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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Solos
Lugandon
0
|
Posted - 2015.06.04 14:59:33 -
[2071] - Quote
The program began to give out incorrect quantity of minerals necessary for construction according to the drawing, earlier when you write necessary number to number of starts everything was normal. Now if number of starts more than eight, minerals aren't counted. |
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1635
|
Posted - 2015.06.04 16:24:51 -
[2072] - Quote
Wreck It wrote:Have been using IPH for half a year, and since today the program will not launch anymore. It throws out the following unhandlerd error: An Unhandled Exception has occured and EVE Isk per Hour will now close.Please fill out the following information so I can reproduce the bug - if you just copy and paste this message, that won't be enough! What is your Operating System? Win7 x64What tab or screen did the error occur? Right after launching IPH. About 10 seconds in, after seeing 'collecting system indices' etc. I seems to get stuck on 'loading user settings', but to my knowledge I did not change anything yesterday. What are the steps to reproduce the Error? Launching IPH...Web link to a screenshot of your error: ClickIn addition to a screenshot, copy the data below for sending to developer. Source: EVE Isk per Hour Message: An error occurred creating the form. See Exception.InnerException for details. The error is: SQLite error near "AND": syntax error Yeah it's a know issue I'm working on.
Delete the following files in your settings directory and go to the manufacturing tab and try to save them again as a POS. For some reason it's not saving the data correctly but I'm not sure why.
CalcManufacturingFacilitySettings.xml CalcPOSFuelBlockFacilitySettings.xml CalcPOSLargeShipFacilitySettings.xml CalcPOSModuleFacilitySettings.xml
If you're you can send me the settings files to [email protected] that would be helpful too.
Thanks
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
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Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1635
|
Posted - 2015.06.04 16:25:47 -
[2073] - Quote
Solos wrote:The program began to give out incorrect quantity of minerals necessary for construction according to the drawing, earlier when you write necessary number to number of starts everything was normal. Now if number of starts more than eight, minerals aren't counted. Pleas provide an example or screenshot so I can troubleshoot. Thanks
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
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Manufko
Lugandon
1
|
Posted - 2015.06.05 08:32:49 -
[2074] - Quote
Zifrian wrote:Solos wrote:The program began to give out incorrect quantity of minerals necessary for construction according to the drawing, earlier when you write necessary number to number of starts everything was normal. Now if number of starts more than eight, minerals aren't counted. Please provide an example or screenshot so I can troubleshoot. Thanks
http://itmag.es/3UFgZ |
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1635
|
Posted - 2015.06.05 11:18:37 -
[2075] - Quote
Manufko wrote:Zifrian wrote:Solos wrote:The program began to give out incorrect quantity of minerals necessary for construction according to the drawing, earlier when you write necessary number to number of starts everything was normal. Now if number of starts more than eight, minerals aren't counted. Please provide an example or screenshot so I can troubleshoot. Thanks http://itmag.es/3UFgZ Thanks. Mark all your T2 BPCs as unowned and it will give you correct numbers. I'm working through a fix so this won't happen if you save a t2 BPC as owned.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Solos
Lugandon
0
|
Posted - 2015.06.05 13:02:20 -
[2076] - Quote
Zifrian wrote:Manufko wrote:Zifrian wrote:Solos wrote:The program began to give out incorrect quantity of minerals necessary for construction according to the drawing, earlier when you write necessary number to number of starts everything was normal. Now if number of starts more than eight, minerals aren't counted. Please provide an example or screenshot so I can troubleshoot. Thanks http://itmag.es/3UFgZ Thanks. Mark all your T2 BPCs as unowned and it will give you correct numbers. I'm working through a fix so this won't happen if you save a t2 BPC as owned.
I don't want to do this ^) |
H3llHound
Koshaku Tactical Narcotics Team
55
|
Posted - 2015.06.09 09:45:05 -
[2077] - Quote
Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements.
http://i.imgur.com/RKFtjjk.jpg
edit: Could you also add the Thukker component assembly array please :) |
ugh zug
104
|
Posted - 2015.06.09 11:45:51 -
[2078] - Quote
My only question is why does this program not include PI management?
Want me to shut up?
Remove content from my post,1B.
Remove my content from a thread I have started 2B.
