 (check Water for example) and extracted resources have a size of 0.001 (Check Aqueous LIquid for example)
I just checked the data, so everything seems ok.
if you still think that is a bug, you can send me a plan that reproduce the bug and I will check it.

I fixed the bug you reported in version 5.2.2
Thanks a lot for the plan it helped me a lot to catch that one Very Happy

I will see about increasing the size of the planet container.
It is true that it is a bit small and scrolling all the time can be annoying.

Originally by: Myrhial Arkenath
Edited by: Myrhial Arkenath on 10/11/2010 21:12:30
When running the planets data option, it seems that product level 1 products are assumed to have a size of 1 rather than 0.01. This causes a launchpad to overflow much sooner than it should. I was able to get the correct numbers when I edited the xml file making a launchpad have 1000000 space rather than 10000.

Also, another issue upon loading a saved planet setup: I have four different goods extracted from the planet in my launchpad, which are routed to four different basic factories. When reloading the data these four routes are all set to the same product rather than four different ones. The pln file has the correct data in it, so this seems to be going wrong when the pln file is loaded into the program.

Lastly, a small request for the planets plan page: The container frame for each planet has a fixed height, which after adding just two routes means you need to start scrolling up and down in the routes sub-container. Not very user friendly. Could you make it so that the planet container just grows downwards so no scrolling is needed within in?

Arosth Katsbalger
DISSPACHERS
Posted - 2010.11.14 22:41:00 - [66]
 

I was wondering how you use the link % area exactly. I can't seem to figure it out. Maybe I am just dumbugh

Ideki
Gallente
Posted - 2010.11.15 01:30:00 - [67]
 

Well, because the link CPU/Grid is dependent on the length of the link itself, I did not wanted to add that to the planet UI which is already crowded.
So I simplified it by allowing the user to allocat a percentage of the planet CPU/Grid.
That help the user to plan his/her planets more accuratly when adding structures.
For example, compare the CPU/Grid usage of a Gas giant and a normal planet. If you use the planner you might be able to put 10 extractors on the gas giant. But you when you try to actually apply your plan, you will discover that you can acutally only put 7 or 8
extractors because the links between them eat all your CPU/Grid.
I hope that clarifies things up a little bit.


Originally by: Arosth Katsbalger
I was wondering how you use the link % area exactly. I can't seem to figure it out. Maybe I am just dumbugh

lachrymus
Gallente
Tie Rodarro Corp
Hail Of God Society
Posted - 2010.11.20 10:09:00 - [68]
 

You know what would be great - but may well be something you think is too big a revision?

It's a great tool but the starting point for planning is that you know what you want to produce and have empty planets to fill. That is probably the more likely scenario.

But I have ten planets (main + alt) and I would like to know what the most profitable stuff to produce would be given the planets I already colonise. This is kind of working backwards but since for me the main reason for getting into PI is to generate ISK when I'm not in-game, it makes sense.

Would this be possible to include/add? Thanks.

Ideki
Gallente
Posted - 2010.11.21 21:21:00 - [69]
 

Edited by: Ideki on 21/11/2010 21:54:12
Hi,
thank you for your interest in the tool.

Well the very first idea I had about that tool, even before starting to create it, was what you just proposed.

The problem I met while working on that idea is that everyone has a different idea of what is the 'most profitable'.Confused
It could be that you want to produce everything on 1 planet.
Or that you want to produce the highest possible level product across all your planets.
Or a combination of both,...
you also have to take in account the security level of the systems with the planets in.
A 1.0 planet will not have the same yeld as a 0.0 planet...
Some users want to travel the less possible between planets, some don't care,...ugh

My first idea was to create an algorithm to propose all this kind of choices to the user.
And depending on the user choice, and planets, the algorithm would propose the best (or near best) possible plan.
My background allows me to create something like this (I have a master in artificial Intelligence).
But I thought that the work involved to make such a 'perfect' tool would take too much time for me to finish it before the release of Planetary Interaction.
(I started to work on it 2 weeks before PI came out)
So instead I branched out and decided to use the next available smartest thing available: Players brain Very Happy.
I do believe that people can decide for themself what they want and find a way to make it.
Otherwise, they would not play EVE as it is a game that requires a brain to play.
And also I do not like to make people lazy. I just want to help make thing easier so people can focus on what really matters: Having fun.Cool
So my tool is just a way for players to test their idea of an ideal plan and see if they can make it work.

Still, it is an idea that I like to toy with from time to time and I still think that I will eventually make it work.

So in short my answer is that for now I do not plan to integrate such algorithm.
But I would really like to make my tool work the way I wanted when I first started to work on it.Very Happy

Originally by: lachrymus
You know what would be great - but may well be something you think is too big a revision?

