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EVE IPH Industry Calculator Version 3.3 - Now with Live Market data!

First post
Author
Nimmersatt
WarTools--Machinery
#1641 - 2014-11-27 00:28:32 UTC
I'm a little confused...where it show's me, how many and which Datacores i need for an Invention (e.g. Rig's) and how can i put them on the Shopping List ?....maybe i'm blind Shocked but thx in advance.
Haffsol
#1642 - 2014-11-27 14:29:09 UTC
Nimmersatt wrote:
I'm a little confused...where it show's me, how many and which Datacores i need for an Invention (e.g. Rig's) and how can i put them on the Shopping List ?....maybe i'm blind Shocked but thx in advance.


You must check the Invention Cost box, which is kinda hidden but only kinda: http://i.imgur.com/ezz8AVD.jpg P
n0rman
Brave Newbies Inc.
Brave Collective
#1643 - 2014-11-27 18:36:28 UTC
Zifrian wrote:
n0rman wrote:
Zifrian wrote:

The tool tip isn't correct. I need to update it but was was wondering how to best display what is going on now. The total runs of the decryptor is included in 'Invented Runs' so they are taken into account. Double click the invention cost to see the number of decryptors, etc that are used in the calculations and let me know if something isn't right.

Things look correct in the "Invention Materials" window that I get when double clicking, totaling 29,481,042.27 ISK, but the invention costs box says 3,685,380.28 ISK, and that's the value that gets added to the total cost, not the 29.48m ISK. With invention costs, the total cost is 1,285,652,588.83, without the invention costs it's 1,281,967,208.54 (aka 1,285,652,588.83 - 3,685,380.28) rather than 1,256,171,546.56 (aka 1,285,652,588.83 - 29,481,042.27)

See screenshots of total costs with and without invention costs included attached.

https://www.dropbox.com/s/frskhuw5753t2vl/with-invention-cost.PNG
https://www.dropbox.com/s/tl4xagei2jwqbeb/without-invention-cost.PNG

OK I see the issue. I'll get it corrected soon.


Thanks for that. I see it's fixed in the latest build.

I've found another issue with invention. The relationship between Runs and BPs seems to be broken. If I want to produce 2 Ishtar with an accelerant decryptor, I'll end up inventing 1 2 run BPC. In IPH, it's assuming by default I have 2 1 run BPCs. If I change BPs to 1, it incorrectly doubles the BP Production time. In fact, the BPs seems to always equal the number of runs by default. Furthermore, again using an accelerant decryptor, if I adjust the runs higher than the number of runs a single invented BPC would have, it's displaying the wrong number of additional runs for the decryptor. See screenshots below.

https://www.dropbox.com/s/0chgy4clqa06peo/decryptor-runs-default.PNG
https://www.dropbox.com/s/4k7u3ngos9h8mkl/decryptor-runs-modified-bp-number.PNG
https://www.dropbox.com/s/j4p2zh8ytk16j5d/decryptor-incorrect-additional-runs.PNG
Zifrian
The Frog Pond
Ribbit.
#1644 - 2014-11-28 13:55:11 UTC
n0rman wrote:
I've found another issue with invention. The relationship between Runs and BPs seems to be broken. If I want to produce 2 Ishtar with an accelerant decryptor, I'll end up inventing 1 2 run BPC. In IPH, it's assuming by default I have 2 1 run BPCs. If I change BPs to 1, it incorrectly doubles the BP Production time. In fact, the BPs seems to always equal the number of runs by default. Furthermore, again using an accelerant decryptor, if I adjust the runs higher than the number of runs a single invented BPC would have, it's displaying the wrong number of additional runs for the decryptor. See screenshots below.

https://www.dropbox.com/s/0chgy4clqa06peo/decryptor-runs-default.PNG
https://www.dropbox.com/s/4k7u3ngos9h8mkl/decryptor-runs-modified-bp-number.PNG
https://www.dropbox.com/s/j4p2zh8ytk16j5d/decryptor-incorrect-additional-runs.PNG

That's actually working as intended. The number of runs on the final bpc doesn't matter when calculating the production times. Runs is the production runs you want, not the runs of the BP. If you have a 2 run bpc that takes an hour for each run, and you have 1 line, then you need 2 hours of production time to build the 2 items. If you want 40 items, and you have 10 bpcs and 10 lines, then it will take 4 job sessions, each of one our (to use the previous time) so total time should be 4 hours for all 40 items. So I don't look at what the final runs of the BPC I'm only trying to figure out how long it will take you to build the number if items you want ("Runs"). I might just change that to "Items" or something to reduce confusion.

