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lord cyrez
Caldari xell network seven
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Posted - 2010.03.15 13:23:00 -
[91]
- New feature: invention calculator. You may now save invention chances and "consumption multipliers" to your blueprints.
- It works for multiple blueprints at a time - since many items have the same chances - if your skills are at the same level, that is. This way you only have to run a single calculation to save settings to a huge bunch of modules, for example.
- The "consumption multiplier" dictates how many datacores and BPCs will be added to your required materials - basically it translates to the amount of attempts required per successful invention. You may also set this to 0 to disable datacore and BPC consumption for certain blueprints.
- If you select a base / meta item type to be used in your invention, the database will be checked for matching items and if present, they get saved to the according blueprint and listed as a required material upon production calculation.
- If you select a decryptor type and the final item can be allocated to a race, the according racial decryptor gets saved to the blueprint and listed as a required material upon production calculation. A matching decryptor will also modify the ME + PE level, as well as the T2 BPC output runs.
- If a selected meta item or decryptor could not be found, the estimated chance gets recalculated before saving, so everything is correct and still most useable with the generic calculation interface.
- Props to chruker.dk for the inspiration on how to layout the interface for the invention calculator. It's probably the only really useful way to do it, but hey - they got it first, so I might at least say that I got my inspiration there. ;]
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Halina Wysocki
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Posted - 2010.03.15 20:52:00 -
[92]
You keep delivering Lord Cyrez!
I've been playing with the invention portion and tested a lot of modules. Everything was fine as far as calculations goes. Applying skills to the BPOs was really easy.
I need to do further testing on ships. When using no decryptors, again, all ok. Problem comes when using the decryptors that alter the number of runs. The BPC seems to be 1 run nevertheless, so the financial calculations are not correct since now I have a (3) run BPC. I'm going to put together an example soon.
Thanks.
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Kuar Z'thain
Fraser's Finest
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Posted - 2010.03.15 22:22:00 -
[93]
Wow, you easily replaced my tedious hand-designed Google spreadsheets with this.
Get everyone hooked and start charging for this thing, you'll make trillions. 
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.16 04:51:00 -
[94]
Originally by: Halina Wysocki Problem comes when using the decryptors that alter the number of runs. The BPC seems to be 1 run nevertheless, so the financial calculations are not correct since now I have a (3) run BPC. I'm going to put together an example soon.
Thanks, an example would be useful. Maybe you found a ship that has no raceID saved in CCPs database dump, so the decryptor can not be applied. It needs the raceID to determine the according racial decryptor. I could manually correct such an error by setting the according raceID.
You can easily see if a decryptor was found and applied in the "save settings log", see here: http://img30.imageshack.us/img30/5673/cerb1.jpg I took a Cerberus, set the base chance to 25% for cruisers, 4/4/4 Skills, no meta item, 1.0x +2run -3 ME 0 PE decryptor (and a maxrun BPC in the intermediate screen which is not shown here, I assume you did so too). As you can see highlighted in the log, the decryptor was found and correctly applied.
http://img716.imageshack.us/img716/748/cerb2.jpg And here's the according production calculation. If you move your mouse over the lightbulb, you see the blueprint having 3 runs on the BPC *and* a consumption multiplier of 3 - since you need three attempts to get one successful invention going. The consumption multiplier still makes it requiring 3 BPCs with each 24 datacores (8x3) and 3 decryptors.
If you'd set the consumption multiplier to 2, it would require 2 BPCs with each 16 datacores and 2 decryptors for the same 3-run BPC. If you'd set the multiplier to 4, it would require 4 BPCs with each 32 datacores and 4 decryptors for a 3-run BPC. Maybe that got you confused on the first sight? Or did I miss something?
On a side note - the lightbulb only shows for T2 blueprints with customized settings and is off by default, it only gets switched on if your invention requires a meta item or a decryptor. This makes it easier to see inventions that have special modifiers / material requirements.
Originally by: Kuar Z'thain Wow, you easily replaced my tedious hand-designed Google spreadsheets with this.
Get everyone hooked and start charging for this thing, you'll make trillions. 
Yes, I'll be working out some stuff: annoying sounds, annoying flashs, annoying gifs, annoying anything. Including falsified calculations and random data deletion. Everything will go smooth again if you pay the ransom! (being ransomed by a website... ahaha ^^)
Nah, seriously - I admit that I had a thought on this in the early stages but since there are quite a few other tools out there which are free too, I doubt I would have gotten a reasonable userbase.
