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Rhea 1.0 SDE is out

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CCP FoxFour
C C P
C C P Alliance
#21 - 2014-12-08 19:24:00 UTC
Querns wrote:
I too wish to know what the new column is.


It's called modiferInfo and should be in the dogma effects table.

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Desmont McCallock
#22 - 2014-12-08 19:38:16 UTC  |  Edited by: Desmont McCallock
CCP FoxFour wrote:
Querns wrote:
I too wish to know what the new column is.


It's called modiferInfo and should be in the dogma effects table.
Yeap, it's there.
One thing that is still persisting is the data integrity issue with the blueprints.yaml file. Still found duplicate data entries in the skills node for ids: 20344, 20352, 20354, 27022. Here is a corrected version of the blueprint.yaml file.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#23 - 2014-12-08 19:41:59 UTC
https://www.fuzzwork.co.uk/dump/rhea-1.0-109013/diff.txt.bz2 is the difference between the phoebe and rhea databases.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Aineko Macx
#24 - 2014-12-08 20:39:28 UTC
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.
Zifrian
Federal Defense Union
Gallente Federation
#25 - 2014-12-08 21:39:35 UTC  |  Edited by: Zifrian
Aineko Macx wrote:
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.

Thanks for checking this. It's a pretty important table for my facility processing.

Also, it seems like there is a record missing for ancient relics here (category = 34) for the experimental lab. There are categories for strategic cruiser and subsystems though? That doesn't make much sense to me since you can't invent from those. Am I reading this table incorrectly?

Finally, can someone link me or explain what the new table and field is? I must have missed it.

Thanks for the early release FF.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Ydnari
Estrale Frontiers
#26 - 2014-12-08 22:56:24 UTC  |  Edited by: Ydnari
Bowhead build requirement reprocessing output is wrong in the Rhea data dump, it's still showing like a freighter, when it was changed on Sisi some days ago. and it's broken on SiSi too, it reprocesses to different parts to what it's made of.

Bowhead reprocesses to:

17 x Capital Propulsion Engine
16 x Capital Armor Plates
89 x Capital Cargo Bay
56 x Capital Construction Parts

Bowhead is made from:

12 x Capital Armor Plates
8 x Capital Cargo Bay
49 x Capital Construction Parts
10 x Capital Propulsion Engine
10 x Capital Shield Emitter
52 x Capital Ship Maintenance Bay

EDIT: the blueprint's right, it's reprocessing the Bowhead that's wrong

--

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#27 - 2014-12-08 23:04:43 UTC
Zifrian wrote:
Aineko Macx wrote:
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.

Thanks for checking this. It's a pretty important table for my facility processing.

Also, it seems like there is a record missing for ancient relics here (category = 34) for the experimental lab. There are categories for strategic cruiser and subsystems though? That doesn't make much sense to me since you can't invent from those. Am I reading this table incorrectly?

Finally, can someone link me or explain what the new table and field is? I must have missed it.

Thanks for the early release FF.



dgmExpressions

It contains the details for how all the modifers hook together.

And a new column on dgmEffects (which overrides the expression, iirc)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Ydnari
Estrale Frontiers
#28 - 2014-12-08 23:15:02 UTC
Also Bowhead blueprint copies can be invented into Anshars according to the data dump, and also on SiSi - looks various copy and paste from the Obelisk placeholder wasn't cleaned up.

--

Daimian Mercer
Deep Core Mining Inc.
Caldari State
#29 - 2014-12-08 23:22:04 UTC  |  Edited by: Daimian Mercer
anybody know how to link the dmgTypeEffects for wormhole effects to an actual system? Trying to figure out new wormholes effects. I know the effects are in the SDE - just never been able to link them to a system without my own custom table.