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Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1636
|
Posted - 2015.06.09 12:50:34 -
[2079] - Quote
ugh zug wrote:My only question is why does this program not include PI management? Because I have t had the time to do it :\
It's on the top of my list though.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1636
|
Posted - 2015.06.09 12:52:37 -
[2080] - Quote
H3llHound wrote:Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements. http://i.imgur.com/RKFtjjk.jpg edit: Could you also add the Thukker component assembly array please :) I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
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Solos
Lugandon
0
|
Posted - 2015.06.09 13:29:30 -
[2081] - Quote
when it is possible to expect a fix? |
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1636
|
Posted - 2015.06.09 18:58:39 -
[2082] - Quote
Solos wrote:when it is possible to expect a fix? Probably this weekend. If you don't have T2 bpo then the work around I posted earlier will work. The program really doesn't care if you own a T2 BPC or not.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
H3llHound
Koshaku Tactical Narcotics Team
55
|
Posted - 2015.06.09 19:43:15 -
[2083] - Quote
Zifrian wrote:H3llHound wrote:Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements. http://i.imgur.com/RKFtjjk.jpg edit: Could you also add the Thukker component assembly array please :) I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well. Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints. The thukker array comes up for the items I mentioned above.
I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship.
Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg .
But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct.
http://i.imgur.com/P23oHDA.jpg ingame
http://i.imgur.com/Vrmwano.jpg IPH
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Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1636
|
Posted - 2015.06.09 20:07:52 -
[2084] - Quote
H3llHound wrote:Zifrian wrote:H3llHound wrote:Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements. http://i.imgur.com/RKFtjjk.jpg edit: Could you also add the Thukker component assembly array please :) I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well. Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints. The thukker array comes up for the items I mentioned above. I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship. Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg . But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct. http://i.imgur.com/P23oHDA.jpg ingame http://i.imgur.com/Vrmwano.jpg IPH On the facility for the components, select the activity combo and it will give you component or cap component options if the item uses them.
I'll check on the tax.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
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Jeann Valjean
Justified Chaos Spaceship Bebop
64
|
Posted - 2015.06.09 23:19:58 -
[2085] - Quote
Hey Zifrian, been using this for years- thanks for all your hard work.
I've found a bug for you:
When calculating a large number of total runs, the Blueprints tab seems to calculate the Component Profit correctly but when adding to the shopping list it screws up the math. BUT if you add the same number of total runs in smaller batches (say 50 runs x 10 instead of 500 runs), it doesn't error out as badly (but is still off vis-a-vis the Blueprints tab Component Profit). The error amount also seems to vary depending on the blueprint (even within the same size & category).
Here are my sample settings:
- Medium Capacitor Control Circuit II Blueprint
- using Components
- using Augmentation Decryptor
- using POS > Equipment Assembly Array
- All skills V
Using 500 total runs (50 BPs), the blueprint tab shows component profit of 1,023,481,050 When adding to shopping list, it shows Approx. Total Profit of -1,126,921,970 (yes, that's a negative billion)
Keeping everything else constant and using 50 total runs (5 BPs), the blueprint tab shows profit of 103,896,239 After adding that 10 times to the shopping list (to total 500 runs), the shopping list shows approx profit of 1,018,166,988
Any idea what's going on there? |
Tiberius Zol
turaagaq GANOR INC.
60
|
Posted - 2015.06.10 22:07:21 -
[2086] - Quote
Hey Zifrian, I have a feature request (again ^^). What do you think about adding the Total Cost per Unit to the shopping list export? Maybe at the last segment 'Item List' as an extra column. This would be great for statistical purposes (I save every shopping list for example).
Mr. Tibbers on twitter: @Mr_Tibbers
Mr. Tibbers Blog (german, but english posts incoming): www.eve-versum.de
|
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1636
|
Posted - 2015.06.11 19:10:22 -
[2087] - Quote
H3llHound wrote:Zifrian wrote:H3llHound wrote:Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements. http://i.imgur.com/RKFtjjk.jpg edit: Could you also add the Thukker component assembly array please :) I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well. Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints. The thukker array comes up for the items I mentioned above. I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship. Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg . But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct. http://i.imgur.com/P23oHDA.jpg ingame http://i.imgur.com/Vrmwano.jpg IPH Yeah the tax rate is a bug. The fix will come with the next update. A current work around is to save the rate as 0.05.