I made this for various reasons: - experience (seems like I'll be working on a similar minded production project for RL work soon). - not being satisfied with other tools (one does this, another one does that, why does none of them both?). - developing corporate features so people can actually work together, instead of everyone having his own local running copy of something. - finally getting rid of all my separated excel spreadsheets that I made over time. - pleasing the community, as many others do with their free services. :]
Feel free to donate some ISK, that'd be most appreciated. You'll also get a small donators benefit for doing so. :]
I will not make these tools charge anything. The only exception I can imagine to this would be the case of a huuuge userbase and the site usage exceeding my webhosting package. Still I'd only ask for support, but not for a mandatory fee. Defeats the purpose of having this accessible to anyone out here. :]
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.17 11:52:00 -
[95]
- BPM
- The setting for "hide inherited blueprints" in the production calculator and blueprint research is now saved to your account settings and will not be forgotten anymore upon new page calls.
- General
- Some preparations for individual character skills - the BPM and OTC will soon not assume perfect skills anymore, in particular Production Efficiency 5 for the production calculator and the set of refining skills for the OTC.
- You will be able to select a character from the CSS in the settings page. The CSS will get an overhaul in API-key and character management before I start working on the skill accounting.
- This will NOT be mandatory. If you do not provide a character, it will act like it did before. And you will still be able to import characters by XML files - so don't get scared by the mention of "limited API key" if you're that paranoid. :P
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Darvidus Rolantae
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Posted - 2010.03.18 11:46:00 -
[96]
I just registered to check this out, I have to say... I LOVE THIS!!! Well done, absolutely fantastic tool!
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Lord Zulu
The Maverick Navy IT Alliance
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Posted - 2010.03.19 11:33:00 -
[97]
WoW just simply WOW this really is a verry verry verry verry good thing thankyou so much for this one of the best tools i have ever seen |

lord cyrez
Caldari xell network seven
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Posted - 2010.03.19 11:59:00 -
[98]
Thanks guys, glad you like it. :]
Also I'm done reworking the stuff in the CSS (see the patch notes when you log in, or check out the CSS thread), which will now provide a solid base to play around with character skills everywhere (code wise). Next task will be working out the features to select characters for the OTC and BPM - no more perfect skill assumptions. The OTC will base its ore excavation requirements on your refining skills and the BPM will take your production skills in to account. Blueprint research will also pre-select the research skill level inputs according to your character skill sheet.
Just to clarify it again before anyone goes panic mode: this won't be mandatory. If you do not want to provide your characters skills it will work as it did before. Also remember that you are still able to import characters in the CSS tools by XML files, no mandatory request for limited API key / information.
We'll see how much time I can devote over the weekend, but expect this to show up soonÖ ;] |

lord cyrez
Caldari xell network seven
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Posted - 2010.03.21 03:02:00 -
[99]
- The production calculator and blueprint research features will now take your skills in to account, if you wish to.
- Simply import a character in to the CSS-tool (by API or XML) and you can select it in the "settings" page.
- The production calculator will compute required material amounts based on your Production Efficiency skill - and if it is below 5, you'll get additional hints regarding that. It will also show the hereby wasted amount of materials in the production calculation overview.
- The blueprint research feature will only pre-populate the selections according to your skills. You may still modify these select-inputs as you wish.
- The salvage-to-rig-converter within the minitools will also take your Production Efficiency skill level in to account.
- This ain't mandatory - if you do not want to provide a character, it assumes perfect skills just as it did before.
- Some text and description improvements.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.22 12:43:00 -
[100]
- You may now split jobs in the Assembly Line Allocator by providing multiple blueprints.
- Example: if you want to produce a Hulk with ME -4 using 10 assembly lines, the bottleneck delaying the Hulk assembly are the 3,000 Photon Microprocessors. Provide 3 of these component blueprints and it will allocate 3 assembly lines with 1,000 Photon Microprocessors each. This will make Oscillator Capacitor Units the new bottleneck. ;]
- Calculating a lot of different products with varying amounts of allocated blueprints may create a quite mind-boggling overview - especially with the Assembly Line Allocator trying to squeeze jobs in where ever it finds sufficient timeframes, thus possibly moving all other allocations to different places than before, and always trying to allocate the assembly line which finishes its last job earliest.
