These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Technology Lab

 
  • Topic is locked indefinitely.
 

EVE Planetary Planner - Redesigned Beta version available

First post
Author
Ideki
Wolf Brothers INC
United Neopian Federation
#61 - 2014-05-06 12:25:54 UTC
Thanks CCP Eterne.
Ideki
Wolf Brothers INC
United Neopian Federation
#62 - 2014-05-06 12:39:25 UTC
Version 7.1.9 is out.

Fixed an authentication issue with OS X

I am still working, albeit slowly, on the new version.
So I decide to show you some 'beta' screenshot.
This is still a work in progress, but it is getting there.

(For info: the sea scenery behind is my desktop background)

New Production Plan screenshot

New Planets Plan screenshot
Ideki
Wolf Brothers INC
United Neopian Federation
#63 - 2014-05-08 18:03:40 UTC
Franz Krammer was kind enough to provide a tutorial on how to start the tool on OS X.
If you are interested, you can read it there
Ideki
Wolf Brothers INC
United Neopian Federation
#64 - 2014-05-15 13:26:27 UTC
Woot I am getting pumped up now.Big smile
I am making good progress on the new version.
Got plenty of the old features in, as well as a bunch of new neat ones.

So I will share a new screenshot of the work in progress
Amely Miles
Second Exile
#65 - 2014-05-15 14:07:09 UTC
looking Great!!! Big smile

As I slipped my finger slowly inside her hole, I could immediately feel it getting wetter and wetter.

I took my finger back out and within seconds she was going down on me.

"I really need a new boat," I thought to myself.

Ideki
Wolf Brothers INC
United Neopian Federation
#66 - 2014-05-15 15:51:46 UTC  |  Edited by: Ideki
While I am at it, I should probably post a list of all the new features already implemented as well as those I want to add before the release.
A few of these are already visible in the 'work-in-progress' screenshots I posted.

So here we go:

Done, or in progress

  • Complete graphic overhaul. Byebye gray Windows window. Here come animated transparent window. Oh yeah!Cool
  • Planets and structures are now draggable (click and hold the planet/structure icon to drag)
  • Planets and structures location/status are saved/loaded
  • Planets and structures are collapsible to gain space (click on the product icon to collapse/expand)
  • Structures show an icon of the installed product for easier identification
  • Planets show their top products in an icon
  • Planets and structures try to be helpful and tell you when something is wrong. (The borders turn red and you can over the planet/structure icon for an error tooltip
  • Routes now link visually from and to the structures/planets
  • Planets plan is now zoomable. so if you have a lot of structures, or planets, you can zoom out to get a better idea of what is where
  • If more than 1 route link 2 structures (ex: storage to factory and back), the routes will be replaced with a 'multi-route' to gain space and better visualization. The icon of the multi-route is made from 3 routes for better identification of multi-route vs single routes.
  • Plans do not accept routes going from one planet to another unless the 'space-route' is going from space-allowed structure (ex: command center and spaceport). [work in progress: the existing plans are updating to the new version automatically, still a big buggy, but getting there]
  • 'EVE-like' contextual menu at the bottom of the plan. The menu options will change based on what you see and what you can do. (ex: first thing to do when adding a new planet is adding a command center, so you cannot add anything else until you have a command center in the planet)
  • Side menu for quick add structures.
  • drag and drop in the trash bin to delete structures, routes or planets.
  • Command center are now usable to transport products (previous version only used to check for CPU/Powergrid)
  • Structures with storage show a list of stored products as well as volume used.
  • The extractor can extract its data from a screenshot of the game. ie: in game, open your extractor, select your plan for it, press 'print screen' on your keyboard, switch to the tool, open your extractor, click on the camera button, and the tool will use the screenshot to get the data for the extractor. No more need to write them down! (I got a moment on genius when I made that one Cool) Works pretty well as long as the ingame extractor window is mostly visible . if the tool fail to extract the data, just make sure it is not covered, and try to move it around a little bit. (in game window transparency can be annoying sometime)
  • The product data has been moved to its own window, also added the product description, and a few other things related to it.
  • Tool window is resizable
  • EVE News scrolling on top of the tool windows Always know what happens in the game. Woot Woot! (love the fade-in-out effect, took me a long time to get it to work properly Ugh )
  • Integrating 'F1' help to most of the controls of the tool. Don't know what to do? press 'F1' and contextual help will show. (Working, but no completed. Pushed to post debug phase)
  • Ctrl-Click a structure will turn its border blue, marking it as beginning of a route, Ctrl-click another structure will attempt to create a route between the two. (shortcut to create routes)


