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Thread Statistics | Show CCP posts - 1 post(s) |

Akihito Karasu
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Posted - 2007.02.04 03:51:00 -
[61]
Correction:
I CAN change the value in the Cost Field. If I only change that value and either press Enter or SAVE, I get the red text warning, but it does in fact save the change.
This still does not work in the mineral fields.
Sigh
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.02.04 03:59:00 -
[62]
Originally by: Akihito Karasu Just checked, no joy.
Closed and reloaded program.
Pulled up a BP, used only the Tab and the numbers pad until I tabbed over SAVE. Still red.
Tried the non-key pad numbers, still red.
Tried just changing the price of the BP, the first field below the BP name, still red.
Something somewhere is totally hinked.
Yup there is, Im looking at the code and apparently Im modifiying a collection of items... While looping through them... Anyways thats 'illegal' (pffft rules) and its throwing an error. Sorry about this! *adds to the bug list* I will try to get this out quickly! ------
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Akihito Karasu
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Posted - 2007.02.04 04:37:00 -
[63]
Hey, very glad that the type of problem is id'ed and delighted you're on it. Glad it wasn't something wierd I was doing. 
Will keep an eye out for the next update. Great program, looking forward to workign with it more.
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.02.06 03:47:00 -
[64]
Version 2.1.2.3 -Updated datafiles to reflect new probe stuff -fixed the g15 handler -fixed the manual data edit
This version is just a quick fix for standing issues. I hope to get back to adding new stuff/upgrading current stuff soon(tm) ------
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Akihito Karasu
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Posted - 2007.02.06 17:08:00 -
[65]
Thank you VERY much for the VERY fast fix. Now to explore this utility.
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Professor Pizi
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Posted - 2007.02.06 19:50:00 -
[66]
great proggy thanks a lot
may i ask how you calculate the invention success rate and from where you got the numbers ?
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.02.07 14:53:00 -
[67]
Originally by: Professor Pizi great proggy thanks a lot
may i ask how you calculate the invention success rate and from where you got the numbers ?
In the data files there are numbers labeled as chance of reverse engineering. In the RMR data, this number was 0 for everything, and it now has a value (usully something like .2 or .4). any tech 2 item with a sister item, such as the wolf and jag, are .2, while everything with only one tech 2 version is .4, like small armor rep. There are other numbers for each item that i have assumed to be the bonus to success when you add them in, but really its alot of educated guesswork. If only ccp would release some formulas for data decrypters, then I could make a fully accurate tool. ------
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Torelia
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Posted - 2007.02.08 23:15:00 -
[68]
Edited by: Torelia on 08/02/2007 23:12:44 Excellent app. I use it all the time now. Here's an idea to append to your list :)
"Factory" type. Would allow me to specify the time and material multipliers based on what factory/assembly array I'm using. IE, Factory Outpost, rapid equip. assembly array, efficient equip. assembly array, etc.
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Jin Kurasawa
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Posted - 2007.02.13 00:10:00 -
[69]
Currently, when I want to research one of my blueprints for ME (for example), I have to manually figure out when it will start, since I am researching in empire and pretty much every station has a 20+ day queue. So far, I've installed the job, figured out the end date, and essentially calculated the start time give or take a few minutes, and entered that into eve-meep.
It would be very handy if I could select the end time, instead, and have it figure out the start time for me.
Still, Great tool!
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Icy One
Caldari
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Posted - 2007.02.13 16:22:00 -
[70]
I was just rying to all all my current ME jobs to the schedule but I can only add one at a time. I can run 4 jobs at the same time according to my skills but EVEMEEP only lets me add one then the next one can only start when the first one has ended.
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Salvis Tallan
Gallente Team Condor
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Posted - 2007.02.13 16:41:00 -
[71]
Sorry everyone, ive been busy busy working on stuff lately. The next version of eve-meep will contain choosing what kind of location your running the job at suhc as NPC station or lab or array, and it does include all the time AND mineral modifiers. Im also putting a filter in so you can choose to view only certain types of jobs. The one thing im missing is outposts, do they have a time or mineral modifier? Does it depends on the race? I also have some bug fixes for the POS calc to roll out Jin- If it says it will take lets say, 20 days and 6 hours, you can highlight the day number and just use the up arrow 20 times, that way you dont have to add it all yourself first. Icy One - The scheduler is set up so that each row is a different slot, and you can only have one job going per slot. If you want to put another job into another slot, just type a unique name into the field, and meep will make a new line with that name. So, say your at NPC station X doing 2 production runs, name one row X1 and the other X2 or something. You can also put notes into the text field that will be displayed every time you select that job to help keep track.
