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EveManufactureTool v6.19 - Proteus release

Author
SJ Astralana
Syncore
#21 - 2014-10-21 20:40:02 UTC
EMT Holding wrote:


Can you reproduce a blueprint being listed twice and unable to enter ME on it or any after? What about attempting to delete a blueprint from the list? I've never encountered either of these things but it could be because you're doing it in a way I haven't thought of.



If I click on the X to the left of a blueprint in a batch, I get An item with the same key has already been added, then crash. Appears to be intermittent, as it stopped after I added duplicate geddon to the list.

Can't reproduce the duplicate blueprint issue.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#22 - 2014-10-21 21:04:35 UTC
SJ Astralana wrote:
EMT Holding wrote:


Can you reproduce a blueprint being listed twice and unable to enter ME on it or any after? What about attempting to delete a blueprint from the list? I've never encountered either of these things but it could be because you're doing it in a way I haven't thought of.



If I click on the X to the left of a blueprint in a batch, I get An item with the same key has already been added, then crash. Appears to be intermittent, as it stopped after I added duplicate geddon to the list.

Can't reproduce the duplicate blueprint issue.

Very occasionally, I've had the same thing. I think the way I reproduced it was when removing multiple blueprints in quick succession. I'll add some additional checks to try and fix it.

Being in Australia, you will have the worst experience I could expect. I'll do some more local performance testing and simulate a really bad connection and see if I can make things better.

Thanks for all the feedback so far!
SJ Astralana
Syncore
#23 - 2014-10-22 02:51:15 UTC
In the manufacturing tab, I'm unable to find control towers anywhere in Add Group. I've tried starbase, control, structure, etc, and it doesn't seem to be in there. In the static data, the proper group should be "Control Tower".

Hyperdrive your production business: Eve Production Manager

SJ Astralana
Syncore
#24 - 2014-10-22 04:15:45 UTC  |  Edited by: SJ Astralana
Manufacturing tab, add two control towers, set ME/TE on both, set region and build station, click on teams, get message that item has already been added, crash. I'm learning to save my batches more frequently lol.

Also, the teams feature is too noisy. There should be a tickbox to show only teams in the current build system.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#25 - 2014-10-22 10:21:29 UTC
The lack of control towers being shown in the group listing is due to some code that has been in EMT since the start. Rather than finding all the blueprints and then finding all their groups, I was just looking up groups directly using category IDs. It's fixed on my local version and will be fixed in the next release.

I'm not sure why you're getting "item has already been added" exceptions when loading teams. I'll add some error reporting/logging in so at least I can find out where the problem is occurring. I've added a checkbox that is automatically checked on the teams UI to only show teams in the current batch system.
EMT Holding
EMT Holding Corporation
#26 - 2014-10-22 16:09:58 UTC
I've released a new version. All the groups are now present in the manufacture tab including control towers.

Another part of the update is automatic error reporting if you get a crash. That should allow me to track down why you're getting these strange problems.
Sir Constantin
#27 - 2014-10-22 19:41:35 UTC
The latest update fixed all my speed issues, now it's really fast and responsive. Big smile
SJ Astralana
Syncore
#28 - 2014-10-22 20:40:57 UTC
With the latest update, any time I click on the manufacturing tab I get a lost connection message and can't continue. I checked again after an hour and it's still happening.

But overall I'm damned excited about the progress, as this is hands down the best profit research tool available.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#29 - 2014-10-22 21:56:52 UTC
I'm pleased to hear you like it so much! The problems you're encountering do baffle me somewhat though. Have you updated? The release earlier tonight was a forced update and that would explain your "lost connection" when clicking on manufacture.

I've made a tutorial on how to get started with it and intended usage. The link is in the OP and http://youtu.be/39iSA3hZRHQ
SJ Astralana
Syncore
#30 - 2014-10-22 22:21:10 UTC  |  Edited by: SJ Astralana
Moved to support channel.

Hyperdrive your production business: Eve Production Manager

SJ Astralana
Syncore
#31 - 2014-10-23 00:46:44 UTC  |  Edited by: SJ Astralana
I watched the video. Could you please expand on Build Time Profit Ratio vs. ProfitPerHour?

