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ACEv1
Amarr
Deus Ex Machina.
Posted - 2009.09.07 03:25:00 - [391]
 

I've been playing with your program I checked some of the large rig prices with a calculator a couple of times and I came up with a different cost to build than your program gave me I set the production efficiency skill right and the bpo me but the build cost was still different than my calculator said I'm just curious if the program is off for a good reason or am I doing something wrong? any help would be appreciated

Sidrat Flush
Caldari
Eve Industrial Corp
Posted - 2009.09.07 04:29:00 - [392]
 

Make sure you're using the right price to calculate with - if you've checked the actual units to produce then that is the only reason for a sizable difference.

ACEv1
Amarr
Deus Ex Machina.
Posted - 2009.09.07 05:01:00 - [393]
 

I plugged in my salvage prices in the data page then I set the blue box to "own price" but the "build price" still doesn't add up as for checking "actual units to produce" I'll admit I'm not sure what you mean

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.07 06:30:00 - [394]
 

If you are using the same OWN prices in yours and my sheet, then it should be the same.
But maybe there is a mismatch in the material need of that rig blue print, an easy way for you to check that is to make sure you set the right skills which you say you have, and then check each material needed for that blueprint with the numbers on your ingame BP, those should be the same. if not then let me know which Rig BluePrint you are having problem with and i will correct any error there might be.

Kadar Ladesh
Caldari
Posted - 2009.09.11 14:35:00 - [395]
 

could you add the 5% and 10% variants to the Ores section so people know how much of the variants to mine? or is it as easy as i think it is and -10% to the amount....Embarassed

Von Jupiter
Posted - 2009.09.11 17:52:00 - [396]
 

Edited by: Von Jupiter on 11/09/2009 17:52:30
How can the build prize of item vary depending on material research level, if the material cost don't change? Or am I badly misunderstood the meaning of "material level". I mean, when changing it to, for example, from 10 to 11, cost drops even when the material need don't change. xml seems to take little too much data into the build prize. It also takes the numbers after the dot (5 is different than 5,11).

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.11 21:48:00 - [397]
 

Originally by: Kadar Ladesh
could you add the 5% and 10% variants to the Ores section so people know how much of the variants to mine? or is it as easy as i think it is and -10% to the amount....Embarassed

Simply use the dropdown menu to select the ore you mined, all ore types are in, standard, +5 and +10

Petter Dol
Posted - 2009.09.17 14:19:00 - [398]
 

Edited by: Petter Dol on 17/09/2009 14:19:37
sorry to mislead you with that, i ment the Ore tab which takes values from production and tells you the time, money, and amount of which ores to mine.Idea


(its kadar ladesh here)

BlackChii
Posted - 2009.09.18 11:33:00 - [399]
 

For group mining ops can you put in a way to divide the ore mined with different percentages for miners hualers other and combat since each different ship is needed for mining ops in low and null space

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.18 12:51:00 - [400]
 

Edited by: Dedaf on 18/09/2009 12:57:49
Originally by: Petter Dol
Edited by: Petter Dol on 17/09/2009 14:19:37
sorry to mislead you with that, i ment the Ore tab which takes values from production and tells you the time, money, and amount of which ores to mine.Idea
(its kadar ladesh here)

Ok i understand, the thing is, if i was to add all ore types the list would be really long and the simplicity would be lost.
When you mine, then I doubt you would only be mining +10 ore, if there is a +5 or standard ore within range, then you will mine it too, at least thatís how I do it, so the amount of time wonít be 100% +10 ore but a mix of all 3 types.
So the time would be impossible to calculate, therefore I used the lowest value ore, to show longest time you need to mine to get your minerals, any +5 or +10 would just be a bonus.


Originally by: BlackChii
For group mining ops can you put in a way to divide the ore mined with different percentages for miners hualers other and combat since each different ship is needed for mining ops in low and null space



This is kind of related to the top answer, if I was to add a list of all ore types the list would just be too long, and I like to keep things simple. So my answer to this will be no I wonít add a tool to split ore.
But you mention combat ships, that I donít have in atm, but itís a good idea and ill try to add that to the 2 corp mining sheets.

