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

First post
Author
Narl' Amhar
Nordwind.
Novus Ordo.
#61 - 2012-02-09 15:08:23 UTC
Zifrian wrote:
Narl' Amhar wrote:
I'm sure not understanding how you are figuring total invention cost but I'm as of right. If I hover over total invention cost:

Average Successful Invention Cost = Datacores+Decryptors+Install Fees.

I pick an item say Medium Cargohold Optimization II Blueprint.

I import Jita min buy prices. I select Assembly Instructions as my decryptor.

Total Invention Cost = 8,725,820.81.

I bounced over to my prices and check Assembly Instructions.

Cost = 30,700,068.01

So without even including datacores the decryptor cost more than the stated invention cost.

Yeah, that tool tip isn't very helpful.

And of course, I had this beautiful reply and the forum ate it.

Short answer is you are seeing the invention cost for 1 run. If you type in the "End Runs" number when you select the decryptor, you'll see more what the full price is.

Note, the number is a bit low if you select a BPC cost from your tower. I found a bug when I went through your example and I'll get it patched tonight. Not a huge difference but significant.

BTW, your invention cost seems high unless you are using a 1 run BPC, which results in 4 runs. A full run BPC would get you 14.

Let me know if that makes sense.


Thanks for your response. So are you saying I shouldn't put too much weight into that number at all?

Medium Core Defence Field Extender II - Using Tuning Instructions w/ jita min sell. The result is 1 run so I leave 1 in the Runs box.

Invention Cost 17,162,149.55

Decryptor Cost: 8,162,149.55
Combined data core cost: 1.1 mil - ish.
Eon Ending
Perkone
Caldari State
#62 - 2012-02-09 16:07:58 UTC
For the noobish inclined (aka me.):
Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices
2: go to Manufacturing List Tab and press Preview Item List
3: Press Calculate
4: At a loss what to do now...

Can somebody give me an example 'How to?'

Thank you VERY much!
Lemonmint
Perkone
Caldari State
#63 - 2012-02-09 18:01:59 UTC  |  Edited by: Lemonmint
Eon Ending wrote:
For the noobish inclined (aka me.):
Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices
2: go to Manufacturing List Tab and press Preview Item List
3: Press Calculate
4: At a loss what to do now...

Can somebody give me an example 'How to?'

Thank you VERY much!


1 is correct. For quick and dirty testing make sure "Jita" trade hub system is checked and you can just price import on Minium Sell. The program has a lot of different settings as you can see but keep it simple while you learn!
2: Go to the Blueprints tab, on the top left area of this tab check the "Selected Blueprint" list. Type in the name of any blueprint in the game and click on it. This will populate the rest of the tab with information regarding this blueprint, such as how much it costs to make, how long it takes to build, etc.
3: Find profitable blueprint and build it!
--
You need to know which blueprints are profitable to actually make, and due to the massive amount of things you can build in EVE, it'd be very ineffective to check them each one by one on the blueprints tab. This is where the Manufacturing list comes in. You can set filters for what you want the list to show. For example, the "Tech" checkboxes on the manufacturing list tab, will only show tech1-3 items if selected. If you only want to build tech1 stuff, and want to see what's profitable for T1, make sure only T1 is checked. Want to see if there's profitable T1 ships to build? Check the "Tech 1" filter, and ensure the "Ships" blueprint type is checked. Once you have your filters set, you can click "Calculate" and the program will generate a very large list of every item that meets the filters, and it will calculate how much it costs to make/sale price. Once it's done it'll even give you a sorted list of products(You can change the sort order with the "Sort By:" radio button).

Hope that gives you a brief overview!
Zifrian
The Frog Pond
Ribbit.
#64 - 2012-02-09 21:55:29 UTC  |  Edited by: Zifrian
Narl' Amhar wrote:
Thanks for your response. So are you saying I shouldn't put too much weight into that number at all?

Medium Core Defence Field Extender II - Using Tuning Instructions w/ jita min sell. The result is 1 run so I leave 1 in the Runs box.

Invention Cost 17,162,149.55

Decryptor Cost: 8,162,149.55
Combined data core cost: 1.1 mil - ish.

