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EVE API and Public CREST discussion

First post First post First post
Author
Rumat
Xadrar
TOG - The Older Gamers Alliance
#841 - 2016-06-06 14:09:33 UTC
Hi there,

concerning Planetary Interaction I wonder how one can determine the storage status. PlanetaryPins.xml.aspx for launchpads includes the attributes:

contentTypeName="Industrial Explosives" contentQuantity="459"

so that would solve the question if only one type is stored in the launchpad. Many setups store different kinds of materials in storages/launchpads though. So ...

1) what material is displayed if there are several?
2) is where a way to determine the overall status, i.e. counting in all materials?

Am I missing something? Otherwise it might be an idea to only return the overall status with the pin (in m³) and to have an extra set for storages/launchpads listing all materials and their quantities or something.

The relevance is that full storages can bring production to a halt (by simply destroying produced products in the overflow). So having timers for the extractors is not the only relevant information to determine if a colony needs maintenance.

And another note: Only getting the storage status from the last time the planet was looked at is kind of poor information in this regard. To determine a possible overflow one would need to calculate inputs and outputs of the meantime. That again could be hard to impossible to do exactly, as it might depend on the what happens first. And we only got timers to a second. Or am I missing something else here? Any advise/solution appreciated. Otherwise getting this data as of current on a different endpoint might be a solution?
Ideki
E.A.D Alliance
#842 - 2016-06-07 12:43:11 UTC
Rumat wrote:
Hi there,

concerning Planetary Interaction I wonder how one can determine the storage status. PlanetaryPins.xml.aspx for launchpads includes the attributes:

contentTypeName="Industrial Explosives" contentQuantity="459"

so that would solve the question if only one type is stored in the launchpad. Many setups store different kinds of materials in storages/launchpads though. So ...

1) what material is displayed if there are several?
2) is where a way to determine the overall status, i.e. counting in all materials?

Am I missing something? Otherwise it might be an idea to only return the overall status with the pin (in m³) and to have an extra set for storages/launchpads listing all materials and their quantities or something.

The relevance is that full storages can bring production to a halt (by simply destroying produced products in the overflow). So having timers for the extractors is not the only relevant information to determine if a colony needs maintenance.

And another note: Only getting the storage status from the last time the planet was looked at is kind of poor information in this regard. To determine a possible overflow one would need to calculate inputs and outputs of the meantime. That again could be hard to impossible to do exactly, as it might depend on the what happens first. And we only got timers to a second. Or am I missing something else here? Any advise/solution appreciated. Otherwise getting this data as of current on a different endpoint might be a solution?


You #1 question:

1 Entry per item stored.

IE: you have 1 spaceport A with 2 products A1/A2 in it.
What you will get from the API is:

  • A - A1 - qty
  • A - A2 - qty
A - A

Your #2 question:
I do agree that the way PI is handled is not the best, but it is by design to not have to update all players/planets/structures continuously.
That being said, computing the current values is not that hard. I did it with my EVE Planetary Planner
I am currently working on an updated version to preload the data from the API.
It's coming along pretty well.
Althalus Stenory
Flying Blacksmiths
#843 - 2016-06-09 12:59:59 UTC
Idea: extends every character (when possible) endpoints to corp (in CREST)

Description:

Currently, we have the following endpoints for characters in crest :

  • Contacts and Contact
  • Fittings and Fitting
  • Opportunities
  • Waypoints
  • Location

Ideally, it would be nice to be able to do the "same" on corps, when our char (we use to log into SSO Auth) has the rights to do the different things, or at least when he has director / CEO roles. It would give access to :

  • Contacts and Contact
  • Fittings and Fitting
  • Location : Gives the current location of (all/online only) players of the corp


I believe implementing this may not be as simple as it's said, but that's what i'd like to see coming :)

(Actually I don't know if it was already mentioned, but I sadly don't have time to read all the pages...)

Thanks !

EsiPy - Python 2.7 / 3.3+ Swagger Client based on pyswagger for ESI

Edward Nashton
Titan Transnational
#844 - 2016-06-22 14:14:47 UTC
Hi there,

The XML API Blueprints endpoint currently do not return blueprints located in citadels
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#845 - 2016-06-22 19:32:17 UTC
Edward Nashton wrote:
Hi there,

The XML API Blueprints endpoint currently do not return blueprints located in citadels



Can you submit a bug and let me know the bug id?