It's a great tool but the starting point for planning is that you know what you want to produce and have empty planets to fill. That is probably the more likely scenario.

But I have ten planets (main + alt) and I would like to know what the most profitable stuff to produce would be given the planets I already colonise. This is kind of working backwards but since for me the main reason for getting into PI is to generate ISK when I'm not in-game, it makes sense.

Would this be possible to include/add? Thanks.

lachrymus
Gallente
Tie Rodarro Corp
Hail Of God Society
Posted - 2010.11.22 10:39:00 - [70]
 

Thanks for your thoughts on this. I take your point - it's really not too much work to do the thinking and planning - and I agree, that's what puts Eve head and shoulders above most games. Guess I'm just being a bit lazy :)

But it's interesting that this idea is where you started from too...

Ideki
Gallente
Posted - 2010.11.24 18:08:00 - [71]
 

I would like to ask for my tool users to go support this feature post I created in the Features and Ideas Discussion forum.

What I am asking for is an api that will provide the planetary interaction data of a character.
With that information I could actually automate the process to fillup the extractors as well as the notifications.

So please, help me getting this feature in the EVE API by showing your support in this thread and bumping it.

It is as much for me as for you. Very Happy

Nolan Nighthawk
Posted - 2010.12.06 16:53:00 - [72]
 

This is really a nice tool! Good job. Continue good work.

Fredrick Engly
RaVal Thyokill Industies Inc.
Intergalactic Exports Group
Posted - 2010.12.07 02:18:00 - [73]
 

Why is this code obfuscated? What are you hiding?

Ideki
Gallente
Posted - 2010.12.11 16:05:00 - [74]
 

I am hiding nothing, I have more than 2000 people using my tool.
That should be enought to prove that people trust me.
Otherwise you would see them flaming this post about how I rob them of everything they own ingame...
Beside, the fact that I keep people going to my site for downloading update prevents other from modifying my tool by putting virus and stuff in it.
The less sources of download, the less chances of someone putting a tricked version somewhere...

So now my question to you is: Why do you need to see my code?

I hardly believe that everyone wants to see my code to make sure that I am not doing anything evil on their computer.
Programming is my real life job.
And if there is one thing that you learn when you work in a programming company is that you protect your code against thief.
So that's the rule I am applying to my own tool.

If people still do not trust me, or if they are infuriated because they cannot see/copy my code, then too bad for them.
I am not forcing anyone to use my tools.
But if people want to make a tool like mine, then they can use their own brain just like I did.
I do not see why I should give away stuff that I spent a lot of time to work on.
Beside, the more tools there are, the more chances of someone trying to do something evil.

If people fear a virus then use an antivirus.
If people fear someone using a keylogger to steal their isks, then they should not download any tool/addon.

In the end it all boil down to a matter of trust.

And that's why I am doing what I am doing.
There is only 1 site where to download this tool from.
And the tool feature an auto-update mechanism so once downloaded you don't even have to search for my site again.

I am doing what I can to make people trust me.
But I will not share my code until I am ready to do so.
And everytime someone ask me to see my code, or say that I am 'hiding' something, I am less tempted to share my code...

Originally by: Fredrick Engly
Why is this code obfuscated? What are you hiding?

tengen san
Posted - 2010.12.11 20:28:00 - [75]
 

I like the tool, and even more I like the way you protect your code. Why share it anyway?

I wish I could programm like this.


Originally by: Ideki
I am hiding nothing, I have more than 2000 people using my tool.
That should be enought to prove that people trust me.
Otherwise you would see them flaming this post about how I rob them of everything they own ingame...
Beside, the fact that I keep people going to my site for downloading update prevents other from modifying my tool by putting virus and stuff in it.
The less sources of download, the less chances of someone putting a tricked version somewhere...

So now my question to you is: Why do you need to see my code?

I hardly believe that everyone wants to see my code to make sure that I am not doing anything evil on their computer.
Programming is my real life job.
And if there is one thing that you learn when you work in a programming company is that you protect your code against thief.
So that's the rule I am applying to my own tool.

If people still do not trust me, or if they are infuriated because they cannot see/copy my code, then too bad for them.
I am not forcing anyone to use my tools.
But if people want to make a tool like mine, then they can use their own brain just like I did.
I do not see why I should give away stuff that I spent a lot of time to work on.
Beside, the more tools there are, the more chances of someone trying to do something evil.

If people fear a virus then use an antivirus.
If people fear someone using a keylogger to steal their isks, then they should not download any tool/addon.

In the end it all boil down to a matter of trust.

And that's why I am doing what I am doing.
There is only 1 site where to download this tool from.
And the tool feature an auto-update mechanism so once downloaded you don't even have to search for my site again.

