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EternalFaust
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Posted - 2009.12.01 17:25:00 -
[1]
Due to the discontinuation of Invention Calculator by Burchov, I have been working on a plugin for EveHQ to handle invention calculation. This works directly off the data dumps supplied by CCP which means it will get updated every time the data dump is changed which should keep it up to date.
I had the entire plugin almost ready for release and then found out about the database changes coming with the dominion dump so have begun rewriting a lot of the queries and rechecking my calculations.
Main features:
Invention profit calculation Ability to show currently owned assets towards production of T2 units Multi-pilot support through EveHQ Market prices / Custom prices through Eve Central and EveHQ.
Still left todo:
Shopping list
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EternalFaust
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Posted - 2009.12.02 18:16:00 -
[2]
Yes, it will handle decryptors as well.
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EternalFaust
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Posted - 2009.12.05 07:00:00 -
[3]
Edited by: EternalFaust on 05/12/2009 07:02:11 I do apologize for the delay on this, some RL matters and the unfortunate requirement to completely reformat my machine three times over the last week have been slowing down my progress.
Hopefully I will be able to meet everyone's requests for the plugin although I'm thinking I'll do it as per the requirements I see for the first release. After the initial release I will be able to take a little more time to process any requests people may have for this.
In the meantime here is a screenshot of what the plugin will look like. This is over a week old now so don't take any notice of the calculations as they were not complete at the time. You will notice the huge similarities to the EveHQ.EvePrism plugin, which was the base for this plugin (which I'm hoping will make things easier if this becomes part of the EveHQ library in the future).
Plugin Screenshot
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EternalFaust
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Posted - 2009.12.05 10:19:00 -
[4]
To be honest I'm not really sure how I would implement that as the list box in the original invention calc is not in this version, instead it is a combo box (ie. dropdown list). Plus, with the ability to switch pilots on the fly on the main interface page, as well as skills and implants, it would be a very difficult task to generate the combo box items based on calculated profitability.
However, what may be able to be added instead is the ability to click a button/menuitem that opens a dialog with a sortable list in it that is calculated based of the current pilots skill set. This, however, I will only look into after the initial release is done, which will be at least something for people to use. Additional features would be implemented as they are completed after that.
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EternalFaust
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Posted - 2009.12.06 19:20:00 -
[5]
Update: Getting very close now. I have the majority of calcs in place and seem to be looking good. However, the major delay at the moment is decryptors.
I apologize for taking so long to get this out into the public arena but I guess better a little late than never.
Beta wise, I will treat the first release as the Beta. The calcs will have been looked over by a very mathematically minded industrialist friend of mine so hopefully the majority of calculations will be accurate.
I'll update again as soon as I have the decryptors sorted out as this should be the last step before a release.
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EternalFaust
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Posted - 2009.12.09 08:09:00 -
[6]
Yes, this is true. About an hour ago I handed the plugin over to my industrialist/maths friend for testing.
I should also point out guys that I am not an industrialist. My corp mates wanted this written because of the ceased development on Invention Calculator and I offered to do it. As such, when I release this, any problems you may find in the calculations please let me know as I won't be using this plugin for myself, so I won't know about them.
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EternalFaust
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Posted - 2009.12.12 10:43:00 -
[7]
I tend to agree with Komi on your topic Lord. I would prefer to keep the calculations as complete and statistically accurate as possible.
Ok, here is the update. I gave a copy of my source to Vessper for his perusal and comments and he found quite a few bugs. Most of these bugs are fixed and the plugin now works with both the Access DB and the MSSql dump. My tester has pointed out to me quite a few mistakes in the calculations and the majority of these have also been fixed.
I do apologise for keeping you all waiting but I would prefer to release something that works well, rather than something that works and has bugs and inaccurate information. I actually wouldn't mind taking on maybe another 1 or 2 testers. Things that work perfectly for one person could cause issues on another's machine. So, I will take on 1 or 2 more testers.
If you would like to be a tester and are very good at math and have a reasonable amount of experience with invention please PM me as I won't be taking any requests in this thread. Still aiming for December 24 or sooner for release.
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EternalFaust
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Posted - 2009.12.13 00:44:00 -
[8]
Ok. All initial test reports are coming back positively. Currently no crashes which is a bonus but I guess I'll just have to wait until I get it out there to find out for sure... So.... I am going to release this today, within the next couple of hours. Just going to run through a couple of last minute tests for myself and recompile and repackage and I will edit the first post with the download details.
Please let me know of any miscalculations and errors you are receiving. :) Enjoy!