Creator of Tripwire mapping tool - EVE-O thread

Twitter | daimian.mercer@gmail.com

Risingson
#30 - 2014-12-08 23:24:26 UTC
Will we get the pretty new ui icons ? .... i hope i did not miss them but did not find them in the icons folders.
CCP FoxFour
C C P
C C P Alliance
#31 - 2014-12-08 23:30:49 UTC
Daimian Mercer wrote:
anybody know how to link the dmgTypeEffects for wormhole effects to an actual system? Trying to figure out new wormholes effects. I know the effects are in the SDE - just never been able to link them to a system without my own custom table.


I don't think those are exported in the SDE. From what I understand they are actually hidden beacons that are spawned in the system, so unless we exported the contents of the system they wouldn't be included. :(

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

CCP FoxFour
C C P
C C P Alliance
#32 - 2014-12-08 23:32:17 UTC
Risingson wrote:
Will we get the pretty new ui icons ? .... i hope i did not miss them but did not find them in the icons folders.


I will ask around for them to be included,

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Daimian Mercer
Deep Core Mining Inc.
Caldari State
#33 - 2014-12-08 23:34:19 UTC
CCP FoxFour wrote:
Daimian Mercer wrote:
anybody know how to link the dmgTypeEffects for wormhole effects to an actual system? Trying to figure out new wormholes effects. I know the effects are in the SDE - just never been able to link them to a system without my own custom table.


I don't think those are exported in the SDE. From what I understand they are actually hidden beacons that are spawned in the system, so unless we exported the contents of the system they wouldn't be included. :(


Ooo, tricky

Creator of Tripwire mapping tool - EVE-O thread

Twitter | daimian.mercer@gmail.com

Zifrian
Federal Defense Union
Gallente Federation
#34 - 2014-12-08 23:37:46 UTC
Steve Ronuken wrote:
Zifrian wrote:
Aineko Macx wrote:
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.

Thanks for checking this. It's a pretty important table for my facility processing.

Also, it seems like there is a record missing for ancient relics here (category = 34) for the experimental lab. There are categories for strategic cruiser and subsystems though? That doesn't make much sense to me since you can't invent from those. Am I reading this table incorrectly?

Finally, can someone link me or explain what the new table and field is? I must have missed it.

Thanks for the early release FF.



dgmExpressions

It contains the details for how all the modifers hook together.

And a new column on dgmEffects (which overrides the expression, iirc)

Thanks, I meant does...not is...so tired today...

Modifiers for what? Skills or is this where we can get bonuses for the ships based on skills too?

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#35 - 2014-12-08 23:54:23 UTC
Daimian Mercer wrote:
CCP FoxFour wrote:
Daimian Mercer wrote:
anybody know how to link the dmgTypeEffects for wormhole effects to an actual system? Trying to figure out new wormholes effects. I know the effects are in the SDE - just never been able to link them to a system without my own custom table.


I don't think those are exported in the SDE. From what I understand they are actually hidden beacons that are spawned in the system, so unless we exported the contents of the system they wouldn't be included. :(


Ooo, tricky



select * from mapDenormalize where typeid=30575;


Blink

mapDenormalize for the win.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Daimian Mercer
Deep Core Mining Inc.
Caldari State
#36 - 2014-12-08 23:56:14 UTC
Thanks Steve!

I thought I tried that table every which way from Sunday. Got it working now!

Creator of Tripwire mapping tool - EVE-O thread

Twitter | daimian.mercer@gmail.com

CCP FoxFour
C C P
C C P Alliance
#37 - 2014-12-09 00:02:30 UTC
Shows you WTF I know...

@CCP_FoxFour // Technical Designer // Team Tech Co

Third-party developer? Check out the official developers site for dev blogs, resources, and more.

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#38 - 2014-12-09 00:06:28 UTC
Zifrian wrote:
Steve Ronuken wrote:
Zifrian wrote:
Aineko Macx wrote:
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.

Thanks for checking this. It's a pretty important table for my facility processing.