To answer you question about dividing the minerals according to ship type, then its already done and this is how the minerals are split between players that have mines the same amount of time, but used different ships

Hulk - 100%
Covetor - 86,95%
Mackinaw - 66,66667%
Retriever - 57,96667%
Other 8 - 57,61%
Other 7 - 50,40875%
Other 6 - 43,2075%
Other 5 - 36,00625%
Skiff - 33,33333%
Procurer - 28,98333%
Other 4 - 28,805%
Other 3 - 21,60375%
Other 2 - 14,4025%
Other 1 - 7,20125%
(Other=Battleship, Cruiser or Frigs, Ex. other 7 could be a Battleship with 7 mining lasers fitted)

Haulers will get x% depending on your choice.
Orca and Rorquals will only get 100% payout of there are more than 4 miners in the gang.
I guess a combat/defense ship should get 100% since its pretty important for 0,0 mining.

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.20 19:38:00 - [401]
 

New version 11,3,9

CPP have temp. closed the API, so you wont be able to import your skills at this time.
I have added a error message to the DATA sheet, so you can check when the API is back up and running.

Mmsg from CCP: EVE backend database temporarily disabled.

Myrchana
Posted - 2009.09.21 11:16:00 - [402]
 

its a nice tool, but my english is not os good an i have som problems with the manual.
Also i dont found the calculation for t2 Productbuildiung(T2 Mining crystals or t2 rigs)
And the sync for the api to get the Skill- and Posdata dont work atm. is ist a problem by CCP?
thx for you help

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.21 17:37:00 - [403]
 

Originally by: Myrchana
its a nice tool, but my english is not os good an i have som problems with the manual.
Also i dont found the calculation for t2 Productbuildiung(T2 Mining crystals or t2 rigs)
And the sync for the api to get the Skill- and Posdata dont work atm. is ist a problem by CCP?
thx for you help

T2 production sheet aint really good i admit, you have to enter the material need manually, there is no list to select them from.
T2 rigs are not in atm, i might add them at some point.

Yes the API was closed by CCP over the weekend, due to the alliance tournament, but its up again now.

WongKar Wei
Posted - 2009.09.21 20:05:00 - [404]
 

Edited by: WongKar Wei on 21/09/2009 20:06:07
Any chance to add how long a production run would take? And add taxes/broker percentages?

What I'd like to do is plug in 'I wanna build 5000 runs of Antimatter Charge M, what do I need and how much profit am I going to make?'

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.22 05:14:00 - [405]
 

Originally by: WongKar Wei
Edited by: WongKar Wei on 21/09/2009 20:06:07

What I'd like to do is plug in 'I wanna build 5000 runs of Antimatter Charge M, what do I need and how much profit am I going to make?'

you can do that already, enter 5000 in field C22, then check what the total mineral need is in the top, Field S7 to S13. Your total profit will be shown in field P7 in isk and P8 in %

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.26 19:21:00 - [406]
 

New version 11,4

Major change to t2 production and now with a backup and restore function for T3

Syler Rhodan
German Kings
Majesta Empire
Posted - 2009.09.26 19:51:00 - [407]
 

Great Tool !! A "Must Use" for every prodder out there. Thx !

Valendi
Caldari
Posted - 2009.09.27 09:45:00 - [408]
 

Thanks for hard work :)

I have strange error -> T2 production sheet count wrong quantity of component if you want build more then 1 unit.
Ie 113 (needed for 1) x 4 (production) = 452, but excel show 450 only



Spec: Vista ultimate + MS office 2007 (also when i open file there is some error in formating that is removed)

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.09.27 10:52:00 - [409]
 

Edited by: Dedaf on 27/09/2009 10:56:05
Originally by: Syler Rhodan
Great Tool !! A "Must Use" for every prodder out there. Thx !

thanks a lot, makes all the work worth doing.Smile

Originally by: Valendi
Thanks for hard work :)

I have strange error -> T2 production sheet count wrong quantity of component if you want build more then 1 unit.
Ie 113 (needed for 1) x 4 (production) = 452, but excel show 450 only



Spec: Vista ultimate + MS office 2007 (also when i open file there is some error in formating that is removed)

Its a thing with rounding, to build 1 you need 113, because what is really needed is 112,5. So when you build more than 1 this will be calculated 112,5 * 4 and not 113.
At least thatís how it was before, has that changed? when you start the job, what does the ingame material need say? 450 or 452?