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EternalFaust
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Posted - 2009.12.13 01:28:00 -
[9]
Beta Up!
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EternalFaust
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Posted - 2009.12.13 06:48:00 -
[10]
Yeah I should probably do that.
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EternalFaust
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Posted - 2009.12.13 11:02:00 -
[11]
I'll get straight onto looking at those issues. Something must be playing up because I specifically coded it not to take the interface into the cost.
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EternalFaust
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Posted - 2009.12.13 11:42:00 -
[12]
I just found out about this particular problem. Do you have more than one character loaded with access to corp assets api?
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EternalFaust
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Posted - 2009.12.13 11:57:00 -
[13]
I have updated the beta to v0.1 and replaced the download in the first post. I believe this should fix the issue but haven't been able to replicate the issue to know for sure.
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EternalFaust
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Posted - 2009.12.13 21:18:00 -
[14]
Indeed it is supposed to find those owned by the corporation as well. At this stage I hadn't been able to fully test the corp asset features do to my character not having corp assets api access, or the api of someone who does have it. I will try again to get access so that I can get this sorted out for you.
Oh, and you're welcome.
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EternalFaust
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Posted - 2009.12.14 01:39:00 -
[15]
Ok, well I guess I'd better add some localization code to the mix then. Is it causing any issues using a decimal in the meantime until I can get it sorted?
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EternalFaust
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Posted - 2009.12.14 01:58:00 -
[16]
Ok, duly noted.
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EternalFaust
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Posted - 2009.12.14 07:46:00 -
[17]
Hi guys, yes you are correct. The revenue calculation is a matter of interest to me at the moment as I can't see for the life of me where the issue is, but I know it's there, so I'm working on it.
I can see what I can do about making it scrollable, I had worried that it may be a bit too wide.
I had believed I had covered the materials affected by waste correctly although I definitely need to look into that one again and I will do that straight away while I'm looking at revenue.
The build all components option... is a bit of a tricky one. So many things to take into account, ME, your skills, etc... What would be the optimal solution for this? If you don't have the BPC calculate as if the BPC has ME -4 ?
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EternalFaust
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Posted - 2009.12.14 08:26:00 -
[18]
I apologize greatly for this slight oversight, but it would appear I have forgotten to take damage per job into account. I will get an updated version ready within a few hours to fix the few issues I have managed to resolve.
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EternalFaust
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Posted - 2009.12.14 11:58:00 -
[19]
Ok. I'm just making the last of the changes for this bugfix release. I have been given some options in terms of the building of all components that I will look into, but it's getting late here, so it won't be tonight, but it will happen.
I hate to ask but I need a little more information regarding the number formatting etc in other regions. I am unsure whether it is just display, or calculations or imported data that is posing the problem that is occurring.
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EternalFaust
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Posted - 2009.12.14 18:23:00 -
[20]
Beta 0.2 up.
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EternalFaust
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Posted - 2009.12.14 21:12:00 -
[21]
Ah crap! Sorry about that. I'd renamed the file without thinking about it. It's all sorted now.
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EternalFaust
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Posted - 2009.12.14 21:56:00 -
[22]
Edited by: EternalFaust on 14/12/2009 21:56:24 Yep, I am aware of the issues surrounding the comma decimal system. I am working on a fix. Thank you all for your support and patience.
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EternalFaust
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Posted - 2009.12.15 03:13:00 -
[23]
It may be worth making sure you have all of your market prices updated in EveHQ. I asked my inventor friend to look over the calculations on the curse and he is not getting anything close to the differences you are describing. Although, he doesn't own all of the blueprints for the components he should have still seen a fairly significant difference if the gap is that large.
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EternalFaust
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Posted - 2009.12.15 07:53:00 -
[24]
Hi, your "or" suggestion is something similar to the concept that myself and my inventor friend had come up with for handling the T2 Components. This will be going in at some point very very soon. Thank you for your kind words also.
As for the bp owner stuff, would you deem it sufficient if I just automatically included into the owned bp list any bps owned by the selected pilot as well as the ones owned by that pilots corp?
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EternalFaust
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Posted - 2009.12.15 09:49:00 -
[25]
Thanks. I'll go over this and see what I can see.
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EternalFaust
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Posted - 2009.12.15 21:58:00 -
[26]
Edited by: EternalFaust on 15/12/2009 22:05:28 Yes, it would appear you are suffering from the bugs relating to the comma decimal system as well. I'm trying to get this fixed but it's a bit tricky. I've finally figured out how to replicate this issue which means i'll finally be able to get something done about it.