To do

  • Taxes per planet
  • port 'change orientation' to new version
  • port 'cost' popup to new version
  • port 'Planet data' popup to new version
  • port 'All in one' popup to new version
  • port 'save' to new version
  • port 'About' popup to new version


I probably forgot a few things because I really made a lot of changes.
But that's basically the scope of it.
I will try to finish it all within 2 months.
CCP FoxFour
C C P
C C P Alliance
#67 - 2014-05-15 17:04:03 UTC
Out of curiosity are you using the new PI endpoints on the EVE API for anything?

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Ideki
Wolf Brothers INC
United Neopian Federation
#68 - 2014-05-15 17:16:03 UTC
CCP FoxFour wrote:
Out of curiosity are you using the new PI endpoints on the EVE API for anything?


No, I did not know you implemented it.

The two previous time I asked, the first time I was slapped and told 'Never!', and the second time 'may be'.

Are the endpoints listed somewhere?
Because I could definitely use some.
CCP FoxFour
C C P
C C P Alliance
#69 - 2014-05-15 17:22:32 UTC
Ideki wrote:
CCP FoxFour wrote:
Out of curiosity are you using the new PI endpoints on the EVE API for anything?


No, I did not know you implemented it.

The two previous time I asked, the first time I was slapped and told 'Never!', and the second time 'may be'.

Are the endpoints listed somewhere?
Because I could definitely use some.


https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137

:)

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Ideki
Wolf Brothers INC
United Neopian Federation
#70 - 2014-05-15 17:31:56 UTC
CCP FoxFour wrote:
Ideki wrote:
CCP FoxFour wrote:
Out of curiosity are you using the new PI endpoints on the EVE API for anything?


No, I did not know you implemented it.

The two previous time I asked, the first time I was slapped and told 'Never!', and the second time 'may be'.

Are the endpoints listed somewhere?
Because I could definitely use some.


https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137

:)


Oh god!
I just saw it after posting my reply.
I have been asking for this for a long long time.

I love you!!

Testing it now Big smile
Ideki
Wolf Brothers INC
United Neopian Federation
#71 - 2014-05-15 17:37:20 UTC
Ideki wrote:
CCP FoxFour wrote:
Ideki wrote:
CCP FoxFour wrote:
Out of curiosity are you using the new PI endpoints on the EVE API for anything?


No, I did not know you implemented it.

The two previous time I asked, the first time I was slapped and told 'Never!', and the second time 'may be'.

Are the endpoints listed somewhere?
Because I could definitely use some.


https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137

:)


Oh god!
I just saw it after posting my reply.
I have been asking for this for a long long time.

I love you!!

Testing it now Big smile


O H M Y G O D ! ! ! ! Shocked
It actually works

*mind blown away by the possibilities*

Thank you so much CCP FoxFour!!!
Best dev ever!!
CCP FoxFour
C C P
C C P Alliance
#72 - 2014-05-15 17:45:28 UTC
Ideki wrote:
Ideki wrote:
CCP FoxFour wrote:
Ideki wrote:
CCP FoxFour wrote:
Out of curiosity are you using the new PI endpoints on the EVE API for anything?


No, I did not know you implemented it.

The two previous time I asked, the first time I was slapped and told 'Never!', and the second time 'may be'.

Are the endpoints listed somewhere?
Because I could definitely use some.


https://forums.eveonline.com/default.aspx?g=posts&m=4384137#post4384137

:)


Oh god!
I just saw it after posting my reply.
I have been asking for this for a long long time.

I love you!!

Testing it now Big smile


O H M Y G O D ! ! ! ! Shocked
It actually works

*mind blown away by the possibilities*

Thank you so much CCP FoxFour!!!
Best dev ever!!