No, it's the amount that should be included in invention for the final profit calculations. So it's important.

I'll walk through what I do and people can comment/suggest/etc on my method. I want it to be as accurate as possible and this was done in previous invention calculators and I'm pretty sure it's logically correct. If not, by all means correct me.

Here are my steps:

  1. Get the total cost of doing an invention job - Datacores, Decyptors, Fees, Meta Items, BPC cost - Call this A
  2. Get the invention chance from skills and decryptor - Call this B
  3. Get the number of invented runs will be on the BPC after including T1 BPC runs and decryptor - Call this C
  4. Calculate the average cost for a success: Call this D = 1 / B. So if you have 53% chance of success, you will likely need 2 invention tries to get a success. So I normalize this for how much does it cost, approximately, to get a successful bp
  5. Calculate the cost per success: Call this E = D * A
  6. Calculate the total invention cost per run: IC = E / C

Now I take the invention cost and multiply it by the number of runs you have entered.

So for the data you provided, the total cost of an invention run is 9.3mil. Given the costs you give, that looks like about 53% invention success rate. So you would probably need to do more than one run for success, which gives an invention cost just under double the total mat cost for one invention run.

Hope that helps. Again, let me know if my math and/or logic is off. From my copy I'm running, all the numbers look fine.

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Zifrian
The Frog Pond
Ribbit.
#65 - 2012-02-09 22:04:39 UTC
Eon Ending wrote:
For the noobish inclined (aka me.):
Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices
2: go to Manufacturing List Tab and press Preview Item List
3: Press Calculate
4: At a loss what to do now...

Can somebody give me an example 'How to?'

Thank you VERY much!

Thanks Lemonmint for a great rundown Smile

Only thing I would suggest is to look at the blueprint management and mark a few bps as "Owned" if you own them so that you can analyze what you have vs. what you do not. Also, the Manufacturing Tab is really just a huge comparison tool to compare blueprints to one another. For instance, if you own all the BPO's to make the T1 hulls for assault ships, select "assault ships" in the Item Type Filter and it will show you which ones are more profitable than others so you can target your production to those, and not the ones that put you in red Isk. That's just one example.

However, one of the things I noticed early on is that there isn't really a way to just "Press Here, Collect Isk." There are so many possibilities and options that one could include to their manufacturing that it gets really complicated quickly to include them all. For instance, I just moved back to 0.0. TOTALLY different and I'll probably have to make some changes to take a lot of that into account or double check what I have.

So yeah, I understand that from a person new to industry it can seem overwhelming.

I think as part of this project, I'm going to try and do some video tutorials. I could write all day but I'm not sure it's going to be all that helpful - people are more visual learners anyway. But for now, just ask questions here, or chat with others in game (I did set up a chat for this purpose if necessary), or send me a mail.

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Zarific
Frekmacinations
#66 - 2012-02-10 02:43:17 UTC
Lemonmint wrote:
Zifrian,

Another feature request/suggestion. Double clicking on a raw material/component on the blueprints tab opens up the set price interface with the item filled in and ready to type in the new price. Or just a quick popup to set price. Price setting really feels "off" and a lot work, and because we're using data from market exports it's not always correct, it can take a good portion of time to set prices for an item you want to build.



I was about to suggest this "addition."

Price editing is difficult and time consuming. A quick way to change the sell price of the item itself, and its components, all from the BP page would be huge.

If I could "change" anything, it'd be this feature!

And thanks for fixing the crash bug...I got into the habit of accidently crashing it!

Zar
Zifrian
The Frog Pond
Ribbit.
#67 - 2012-02-10 03:02:15 UTC
Zarific wrote:
Lemonmint wrote:
Zifrian,

Another feature request/suggestion. Double clicking on a raw material/component on the blueprints tab opens up the set price interface with the item filled in and ready to type in the new price. Or just a quick popup to set price. Price setting really feels "off" and a lot work, and because we're using data from market exports it's not always correct, it can take a good portion of time to set prices for an item you want to build.



I was about to suggest this "addition."

Price editing is difficult and time consuming. A quick way to change the sell price of the item itself, and its components, all from the BP page would be huge.