(bug, not petition.)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Edward Nashton
Titan Transnational
#846 - 2016-06-22 20:25:52 UTC
Steve Ronuken wrote:
Edward Nashton wrote:
Hi there,

The XML API Blueprints endpoint currently do not return blueprints located in citadels



Can you submit a bug and let me know the bug id?

(bug, not petition.)


Yes, of course. EBR-85879
Apon Nighthawk
BlamCo Industries
#847 - 2016-06-22 22:25:21 UTC
Would it be possible to expose Inventory Type Materials? What I am referring to is the information in the "invTypeMaterials.yaml" file that is part of the Static Data Export.

Something that is either a separate call or included in with the information exposed with a Inventory Type Call. But the main idea would be able to pull up let's say Veldspar and get the base materials you would get from reprocessing.

I already have a handy dandy Google Spreadsheet that I use for several Buyback Programs and I included some administrative functions that fetches information about the individual items in-case there is change with an update. So if let's say in the future Veldspar returns less Tritanium or something I could run a function to get the new values.
Natalia Starr
There's a Worm in my Hole
#848 - 2016-09-01 07:52:47 UTC
CCP FoxFour wrote:

/char/PlanetaryColonies
/char/PlanetaryPins
/char/PlanetaryLinks
/char/PlanetaryRoutes


I was wondering, if you look at the Neocom app one gets for the iOS devices, it has a display for the extractor that doesn't go down linearly - but actually reflects the ups and downs of the extraction amount as time goes by.

I couldn't see anything in the API return payload to use in order to have the same data.

Is there perhaps a new endpoint that we don't know about to do this?

See here for an example of what I'm talking about: Screen Grab of Neocom Planetary view
Dragonaire
Here there be Dragons
#849 - 2016-09-01 16:03:13 UTC
Natalia Starr - Main problem in the XML API at least is that everything doing with planetary is only updated after you update/look at it in game so even with the additional end point it might be not as useful as you would think. Not sure how the app you are talking about is getting it's info might have to talk to it's developer to find that out.

Finds camping stations from the inside much easier. Designer of Yapeal for the Eve API. Check out the Yapeal PHP API Library thread.

Messenger Of Truth
Butlerian Crusade
#850 - 2016-09-01 20:51:03 UTC
We have a method to open a particular contract in-game so I have a suggestion for a new remote UI feature:


* Add a method to allow a particular blueprint in your inventory (identified by its item id) to be opened in the industry window.

This would mean you could click a link on your spreadsheet or application, and it would open the blueprint for you, wherever it was (provided you or your corp owned it).

Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

Visit "Haulers Channel" in game for all matters courier-related.

Structure name/system API: stop.hammerti.me.uk/api

Ideki
E.A.D Alliance
#851 - 2016-09-07 01:21:31 UTC
[url]https://forums.eveonline.com/default.aspx?g=posts&t=83805[/url]
Dragonaire wrote:
Natalia Starr - Main problem in the XML API at least is that everything doing with planetary is only updated after you update/look at it in game so even with the additional end point it might be not as useful as you would think. Not sure how the app you are talking about is getting it's info might have to talk to it's developer to find that out.


The problem is not that the xml api data only refreshes when we look at planets.

The problem is that it does not refresh all the info properly.
The extractor are missing their timer and quantities.

That makes the API barely usable at all.

I am in the process of rewriting my own tool to use the few info returned by the API.
But for data such as number of heads, quantities, program duration and such, I had to make my own devices to extract them semi-automatically.

I actually started a thread long time ago about requesting some updates on the status of the PI API.
When CCP FoxFour was here, he would come from time to time to keep us up to date on his work for the PI API.
But since he is gone, it looks like the API team does not care about PI at all....
Calsys
Monks of War
#852 - 2016-09-13 15:11:22 UTC
Hi


can i get citadels through xml api corp keys?
Mr Twinkie
Dreddit
Test Alliance Please Ignore
#853 - 2016-09-13 15:41:46 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=492914&find=unread

"Right now we're able to pull notifications via the API but with caching it's kind of useless for a lot of the time sensitive things (toading etc...)

I think a way to get the notifications with minimal/no delay via CREST does nothing but help get people logging in.