Now... go do cool **** with it! :D

You're very welcome by the way. :)

@CCP_FoxFour // Technical Designer // Team Tech Co

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

Cristl
#73 - 2014-05-15 20:36:58 UTC
Get a room Smile
Ideki
Wolf Brothers INC
United Neopian Federation
#74 - 2014-06-09 19:31:51 UTC
Still working on the new version.
Crushing bugs like a steam roller. :)
Got quite a lot working now, and I am pretty happy with the current state.
Planets and space routes are now working properly.
Still got a few bugs to fix in the Plan editor.
After that the biggest part to fix will be actually PI algorithm that use the plan for computation.
The space routes are one of the things I added and I know they will break the algorithm.
But this should be fairly easy (I hope) to fix.

I also tried the PI API.
It is still a big bugged, and CCP Fox Four promised to look at it.
I might use it to load existing planets so that you do not have to put everything by hand.
But I will have to support multiple characters and accounts.
Still it is doable, and on my todo list.
I just do not know if I will do it before or after release.
I would prefer to have the tool working as it was before so people can use it sooner, than push back the release because I keep adding things to it.
I will see how I progress on the current bugs fixing.
Amely Miles
Second Exile
#75 - 2014-06-09 21:57:22 UTC
was wondering if the newer version could have a place to insert a corp api for instance to show where POCO's are in space and then show the possible goods to be made from the planets nearest a HQ that the user sets ...for instance .... i want POS fuel, program shows nearest planets owned to your corp HQ being able to create POS fuel.

For Pos Fuel nearest r HQ, you will need the following planets Bacaraat V, Clowns smile VII, checkers II

As I slipped my finger slowly inside her hole, I could immediately feel it getting wetter and wetter.

I took my finger back out and within seconds she was going down on me.

"I really need a new boat," I thought to myself.

Ideki
Wolf Brothers INC
United Neopian Federation
#76 - 2014-06-10 00:53:06 UTC
Amely Miles wrote:
was wondering if the newer version could have a place to insert a corp api for instance to show where POCO's are in space and then show the possible goods to be made from the planets nearest a HQ that the user sets ...for instance .... i want POS fuel, program shows nearest planets owned to your corp HQ being able to create POS fuel.

For Pos Fuel nearest r HQ, you will need the following planets Bacaraat V, Clowns smile VII, checkers II


Hum, this is stretching a bit the goals I set for the tool.
I intend to use the PI API so that people can put their characters in them to fill the planets, and monitor the current status of the production.

With the current version you can use the 'Production Plan' to see what you need for the fuel.
Then with the 'Find' you can center on the POCO system and see what planets you need are nearby.
Ideki
Wolf Brothers INC
United Neopian Federation
#77 - 2014-07-10 18:51:52 UTC
I need to go on hiatus for a couple of weeks to work on another project. What?
Amely Miles
Second Exile
#78 - 2014-07-10 19:03:56 UTC
Stretch the limits and i`ll give you a billion isk :)

As I slipped my finger slowly inside her hole, I could immediately feel it getting wetter and wetter.

I took my finger back out and within seconds she was going down on me.

"I really need a new boat," I thought to myself.

CCP Phantom
C C P
C C P Alliance
#79 - 2016-06-15 15:15:56 UTC
This thread has been unlocked as per OP request.

CCP Phantom - Senior Community Developer

Ideki
Wolf Brothers INC
United Neopian Federation
#80 - 2016-06-15 17:42:53 UTC
CCP Phantom wrote:
This thread has been unlocked as per OP request.


Thanks CCP Phantom for your help.

And we are back!
Just a quick update for now about the status of the new version:


  • Integrated all Citadel related recipes. That some huge recipe trees... Shocked
  • Full API integration. Just put your key and validation code, press a button and you have access to all your planets and setups. Only problem: the current version of the API does not provide the number of heads of product installed in the extractors. What?
  • Screenshot parsing. WTH is that? Easy, while viewing your planet, open an extractor, press the Print Screen button on your keyboard, switch back to the tool and press the Screenshot parser button and it will load the data for the Extractor. Including: Material name, number of heads, duration of the plan, quantity extracted. I am actually quite proud of that one because it works very well. At least for me. I still expect some of you to find ways to break it Cool
  • Need to fix the loading/Interaction of plans. Got some severe issues there. Evil
  • Fixed some issues related to Cache Parsing. Now we can load planets Scan values again from the cache again. Big smile


Unfortunately, I am still overly busy with other things IRL, so development is not going as fast as I would like, but still making progress. I just cannot give any ETA.