The numbers on the "Runs" part of the invention stats isn't working right now (noted in the bug list). I need to make sure it just shows the final runs of one invented BPC.

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Elena Thiesant
The Scope
Gallente Federation
#1645 - 2014-11-28 14:18:52 UTC
Zifrian wrote:

That's actually working as intended. The number of runs on the final bpc doesn't matter when calculating the production times.


But it does affect the material requirements, since the ME reduction applies to the batch. Making 10 Megathrons from 10 1-run BPCs will require more materials than making 10 Megathrons from 1 10-run BPC.

If the T2 BPCs default to 10 blueprints required for 10 items, it should be over-calculating the material requirements due to applying the ME one item at a time.
Otherwise, if the ME reduction is applied to the total number of runs without regard of how many BPCs it is, it's going to under-calculate material requirements if I say I'm making 10 Enyos from 2-run BPCs
Duramora Kado
Doomheim
#1646 - 2014-11-28 15:13:45 UTC
Zifrian wrote:

Duramora Kado wrote:
Version 3.1.5440.23704

Production times and costs are Wayyyy off for owned BPs

Example: Acolyte 1 at 0/0 says it takes 51 days (!) to make, and 10m tritanium.

Other owned BPs are off similarly.


-Note looks like this is for many non-owned ones as well.


Looks like this was just outposts. I've fixed it in the test.

Not sure what you meant by 10m trit though. Let me know if it's still an issue.



The Latest version- Not going to type it...
The Raw Material List building an Acolyte I (0 me/0 te) at an outpost tells me I need the following materials:

Tritanium: 10194795 units
Mexallon: 86580 units
Nocxium: 43290 units


and take over 51 days- for one drone!





The BPO run for one run says it should be
Trit:471
Mex:4
Nocx:2
Zifrian
The Frog Pond
Ribbit.
#1647 - 2014-11-28 15:19:58 UTC
Elena Thiesant wrote:
Zifrian wrote:

That's actually working as intended. The number of runs on the final bpc doesn't matter when calculating the production times.


But it does affect the material requirements, since the ME reduction applies to the batch. Making 10 Megathrons from 10 1-run BPCs will require more materials than making 10 Megathrons from 1 10-run BPC.

If the T2 BPCs default to 10 blueprints required for 10 items, it should be over-calculating the material requirements due to applying the ME one item at a time.
Otherwise, if the ME reduction is applied to the total number of runs without regard of how many BPCs it is, it's going to under-calculate material requirements if I say I'm making 10 Enyos from 2-run BPCs

Is this new with Cirus? Ugh...ok, I need to rework the num bps then. I thought the formulas were a bit weird but I'll have to do some more testing.

Duramora Kado wrote:
Zifrian wrote:

Duramora Kado wrote:
Version 3.1.5440.23704

Production times and costs are Wayyyy off for owned BPs

Example: Acolyte 1 at 0/0 says it takes 51 days (!) to make, and 10m tritanium.

Other owned BPs are off similarly.


-Note looks like this is for many non-owned ones as well.


Looks like this was just outposts. I've fixed it in the test.

Not sure what you meant by 10m trit though. Let me know if it's still an issue.



The Latest version- Not going to type it...
The Raw Material List building an Acolyte I (0 me/0 te) at an outpost tells me I need the following materials:

Tritanium: 10194795 units
Mexallon: 86580 units
Nocxium: 43290 units


and take over 51 days- for one drone!


The BPO run for one run says it should be
Trit:471
Mex:4
Nocx:2

Please send me a screenshot, I can't get this to come up.

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Elena Thiesant
The Scope
Gallente Federation
#1648 - 2014-11-28 21:06:24 UTC
Zifrian wrote:
Elena Thiesant wrote:
Zifrian wrote:

That's actually working as intended. The number of runs on the final bpc doesn't matter when calculating the production times.


But it does affect the material requirements, since the ME reduction applies to the batch. Making 10 Megathrons from 10 1-run BPCs will require more materials than making 10 Megathrons from 1 10-run BPC.