Syler Rhodan
German Kings
Majesta Empire
Posted - 2009.09.27 11:56:00 - [410]
 

Is it possible to separate the POS Production Sheet in Simple and Complex in a further Version ?
Some simple reactions a more worth then other complex and so on. So like now the complete chain, and only simple reaction sheet would be great.

Would be nice if we can compare this in your sheet.

Valendi
Caldari
Posted - 2009.09.27 12:46:00 - [411]
 

Originally by: Valendi
Thanks for hard work :)

I have strange error -> T2 production sheet count wrong quantity of component if you want build more then 1 unit.
Ie 113 (needed for 1) x 4 (production) = 452, but excel show 450 only



Spec: Vista ultimate + MS office 2007 (also when i open file there is some error in formating that is removed)


Its a thing with rounding, to build 1 you need 113, because what is really needed is 112,5. So when you build more than 1 this will be calculated 112,5 * 4 and not 113.
At least thatís how it was before, has that changed? when you start the job, what does the ingame material need say? 450 or 452?


Will check and send you answer :)
I was making 4 separate BPC not 1 with 4 runs, and i was short in materials :). Soon i should have BPC with more runs, than i check quantity.
Anyway thank for explanation.

Automatic Sattelite
Posted - 2009.09.28 15:16:00 - [412]
 

hi thanx for sheets Smile

BTW what about make some changes in t3 sections: please make material price switch, like an in t1 section

Valendi
Caldari
Posted - 2009.10.01 17:05:00 - [413]
 

Rechecked quantity, it's ok. It's bad if you count 4 build with BPC 1 copy. And try multiply quantity needed by simply increasing "to be build".

As i see T2 cost of BPC is ignored in build price (no change whatever price you add), also BPC run number do not effect anything. Just minor problem as it is easy count it memory :)

Noonxo
Federal Organization for Outerspace Freedom
Legionnaire Services Ltd.
Posted - 2009.10.03 20:53:00 - [414]
 

Edited by: Noonxo on 03/10/2009 20:55:32
Edited by: Noonxo on 03/10/2009 20:54:17
Edited by: Noonxo on 03/10/2009 20:53:48
Edited by: Noonxo on 03/10/2009 20:53:20
I don't know if it has been highlighted yet but there's a major error in the Rig Production sheet.
Mats needed for when changing Material Level of the BPO aren't truncated as they should be ; this result in incorrect needs when multiple runs are selected.

eg.: Medium Core Defence Purger I, ML2, Prod. Efficiency II : 24 Burned Logic Circuit, 24 Tripped Power Circuit, 9 Ward Console (10 on Dedaf's but I need only 9 on my BPO's Show Info in EVE for 1 run, another bug but I don't know where it comes from); 20runs
Materials needed : 475 BLC, 475 TPC, 190WC
As each run is independant of the others, it uses 24/24/9 * 20 = 480/480/180 respectively and not 475/475/190 like said.

Anyway, just wanted to help if it can improve this awesome tool :)
Thanks again for it

billybobob
Gallente
Posted - 2009.10.04 15:10:00 - [415]
 

Originally by: Dedaf
Originally by: Myrchana
its a nice tool, but my english is not os good an i have som problems with the manual.
Also i dont found the calculation for t2 Productbuildiung(T2 Mining crystals or t2 rigs)
And the sync for the api to get the Skill- and Posdata dont work atm. is ist a problem by CCP?
thx for you help

T2 production sheet aint really good i admit, you have to enter the material need manually, there is no list to select them from.
T2 rigs are not in atm, i might add them at some point.

Yes the API was closed by CCP over the weekend, due to the alliance tournament, but its up again now.


I think I'm being stupid...I can't really see where I'm supposed to enter the material needed manually. It seems the cells are locked. Could you please go into some more details?

Other than that...this is a great spreadsheet!