Also, you make an assumption that building components is preferable to buying components to build the final product. I have emphatically proved that the latter is preferable, and suggest you rethink your assumptions. Please see https://dbsoft.atlassian.net/wiki/display/EPM/Multi-Chain+Production

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#32 - 2014-10-23 08:10:23 UTC  |  Edited by: EMT Holding
public double ProfitToChildRatio
{
get { return Margin/(manufac.TotalChildBuildTime + manufac.ManufactureTime); }
}

Take the margin and divide it by the time required to build all the components for that item and add that to the time required to build the final product. It was something I found myself wanting to know fairly regularly; it may not have much use for others. The higher the number, the more profit you're getting for time spent building components. Just because something has a higher margin doesn't mean it's necessarily going to be better to build when you take in to account the time to build the components as well.

You're probably right that for maximum volume, you need to be buying components and not building them. I'm happy to build them, even if it means a reduction in the PPH because I don't want to be spending all my time ferrying components back and forth. That said, one of the early testers for EMT started buying components to keep their production lines running. They soon found that the market couldn't support the amount of components they needed within the time they wanted them and so they're also building components.

A feature planned for future release is to allow you to indicate whether you want to buy some components (thereby removing their materials from the shopping list and using the price of the components for the cost, rather than the materials) or just leave them being built. Maybe I'll get that done sooner rather than later so we can compare the difference between the two.
SJ Astralana
Syncore
#33 - 2014-10-23 10:04:05 UTC  |  Edited by: SJ Astralana
EMT Holding wrote:

That said, one of the early testers for EMT started buying components to keep their production lines running.


Common sense always trumps theory :). However, I've found that demand increases supply before too long, and with several outlying items I've basically trained market to feed my needs. If my competitors are building their components, win win.

Back to the IPH / profit ratio stuff, and I'm poking you because I can't load the program to test it myself :P

1) Does ProfitPerHour include the assumption you're building the components?
2) Isn't the profit ratio simply another way of expressing isk per hour, which is a concept that is universally understood? It's some positive value divided by a time value. 26 doesn't seem to mean anything, but 5.5mil/hr everyone understands.

Ooh and a sexy idea -- button to auto-select the best ME team (in the build system lol) on highlighted items. And use some indicator to show items where the profitability is impacted by selected teams.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#34 - 2014-10-23 10:20:33 UTC
Yea, I'm still trying to work out why it isn't loading for you. I can load it just fine locally so I expect the problem to be something obscure.

Once I get the "I'm buying this" checkbox and associated changes sorted, perhaps I'll reevaluate how I build things. For now, I'm quite content with waiting a few days and making more per item, even if it doesn't allow me to push a larger volume through.

1) Yes but with the change mentioned above, it'll take that in to account.
2) I suppose so, yes. The profit per hour column at the moment only applies to the final product though. For example, if I'm building 1 scimitar which takes 36 hours with a margin/profit of 36 million, that's a very simple 1 million profit per hour. If you're building components though, you may want to know how long you spend building everything versus how much profit that thing makes. I suppose I could rename the column something like "entire job pph".

You're right about the number not meaning anything. I've not given much thought as to what unit it represents but it's probably profit per second. If I multiplied it by 3600, it might give a more useful value.


Are the highlighted items what you have selected from the manufacture pane? I'm not sure I understand what you mean by "some indicator to show items where the profitability is impacted by selected teams". What is it you want to see for that?
SJ Astralana
Syncore
#35 - 2014-10-23 10:39:26 UTC
EMT Holding wrote:

Are the highlighted items what you have selected from the manufacture pane? I'm not sure I understand what you mean by "some indicator to show items where the profitability is impacted by selected teams". What is it you want to see for that?

Yes, the Mfg tab.

Another sexy idea: Use case - which rigs are profitable?
The way static data is organized, the group a rig is in is too fine grained, and its category is too coarse. On a makes sense basis, perhaps include "metagroups" in your groups, for instance, Large Rigs, which when selected, goes out and grabs all of the large rig groups. This is a similar concept to team specialties, which externally says one thing, but when you drill into the API, you see that a specialty binds a list of groups together.