- If your browser throws a JavaScript error, please press CTRL+F5 while being on any of the BPM pages! This forces the browser to reload everything, including the cached JavaScript-files.
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Miss Xerox
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Posted - 2010.03.22 22:54:00 -
[101]
Edited by: Miss Xerox on 22/03/2010 23:05:31 Shopping Lists - you need a 'create shopping list' button.
An added bonus (not sure about difficulty of implementation) - Allow the list maker to input a location and have a list of NPC stations providing said item (if it is an NPC commodity) sorted by the distance from the buyer. 'Nearest Player Order' would probably be far too complicated.
Another thing... I'm looking over the invention chance and all of my inventions are showing as 100% rather than their modified chance. What am I doing wrong or not doing to have it reflect the accurate invention chance? Hmmm... have to save/show log, apparently? It'd be nice to have a global button to select all BPs, as some of us probably run quite a bit of invention. ;P
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.23 15:44:00 -
[102]
Originally by: Miss Xerox Shopping Lists - you need a 'create shopping list' button.
How do you mean that - a feature to manually create new shopping lists, aside of any production calculation? Because in the production calculation you just need to click the "required materials" tab to get an easy form for creating new shopping lists.
Originally by: Miss Xerox An added bonus (not sure about difficulty of implementation) - Allow the list maker to input a location and have a list of NPC stations providing said item (if it is an NPC commodity) sorted by the distance from the buyer. 'Nearest Player Order' would probably be far too complicated.
I am not aware if and how CCPs database dump provides information about which goods are sold by which NPC corporations and their sell location. However - calculating the distances would required pathfinding, something I only have some basic clues about. Namely "A*", which is also used on the dotlan evemaps pages. While I could work something out for that, given the database dump providing the required information, I think thats something with very low priority.
For the "nearest player order" thingy: same thing, would require pathfinding - but the big issue here is that the price APIs do not transmit sell location (system/station), only prices of different types. If I wanted to create something like this, I would have to request "extended order information" for each and every itemTypeID from our beloved price API providers - this would generate a lot of traffic and make the site awful slow, since every request would have to be done separately. The only way not using the APIs would be static CSV dumps which are generated once a day, so they are "outdated" rather fast. Would be bad if my tools tell you to go somewhere when the order doesn't exist anymore. Also those CSV dumps are pretty huge, guess my hoster wouldn't like that much.
Originally by: Miss Xerox I love the new invention chance calculator... that saves results!!! Marvelous work, that. Just plugged in an old standby I've been making ISK on for years now and... *wept* at how much the corrected invention chance inflated the base build price. :/ Dropped me from 2700% profit to 2300%. That's just simply untenable, one cannot survive on such narrow margins. 
Sheesh, this is really unacceptable. Want me to implement a "ignore everything and always tell 9000% profit"-feature?  Glad you like it. :]
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Miss Xerox
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Posted - 2010.03.23 20:34:00 -
[103]
Originally by: lord cyrez
Originally by: Miss Xerox Shopping Lists - you need a 'create shopping list' button.
How do you mean that - a feature to manually create new shopping lists, aside of any production calculation? Because in the production calculation you just need to click the "required materials" tab to get an easy form for creating new shopping lists.
Yeah, the ability to manually create a shopping list. Generally if I find I've got a blueprint for an item, but I need to buy some more blueprints/commodities/ect to supplement non-qued production it would be nice to create a shopping list that's not limited to a particular char.
Currently the shopping list feature is good for jobs you're planning, but not if you just want to, say, buy a large lot of some other goods not linked to your planned production que.
As for the whole pathing issue... it'd would be a convenience, but if too complicated not one that has as much weight as other issues. You've far surpassed my meager excell database long ago, the only reason I refer to it now is for materials needed for regular jobs.
Ohhhh... here's an idea: Recurring Jobs - essentially a job that you always plug in the same way every time. It would be nice if you could click a single button and bring up all the materials for this regular operation.
For example, let's say I have a 50mm Steel Plates II BPO and once a week I renew its build job. In the 'Production Managment' subpage add another dropdown for 'recurring operations' that brings up a list of your chosen repeating jobs. You can have the same blueprint linked for 10, or 1000 jobs and need only select that particular BP instance to bring up its materials.