If the T2 BPCs default to 10 blueprints required for 10 items, it should be over-calculating the material requirements due to applying the ME one item at a time.
Otherwise, if the ME reduction is applied to the total number of runs without regard of how many BPCs it is, it's going to under-calculate material requirements if I say I'm making 10 Enyos from 2-run BPCs

Is this new with Cirus? Ugh...ok, I need to rework the num bps then. I thought the formulas were a bit weird but I'll have to do some more testing.


Yes.

Quote from relevant dev blog: ( http://community.eveonline.com/news/dev-blogs/eve-industry-all-you-want-to-know/ )
Quote:
Two specific notes: firstly, we are now rounding materials per-job rather than per-run, so savings of less than one unit can often be realized with a long enough production run. Secondly, to prevent weirdness with T2 builds in particular (for example building 10 Paladins from 9 Apocalypses), every run requires a minimum of one unit of every listed material.



Aimee Kelmalu
Doomheim
#1649 - 2014-11-28 21:31:58 UTC
I can't seem to find the installer...am I missing something?
Gilbaron
The Scope
Gallente Federation
#1650 - 2014-11-28 22:48:01 UTC
http://gyazo.com/d9b97c17aa55c420cbfbc0aa65da5656

i get this error when i try to delete the asset information

(data - reset data - reset assets)

i use windows 7 64bit
Zifrian
The Frog Pond
Ribbit.
#1651 - 2014-11-29 02:21:51 UTC
Elena Thiesant wrote:
Zifrian wrote:

That's actually working as intended. The number of runs on the final bpc doesn't matter when calculating the production times.


But it does affect the material requirements, since the ME reduction applies to the batch. Making 10 Megathrons from 10 1-run BPCs will require more materials than making 10 Megathrons from 1 10-run BPC.

If the T2 BPCs default to 10 blueprints required for 10 items, it should be over-calculating the material requirements due to applying the ME one item at a time.
Otherwise, if the ME reduction is applied to the total number of runs without regard of how many BPCs it is, it's going to under-calculate material requirements if I say I'm making 10 Enyos from 2-run BPCs

Thanks I remember now. So many changes I get mixed up now and again.

Aimee Kelmalu wrote:
I can't seem to find the installer...am I missing something?

Download the 3.1 binaries in the testing folder, extract and run the exe file.

Gilbaron wrote:
http://gyazo.com/d9b97c17aa55c420cbfbc0aa65da5656

i get this error when i try to delete the asset information

(data - reset data - reset assets)

i use windows 7 64bit

Ok thanks, missed that one apparently when I removed it. I'll get it fixed in the next update.

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Haffsol
#1652 - 2014-11-29 09:31:20 UTC
Time to get PRO at IPH, so I shell have some noob questions answered. Bear with me P

All of these questions are referring to the Manufacturing List:

1- I'm copying and inventing at a POS, why do I always get negative copy costs?

2- What does exactly the "Total Invention/RE Cost" include? I thought it was job installation + decryptor but I see the "none (decryptor)" being always one of the most expensive. And it's evident how the costs displayed are always way higher than the sum of job+decryptor.

3- Since I switched to corp assets and corp owned BPOs, I don't get the blue background anymore, as if I didn't own the bpos. I'm not sure how this affect the global calculation but if it really doesn't take into account that I can build the T1 with my ME/TE levels..... well it's bad :)
The impression is that in the Manu List it doesn't, while if I double click on any item and move into the Blueprints tab, then it does. At least ME/TE values are shown properly there and the total cost is much lower than what showed in the Manu List.

4- What is the Base Job Cost exactly?

5- I see Taxes and Broker Fees displayed, but didn't get to which station/corp are they referring to. Jita 4-4? Station where I'm manufacturing?

6- Maybe this is just a temporary malfunction (due to eve-central?) but since today almost everything I try to calculate in the Manu List makes the program idle for a good cpl of minutes. Apparently he's "Updating Item Average Sales"......
Kuoleman Morsian
The Scope
Gallente Federation
#1653 - 2014-11-29 10:10:03 UTC
Some BPs show empty materials, noticed Emergent Neurovisual Interface for example. Got suspicious when a Tengu didn't require any C3 FTM.