If I could "change" anything, it'd be this feature!

And thanks for fixing the crash bug...I got into the habit of accidently crashing it!

Zar

Yeah, this is on the list. As is updating ME/PE data from the grid in Blueprint Management, etc.

It's not really something easy to change but I think I have a work around I can use. Hopefully soon as I now a lot of people have requested it.

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Jas Dor
Republic University
Minmatar Republic
#68 - 2012-02-10 03:37:08 UTC
The .msi file still says it's for 2.0. Is this the most up to date install?
Zifrian
The Frog Pond
Ribbit.
#69 - 2012-02-10 15:00:15 UTC
Jas Dor wrote:
The .msi file still says it's for 2.0. Is this the most up to date install?

Yes. I only change the number for significant updates but I always rebuild the install and binary files when I commit any minor build changes.

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Narl' Amhar
Nordwind.
Novus Ordo.
#70 - 2012-02-10 15:13:51 UTC
Zifrian wrote:
Narl' Amhar wrote:
Thanks for your response. So are you saying I shouldn't put too much weight into that number at all?

Medium Core Defence Field Extender II - Using Tuning Instructions w/ jita min sell. The result is 1 run so I leave 1 in the Runs box.

Invention Cost 17,162,149.55

Decryptor Cost: 8,162,149.55
Combined data core cost: 1.1 mil - ish.

No, it's the amount that should be included in invention for the final profit calculations. So it's important.

I'll walk through what I do and people can comment/suggest/etc on my method. I want it to be as accurate as possible and this was done in previous invention calculators and I'm pretty sure it's logically correct. If not, by all means correct me.

Here are my steps:

  1. Get the total cost of doing an invention job - Datacores, Decyptors, Fees, Meta Items, BPC cost - Call this A
  2. Get the invention chance from skills and decryptor - Call this B
  3. Get the number of invented runs will be on the BPC after including T1 BPC runs and decryptor - Call this C
  4. Calculate the average cost for a success: Call this D = 1 / B. So if you have 53% chance of success, you will likely need 2 invention tries to get a success. So I normalize this for how much does it cost, approximately, to get a successful bp
  5. Calculate the cost per success: Call this E = D * A
  6. Calculate the total invention cost per run: IC = E / C

Now I take the invention cost and multiply it by the number of runs you have entered.

So for the data you provided, the total cost of an invention run is 9.3mil. Given the costs you give, that looks like about 53% invention success rate. So you would probably need to do more than one run for success, which gives an invention cost just under double the total mat cost for one invention run.

Hope that helps. Again, let me know if my math and/or logic is off. From my copy I'm running, all the numbers look fine.


Thanks. It makes perfect sense and I'm glad you are including chance in the calculation. Perhaps you should note that in the hover over notes for "total invention cost".

It would also be nice is you set the number of invention attempts. Realizing that there is going to be failures I would like to know final numbers if I ran 100 attempts. Then I could see I was likely to receive 53 successes which produces x amount of items yielding x amount of profit. But, that isn't terribly difficult to calculate on my own now that I know the logic behind your invention cost.
4lex V3sc
Research Enterprise Ltd
#71 - 2012-02-10 15:19:34 UTC
Hi all,

I would like to use the soft but I'm encountering odd behavior when I update the manufacturing part.
The thing after having imported the prices, I unchecked (into the manufacturing part this time), the Tech 2 and tech 3 abilities and click on Preview Item List and after that on Calculate.
I get all the column SVR empty.

I think I did not miss a thing when creating my API key (I checked all the radio button), so if you have an idea about why I'm not able to update my SVR column, I would be pleased to hear about that :).

Thanks.
Keltaris Cesaille
Doomheim
#72 - 2012-02-10 16:03:04 UTC
No support if your behind a Proxy which is a bit lame
4lex V3sc
Research Enterprise Ltd
#73 - 2012-02-10 16:33:42 UTC
Keltaris Cesaille wrote:
No support if your behind a Proxy which is a bit lame


Behind a proxy? I'm not, at least I don't think, since I tried on my personnal computer at home, and even with the one I'm currently using (with a 3G key), it doesn't work, that's why I think it could come from my API key, if not I'm totally lost.
Zifrian
The Frog Pond
Ribbit.
#74 - 2012-02-10 17:56:48 UTC
4lex V3sc wrote:
Hi all,

I would like to use the soft but I'm encountering odd behavior when I update the manufacturing part.
The thing after having imported the prices, I unchecked (into the manufacturing part this time), the Tech 2 and tech 3 abilities and click on Preview Item List and after that on Calculate.
I get all the column SVR empty.

I think I did not miss a thing when creating my API key (I checked all the radio button), so if you have an idea about why I'm not able to update my SVR column, I would be pleased to hear about that :).

Thanks.

The API you enter doesn't affect SVR data.

I get data from these locations for these purposes:

  • EVE API - Skills, Standings, Assets and Industry Jobs
  • EVE Central - Price data in the Update Prices Tab
  • EVE Marketeer - Average sales data for SVR


Right now the EVE Marketeer is having an issue so your updates will be spotty. Sometimes it works and sometimes it doesn't. I've made a small change that will improve the data returned and should help a little but I won't be able to do much else until the problem is fixed from EVE Marketeer.

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Ten Bulls
Sons of Olsagard
#75 - 2012-02-10 23:21:13 UTC  |  Edited by: Ten Bulls
Im sure you've got enough things to keep you busy for quite a while, but thought i might mention another feature request, its a big one, so really just mentioning as perhaps a long term goal.

Currently the shopping list contains the total total amount of materials used to manufacture whatever stuff your planning to build.

It would be useful if the shopping list had a list of materials you dont have, so take the list of materials required to make the products, subtract the materials you already have, and show that as well.

I expect it would be major feature because you would need to pull inventory data from eveapi and manage that data, it would probably make sense to add an "inventory viewer" as well, so yea, a big one i assume.

EDIT: Oh, and the total volume of stuff in shopping list would be good to, so you know if it will fit in your ship, or what ship to fly ;)

Thanks
Zifrian
The Frog Pond
Ribbit.
#76 - 2012-02-11 00:04:42 UTC
Ten Bulls wrote:
Im sure you've got enough things to keep you busy for quite a while, but thought i might mention another feature request, its a big one, so really just mentioning as perhaps a long term goal.

Currently the shopping list contains the total total amount of materials used to manufacture whatever stuff your planning to build.

It would be useful if the shopping list had a list of materials you dont have, so take the list of materials required to make the products, subtract the materials you already have, and show that as well.

I expect it would be major feature because you would need to pull inventory data from eveapi and manage that data, it would probably make sense to add an "inventory viewer" as well, so yea, a big one i assume.

EDIT: Oh, and the total volume of stuff in shopping list would be good to, so you know if it will fit in your ship, or what ship to fly ;)

Thanks

The shopping list request is common and something I'll put in soon. Been on the list for awhile.

On the total volume of stuff in Shopping List, it should be there now. Is it not working? I've been relying on this number for some time.

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Ovavo
The Scope
Gallente Federation
#77 - 2012-02-11 04:39:02 UTC
Sorry if this is already answered some where but I notice there is a place for corp blueprints. is there a way for it to auto grab this information? for all the corp blueprints available?
James Bolivar DeGriz
Chaos Delivery Systems
#78 - 2012-02-11 08:47:33 UTC
First, I'm new at this industry stuff.

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)
My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?
Zifrian
The Frog Pond
Ribbit.
#79 - 2012-02-11 11:40:09 UTC
Ovavo wrote:
Sorry if this is already answered some where but I notice there is a place for corp blueprints. is there a way for it to auto grab this information? for all the corp blueprints available?

Go to Edit, Manage Blueprints. In there you will find a button to Scan for Corp Assets. You will need a corp key input into the program that has access to Assets.

Let me know if you have any issues.

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Zifrian
The Frog Pond
Ribbit.
#80 - 2012-02-11 12:09:48 UTC
James Bolivar DeGriz wrote:
First, I'm new at this industry stuff.

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)
My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?

Thanks for the question. I'm looking at this now and trying to see if there is an error here. I'll update when I figure it out.

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