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Online BPO/BPC calculators

First post
Author
D00M RIDER
D00M INDUSTRIES
#1 - 2015-01-27 22:44:48 UTC
I am just returning after a while away from game and used to always use Fuzzworks to work out my material costs for manufacturing runs but it seems a little off on the price.

Are there any new web based calculators I should take a look at? or what would you suggest to use?

Help would be greatly appreciated
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#2 - 2015-01-27 23:48:04 UTC
little off how?

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

D00M RIDER
D00M INDUSTRIES
#3 - 2015-01-28 00:14:27 UTC
Sorry was my miscalculation Sad

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#4 - 2015-01-28 02:11:23 UTC
That's what I wanted to hear Smile

(mostly because it means I don't have a bug to hunt.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Selaria Unbertable
Bellator in Capsulam
#5 - 2015-01-28 08:56:36 UTC
Steve Ronuken wrote:
That's what I wanted to hear Smile

(mostly because it means I don't have a bug to hunt.)


Like this: http://i.imgur.com/x8vdMEF.jpg?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#6 - 2015-01-28 11:35:02 UTC
Pretty much Smile

The code's not actually /that/ complicated (simpler than it used to be) but more gets done client side. and javascript is a pain to debug.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Freir9o785tu
Pator Tech School
Minmatar Republic
#7 - 2015-01-29 22:31:16 UTC  |  Edited by: Freir9o785tu
Steve Ronuken wrote:
Pretty much Smile

The code's not actually /that/ complicated (simpler than it used to be) but more gets done client side. and javascript is a pain to debug.



Good Good. That means you might be able to assist me with the formula for Material Efficiency. I've taken a base blueprint 0/0 and determined the materials needed and intended to calculate the needed materials based on the result multiplied by the quantity desired. Mind you I am doing my calculations in Microsoft Excel when taking my calculations into account.

I am using a Deflection Shield Emitter blueprint for this example (as that is specifically the one I am doing my current calculations on in an attempt to get the materials required. Also I will only use material of the 3 needed for my question as hopefully correcting my calculation on this one material will also work on the other materials. If it doesn't then I've still got the wrong formula.

In this case I need 22 units of Fernite Carbide. I've set a separate cell to allow me to change the ME on the fly. That is E18 for my spreadsheet. 10% of 22 units is 2.2 units. Leaving me with 19.8 units. When comparing this to the calculation in game I find that it is rounded up to result in a 20 instead of an actual 19.8. For this I try using the ROUNDUP function. My formula ends up looking like
=ROUNDUP((22-((22*E18)))*E20,0)
Where E20 is my quantity. This performs flawlessly. However not so much when I calculated the need for Ferrogel which has a base cost of 1. Every 10th run on the BPO (with 10ME) it skips a one unit requirement. (as it should because a percentage is a percentage is a percentage......) But that doesn't happen in the game itself. What am I doing wrong?

Sylramic Fibers has a base cost of 9 in this BPO. Applying the same calculation and replacing the 22 with the 9 I get
=ROUNDUP((9-((9*E18)))*E20,0)
This too gives me the correct amount up to a full 10 runs.

About the only thing I can foresee is lazy coding means that for every 10 runs I am required to use an additional ferrogel because they simply didn't calculate the ME into the formula and what you end up with is actually 1*Quantity. Which to me is a bug as ME isn't being applied universally across the BPO as it should be. ME by its very desription is a percentage of savings on the materials. Though this won't have a significant impact over 10 runs with only the additional cost of around 24k to 30k isk. This amount adds up over time.

ME in Excel =IF(Base>1,ROUND((Base-(((Base*(ME+FacilityBonus)))))*Quantity,0),1*Quantity)

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#8 - 2015-01-30 02:35:00 UTC
It's not a bug. You can't reduce an item below 1 per run.

So the formula is, for multiple runs.

=max(1,round(material*(1(-me/100))*(1-(facility bonus/100)))*runs)


It's so you can't build 10 paladins, with only 9 Apocalypses.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Freir9o785tu
Pator Tech School
Minmatar Republic
#9 - 2015-01-30 02:41:25 UTC
Steve Ronuken wrote:
It's not a bug. You can't reduce an item below 1 per run.

So the formula is, for multiple runs.

=max(1,round(material*(1(-me/100))*(1-(facility bonus/100)))*runs)


It's so you can't build 10 paladins, with only 9 Apocalypses.


Thank you very much for the clarification on the correct formula.

While I can see that making sense, why not then apply the rounding prior to the quantity? Then not only would the additional code not be required, but also the material efficiency formula would apply universally across the entire blueprint instead of just the parts they are ok with? I mean I do realize that this would make things more expensive to build....but I'm a symmetric kinda guy lol.

ME in Excel =IF(Base>1,ROUND((Base-(((Base*(ME+FacilityBonus)))))*Quantity,0),1*Quantity)

Elena Thiesant
The Scope
Gallente Federation
#10 - 2015-01-30 07:00:59 UTC  |  Edited by: Elena Thiesant
Freir9o785tu wrote:
While I can see that making sense, why not then apply the rounding prior to the quantity?


You mean how it used to work pre-Crius, where the same materials are required per item no matter whether you're making 1 or 100000 in a batch?

If was changed, intentionally, in Crius from that to what it is now so that larger batches can have more material saving. You can find the details on one of the many dev blogs that were published around that time?
Selaria Unbertable
Bellator in Capsulam
#11 - 2015-01-30 10:10:12 UTC
Freir9o785tu wrote:
Steve Ronuken wrote:
It's not a bug. You can't reduce an item below 1 per run.

So the formula is, for multiple runs.

=max(1,round(material*(1(-me/100))*(1-(facility bonus/100)))*runs)


It's so you can't build 10 paladins, with only 9 Apocalypses.


Thank you very much for the clarification on the correct formula.

While I can see that making sense, why not then apply the rounding prior to the quantity? Then not only would the additional code not be required, but also the material efficiency formula would apply universally across the entire blueprint instead of just the parts they are ok with? I mean I do realize that this would make things more expensive to build....but I'm a symmetric kinda guy lol.


You actually do the rounding before. And it does apply to all materials of a blueprint. The max function just makes sure, that you don't end up with numbers less than 1, if the blueprint requires exactly one specific material type. But if you say need 10 items of a material, you can end up with only requiring 9 after the formula kicks in.
Compared to the ME formula prior to Crius, this one is actually better, and easier to use.

And if you need additional industry formulas, take a look at this document made by Qoi: http://eve-industry.org/export/IndustryFormulas.pdf.
Selaria Unbertable
Bellator in Capsulam
#12 - 2015-01-30 11:48:43 UTC
Steve Ronuken wrote:
Pretty much Smile

The code's not actually /that/ complicated (simpler than it used to be) but more gets done client side. and javascript is a pain to debug.


True, I usually use Chrome for debugging. Nice console, you can set breakpoints and even do remote debugging on tablets.