Also, it seems like there is a record missing for ancient relics here (category = 34) for the experimental lab. There are categories for strategic cruiser and subsystems though? That doesn't make much sense to me since you can't invent from those. Am I reading this table incorrectly?

Finally, can someone link me or explain what the new table and field is? I must have missed it.

Thanks for the early release FF.



dgmExpressions

It contains the details for how all the modifers hook together.

And a new column on dgmEffects (which overrides the expression, iirc)

Thanks, I meant does...not is...so tired today...

Modifiers for what? Skills or is this where we can get bonuses for the ships based on skills too?



Basically, it's the data that programs like EFT and pyfa require, and currently rip out of the cache. I'm not sure how it all works though.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Sable Blitzmann
24th Imperial Crusade
Amarr Empire
#39 - 2014-12-09 02:30:54 UTC  |  Edited by: Sable Blitzmann
Steve Ronuken wrote:
Zifrian wrote:
Steve Ronuken wrote:
Zifrian wrote:
Aineko Macx wrote:
ramAssemblyLineTypeDetailPerCategory table is missing data for categoryID=9, again.

Thanks for checking this. It's a pretty important table for my facility processing.

Also, it seems like there is a record missing for ancient relics here (category = 34) for the experimental lab. There are categories for strategic cruiser and subsystems though? That doesn't make much sense to me since you can't invent from those. Am I reading this table incorrectly?

Finally, can someone link me or explain what the new table and field is? I must have missed it.

Thanks for the early release FF.



dgmExpressions

It contains the details for how all the modifers hook together.

And a new column on dgmEffects (which overrides the expression, iirc)

Thanks, I meant does...not is...so tired today...

Modifiers for what? Skills or is this where we can get bonuses for the ships based on skills too?



Basically, it's the data that programs like EFT and pyfa require, and currently rip out of the cache. I'm not sure how it all works though.


Neither do I, and I work on pyfa! lol

It'd be great if documentation was available for it somewhere. Basically, though, it expresses the relationship of a modifier towards it's target using attributes from both.

For example, and I'm by no means an expert, Co-Possessor has an effect called "cpuMultiplierPostMulCpuOutputShip". This effect is shown in the dgmEffects table that it is assigned the pre and post expression of 2843 and 2844, respectively.

The pre expression (2843) is in the dgmExpressions table, and it basically has attributes that, eventually, declare the source attribute (CPU multiplier value of Co-Processor) and the target attribute (CPU Output of the current ship), along with an operand to use on the equation and the expression name (usually something like ((CurrentShip->cpuOutput).(PostMul)).RemoveItemModifier (cpuMultiplier).

Every item has various effects. Each effect has a set of pre and post expressions defining how that item interacts with it's target. kadesh develops a great program called EOS (https://github.com/DarkFenX/Eos) that basically parses this info to make super-quick fitting calculations. Description of operand constants can be found here: https://github.com/DarkFenX/Eos/blob/master/const/eve.py

Also, thanks FoxFour for getting that table included in the SDE!
Indalecia
#40 - 2014-12-09 05:54:06 UTC  |  Edited by: Indalecia
Here's a way of translating modifierInfo into actual dogma expressions: https://github.com/Artefact2/libdogma/blob/master/tools/bootstrap_from_json#L356

TL;DR:
For ItemModifiers:
(($domain->$modifiedAttributeID).($operator)).AIM($modifyingAttributeID)
(($domain->$modifiedAttributeID).($operator)).RIM($modifyingAttributeID)

For LocationRequiredSkillModifiers:
(($domain[$skillTypeID]->$modifiedAttributeID).($operator)).ALRSM($modifyingAttributeID)
(($domain[$skillTypeID]->$modifiedAttributeID).($operator)).RLRSM($modifyingAttributeID)


It would be nice to get mappings between operators in modifierInfo and actual dogma associations. So far 5 seems to be PostDiv.

It would be also very nice to get a way to find all the "modes" a ship hull has without having to hardcode it.

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