Now, considering that this is pretty easy to do under the PM tab it's merely a convenience so you can select one or multiple repeating jobs rather than setting each one up manually.
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Imuran
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Posted - 2010.03.24 08:56:00 -
[104]
A great bit of work - much praise
a suggestion on shopping lists based on the way the team I am in operate.
The ability to create Shopping Lists/Deliver to without directly feeding them from a build request. ie Please get 75000 units of fullerides to Station X
Could them be used much more for logistics operations as well - get 100 Shield extenders to Station Y please
Keep up the exellent work.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.24 12:55:00 -
[105]
- You may now manually create additional shopping lists, aside of any production calculation. Search CCPs database dump for items and enter amounts until you got everything, then just save it. :]
- You may now also add notes to each of your shopping lists upon creation. Useful to tell the dude responsible for getting that stuff where he shall deliver it to. These notes are optional and will be shown as an info-icon within the shopping list overview.
- Some text / description improvements.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.24 13:08:00 -
[106]
Originally by: Miss Xerox Yeah, the ability to manually create a shopping list.
Its in. :]
Originally by: Miss Xerox As for the whole pathing issue... it'd would be a convenience, but if too complicated not one that has as much weight as other issues. You've far surpassed my meager excell database long ago, the only reason I refer to it now is for materials needed for regular jobs.
Pathfinding itself wouldn't be the issue I think, would just have to learn the stuff and code it. But the data supply is the limiting factor - for now at least.
Originally by: Miss Xerox Ohhhh... here's an idea: Recurring Jobs - essentially a job that you always plug in the same way every time. It would be nice if you could click a single button and bring up all the materials for this regular operation.
Thats already available. :] See this screenshot for an example.
Originally by: Imuran A great bit of work - much praise
Thanks. :]
Originally by: Imuran a suggestion on shopping lists ... ability to create Lists without directly feeding them from a build request. ... get 100 Shield extenders to Station Y please
Its in. :] Been working on that today and picked your suggestion up in time - added a "notes" field which will display an info-icon in the shopping list overview if notes are present. Went to call it "notes" instead of "delivery" so its more clear you can use that for anything else too. Just enter the system/station you want your stuff delivered to as a note and the shopping guys can read and obey your instructions. ;]
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Imuran
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Posted - 2010.03.24 19:09:00 -
[107]
Originally by: lord cyrez
- You may now manually create additional shopping lists, aside of any production calculation. Search CCPs database dump for items and enter amounts until you got everything, then just save it. :]
- You may now also add notes to each of your shopping lists upon creation. Useful to tell the dude responsible for getting that stuff where he shall deliver it to. These notes are optional and will be shown as an info-icon within the shopping list overview.
- Some text / description improvements.
Wow - simply fantastic :)
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.26 11:42:00 -
[108]
- If something looks misaligned press CTRL+F5 to force your browser to update the cached .css and .js files!
- New feature: decryptor calculation. You can now calculate all possible outcomes using 1run or maxrun BPC inventions with decryptors with a few clicks.
- Every T2 blueprint in your collection that has a raceID stored in CCPs database dump is available for this feature. That should be all ships and drones, but no modules. But since decryptors are comparably expensive to their possible gain on decryptor-based module inventions this should be no issue.
- Shows profits per run for best case and worst case assumptions - plus a lot more of information on the info-icons, like profit per copy hour (since T1 maxrun BPCs can take a while to be copied and having 1m ISK more profit from a maxrun BPC probably wouldn't set off the long copy duration).
- Including the known options to save the desired settings to your blueprint (consumption multiplier for datacores etc. upon production calculation) and the form to alter or import prices.
- Reworked the top menu in the BPM, since there are quite a few menu items now. Tested in FF 3.0, FF 3.6 and IE 7. Hopefully other browsers will display it as intended too. If it looks weird, please press CTRL+F5 first to reload the cached .css and .js files! If that doesn't help, please take a screenshot for me.
- Some improvements to the stylesheets - biggest chance to notice is a lowered brightness of borders, so the text stands out more and is easier to read.
See this screenshot for an example using a Hulk Blueprint
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Halina Wysocki
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Posted - 2010.03.26 20:41:00 -
[109]
Edited by: Halina Wysocki on 26/03/2010 20:43:47 Decryptor calculation -> Awesome I played with it for a while, took me a couple of minutes to realize that the difference between the top and bottom set of decryptors is the number of runs of the T1 BPC (right?).