Jeann Valjean wrote:Hey Zifrian, been using this for years- thanks for all your hard work. I've found a bug for you: When calculating a large number of total runs, the Blueprints tab seems to calculate the Component Profit correctly but when adding to the shopping list it screws up the math. BUT if you add the same number of total runs in smaller batches (say 50 runs x 10 instead of 500 runs), it doesn't error out as badly (but is still off vis-a-vis the Blueprints tab Component Profit). The error amount also seems to vary depending on the blueprint (even within the same size & category). Here are my sample settings:
- Medium Capacitor Control Circuit II Blueprint
- using Components
- using Augmentation Decryptor
- using POS > Equipment Assembly Array
- All skills V
Using 500 total runs (50 BPs), the blueprint tab shows component profit of 1,023,481,050 When adding to shopping list, it shows Approx. Total Profit of -1,126,921,970 (yes, that's a negative billion) Keeping everything else constant and using 50 total runs (5 BPs), the blueprint tab shows profit of 103,896,239 After adding that 10 times to the shopping list (to total 500 runs), the shopping list shows approx profit of 1,018,166,988 Any idea what's going on there? Yes, already found this and a fix will come next update.
Tiberius Zol wrote:Hey Zifrian, I have a feature request (again ^^). What do you think about adding the Total Cost per Unit to the shopping list export? Maybe at the last segment 'Item List' as an extra column. This would be great for statistical purposes (I save every shopping list for example). I'll take a look at what I can do.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Noctaly
Center for Advanced Studies Gallente Federation
8
|
Posted - 2015.06.12 16:38:04 -
[2088] - Quote
Hello Zifriand,
Thank you for developping such a great tool. While I am using it quite basically (putting a BP, ME & TE and checking) it's really awesome and helps me knowing what to build or not build
I would like to know if it's possible to add wormholes regions to the "Location" drop down menu, and then a list of systems for each region. This way I would be able to use my own system Indice cost (quite low, but still present and the numbers are a bit wrong) on my PoS :D
If you want a list of all wormholes systems sorted by region I can provide you that from the static data dump I believe. If you also don't have any time to implement such a thing, feel free to give me some pointers to tell me where to dig into. If the project is open source I will gladly do a pull request :)
Once again, thank you for such an awesome program ! |
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1637
|
Posted - 2015.06.12 21:53:11 -
[2089] - Quote
Noctaly wrote:Hello Zifriand, Thank you for developping such a great tool. While I am using it quite basically (putting a BP, ME & TE and checking) it's really awesome and helps me knowing what to build or not build I would like to know if it's possible to add wormholes regions to the "Location" drop down menu, and then a list of systems for each region. This way I would be able to use my own system Indice cost (quite low, but still present and the numbers are a bit wrong) on my PoS :D If you want a list of all wormholes systems sorted by region I can provide you that from the static data dump I believe. If you also don't have any time to implement such a thing, feel free to give me some pointers to tell me where to dig into. If the project is open source I will gladly do a pull request :) Once again, thank you for such an awesome program ! Wormhole systems are already there. If you select POS in the facility type, and then select 'Wormhole Space' for the region, then all the wormhole systems will show up in the Solar System list.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Noctaly
Center for Advanced Studies Gallente Federation
8
|
Posted - 2015.06.13 10:53:59 -
[2090] - Quote
Zifrian wrote: Wormhole systems are already there. If you select POS in the facility type, and then select 'Wormhole Space' for the region, then all the wormhole systems will show up in the Solar System list.
Ooops, I was looking for the region names (like BR-000004) not "Wormhole Space". Thank you ! :D
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Vartan Sarkisian
Raising the Bar Of Sound Mind
173
|
Posted - 2015.06.14 19:54:04 -
[2091] - Quote
In ISK per hour I have set up a manufacturing job for Ishtars, the BPCs i have are 5 runs, an ME of 1 and a TE of 8, the manifacturing location is correct in the app, and it tells me the job will job 1,579.438.97 isk to run, however in game when I try the same thing it says the job will cost 15,458.631.
I am not sure why the figure is so far out, can you advise please?
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die.