I think the website is down right now, but it should be back up soon(tm) ------
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Icy One
Caldari
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Posted - 2007.02.14 01:26:00 -
[72]
Thanks for the info about the scheduler, there are a few problems I have seen: * The top row is always empty * When removing a job and readding it it clears the slot but does not remove the gap and when readding does not show the bar.
Also I could not find the following BPOs in the Inventory list to add:
Explosive Dampening Amplifier I Blueprint Heat Dissipation Amplifier I Blueprint Kinetic Deflection Amplifier I Blueprint Magnetic Scattering Amplifier I Blueprint
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JERIC0
NailorTech Industries Curse Alliance
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Posted - 2007.02.15 16:04:00 -
[73]
Don't know if its a problem or just me,
On Tech 1 Calculator when I first load it up it isnt updating my production skills in top right corner, It also isnt taking them into account. I change the skills and the stats stay the same.
Can anyone confirm this for me pls.
Otherwise. Excellent program. Loverly job.... 
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Ron Stone
Caldari Firebane's Elite North Star Confederation
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Posted - 2007.02.15 19:24:00 -
[74]
Hi, I was trying to download your program and found the website is down.
Thank you, Ron Stone Firebane's Elite Co-CEO Freighter Service |

Salvis Tallan
Gallente Acheron Vanguard Armada The Makhai
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Posted - 2007.02.15 20:11:00 -
[75]
Originally by: Ron Stone Hi, I was trying to download your program and found the website is down.
Use the download link on bottom of the first post, it links directly to the eve-files site.
Jeric0, if you reload the program does it work? ------
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JERIC0
NailorTech Industries Curse Alliance
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Posted - 2007.02.16 12:39:00 -
[76]
Originally by: Salvis Tallan
Originally by: Ron Stone
Jeric0, if you reload the program does it work?
If I Switch to perfect and then back to Adjusted it appies the changes.
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Ellana Githrael
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Posted - 2007.02.16 19:47:00 -
[77]
Running V2.1.2.3 This is a SWEET program!!!! Thank you! You da MAN!
Ok so I tried to add the Multispectral Frequency Probe Blueprint. It adds it in the data so that I can go back and edit it, but it does not appear anywhere where I can use it.
The waste factor is 0.05 on this item rather than 0.1, according to the BPO I just bought (and have not researched) but it rounds up to the 0.1. The writing is fine up until I select "Update" then it becomes red. I checked, and can't find anything wrong with the numbers. So I can't figure out which number is incorrect.
It also adds 2 Morphite to the Base Needed Materials when there in none required.
So... in general what am I doing wrong?
Again this is SO SWEET a program that when I get time I am adding it to my BIO! Thanks!

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Salvis Tallan
Gallente Acheron Vanguard Armada The Makhai
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Posted - 2007.02.16 20:57:00 -
[78]
Originally by: Ellana Githrael Running V2.1.2.3 This is a SWEET program!!!! Thank you! You da MAN!
Ok so I tried to add the Multispectral Frequency Probe Blueprint. It adds it in the data so that I can go back and edit it, but it does not appear anywhere where I can use it.
The waste factor is 0.05 on this item rather than 0.1, according to the BPO I just bought (and have not researched) but it rounds up to the 0.1. The writing is fine up until I select "Update" then it becomes red. I checked, and can't find anything wrong with the numbers. So I can't figure out which number is incorrect.
It also adds 2 Morphite to the Base Needed Materials when there in none required.
So... in general what am I doing wrong?
Again this is SO SWEET a program that when I get time I am adding it to my BIO! Thanks!

The mutifrequency Probe is in the program, but CCP calls it just 'Frequency Probe' with no multi. The ability to edit the data was pretty hastily thrown in when I did it, and I will go back through to make it change color properly. Eventually I need to make it more usefull as well by editing more than just the base minerals. So, your not doing anything wrong, so much as its buggy and needs work :) ------
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Ellana Githrael
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Posted - 2007.02.17 01:22:00 -
[79]
OK!!! Thanks! THat is fast service! I bet you were smiling too!!! <grin>!!!
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Ellana Githrael
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Posted - 2007.02.17 01:50:00 -
[80]
Well, I must not be doing something right...
I checked the CCP BPO vs EveMeep, and EveMeep is light on the quantity of materials used. Edited the EveMeep bpo file, and set it to match what is on the CCP BPO. I click on save new data to files, and then update, and when I go back to the Tech level 1 to look at my numbers for researching the ME/PE it still shows the original numbers. Something is not getting updated... The CCP BPO shows 5 Trit, 17 Pye, 17 Mexa, 3 Iso, 5 Nox, and 2 Mega The Evemeep BPO shows Correct Trit, 16 Pye, 16 Mexa, 3 Iso, 2 Nox, and 1 Mega. THe Mega and the Noxium alone throw off the calculations as to cost of manufacture by almost 3k isk...