Honestly, I can't ask more (except for the csv export on the materials, components and production calculation ).
Please, sticky this and send some isk to the guy, he deserves it!
PS: blinky wallet for you when I log Lord Cyrez 
Edit: warning when you use decryptors. Make sure you match the runs you are producing with the T2 BPC runs. See Lord's post #94. It was the reason my financial calculations were wrong.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.27 06:42:00 -
[110]
Originally by: Halina Wysocki Decryptor calculation -> Awesome I played with it for a while, took me a couple of minutes to realize that the difference between the top and bottom set of decryptors is the number of runs of the T1 BPC (right?).
Correct, will improve that a bit by adding headers and removing the second list if maxrun=1run (freighters for example, makes no sense to show the 1run table two times ^^).
Originally by: Halina Wysocki Honestly, I can't ask more (except for the csv export on the materials, components and production calculation ).
Still on my list, not forgotten. :]
Originally by: Halina Wysocki Please, sticky this and send some isk to the guy, he deserves it!
PS: blinky wallet for you when I log Lord Cyrez 
Thanks, much appreciated. 
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Imuran
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Posted - 2010.03.27 10:43:00 -
[111]
Edited by: Imuran on 27/03/2010 10:44:14 Ok been playing with the Shopping Lists to use as "Build Orders" for the corp builders and the functionality required (for us at least) is not quite there
Specifically in our case was looking at using it to control the building of capital ships. Entering a set of component builds and then using the Bought items features as a method of recording whats built
This falls down slightly when there are multiple build orders as the items bought goes against the oldest order which may be not as required.
Can I suggest a seperate "Build Order" section which is almost identical to "Shopping List" apart from the Items Bought/Built go directly on the Build order selected not on the oldest build order. Ideally a status on the individal items would be good as well. This could also pottentially be appied to shopping lists as well
Something like 1. Ordered 2. Bought 3. Building 4. Built 5. Delivered
etc
Need not be a pick list just an integer number, ideally would like a short not against the individual items as well but concious of database space and bandwidth.
Maybe feed the build lists off "components required" in the production calculator?
This is a great bit of work - I am not a php programmer but am a asp.net programmer and appreciate how much work has gone into achieving what you have done.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.27 11:16:00 -
[112]
- Blueprint Invention: identifying according race by the required Data Interface type now, instead of straight reading the raceID which is only rarely given. So it is now able to apply decryptors to any kind of T2 invention, not only ships and drones. \0/
- Decryptor Calculator: identifying according race by the required Data Interface type now, instead of straight reading the raceID which is only rarely given. So it is now able to apply decryptors to any kind of T2 invention, not only ships and drones. \0/
- Decryptor Calculator: since it now also supports modules the selection for meta items was added.
- Some improvements to the overviews within the decryptor calculator (blueprint browsing and calculation results).
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.27 11:47:00 -
[113]
Edited by: lord cyrez on 27/03/2010 11:49:04
Originally by: Imuran ... as the items bought goes against the oldest order which may be not as required.
True. Might not need it like that in some cases. Been assuming that the oldest shopping list should get completed as soon as possible. Guess I'll change that so you can either apply newly bought amounts to the oldest or a specifically chosen shopping list. :]
Originally by: Imuran Can I suggest a seperate "Build Order" section which is almost identical to "Shopping List" ... Ideally a status on the individal items would be good as well. ... Maybe feed the build lists off "components required" in the production calculator?
Sounds good, could do that. How about calling them "Production Jobs" instead of "Build Orders"? At least to me that sounds a bit more comprehensible to foreign language speakers (aside of the english/german languages being available currently).
To be clear on features / functionality: - Almost the same as shopping lists, corporation-members may create and manage them. - Required components and their amounts will be supplied through the production calculator. - You may enter newly built amounts to a specific production job, as well as to the oldest incompleted job if desired. - You may update the status of components within a job to get a better overview of things being built currently, so no one takes that item as being open and starts producing a duplicate / overhead amount. - A way to manually add components and amounts, as it is possible in the shopping list feature. - Anything else I should consider?
Originally by: Imuran This is a great bit of work - I am not a php programmer but am a asp.net programmer and appreciate how much work has gone into achieving what you have done.