Oh, and thanks Fatal, I'll see what I can do.
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EternalFaust
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Posted - 2009.12.16 16:43:00 -
[27]
Actually Fatal, a screenshot or two would be brilliant if possible... I'm still having trouble finding any kind of discrepency in those calcs for me and it would make it that much easier if I could see what you are getting.
Ok guys, update beta 0.3 fixes the issues with the comma separated decimal system. If you were one of the lucky people with this bug when you run the plugin it will give the error as per usual, however, it will now ask if you would like to reset the settings to default. That is the invention calculator settings, not the whole of evehq. Just click yes and it will straighten out your settings and also use the correct regional settings throughout.
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EternalFaust
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Posted - 2009.12.16 19:18:00 -
[28]
Edited by: EternalFaust on 16/12/2009 19:22:05 I'll have a look, but it is totally possible for revenue per job to be negative. If your build cost is more than your sell cost, ta da.
Fatal, I would like to be able to see your required resources table and also the generated info.
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EternalFaust
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Posted - 2009.12.16 21:35:00 -
[29]
Edited by: EternalFaust on 16/12/2009 21:43:02 Thank you so much for the screenshots and your patience guys... this would be so much easier if I had half a clue about what all of this means hehe, but that's what my inventor friend (i'll hereby refer to him as MrX since I'm sick of typing inventor friend and he doesn't want to take any credit for his input in this even though i'm pushing him to) is for.
Also, that error that was received earlier... I know what caused it, I am putting in a fix for it, but if you close the program and reopen it after "Reset to Defaults" it won't happen, which is crap so I'm going to make it work properly.
I'm getting onto this revenue thing right now guys.
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EternalFaust
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Posted - 2009.12.17 00:14:00 -
[30]
After an extremely long conversation with Fatal today it would seem that between us we have nutted out the issues with revenue. I'm currently adding BPC cost to the mix and playing with the T2 components build and then hopefully will put out a new beta in a few hours time.
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EternalFaust
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Posted - 2009.12.17 07:56:00 -
[31]
Latest fixes are up. Still corp api issues, still working on it.
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EternalFaust
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Posted - 2009.12.17 09:48:00 -
[32]
The changes coming in the next release will possibly negate the custom blueprint thing. Hopefully. Sometimes I am baffled as to where these new errors spring up from. I haven't touched the code for the implants in any new betas... I will look into it and see if I can figure out what's going on.
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EternalFaust
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Posted - 2009.12.17 10:03:00 -
[33]
Still a bug there somewhere and I need to get it fixed. I think I know what happened anyway, so I will patch it up.
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EternalFaust
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Posted - 2009.12.18 04:42:00 -
[34]
Yes, this is the same bug as above, I have a fix in place for it but can't release it just yet due to being halfway through another big change. Hopefully sometime within the next 3 hours.
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EternalFaust
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Posted - 2009.12.18 11:46:00 -
[35]
Up to beta 0.6 now. Hopefully most issues have been ironed out now.
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EternalFaust
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Posted - 2009.12.18 13:30:00 -
[36]
Written in Visual Basic 2008 dude. New release is up fixes the empty field issue.
Base item price if left at 0 with meta level 0 is exactly the same as having no base item.
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EternalFaust
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Posted - 2009.12.18 17:45:00 -
[37]
well.... i'll be damned... I see exactly what you mean now. I honestly was confused about what you were saying was happening. But I absolutely see what you mean now. I'll get right on this, it is a HUGE mistake.
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EternalFaust
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Posted - 2009.12.18 18:03:00 -
[38]
Found and fixed. Sorry about that, I honestly thought I had fixed what you were talking about. Moved to 1.0 version since 90% of bugs seem to be fixed.
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EternalFaust
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Posted - 2009.12.18 19:49:00 -
[39]
You would need to go into "Market Prices" in the menu and find the datacore you want, then right click it and "Add custom Price".
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EternalFaust
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Posted - 2009.12.18 21:48:00 -
[40]
Just to let everyone know, there are miscalculations with the BPC cost (it is being multiplied by output runs instead of avg number of attempts). This will be fixed shortly, but I am still looking into a couple of other potential bugs as well.
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EternalFaust
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Posted - 2009.12.20 06:54:00 -
[41]
I do apologize for my reply time on this. I actually forgot to update my repo with the latest fixes when i left work on friday, so I actually can't fix anything til monday...