On a related subject, when building things that require subparts are the job costs included in the final price of that subpart? My own excel calculations using the job cost the game tells me showed that on some subparts it might have included it and on some others clearly not. It is somewhat important nowadays since the total of all job costs combined can become a major part of the final price tag and therefore important to include when calculating possible profit margins. So would like to see some kind of breakdown or total job costs shown on the UI somewhere around where the total material costs and such are shown.

Thanks
Duramora Kado
Doomheim
#1654 - 2014-11-29 23:49:33 UTC
Zifrian wrote:

Duramora Kado wrote:
Zifrian wrote:

Duramora Kado wrote:
Version 3.1.5440.23704

Production times and costs are Wayyyy off for owned BPs

Example: Acolyte 1 at 0/0 says it takes 51 days (!) to make, and 10m tritanium.

Other owned BPs are off similarly.


-Note looks like this is for many non-owned ones as well.


Looks like this was just outposts. I've fixed it in the test.

Not sure what you meant by 10m trit though. Let me know if it's still an issue.



The Latest version- Not going to type it...
The Raw Material List building an Acolyte I (0 me/0 te) at an outpost tells me I need the following materials:

Tritanium: 10194795 units
Mexallon: 86580 units
Nocxium: 43290 units


and take over 51 days- for one drone!


The BPO run for one run says it should be
Trit:471
Mex:4
Nocx:2

Please send me a screenshot, I can't get this to come up.


Refreshed data- and seems to have gone away.. bad cached data somewhere- most likely
Bekkito
Hedion University
Amarr Empire
#1655 - 2014-11-30 06:34:52 UTC
I beg to make the tab 'Ignore in Calculation' as it was in the old version. http://joxi.ru/752awqWuG5M6r0
Matcha Mosburger
Matsuko Holding
#1656 - 2014-11-30 19:17:47 UTC
Maybe it's trivial compared to other bugs - but the API scan for blueprints seems to miss a large quantity of them.

I had all BPO and BPC together in 1 can - and more than 50% would not come up on scan of my API. I tried separating the BPOs and BPC and placing them in diff cans; same problem.

As an example I own all Gallente Frig BPO - the scan of my API only shows a Venture and a Tristan. I can't find the other Frigs even when they are next to each other in same can.

Other than that - working like a champ for me.


BTW - is there a way to set the facilities in Mass? I.e. 1 location I can set region, system, facility and have it force populate all the tabs? (No way am i suggesting removal of the ability to set each individually, just asking about a mass update for those who own 1 location).
Tear Jar
New Order Logistics
CODE.
#1657 - 2014-12-04 16:24:54 UTC
Is it possible to do calculations for a wormhole system? trying to figure out how profitable blueprints would be.
Neugeniko
Insight Securities
#1658 - 2014-12-04 18:38:03 UTC
Thanks for the tool. I used it a long time ago and much has changed. Why do I get negative copy cost in the manufacturing list with POS selected? Also I remember setting up a POS previously, how do I do that in the current version?

Cheers & Thanks,
Neug
Neugeniko
Insight Securities
#1659 - 2014-12-04 19:13:38 UTC
Oxide Ammar wrote:
Zifrian wrote:
Oxide Ammar wrote:
I'm having difficulty to adjust the window size IPH and it is affecting the manufacturing list window especially the section that you adjust the facility type and its region and system. I can't see the bottom row of the buttons.I'm going to install IPH again when I reach home since I have bigger monitors.

The program window has changed a bit to make for a 4:3 ratio (so in the future I can more easily change resizing). The window size is 1152 x 720 pixels.


This is how it looks like in separate PCs I have, from what I can see an upper border of 4 buttons but I can't recognize the functionality of them till now. Big smile

I was able to change the facility type/ region/ system successfully to these tabs ( copy, invention/RE, components, T3 cruisers and sybsystems) and save it as default ( apparently the far right button that isn't showing is to save system as default). The only problem coming from base tab it keeps resetting back as soon as I hit calculate button.


I have the same problem. I'm running under linux. I thought that may be the problem?

Neug
Zifrian
The Frog Pond
Ribbit.
#1660 - 2014-12-05 02:12:20 UTC  |  Edited by: Zifrian
Haffsol wrote:
Time to get PRO at IPH, so I shell have some noob questions answered. Bear with me P

All of these questions are referring to the Manufacturing List:

1- I'm copying and inventing at a POS, why do I always get negative copy costs?