Dedaf
Gallente
United Brothers Of Eve
S E D I T I O N
Posted - 2009.10.04 19:44:00 - [416]
 

First of all thanks for all the feedback guys.
iw been away a bit, so alot of things to answer, so here are some of them

Originally by: Valendi
As i see T2 cost of BPC is ignored in build price (no change whatever price you add), also BPC run number do not effect anything. Just minor problem as it is easy count it memory :)

You are right, it was not added like in the other production sheets, but it should be working in this latest version.

Originally by: Noonxo

I don't know if it has been highlighted yet but there's a major error in the Rig Production sheet.
Mats needed for when changing Material Level of the BPO aren't truncated as they should be ; this result in incorrect needs when multiple runs are selected.

eg.: Medium Core Defence Purger I, ML2, Prod. Efficiency II : 24 Burned Logic Circuit, 24 Tripped Power Circuit, 9 Ward Console (10 on Dedaf's but I need only 9 on my BPO's Show Info in EVE for 1 run, another bug but I don't know where it comes from); 20runs
Materials needed : 475 BLC, 475 TPC, 190WC
As each run is independant of the others, it uses 24/24/9 * 20 = 480/480/180 respectively and not 475/475/190 like said.
Anyway, just wanted to help if it can improve this awesome tool :)
Thanks again for it

Thanks for the good description of the problem, its a lot of help when trying to find error like this and I think I corrected it in this latest version.

Originally by: billybobob


I think I'm being stupid...I can't really see where I'm supposed to enter the material needed manually. It seems the cells are locked. Could you please go into some more details?

Other than that...this is a great spreadsheet!


That message was form before I updated the sheet, now you select the T2 ships from a drop down menu, just like in the t1 production sheet.

I just uploaded a new version 11,4,1 which should correct some of the problems mentioned abow. enjoy

billybobob
Gallente
Posted - 2009.10.04 19:59:00 - [417]
 

Originally by: billybobob


I think I'm being stupid...I can't really see where I'm supposed to enter the material needed manually. It seems the cells are locked. Could you please go into some more details?

Other than that...this is a great spreadsheet!


That message was form before I updated the sheet, now you select the T2 ships from a drop down menu, just like in the t1 production sheet.

I just uploaded a new version 11,4,1 which should correct some of the problems mentioned abow. enjoy


I'm just not doing T2 ships...I'm only inventing modules and ammo. I still don't seem to be able to pick a module to produce after invention. Crying or Very sad

When ever I click on "View by slot status" cell: 48 x G-I the drop down doesn't work. I'm using Office 2007 on Vista ultimate.

Annaxe
Inter-System Heavy Industries
Posted - 2009.10.04 23:03:00 - [418]
 

Edited by: Annaxe on 04/10/2009 23:04:13
Originally by: Dedaf
Edited by: Dedaf on 18/09/2009 12:57:49
Originally by: Petter Dol
Edited by: Petter Dol on 17/09/2009 14:19:37
sorry to mislead you with that, i ment the Ore tab which takes values from production and tells you the time, money, and amount of which ores to mine.Idea
(its kadar ladesh here)

Ok i understand, the thing is, if i was to add all ore types the list would be really long and the simplicity would be lost.




I know it's kind of lazy...

Sometimes we work (i.e. grind into oblivion) systems where there are four primary types of ore and we demolish all of them. Is there any way we can have a new page that is a combination of the Mining page (with 12 Empire ore slots) and the T1 production mineral information?

BTW... Thank you for your work. ISKies en-route.

Deckilin Viod
Posted - 2009.10.05 19:22:00 - [419]
 

I just started using your tool (great tool btw) But the pos tool doesnt seem to be pulling the info from my corp pos do you have any ideas?

WongKar Wei
Posted - 2009.10.06 06:12:00 - [420]
 

Originally by: Dedaf
Originally by: WongKar Wei
Edited by: WongKar Wei on 21/09/2009 20:06:07

What I'd like to do is plug in 'I wanna build 5000 runs of Antimatter Charge M, what do I need and how much profit am I going to make?'

you can do that already, enter 5000 in field C22, then check what the total mineral need is in the top, Field S7 to S13. Your total profit will be shown in field P7 in isk and P8 in %


Ah, I was unclear. This tool doesn't seem to include brokerage costs and production facility costs and taxes. I got the basic thing you lay out here. But when I total up all the other costs that aren't in the spreadsheet, it changes total profit.


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