Hyperdrive your production business: Eve Production Manager

SJ Astralana
Syncore
#36 - 2014-10-24 05:37:44 UTC  |  Edited by: SJ Astralana
Stability has improved with the latest update, possibly because timeouts settings have been increased. However, performance is still badly suffering. My latency to the server is consistently about 350ms, so there must be something chatty and synchronous happening in there somewhere. Trying to add the Fuel Block group spends literally minutes, as does changing the build system -- in the pricing area maybe?, and saving is also slow. Once loaded, the grid is generally responsive.The following tracert suggests the biggest cause is within your isp?

1 2 ms <1 ms <1 ms 192.168.0.1
2 22 ms 8 ms 19 ms 10.97.0.1
3 11 ms 18 ms 9 ms sun2-ge13-0-2.gw.optusnet.com.au [198.142.164.5]

4 25 ms 25 ms 28 ms 198.142.250.193
5 23 ms 23 ms 22 ms 198.142.139.114
6 27 ms 23 ms 23 ms 198.142.139.130
7 180 ms 186 ms 181 ms 203.208.190.193
8 194 ms 194 ms 193 ms te0-0-0-9.ccr21.sjc04.atlas.cogentco.com [154.54
.10.169]
9 195 ms 193 ms 192 ms be2016.ccr22.sfo01.atlas.cogentco.com [154.54.0.
177]
10 238 ms 229 ms 252 ms be2133.ccr22.mci01.atlas.cogentco.com [154.54.30
.66]
11 245 ms 242 ms 256 ms be2157.ccr42.ord01.atlas.cogentco.com [154.54.6.
118]
12 255 ms 255 ms 252 ms be2115.ccr22.jfk02.atlas.cogentco.com [154.54.6.
189]
13 338 ms 336 ms 398 ms be2490.ccr42.lon13.atlas.cogentco.com [154.54.42
.86]
14 328 ms 332 ms 330 ms be2036.rcr21.lhr01.atlas.cogentco.com [130.117.4
8.154]
15 411 ms 339 ms 376 ms 149.6.8.202
16 342 ms 349 ms 344 ms customer-46-227-148-209.gigaclear.net [46.227.14
8.209]

Would it make more sense to do grouping by blueprint groups rather than item groups? For instance Battleship Blueprint #107 instead of Battleship #27. There are quite a few items where the blueprint categorization works better than the item, and I don't see any cases where it's worse.

Edit: Back to unable to connect. Start the program, log in, do nothing, Lost connection message within about 15 seconds. Still 350ms latency so nothing is obviously worse about the path to the server. I have two accounts now, one empty, one populated with several batches. Both can't connect.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#37 - 2014-10-25 21:48:58 UTC
The latest releases adds local caching as well as some other performance improvements. The next focus will be to have market calls either requested asynchronously or batching them all together.
SJ Astralana
Syncore
#38 - 2014-10-27 23:08:41 UTC
This release seems to have been a big step in improving latency issues. However, I try not to close it very often as loading the mfg tab takes about a minute -- which I think you've said you're working on. But, the only way to refresh team data is by reloading. Put an expiry on cached team data?

Overall, once the data is actually loaded, the usability is fantastic. The ability to drill into groups, and then X out the noise, is just inspired, and the main reason I prefer EMT to the competition.

Tweaks to consider depending on level of effort and overall value:

- Retain column settings: current sort and widths. Possibly apply current batch settings to all batches? This would be mitigated if I didn't have to reload to see current team data.
- Ability to rename a batch
- I'm learning to remember to set pricing region and build system before I load blueprints, but perhaps remember the last value used when creating a batch?
- Refresh pricing loads cached market data. When I look at an item in-game, EveMon uploads it and it shows in EveCentral immediately. Your server is using cached data, but any chance that Refresh Pricing would cause items with no pricing to hit EveCentral again? (Only if the performance hit isn't fatal of course)
- PE should be renamed to TE
- I continually forget to set ME/TE in blueprint defaults before loading a group. Surely 10/10 is better than 2/2 or 0/0 as a default :)