So again I ask where am I going wrong... Sorry to be such a PITA!
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Elenit
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Posted - 2007.02.19 11:25:00 -
[81]
Each version keeps getting better! Keep up the good work Salvis.
Are you planning on publishing the interface to allow other people to develop plugins? How is information transferred between plugins? Can plugin A modify the right click menu of Plugin B - for instance - A plugin might provide some functionality to do with blueprints and would want information about the currently selected blueprint to work.
A search function that worked with reprocessing that would find items with compression over a certain amount & mineral x over a certain amount that took into account settings from the reprocessing plugin (station facilities, skills, volume, quanity, etc).
An handy extension would also be recursive construction to help manage construction of ships and items.
So for instance - when building the Chimera Cap ship you also need to buy or build the Cap Ship Components. The cap ship components, if built, require a certain number of minerals & BPs. It'd be handy to select the Chimera from the list in Blueprint or the MultiComponent plugin - add the parts to a stock control function (this maybe the bill function you are implementing) - and then from the stock control - right click and either add the item to a purchase schedule or add the BP to the BP list. At which point you can specify if it's a BPO or BPC, the cost, etc). You could modify the stock control to list what parts you have - it would then indicate what you need. Right clicking could bring up an option to add the items to the production scheduler
The current billing goes someway to providing this - but you can't add items to the bill easily.
*edit* I managed to find out how it works. You have create an items inventory with a volume of minerals/items in - select the correct inventory file from add to bill and then the minerals are deducted. Alas it doesn't add the manufactured item to the inventory. It also doesn't save the, now changed, inventory levels on closing. I'm trying now with the scheduler to see what happens - but I suspect it doesn't remove the minerals used from the inventory or add the produced items there either.
It'd be good if you let people have negative minerals and components in the inventory - they can then see where they are. I imagine the flow of work to be:
1) Select something to be manufactured 2) Add the item to the Bill (or stock system). This adds the BP and items needed to the stock system (we are after all manufacturing). 2.1) If the BP is currently in the list of BP's owned - then the appropriate information is listed (cost, ME, PE, etc). Here you'd have the ability to click on the BP and to add the missing materials to the inventory. The display would show an indicator next to the BP if the materials needed for production are in the inventory at the right levels. Any of the items listed as materials - you could click on and modify the stock levels - either by entering an absolute value or a delta value. You would be able to add the BP to production queue and the materials needed would be taken from the inventory and the product and quantity added to the inventory. 2.2) If the BP listed isn't owned - then you'd be able to add it to the BP database as a BPO or BPC.
If the inventory is negative or the item doesn't exist in the inventory (either mineral, material or BP) then it'd be handy to export the information for shopping or posting.
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Salvis Tallan
Gallente Acheron Vanguard Armada The Makhai
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Posted - 2007.02.19 16:44:00 -
[82]
Ellana Githrael, try reloading the app. The data in the plugins is only loaded at the begining, so if thats the only issue then they should update. Of couse, there could be other bugs as well.
Elenit, thank you for the great feedback! Let me take a second to go into the details of the plugins first.
If you can make a windows form, you can make a plugin. The host provides all the data for blueprints, items, asteroids, POS items, etc. in the form of classes organized by hashtables, sorted dictionaries, and unsorted dictionaries. The plugins take whatever data they need from the host through an interface. This means that you dont have to worry about putting data into your plugin, and it is very easy to work with. Plugins cannot modifiy other plugins, however they might be able to modify parts of the host that other plugins use. I am working hard to get all this source out to my site, but if anyone wants to make a plugin now, just drop me an eve-mail.
You have some great ideas for the bill of materials, and its something I am working hard at making user-friendly. I will try to incorperate as many of your ideas as possible, and then release it with all the new location modifiers for the scheduler. As for the components for the construction, that is something I need to work into the component calc for things like capital construction anyways. ------
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Quinella
Caldari
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Posted - 2007.02.20 00:44:00 -
[83]
Hi,
First thanks for the great application, very handy.
I've used the mining section a fair bit and have noticed a couple of bugs. Mainly things not updating until something else changes, but this depends on the order you set it up or if you change your ship.
1. Choosing your ship skill level then bonus per level never updates the total bonus field. You need to enter the bonus then set the skill level.
2. Mining upgrades is quiet funny, if you go to 2 then back down to 1 you actually get better yields? If you change any skill levels on the right it appears to update the totals correct again.
I think I had a problem with the asteroid type not updating correctly but I can't seem to replicate it so it was probably just me.
Source code would be nice, I actually thought it was open source already and was going to fix these bugs to help you out but if you could fix these bugs it would be great.
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Salvis Tallan
Gallente Acheron Vanguard Armada The Makhai
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Posted - 2007.02.20 02:10:00 -
[84]
Originally by: Quinella Hi,
First thanks for the great application, very handy.