I actually became aware of this on saturday morning when I did exactly the same thing, on exactly the same BPC... I know exactly what I messed up and how to fix it but it's going to be another 12 hours before i get into the office to fix it. I do apologize for this and I also apologize for my last post which was actually inaccurate. The bpc cost is being used exactly as I meant it to be.
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EternalFaust
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Posted - 2009.12.21 00:03:00 -
[42]
Edited by: EternalFaust on 21/12/2009 00:04:39 Ok, hopefully the latest release I just put up should fix the issues people have been having.
To get the corp bps and pilot bps to show correctly, the first time you use this version please use the "Clear Assets Cache" and then perform an API retrieval. You should only need to do the clearing once, after that everything should be in the new format and it won't be needed again.
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EternalFaust
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Posted - 2009.12.21 11:13:00 -
[43]
Ah crap! I can't believe I left that there! I am doing a quick rebuild to hide that panel as it is always there just not normally visible. I am so sorry. I don't even know how I didn't notice that I had left it visible.
The clear assets cache option is in the main menu under invention calculator. I will hide that panel and get it reuploaded in a few minutes.
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EternalFaust
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Posted - 2009.12.21 13:26:00 -
[44]
Edited by: EternalFaust on 21/12/2009 13:35:38 Can you give me a specific example of this. The decryptor doesn't affect the build cost of the t2components. I will have to look and make sure that the decryptor me modifier is being taken into account on the number of t2 components needed though.
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EternalFaust
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Posted - 2009.12.21 14:34:00 -
[45]
Ok, thanks, I'm sorry to be failing to get this right for you. I will endeavour to get it correct this time.
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EternalFaust
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Posted - 2009.12.22 06:01:00 -
[46]
Edited by: EternalFaust on 22/12/2009 06:04:51 I honestly don't know why but de ja vu is kicking in. I could have sworn I'd answered this exact request before. The resources owned section already shows the resources need for building the components when "manufacture" is checked.
Also, the concept of doing the meta item drop down is a good one and not too difficult to implement, though as you suggested, it will have to wait until I get the core of the plugin working correctly.
Also under resources owned, there is a copy button that copies the data out as a tab delimited table.
It shows, the material name, the quantity needed, the quantity owned, and the shortfall (ie. how much you need to buy).
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EternalFaust
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Posted - 2009.12.23 06:03:00 -
[47]
Tiger, totally depends which price box you are talking about. If you are putting it in the one next to the meta level box, it means you are outlaying that cost on a meta item for invention. If it is the bottom box, then I have another bug to find.
Meta does change the chance, however, depends on other factors as to how much. With my personal skills it makes no difference what so ever, but with my corp members skills it produces a change.
The building of the T1 item I had disabled specifically because it is not technically a T2 Component, but I will happily re-enable it. As for the checkbox idea, I will honestly say I won't be doing that, at least, not for quite some time. I would like to, but it is a little too complex for me to spend time on at the moment while there are so many other bugs. The ME used is currently the optimal for each individual T2 component, and as such, shows you the best case scenario, and I would assume that most would try to get the ME on these BP's up to reduce their outlay if they were at all serious about making a decent profit through invention.
Aeropagus, I'm very sorry mate, I can see what you mean there, and holy crap, that's bad. I honestly had not noticed this. Thanks for bringing it to my attention. I'm on it. As for the report thing, I'll look into it, as I have currently never looked at the EveHQ core reporting.
Thanks for your reports guys, I'll get stuck into it now.
EternalFaust.
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EternalFaust
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Posted - 2009.12.23 21:45:00 -
[48]
Ok, if it's the T2 sell price then I'm at a loss too because unless you're putting in a negative sell price it will never increase your profit in this plugin. And I mean never, there is literally no margin for error in this regard as the field is literally used once and I'm looking at that calculation right now and it is being deducted.
And yes, I'm certain of my chance calculations also. I have been back over this math and there are no holes in it. I use the precise formula outlined at http://games.chruker.dk/eve_online/invention_chance.php for chance. If you don't feel that it is correct feel free to modify the calculation in the "Invention Calculator->Settings" page, where the custom chance formula now handles correct order of operations.
Yes, when I say ME i'm referring to the ML.
Yes I'm currently trying to fix that bad bug and as soon as I get it sorted out I will do a new release which also has the colour change requested.
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EternalFaust
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Posted - 2009.12.23 22:33:00 -
[49]
Ok guys, sorry that took so long, that manufacture bug was a slippery bugger.