Hyperdrive your production business: Eve Production Manager

SJ Astralana
Syncore
#39 - 2014-10-28 06:04:50 UTC
A couple more suggestions for the mfg tab:

1) When adding a group or all, options to select/exclude T2, faction and meta items.
2) Add a column that reflects the volume value of an item. This is imprecise and is useful really only to immediately delete very low volume items, but would be a big time saver. What might work is to multiply an item's market inventory by its markup. If there are 17 apocs with a 20mil markup = 340mil inventory value, that would stand well above a Capital Core Defense Operational Solidifier with inventory of 5 * 6 = 30mil = don't bother, even though both have a similar IPH.
3) Column mouse-overs? Even with calculator I can't figure out where the minimum sell/pu value comes from.

Hyperdrive your production business: Eve Production Manager

EMT Holding
EMT Holding Corporation
#40 - 2014-10-28 20:02:32 UTC
SJ Astralana wrote:
This release seems to have been a big step in improving latency issues. However, I try not to close it very often as loading the mfg tab takes about a minute -- which I think you've said you're working on. But, the only way to refresh team data is by reloading. Put an expiry on cached team data?

Overall, once the data is actually loaded, the usability is fantastic. The ability to drill into groups, and then X out the noise, is just inspired, and the main reason I prefer EMT to the competition.

Tweaks to consider depending on level of effort and overall value:

- Retain column settings: current sort and widths. Possibly apply current batch settings to all batches? This would be mitigated if I didn't have to reload to see current team data.
- Ability to rename a batch
- I'm learning to remember to set pricing region and build system before I load blueprints, but perhaps remember the last value used when creating a batch?
- Refresh pricing loads cached market data. When I look at an item in-game, EveMon uploads it and it shows in EveCentral immediately. Your server is using cached data, but any chance that Refresh Pricing would cause items with no pricing to hit EveCentral again? (Only if the performance hit isn't fatal of course)
- PE should be renamed to TE
- I continually forget to set ME/TE in blueprint defaults before loading a group. Surely 10/10 is better than 2/2 or 0/0 as a default :)


1) I already have a note to sort out a better way of reloading teams on the client and it's one of the more important things to include right now. I'll consider being able to save column widths/sorts but that could be a lot of effort for not much gain.

2) Already exists; not obvious. Double click on a tab header and you'll get a box to allow for renaming.

3) The intended workflow for EMT was to start with an invention batch and then manufacture. Perhaps a user option on the options tab to set a default pricing region/build system? That sounds like the best place for it.

4) I'm fairly sure that as long as the batch isn't locked (that freezes material prices), pressing refresh will cause a fresh set of data from eve-central to be pulled. I don't know if eve-c has any API caching. I'll check to make sure it works like that though.

5) *sigh* Yea.... effort! I'll put it on the list.

6) The defaults are mostly used for invention. Now I think about it, I can just hard-code the 2/2 as the default. Perhaps again, a default setting in the options tab if you haven't set a specific ME/TE?

Quote:
A couple more suggestions for the mfg tab:

1) When adding a group or all, options to select/exclude T2, faction and meta items.
2) Add a column that reflects the volume value of an item. This is imprecise and is useful really only to immediately delete very low volume items, but would be a big time saver. What might work is to multiply an item's market inventory by its markup. If there are 17 apocs with a 20mil markup = 340mil inventory value, that would stand well above a Capital Core Defense Operational Solidifier with inventory of 5 * 6 = 30mil = don't bother, even though both have a similar IPH.
3) Column mouse-overs? Even with calculator I can't figure out where the minimum sell/pu value comes from.


7) Agree on the excluding T2/faction items. Where are you seeing meta though? I didn't think there were any blueprints for those.

8) This would be taking the volume of the item and doing something with the IPH to give a rough "true IPH" for that item? I'll have a look at this although I don't think the eve-c API reports volume terribly well.

9) (manufacture cost + install cost) / quantity. I agree though, tooltips to indicate where a value comes from could be useful.