I am doing what I can to make people trust me.
But I will not share my code until I am ready to do so.
And everytime someone ask me to see my code, or say that I am 'hiding' something, I am less tempted to share my code...

Originally by: Fredrick Engly
Why is this code obfuscated? What are you hiding?


Fredrick Engly
RaVal Thyokill Industies Inc.
Intergalactic Exports Group
Posted - 2010.12.13 02:14:00 - [76]
 

Originally by: Ideki

I am doing what I can to make people trust me.
But I will not share my code until I am ready to do so.
And everytime someone ask me to see my code, or say that I am 'hiding' something, I am less tempted to share my code...



No probs and understand where you are coming from in terms of intellectual copyright however is this a commercial product?

I will continue to only use external EVE Online tools such as EveMon, EVEHQ, POSTracker, MiningBuddy, Yapeal etc that release their sourcecode to the public

All the best and Im sure your tool is great due to all the positive feedback you have received.

cyndrogen
Posted - 2010.12.28 21:27:00 - [77]
 

First I just wanted to say thanks for providing this tool. It's a welcome addition.

I was wondering if you could expand the features to allow us to guesstimate extraction cycles better.
So for example, say we wanted to have an 8 hour cycle, how many extractors would we need using which cycke times to achieve 8 hours.

as an example oxygen requires 3000 units of noble gas to crunch through one 30 minute cycle so in one hour you can generate 40 oxygen. Now if I use a 5 hour cycle, how many extractors would I need to stockpile resource to last for 8 hours. So obviously my extractors are linked to storage and not processors to stockpile enough resource until I restart the cycle again later.

In this simple example I would need a minimum of 2 extractors to have enough raw materials to last 10 hours, assuming I can extract over 1500 m3 per 15 minute cycle.

Lil Slit
Posted - 2011.01.02 23:19:00 - [78]
 

total noob to this planetary stuff.. but to make things super easy for all future noobs out there... can you add something that gives you options on what to pick from given your planet options .. for example..

you input your planets.. and how many.. your program spits out the options for what you can build..

i downloaded your tool to skip the time it takes to go threw all the things i can build using my current planets.. and pic the things i can actually build given my available supplies..


your program does not speed this up... yet?

Ideki
Gallente
Posted - 2011.01.11 13:40:00 - [79]
 

Hi everyone,

Sorry for the lack of updates lately.
Real life has been pretty busy.
Between my pregnant wife and looking for a bigger house I did not have much time to work on the tool.

But, I finally manage to kill a bug that has been hanging around for a long time.
From now on, people using Localization settings that are not English should have no problems using the tool. Yeah! :-)
You can go get the latest version.
As usual if you encounter any issue, contact me ingame (Ideki) or leave a message on the EVE online forum.

I haven't even had time to take a look at the new PI features with the incoming patch.
I'll try to fix that soon.
So expect a new version soon after the patch goes live.

Ideki
Gallente
Posted - 2011.01.11 13:45:00 - [80]
 

I see.
This is already kinda possible.
But you have to use several features together for that.
It is always possible to simplify things, so I will see what I can do about that. Very Happy

Originally by: cyndrogen
First I just wanted to say thanks for providing this tool. It's a welcome addition.

I was wondering if you could expand the features to allow us to guesstimate extraction cycles better.
So for example, say we wanted to have an 8 hour cycle, how many extractors would we need using which cycke times to achieve 8 hours.

as an example oxygen requires 3000 units of noble gas to crunch through one 30 minute cycle so in one hour you can generate 40 oxygen. Now if I use a 5 hour cycle, how many extractors would I need to stockpile resource to last for 8 hours. So obviously my extractors are linked to storage and not processors to stockpile enough resource until I restart the cycle again later.

In this simple example I would need a minimum of 2 extractors to have enough raw materials to last 10 hours, assuming I can extract over 1500 m3 per 15 minute cycle.

Ideki
Gallente
Posted - 2011.01.11 13:53:00 - [81]
 

this idea is one of the first I got for the tool.
But it is not an easy one to implement.
I am still toying with the idea from time to time.
So I hope to have it working at some point.
But I cannot promise anything right now. Sad

Originally by: Lil Slit
total noob to this planetary stuff.. but to make things super easy for all future noobs out there... can you add something that gives you options on what to pick from given your planet options .. for example..

you input your planets.. and how many.. your program spits out the options for what you can build..

i downloaded your tool to skip the time it takes to go threw all the things i can build using my current planets.. and pic the things i can actually build given my available supplies..


your program does not speed this up... yet?


Ideki
Gallente
Posted - 2011.01.26 14:00:00 - [82]
 

Just an update to say that the tool is not dead.

Life is really really busy at the moment. (My wife is pregnant and we are buying a new house to move in 2 weeks)

I have to fix the tool to be up to date with the new PI features.
But as this will require a bit of time to implement, I have to postpone this for about a month.