1.3 Up now.
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EternalFaust
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Posted - 2009.12.24 22:59:00 -
[50]
Lol tiger. Don't feel embarrassed man, there are a couple of these floating around at the moment, the one you are discussing is the "hacked to work with dominion" version of the original invention calc, which is as buggy as hell for me in the sense that I can't even get it to start up.
Fre'ki - I will look into what you said. I spent all my time focusing on the quantity that I totally overlooked the costs. I will check into it today for you.
And thanks for you kind comments Aeropagus. I do try, and I try to take everyone's views into account on how this should work, and it's difficult finding the common ground with so many different opinions of what is the right way to calculate this.
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EternalFaust
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Posted - 2009.12.27 08:40:00 -
[51]
I've now moved to release.
Hopefully all bugs are fixed and added a few new features, by request of Lord.
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EternalFaust
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Posted - 2009.12.27 22:05:00 -
[52]
Ok, I probably am not missing any skills... I probably just named them wrong or accidentally hid them.
This price bug is going to be the death of me.
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EternalFaust
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Posted - 2009.12.28 00:29:00 -
[53]
Latest build is up. This one has been double checked by a third party to make sure I didn't stuff it up again. Thank you to that player for assisting me with this. (Don't want to use names in case you don't want to be named).
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EternalFaust
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Posted - 2009.12.28 01:49:00 -
[54]
Ok, I've put up the 1.7 final build. This will be the last update for some time.
My corp mates are happy with how it works now, and the time I'm spending building this I'm losing out on quite a bit of income from lost missioning time, so I need to go do some grinding for a while.
Thanks for the support guys. Fly safe.
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EternalFaust
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Posted - 2009.12.28 12:47:00 -
[55]
Thanks Quivering Palm, I appreciate it.
Thank you too Lord, it was a fun, interesting and somewhat aggravating process but it made for a better release :)
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EternalFaust
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Posted - 2009.12.28 23:48:00 -
[56]
The default pilot and remembering of owned bp checkbox may come at a later time, maybe. For the time being I was not going to work on it but I will fix the bug just posted first. Does it give any more information than that or is that all that is said?
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EternalFaust
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Posted - 2009.12.29 15:51:00 -
[57]
Thanks Vessper. That's a good point. I have modified the structure of the blueprint typedef in this release so that could be it. Thanks man.
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EternalFaust
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Posted - 2009.12.30 01:27:00 -
[58]
Edited by: EternalFaust on 30/12/2009 01:28:08 Ok, I will see if I can fix it.
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EternalFaust
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Posted - 2010.01.01 11:06:00 -
[59]
Thanks SigmaPi for your donation. I had been planning on building in the shopping list feature since the beginning but never got around to it due to too many other issues. Since, with the exception of the last issue, most things are fixed I think I can finally get around to this now. Plus your donation has saved me something close to 10 hours of missioning, so that's kinda freed me up some time as well.
I'll get it implemented.
EternalFaust
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EternalFaust
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Posted - 2010.01.02 07:32:00 -
[60]
No it hasn't been changed. I will look into it again. Ok, I am just going to go back and rewrite the entire manufacturing of components. I am tired of trying to fix it so I will rewrite it and see if I can do my job properly or whether I fail hard again. :)
Give me a day or so.
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EternalFaust
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Posted - 2010.01.02 23:42:00 -
[61]
The quantity of morphite needed on the gyrostab is actually bad data. The db that evehq uses is built off dominion 1.0 database. This shows the ME 0 amount of morphite for a gyrostab II as 3 which is wrong. It's actually 6 in game for an ME 0. So, unfortunately I can't do much about that one.
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EternalFaust
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Posted - 2010.01.03 10:22:00 -
[62]
This plugin doesn't interface with Prism's owned blueprints cachefile. It holds it's own seperate copy, at which point it doesn't and isn't built to see custom blueprints.
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EternalFaust
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Posted - 2010.01.03 11:39:00 -
[63]
Edited by: EternalFaust on 03/01/2010 11:39:44 Yeah that's correct, and yes, I have been trying to get the T2 BP ME levels right for a while now and am struggling to find a purely programmatic way of doing this as I don't like hardcoding values. If CCP decide to yet again change build requirements I don't want to be trolling through the code updating hardcoded MEs.
Status update on the requests:
Shopping list functionality is now working in development branch. Fixed the issue with chance calculation that was affecting 3 items in development - Hulk, Mackinaw and Skiff.
Material requirements are still playing up and I'm working as fast as I can to fix this issue. I am waiting until I get this sorted before I release again.
Also, just a note for future requests. I have no intention of ever implementing custom BP handling from Prism as the cached objects used by prism for this have very different structures to the objects I use.
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EternalFaust
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Posted - 2010.01.03 11:54:00 -
[64]
Vessper... You are a bloody LEGEND! I just took a lot at your latest Prism code and tried your new waste calculation.... and it came up spot on!
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EternalFaust
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Posted - 2010.01.03 14:30:00 -
[65]
1.8 Released - Have fun, and please report any bugs.
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EternalFaust
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Posted - 2010.01.03 22:21:00 -
[66]
To be honest, I haven't looked at that field since version 1.0 and noone has ever brought up a problem with it, so there is a high probability that I stuffed that one up from the word go. I'll have a look at it a little later.
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EternalFaust
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Posted - 2010.01.04 08:31:00 -
[67]
Ok guys, my fix for the mackinaw, hulk and skiff actually broke the chance based on ship type. I'm prepping a new release for this as we speak.
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EternalFaust
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Posted - 2010.01.04 10:34:00 -
[68]
Edited by: EternalFaust on 04/01/2010 10:35:02 1.9 is out to fix a minor bug with approx cost and a major bug with chance calcs.
Originally by: Kronos Luminus How do I have to understand "Approx. total cost per Item" in the Invention section? For example I have the Modulated Strip Miner II: - Avg. cost until success: 1,93 Mil - 10 Runs - Approx. total cost per Item should be 193k, but is 352k
What does that number mean??
Also, you aren't taking build cost into account.
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EternalFaust
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Posted - 2010.01.04 15:09:00 -
[69]
Oh my god, I wanna cry :(
I will look into it. It's showing some really strange values there. I'm not sure what is happening but I'll figure it out.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.05 03:26:00 -
[70]
Thank you Kire ^_^ .
I'll take a look but my guess is that there was an issue in the db updating that caused that fault, and once it happens once it doesn't happen again, it's a failsafe for corrupt data.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.05 22:44:00 -
[71]
Originally by: Open Graves Edited by: Open Graves on 05/01/2010 14:27:28 Edited by: Open Graves on 05/01/2010 14:26:55 Looking at building 3 Cerberus at -3me and I'm seeing some odd numbers. Under MFG resources just the "Titanium Diborite Armor Plate" require a total of 630,000 units of Titanium Carbide which is correct. When I go the resources owned screen to start building my shopping list it shows that only 540,300 units of "Titanium Carbide" are required. That is way less that the 630,000 for the armor plates not to mention the other components that need this resource.
P.S. Thank you very much for the work you have put into this. I loved the old invention calculator and it looks like you are on your way to another great piece of programming.
Thanks for this. I'll look into it. One day I might succeed (although I think I'll die of heartattack if I ever get this right).
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EternalFaust
Children of Anarchy
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Posted - 2010.01.06 07:18:00 -
[72]
These are good suggestions and some have been in my mind for a while now. Problem is, it's very difficult to do some of this. I hope that in the not too distant future I can do this but for the moment I will probably be only able to do the shopping list based requests.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.07 07:38:00 -
[73]
It's been brought to my attention that the most likely possibility for the bugs with the manufacturing values is the fact that, due to a major oversight on my part, The decryptor PE and ME modifier is being applied to the T2 component BPs. This is only half the issue, but still a big one. I'm working on it.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.07 11:58:00 -
[74]
Latest version is up with several fixes and new features.
I have personally performed extensive testing and checking on build requirements for T2 components and verification in-game... (very difficult for me, being non-industrial) and I am fairly certain everything is showing correctly now.
Enjoy 
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EternalFaust
Children of Anarchy
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Posted - 2010.01.08 00:41:00 -
[75]
Ok, yes, a notice can be added for that.
The missing price information shouldn't be a problem either.
As for the ME, what I am thinking of doing is adding an option in the settings "ME for T2 component construction" and allowing people to set their own ME level. This will, of course, be a single ME level across the board for all T2 component construction as per it's current working.
For the record all T2 components have an ME level of 10 hardcoded at the moment.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.10 02:22:00 -
[76]
Release 2.1 is out. It's a feature release mainly although 1 very minor bug was also repaired in this release as well.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.12 10:51:00 -
[77]
To be honest, this feature was in once before and I took it out because too many people had too many different ideas on how it should be calculated and different scenarios to take into account.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.13 00:17:00 -
[78]
Lord is correct about the skills settings.