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Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1637
|
Posted - 2015.06.14 20:10:49 -
[2092] - Quote
Vartan Sarkisian wrote:In ISK per hour I have set up a manufacturing job for Ishtars, the BPCs i have are 5 runs, an ME of 1 and a TE of 8, the manifacturing location is correct in the app, and it tells me the job will job 4,738.316.91 isk to run (build/buy), however in game when I try the same thing it says the job will cost 15,458.631.
I am not sure why the figure is so far out, can you advise please? I'd have to see a screenshot of what you have but if you are in an outpost, then the tax rate saved is probably the issue (it's multiplying it by 100). Let me know if that's the issue or if you can send a screenshot.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Vartan Sarkisian
Raising the Bar Of Sound Mind
173
|
Posted - 2015.06.14 20:38:58 -
[2093] - Quote
I tried again, and it seems to be givign the right figure now, its odd as the station has not chnaged since last time... Ill monitor it.
I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time... like tears in rain... Time to die.
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Nicola Romanoff
Quantum Innovations Limited
24
|
Posted - 2015.06.15 20:49:55 -
[2094] - Quote
When doing a general calculation on BPOs to see what is best ISK per hour, is there a way to remove the negative value items from the results? |
Capsups
Tyrannosaurus Rekt. Cede Nullis
22
|
Posted - 2015.06.15 22:15:42 -
[2095] - Quote
It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)
I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.
You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?
Other than that, keep up the good work! |
Rumbaldi
Quantum Innovations Limited
16
|
Posted - 2015.06.16 20:56:33 -
[2096] - Quote
Capsups wrote:It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)
I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.
You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?
Other than that, keep up the good work!
EDIT: Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared.
Not sure if it will solve your issue but I had something like that, my fix was to uninstall the app and then delete all the files/folders under the install location to get the app to work again. |
QuietView Shihari
Formosa Research Center Fraternity.
0
|
Posted - 2015.06.16 23:14:28 -
[2097] - Quote
0/
I want to built Siege Warfare Link - Shield Efficiency II 100 run
But Component Material shows it only need 10 Warfare Link - Shield Efficiency I
It need 100 Warfare Link - Shield Efficiency I
Is my setting wrong ?
https://www.dropbox.com/s/u45uftqcqbwrjz8/8.JPG?dl=0 |
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1638
|
Posted - 2015.06.17 01:14:48 -
[2098] - Quote
QuietView Shihari wrote:0/ I want to built Siege Warfare Link - Shield Efficiency II 100 run But Component Material shows it only need 10 Warfare Link - Shield Efficiency I It need 100 Warfare Link - Shield Efficiency I Is my setting wrong ? https://www.dropbox.com/s/u45uftqcqbwrjz8/8.JPG?dl=0 No, it's a known issue. The work around is to go into bp management and mark all of your owned T2 blueprints to unowned and it will work normally. IPH really doesn't care if you own an inventable blueprint or not. If you have a T2 bpo though, it's not going to work correctly.
I'm almost done with a fix but RL has been busy to finish it.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1638
|
Posted - 2015.06.17 01:16:31 -
[2099] - Quote
Capsups wrote:It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)
I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.
You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?
Other than that, keep up the good work!
EDIT: Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared. The error is from a bad settings file, which I can't reproduce. Delete the files mentioned above in one of my previous replies to the same issue and it should work. Or you can delete the settings folder. I have a patch that I'm working on that should take care of this issue so it will at least open but I'm still working on it.
GÇ£Any fool can criticize, condemn, and complain - and most fools do. GÇ¥ - Dale Carnegie
Maximze your Industry Potential! - Download EVE Isk per Hour!
|
Zifrian
Licentia Ex Vereor Phoebe Freeport Republic
1638
|
Posted - 2015.06.17 02:21:48 -
[2100] - Quote
Capsups wrote:It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)
I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.
You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?
Other than that, keep up the good work!
EDIT: Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared. On the first part, lets re-check that after my update. I have fixed a usage issue with copy and invention. Also, the component usage isn't being applied correctly when the component is bought.
On the second, I think this might have to do with settings issue and the error you are getting. Let me know if setting the work around works (delete the settings files or folder and restarting).
On the third, you need to turn it on in the settings 'Save Relics and Decryptors on BP tab' and then hit save settings after selecting your options. However, it looks like the decryptor on T3 items isn't saving (only relic type) so I'll have to see what's going on there.
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