Meanwhile I fixed some bugs and am I working on a new feature.
I hope to have this ready within the next few days.

Then I will start to work on updating the tool.

Ideki
Gallente
Posted - 2011.01.28 14:13:00 - [83]
 

The new feature is now ready.

I added a Reverse lookup tab.
It allows you to select the planets you have (or want to use) and see what you can produce with them.
You can also select a region to check the sell/buy prices of each product.
Each column can be sorted by clicking on the column header.
If you double-click on a row, the production plan for that product will be displayed (Note: you have to double on the text, for some reason if you click in the 'empty' part of a cell, the double-click does not trigger...)

I also fixed a few problems with the xml file.
The price of the level 4 products should be correct now.

So you need to download both files.
If you use the 'Update' option in the help menu of the tool, both files will be automatically downloaded.

As I said in my previous message, I am really busy right now, so I will work on updating the tool with the new PI stuff as soon as things will stabilize.

As usual, bug reports can be sent to me ingame, or posted on the EVE forum here.
Donations are welcome too. Very Happy

Ideki
Gallente
Posted - 2011.02.01 13:12:00 - [84]
 

Ok, I am going to make this very clear right here right now.
Since a few days I keep receiving request from people to share my website (and all its content).
To those people I will say this: You are loosing your time.
I will NOT share the website.
This project is MINE only.

I took the first request as a joke.
The second one raised questions.
The third one is getting annoying,...

The worst is that those request come without even a small text to talk about yourself or why you would even request this in the first place.
You could ask on the forum or ingame. (Don't try, the answer will still be 'no')
But just a minimum of good manners would have been appreciated.

The way I see it now, some people want access to this site to replace the clean version I provide with a virus or keylogger.

Somehow this is flattering, because it means that my tool is receiving enought attention from the EVE Online community that 'bad people' want to use it to cause their mischief.

Except that I have a brain and I use it.
So just stop it, it's not going to work.
I will keep deleting your email without even reading them.

To everyone else I will say this:
My website is the one and only source for the EVE Plannetary Planner.
You MUST always download it from there (Or better use the Update function from the tool itself).
Even more now that 'bad people' have taken an interest in it.

I thank everyone for their trust.
And I will do all I can to continue to earn it.

Salome Matata
Posted - 2011.02.04 11:34:00 - [85]
 

Awesome little tool, love it!

thanks!

Forerunner Ghost
Posted - 2011.02.12 19:16:00 - [86]
 

Such a great tool! Thanks for your hard work and dedication to this. Also appreciated is the fact that you created a tutorial with screen shots and documentation, which I think makes everything quite clear.

Smile

Felix Venatio
Posted - 2011.02.18 12:56:00 - [87]
 

Great tool Smile

Getting an error when changing stuff related to prices.
"Failed to check for update"
(loosely translated):
"The incoming data had an incompatible format"
Something I forgot to check/do?

Ideki
Gallente
Posted - 2011.02.21 13:58:00 - [88]
 

Hi,

We just finished to move to our new house.
But I am still without an internet connection at home.
And we have a lot to unpack.
So I still need sometime before I can work on the tool and fix bugs.

Thank you everyone for your support. Very Happy

I will work on fixing bugs and updating to the new PI as soon as possible.

Aiyshimin
Minmatar
Anarchy Unlimited
Posted - 2011.03.04 10:41:00 - [89]
 

Congratulations :)

I'm in the exact same position at the moment, waiting for the ISP to connect lines to our new home.

Anyway, just wanted to give a thumbs up for this project, looking forward to the next version!

Thanks for your efforts,

- Aiy

Psihius
Caldari
Anarchist Dawn
U N K N O W N
Posted - 2011.05.03 20:04:00 - [90]
 

A major request:

Please consider adding the ability to plan chains where you just dump goods from orbit. I'm making T2 => T3 plan and it really isn't working good for that.

What I wana get:
1. Set the amount of resources I load in each launchpad/command center/storage facility, set the resource price, set the resulting commodity prices.
2. Get the calculation for how long that all can run (by groups, described lower).
3. Calculation taking into account that I can have 20 processors with 4 launchpads and 5 processors connected to each launchpad or any other combinations.
4. Add the length for links and calculate the CPU/PG needs from that. We can estimate the length of the link and enter it a little more than it is (usually on baren/temperate you get around 60-70 km links if placed tightly). Anyway you can make default link length for every planet type because there is a minimum, where you just are unable to place structures closer. That will make it so much informative.
5. Get the estimate on profits.

Right now it is possible only for a chain starting with extractors.

And ability to stretch the boxes. I add 20 structures on 24" FullHD LCD and see 6 structures at most and 3 routes only. Too little for my taste.


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