As for the perfect units calculation issue, this was the bug in 2.0 that I fixed in 2.1, I also have forgotten to add the decryptor to the shopping list when adding datacores if it is used. This will be part of 2.2, however, I am waiting a little to release that until I have more than just 1 little thing to release at the same time.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.13 22:40:00 -
[79]
Originally by: Alex Deiters Wow was just looking at the forum and found this post, getting EveHQ, never heard about it before, uses Evemon for my skill planing. But was looking at the invention calculator and found it very interesting. Looking forward to testing it and get a better understanding about this hole invention stuff. Is there some guide to how it works and maybe a FAQ?
Hi, try here:
http://wiki.eveonline.com/wiki/Invention
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EternalFaust
Children of Anarchy
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Posted - 2010.01.17 22:24:00 -
[80]
I'm going to need to put a hold on feature requests, etc for a little while. I am currently rewriting the majority of the code in a more structured, tidy fashion. This recode will make the underlying calculations etc more easily accessible and more dynamic which should make certain things possible, such as the profitability list.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.19 23:01:00 -
[81]
Originally by: Kire Moshiko Just tried the new version for the first time and it's giving me this warm tingly feeling somewhere below the waist.
Lol.
Recode is going well, though it's going to take some time. I wish I had a bigger monitor :(
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EternalFaust
Children of Anarchy
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Posted - 2010.01.20 12:58:00 -
[82]
Hi guys,
I have just release beta 3.0 - this is the version based on the recode of the underlying calculation code. Also added some much requested features :)
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EternalFaust
Children of Anarchy
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Posted - 2010.01.20 20:28:00 -
[83]
Edited by: EternalFaust on 20/01/2010 20:32:11 Hey man, don't sugar coat it or anything hey, tell me what you really think :P
Ok, apparently I have issues, hence the reason I said it is BETA. Before I released it I thought it all looked correct, apparently not. I'll see what I can see.
Edit: Looking at it now, I feel like an idiot. I was reading these billion dollar profits as million dollar profits.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.20 23:30:00 -
[84]
3.1 bug fix release is out. Have put this sucker through the ringer to verify accuracy of the profitability table now.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.21 19:53:00 -
[85]
Right, so the actual calc in the invention calc window was wrong as well. See, I thought you meant just the profitability table... Yes I know about the resizing but haven't been able to fix it yet.
I'll take a look but it baffles me why this hasn't been brought up before. None of those calcs have been modified.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.22 05:33:00 -
[86]
Holy crap man. You were so right about that bug... HUGE miscalculation in revenue.
This is fixed in 3.2 everyone update if you haven't already. Otherwise what you believe to be millions in profit may be millions in losses. |

EternalFaust
Children of Anarchy
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Posted - 2010.01.23 00:24:00 -
[87]
Originally by: Lord FunkyMunky
WOW MASSIVE IMPROVEMENT!
And you still forgot to set the anchors on the table :D
Also, is it possible to use the filters set on the main window, in the profitability table :)
Also it looks like the profitability table is ignoring the default-decrypters that are set in the settings, not a huge issue, but this would really help to show the true PL in the table :D
And ummm thats it so far lol the plugins looking PHENOMINAL, will bug test it more today and over the weekend.
EDIT: BUG in 3.2 found with profitability table, remember when i said i was hoping that you were going to have it load the optimal decrypters from the settings... well looks in that same vane theirs a bug thats really icky.
If you have say the fenrir with its decrypter set and you go to profit table, it shows all of the table using that decrypter which really makes the table out of wack.
I recommend a setting to "use optimal decrypter in profitability table" via the settings window for decrypters, and if thats disabled all the calc in the profit table show with no decrypter used.
Also i see that the pilot selected passes on to the profit table, wud be nice if you could make the filters pass on as well, but i think i mentioned that already above :D
EDIT2: can you also add a column to the t1 item name to the profitability table as some of them i can imagine a few of us dont actually know what the t1 item is or atleast i dont :D
Mostly "yes" to all of the above.
What I may not have explained properly is that the settings used on the main invention calc page are the ones used for the profitability. If you change the decryptor on the main page it changes the decryptor used in the profitability table. That being said... from what you are asking am I to believe I am supposed to run the calcs with each individual decryptor and then show the highest profit and which decryptor got that profit per item?
Also, I didn't forget to set the table anchors.... Just for some reason the program is being disobedient and refuses to do the resizing correctly. I'm still working on it.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.23 11:31:00 -
[88]
To be honest I just found a bug in the way the calculations are done that seems that some variables are not being cleared correctly etc, which is causing massive issues with the output values. I have just compiled 3.3 and will be updating the first post in the next couple of minutes.
I am sorry that things have gone from being so close to so out of control lately but hopefully this release will bring everything back into alignment.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.23 13:12:00 -
[89]
Ok Fre'ki,
I've just had a look at the curse example on my latest build with the circular logic decryptor... and you are correct. Something is majorly f***ed up..
I would like to apologize to everyone for the obvious inaccuracy of this plugin at this moment. I will look at the calculations and try to figure out why the whole thing seems back to front.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.23 14:13:00 -
[90]
Ok. Revision 3.4 is out. I am almost 100% certain I got the calculations right this time.
Thanks Fre'ki. Hopefully soon you'll be able to just use the plugin and have it work just right. You only report problems because they keep appearing and without you guys this plugin would be a major waste of time because all the information would be wrong. So I appreciate you guys helping me get this thing sorted out.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.24 06:00:00 -
[91]
Edited by: EternalFaust on 24/01/2010 06:01:24 You are probably right about which type of profit should be shown in that table. I'll just wait and get a feel for what others think as well but I will most likely be changing that.
It's hard for me to explain to people how hard some of their requests actually are, in particular adding to the shopping list from the profitability table. I will give it some thought.
Also, I had concerns about implementing the profit per day originally because everyone would like to see it calculated differently. I may look at implementing a custom profit per day formula similar to the chance formula later on.
For you information, you don't have to close the profitability table. It is non-modal which means you can interact with the main form while the window is open.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.24 22:52:00 -
[92]
Ok, thanks for that bug report. I'll get right on it.
I'll see what I can do about the invention filter since that request is coming up alot.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.25 13:36:00 -
[93]
Edited by: EternalFaust on 25/01/2010 13:39:25 The table is generated. It uses the currently selected character's skills. At the moment it generates every time you open it. This will be changing in the next release as well since you can keep the profitability table open I'll make it regenerate the table each time you change something that affects it.
The prices are downloaded for me for datacores. The settings I use are "The Forge" as the only region and "Median Price (sell)" as the only pricing criteria, and ignore less than 1 isk.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.25 17:18:00 -
[94]
Hi lord,
Yes, I have been able to replicate that bug and have fixed it in development. I haven't been able replicate the crash yet but some work I'm doing on the profitability table and how and when it is generated may fix this issue. Oh and the closure code for the window had a bug in it also, when you received this crash had you closed the window at all and then reopened it? If so, then the fault has been fixed in development.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.26 07:11:00 -
[95]
Ok, I am expecting a few bug reports with the new 3.5 release. I've tested it as much as I've had time for.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.27 01:27:00 -
[96]
Thanks for the bug reports. Yes of course it's being taken into account in the calculations.
I don't wish to do the default list thing. It is a major pain. Yes, Fre'ki, that is where I'm hoping to go with it eventually but the issues I was faced with initially are those outlined by Lord Helghast. I'm not sure what to do there. Also, if a player has more than 1 bpo/bpc for a particular component. Which should I choose.
My options maybe are to do the default list thing but have it populated initally by asset information choosing the first instance of a particular bpc, from current pilot assets only, or current pilot and their corp, selecting the first instance as a default maybe. Then if it's not the right settings you just change the defaults in the list?
I don't know. This is why I did it the way it is currently done as there are too many aesthetic and logistic considerations at the moment.
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EternalFaust
Children of Anarchy
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Posted - 2010.01.30 09:07:00 -
[97]
Sorry guys. Just been extremely busy. I'll get on it within the next 12 hours.
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EternalFaust
Children of Anarchy R-I-P
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Posted - 2010.02.13 16:10:00 -
[98]
Ok, I finally reached breaking point and decided I needed to step back and let someone else take a go at getting this thing right. I have released the source. It is openly accessible from the subversion repository listed, but commit access is restricted.
Sorry guys but I just don't have the time, nor the patience, to work on this at the moment.
Hopefully someone will do something with it.
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EternalFaust
ldiocracy Initiative Associates
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Posted - 2010.07.13 20:32:00 -
[99]
I apologise for this. I was under the impression I had released the source for this at the time of discontinuation. I will have a dig around my backups and see if I can find the code and release it.
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EternalFaust
ldiocracy Initiative Associates
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Posted - 2010.07.15 00:10:00 -
[100]
For the record, I am looking at picking up development on this again. I have a little time to work on this at the moment and would like to totally overhaul the code and make it clean and less bug infested and incorporate some of the features that had been requested. Seeing that Vessper is working on his EveHQv2 I imagine that by the time I rewrite this his will be released. As such I think I will start recoding the plugin based around v2 of EveHQ.
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