2- What does exactly the "Total Invention/RE Cost" include? I thought it was job installation + decryptor but I see the "none (decryptor)" being always one of the most expensive. And it's evident how the costs displayed are always way higher than the sum of job+decryptor.

3- Since I switched to corp assets and corp owned BPOs, I don't get the blue background anymore, as if I didn't own the bpos. I'm not sure how this affect the global calculation but if it really doesn't take into account that I can build the T1 with my ME/TE levels..... well it's bad :)
The impression is that in the Manu List it doesn't, while if I double click on any item and move into the Blueprints tab, then it does. At least ME/TE values are shown properly there and the total cost is much lower than what showed in the Manu List.

4- What is the Base Job Cost exactly?

5- I see Taxes and Broker Fees displayed, but didn't get to which station/corp are they referring to. Jita 4-4? Station where I'm manufacturing?

6- Maybe this is just a temporary malfunction (due to eve-central?) but since today almost everything I try to calculate in the Manu List makes the program idle for a good cpl of minutes. Apparently he's "Updating Item Average Sales"......

1 - a bug, I'll fix it
2 - These costs are the data cores, decryptor, relic (if applicable) for the runs you have selected. Costs = materials to do your activity. Usage = cost to use the facility to do your activity. I'll be double checking this again as I make changes to normalize this across the program for invention and copying.
3 - This is probably a bug but I'll have to test it more. Send me some details if you can to help me troubleshoot it.
4 - Base job cost is Total per material used * average price - it's part of the new Cirus industry calculations
5 - The broker fees calcs are dependent on the faction and corp standing you have set in settings. Taxes isn't affected by standings.

Bekkito wrote:
I beg to make the tab 'Ignore in Calculation' as it was in the old version. http://joxi.ru/752awqWuG5M6r0

Those options were either obsolete or will be shortly when I add a new feature. The T2 costs ignore box can be done by unchecking the invention costs in the invention calcs tab. What one specifically did you want to have added back?

Kuoleman Morsian wrote:
Some BPs show empty materials, noticed Emergent Neurovisual Interface for example. Got suspicious when a Tengu didn't require any C3 FTM.

On a related subject, when building things that require subparts are the job costs included in the final price of that subpart? My own excel calculations using the job cost the game tells me showed that on some subparts it might have included it and on some others clearly not. It is somewhat important nowadays since the total of all job costs combined can become a major part of the final price tag and therefore important to include when calculating possible profit margins. So would like to see some kind of breakdown or total job costs shown on the UI somewhere around where the total material costs and such are shown.

Thanks

Thanks. That's a bug on my part, I found the issue and a fix will be up tonight. On your second question, yes the costs are set to be added into the final costs. If you can give an example of what you think is incorrect, I can troubleshoot it faster.

Matcha Mosburger wrote:
Maybe it's trivial compared to other bugs - but the API scan for blueprints seems to miss a large quantity of them.

I had all BPO and BPC together in 1 can - and more than 50% would not come up on scan of my API. I tried separating the BPOs and BPC and placing them in diff cans; same problem.

As an example I own all Gallente Frig BPO - the scan of my API only shows a Venture and a Tristan. I can't find the other Frigs even when they are next to each other in same can.

Other than that - working like a champ for me.


BTW - is there a way to set the facilities in Mass? I.e. 1 location I can set region, system, facility and have it force populate all the tabs? (No way am i suggesting removal of the ability to set each individually, just asking about a mass update for those who own 1 location).

On your BP issue, I'm not sure. Check that you are using the right API and character first. Let me know if you still have issues but all my scans are working fine. BPOs will be set as owned on scan, BPCs will be set as scanned only. Double check that as well.

On your other request, I was planning on maybe adding something to the settings but it's so varied that that's why it's all separated. You can't say hit a station for everything and have it update the Supers since you can't build them there. I'll think about it some more but not sure what I could come up with right now.

Tear Jar wrote:
Is it possible to do calculations for a wormhole system? trying to figure out how profitable blueprints would be.

I assume you mean getting the system index for a WH system. The CREST data doesn't include information for WHs by design, which is something I overlooked when building all the facilities. I'll have to add in a text box for wormhole systems similar to what I do for outpost ME/TE settings at some point so users can manually save the system index and use that. I'm not sure when I can add it though but I'll look at it sooner than later.

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