I've used the mining section a fair bit and have noticed a couple of bugs. Mainly things not updating until something else changes, but this depends on the order you set it up or if you change your ship.
1. Choosing your ship skill level then bonus per level never updates the total bonus field. You need to enter the bonus then set the skill level.
2. Mining upgrades is quiet funny, if you go to 2 then back down to 1 you actually get better yields? If you change any skill levels on the right it appears to update the totals correct again.
I think I had a problem with the asteroid type not updating correctly but I can't seem to replicate it so it was probably just me.
Source code would be nice, I actually thought it was open source already and was going to fix these bugs to help you out but if you could fix these bugs it would be great.
I think the mining upgrades bug got fixed, but the others are new to me and I will try to fix them quickly. If anyone wants the source of plugins or whatnot, you need to send me an eve-mail and Ill send you links and such. ------
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Salvis Tallan
Gallente Acheron Vanguard Armada The Makhai
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Posted - 2007.02.21 04:31:00 -
[85]
Finally! It is Done! Eve-MEEP is now Open-Source!!!
The code is setup on an SVN repository, and can be 'checked out' by anyone using whatever SVN client they want. You can also view it through you web browser. Where? Here!! The host is up, the plugin interface is up, and all my plugins are there. The details about submitting your own changes and whatnot are on that page, altho the method for submitting plug-ins will be changing slightly in the future to make it easier.
I have also released the next version of eve-meep, which includes the ability to select the type of location your running a job at to apply time and mineral modifiers. You can also save the bill of materials to a text file. There are more things I think but i cant remember them all.
I hope that everyone who wants to see how the app works will check it out, and I hope that the interest in the program will continue to grow. ------
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Quinella
Caldari
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Posted - 2007.02.22 01:16:00 -
[86]
Thanks alot Salvis, great work!
Noticed a few fixed bugs in the mining section, downloaded the source and will hopefully get to play with it a bit today.
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CSIRO Confuscious
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Posted - 2007.02.26 10:45:00 -
[87]
Firstly, thanks for a great tool. I have come across a small anomaly though.
Example: 1000 units of Acolyte I Blueprint with Industry 5, Prod Efficiency 5, Accounting 5
The Tech1 Calculator tells me I need 466000 Tritanium, 4000 Mexallon and 2000 Nocxium.
The Multicomponent Calculator tells me I need 467000 Tritanium, 5000 Mexallon and 3000 Nocxium.
Am I doing something wrong or is this a bug?
Cheers, CSIRO Confuscious
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Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.02.26 19:18:00 -
[88]
Originally by: CSIRO Confuscious Firstly, thanks for a great tool. I have come across a small anomaly though.
Example: 1000 units of Acolyte I Blueprint with Industry 5, Prod Efficiency 5, Accounting 5
The Tech1 Calculator tells me I need 466000 Tritanium, 4000 Mexallon and 2000 Nocxium.
The Multicomponent Calculator tells me I need 467000 Tritanium, 5000 Mexallon and 3000 Nocxium.
Am I doing something wrong or is this a bug?
Cheers, CSIRO Confuscious
I found this out a few days ago when trying to make Antimatter M, and its definatly a bug. The wierd thing is that both plugins use the same method to calculate the numbers, I just Copied and pasted from one into the other. There are also a few bugs on at least the multicomponent which I am in the process of fixing (and uploading to the SVN, its so awsome to use!) like a wierd double negitive bug for production costs. I think its caused by the good standing code. When I get all this sorted out I'll put new versions of the plug-ins up for download, so if anyone catches any more bugs anywhere please let me know (or you can snag the code and help fix). ------
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CSIRO Confuscious
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Posted - 2007.02.27 11:01:00 -
[89]
There seems to be another bug when selecting the station equipment yield in the Mining Calculator.
Example: Processing 15,939 of Hemorphite gives the following Zydrine
@ 30% = 581 @ 35% = 304 @ 50% = 746 @ 75% = 651
Doesn't make much sense to me, CSIRO Confuscious
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Salvis Tallan
Gallente The Shadow Order Hydra Alliance
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Posted - 2007.02.27 18:40:00 -
[90]
Originally by: CSIRO Confuscious There seems to be another bug when selecting the station equipment yield in the Mining Calculator.
Example: Processing 15,939 of Hemorphite gives the following Zydrine
@ 30% = 581 @ 35% = 304 @ 50% = 746 @ 75% = 651
Doesn't make much sense to me, CSIRO Confuscious
Those represent the different stations you can use to process the minerals. 30% and 75% are POS structures, while the 50% and 35% are stations. Depending on your skills you will get different reprocessing numbers are each type of station, because it is calculated differently for all of them. ------
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