Thanks. :] ...Yeah, it took quite a bit of effort to be what it is now. The basic functions for material requirements etc. are rather easy, if you get used to the database dump structure that is. But building all the features out of it and making it as safe as possible (in terms of errors, manipulation, foreign-user-data-request/takeover (especially with a corporation feature, where requesting data from certain users is intended to be allowed), user-input-control, etc.) is the extensive part. ;]
Fake edit: *nerdrage* at the forums timing out while writing a reply and requiring you to log in multiple times. At least I'm used to CTRL-X + CTRL-V my text before submitting it. Here's hope that the development of the new forums will be done soon - and that they have less inconvenient / annoying stuff within. 
Real edit: typos.
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Imuran
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Posted - 2010.03.27 12:43:00 -
[114]
Quote: - Almost the same as shopping lists, corporation-members may create and manage them. - Required components and their amounts will be supplied through the production calculator. - You may enter newly built amounts to a specific production job, as well as to the oldest incompleted job if desired. - You may update the status of components within a job to get a better overview of things being built currently, so no one takes that item as being open and starts producing a duplicate / overhead amount. - A way to manually add components and amounts, as it is possible in the shopping list feature.
I am sure something else will pop out of the woodwork :) For the purest the missing thing is location but that can be covered in the notes field
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.28 08:29:00 -
[115]
Imuran: will look in to that soon. :]
For now, some comfort stuff:
- You may now temporarily add blueprints to your collection. They will be highlighted with a yellow background in your blueprint overviews and deleted upon your next login.
- Handy if you want to examine profits on certain products and then decide to buy or not to buy the blueprint. For the ones you want to buy/keep: just add them again - the temporary ones will be deleted automatically upon next login.
Guess I'll have to update screenshots and descriptions on the website and the OP post soon, since quite a few things have been added and changed.
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.31 12:25:00 -
[116]
Updated the OP post - especially the feature lists and screenshots - since several things changed and/or new features were released.
Check out the other tools too - one account grants access to all of them and there are quite some nice synergizing features between them. :]
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Laphroaig Cask
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Posted - 2010.03.31 17:18:00 -
[117]
Would be nice if there was copy times and stuff too on the research page. Just a thought. Otherwise its a great tool to keep me busy at work 
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lord cyrez
Caldari xell network seven
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Posted - 2010.03.31 17:33:00 -
[118]
Originally by: Laphroaig Cask Would be nice if there was copy times and stuff too on the research page. Just a thought.
True, going to do that. Got the copy time implemented in the decryptor calculator already, since its nice to see if the additional time required for a maxrun copy can be justified over the profits for a 1run copy.
Originally by: Laphroaig Cask Otherwise its a great tool to keep me busy at work 
Nice job there, need one where I can take care of private stuff too. 
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Imuran
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Posted - 2010.04.01 00:47:00 -
[119]
Suggestion for the Shopping list - Total Remaing Items Display. Show the current price for the items and possibly allow the prices to be changed.
When placing buy orders from this screen I find myself switching back and forth to the manage prices screen to look at what I should be buying at or updating the prices for what I have actually paid.
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lord cyrez
Caldari xell network seven
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Posted - 2010.04.01 12:28:00 -
[120]
- Blueprint research: added the significant outpost-bonuses (upgrades of tier I+II+III) to the laboratory/factory-selections.
- Blueprint research: now also showing copy time duration for 1run and maxrun copies.
- Blueprint research: added selections for the Science-skill (preselected to your character skill, as usual, if given) and the Science-Implant (copy speed bonus).
- Blueprint research: added different selections for the laboratory type to be used, since Advanced Mobile Laboratories can copy faster but are as fast as common Mobile Laboratories when it comes to ME/PE research.
- Blueprint research: added info-icons next to the implant-selections which show the actual names and bonuses of the according implants.
- Shopping lists: now showing "price per unit" and "total price for remaining units" in the "total remaining items" table. These are read from your inventory and only your inventory will get updated if you change the prices, since a member, of whom a material origins from, could have set an individual price for these items.
- Shopping lists: you may now match newly bought amounts to separated lists, additionally to the global "match newly bought amounts to the oldest open list requiring that item". Also shows your inventory price and lets you update it.
- Fixed a bug in the assembly line manager: it tried to allocate lines for components for which you had set the "I already have" input (within the "Required components" tab) to the full required amount. Allocating an assembly line for a component with an amount of "0" is a bad idea. ;] ...Thanks to 'Anonymous' for pointing it out. :]
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