Example, my discord bot (which currently uses the API)would now get a notification as it occurs ingame via CREST that we have systems getting toaded, it immediately pings our server letting people know that our **** is getting hit. More people login, fight occurs, content generated via crest.

This would be especially beneficial for smaller groups that don't always have people online to organize a defense fleet. Allowing an FC to be notified instantly he/she can tell the wife/husband/dog/goldfish that they'll be right back they have **** to kill.





An alternative that would be super easy to implement but doesn't follow the idea of shifting more things to crest would just be to cut the cache timer for notifications wayyyyyyy down. Obviously CREST is the better option but figured I'd state the alternative."
Merakai
Ubiquitous Hurt
The WeHurt Initiative
#854 - 2016-09-30 19:12:24 UTC
Request: Adding 'Location' to the response header `Access-Control-Expose-Headers`


When using CORS, the client is able to POST to the Fittings endpoints to create a new fit but it is not able to read the 'Location' header in the response to get the newly created fitting ID. This combined with the caching time makes it difficult to figure out which fit was just created.

The current workaround for this is to create a proxy for the requests.

Sample Request/Response: http://i.imgur.com/gvD9sh5.png


At the bottom of image is the headers that are available to the clientside code.


More info on CORS & Access-Control-Expose-Headers: http://stackoverflow.com/questions/25673089/why-is-access-control-expose-headers-needed
erittainvarma
Fistful of Finns
#855 - 2016-10-01 13:30:41 UTC  |  Edited by: erittainvarma
Idea: Show the ship character is currently on.
Description: /location/ style simple endpoint to get ship type with the same 5s cache time.

EDIT: Apparently this is already coming. Should read more forums. Anyway, thank you CCP!
Messenger Of Truth
Butlerian Crusade
#856 - 2016-10-03 17:46:47 UTC
Idea: Allow us to open a particular blueprint in the industry window via CREST remote UI
Description: Its now possible to open contracts, show info windows, create mails and so on by clicking on a website link. It would be very helpful to be able to do something similar with the manufacturing window.

This would be helpful for spreadsheet/software integration particularly when there are several blueprints research to different levels or with different numbers of runs remaining. (e.g. build 2 runs and finish that BPC off, but 3 runs on the BPC with many runs left).

This would also work-around some issues with the industry window and perhaps make it load more quickly - when you have a good number of blueprints it freezes the UI as it takes a long time to open, and the search box stops working properly due to timing issues (if you clear the search box, that seems to trigger a "load all blueprints" event, then if you search for a blueprint which triggers a "load matching blueprints" event, sometimes the search event seems to completely before the earlier "load all blueprints" event, so you see your search results appear briefly before being overwritten by all the blueprints.

Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

Visit "Haulers Channel" in game for all matters courier-related.

Structure name/system API: stop.hammerti.me.uk/api

Messenger Of Truth
Butlerian Crusade
#857 - 2016-10-03 17:49:11 UTC
Idea: allow routes to be set to stations and citadels, not just to solar systems
Description: Currently you can set up routes to systems which is useful for exploration, however it would also be useful to set routes to particular stations for trading use cases. I think this is more of an accidental missing feature than a deliberate omission.

Trade Hub Price Checker: stop.hammerti.me.uk/pricecheck

Visit "Haulers Channel" in game for all matters courier-related.

Structure name/system API: stop.hammerti.me.uk/api

Ideki
E.A.D Alliance
#858 - 2016-10-11 19:46:14 UTC
So, it's been at least a couple of months now since we had any input on CREST from the dev...
Is it dead ?
Are you working on it in the shadow?
Could we get a status update ?
CCP Fox Four would at least tell us when he did not have time to work on it.
Ideki
E.A.D Alliance
#859 - 2016-11-02 17:24:31 UTC
*cough cough* so much dust accumulated here....

I am guessing the EVE API is dead since no dev bothers to read/reply to the post anymore.
That's a shame considering all the hard work FoxFour did to help the community develop wonderfully useful tools.

Maybe someone from the CSM can pick this up and bring it to the table next time ?
Any taker?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#860 - 2016-11-02 19:50:02 UTC
I can't talk about what is being worked on. (Pesky NDA)

But there is active development happening. And some of it is _very_ interesting.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter