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Tech II required materials from database dump

Author
Wes Camus
Native Freshfood
Minmatar Republic
#1 - 2012-02-12 16:59:24 UTC
Hello!

I have problem with getting proper material amounts for T2 items. For T1 it seems values in DB are correct but for T2 they're different than those ingame. ie. Tachyon Beam Laser II.

"Tritanium";132616
"Pyerite";34767
"Mexallon";10516
"Isogen";3179
"Nocxium";502
"Zydrine";28
"Megacyte";44
"Morphite";16

Those are amount for 10% wastage and perfect skills. While ie. ingame Isogen is 556, Tritanium is 19875...
I have no clue how to get correct amounts. Any tips?

Query I'm using for this example:

SELECT t.typeName, round((round(10 * m.quantity))/100 + m.quantity)
FROM invTypeMaterials AS m
INNER JOIN invTypes AS t
ON m.materialTypeID = t.typeID
WHERE m.typeID =3065
Velicitia
XS Tech
#2 - 2012-02-12 17:22:53 UTC
You need a (built) Tachyon Beam Laser I, plus morphite, and probably a few other T2 construction bits (some of these MAY require the minerals though ... I haven't bothered with T2 lasers yet).

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Wes Camus
Native Freshfood
Minmatar Republic
#3 - 2012-02-12 17:25:50 UTC  |  Edited by: Wes Camus
Well... BPO says you need, and beside that also T1 and other items.

PS.
Your answer just made me thinking abouts something and it seems its correct. No idea who designed that DB but amounts of materials include those materials required for T1. So for T2 in DB = T2 materials + T1 materials. LOL

Thanks anyway for clue ;)
Lutz Major
Austriae Est Imperare Orbi Universo
#4 - 2012-02-12 18:25:20 UTC  |  Edited by: Lutz Major
Wes Camus wrote:
Well... BPO says you need, and beside that also T1 and other items.

PS.
Your answer just made me thinking abouts something and it seems its correct. No idea who designed that DB but amounts of materials include those materials required for T1. So for T2 in DB = T2 materials + T1 materials. LOL

Thanks anyway for clue ;)

No, it doesn't. Or at least not in the way you thought.

Some items (including T2 ) use extra materials, which are stored in the ramTypeRequirements table (the blueprintID Istanbul the key!!!). To say it simple - WHICH IT IS NOT!!!- the extra materials are not affected by waste (in fact they are but I said simple)

To correctly calculate the materials you must use both tables...... again very simple put.



Edit: WTF Istanbul?!?!? Damn you autocorrect! I meant is the key :/
Wes Camus
Native Freshfood
Minmatar Republic
#5 - 2012-02-12 18:29:30 UTC
Yes that's corrent I know about ram table aswell, but in invtypematerials quantity shows for me T1 + T2 mineral amounts. So to get just minerals needed for T2 I need to subtract from amounts for T2 blueprint amounts for T1 blueprint... strange ;) Unless it's somehow different database :P
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#6 - 2012-02-12 20:30:17 UTC  |  Edited by: Steve Ronuken
if a module is marked as recyclable in the ram table, you have to remove its materials from the invtypematerials table (to a minimum of 0)

If a material exists in the invtypematerials table, /and/ in the ram table, the extra materials are affected by your production efficiency waste (but not ME based waste).

If you want to skip the math yourself, there's a xml feed on my site, through the blueprint calculator.Though it's currently only for production efficiency 5.

http://wiki.eve-id.net/Bill_of_Materials is also useful.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Wes Camus
Native Freshfood
Minmatar Republic
#7 - 2012-02-12 20:37:16 UTC
Thanks m8 that clears things a lot :)