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

First post
Author
H3llHound
Center for Advanced Studies
Gallente Federation
#2081 - 2015-06-09 19:43:15 UTC
Zifrian wrote:
H3llHound wrote:
Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements.

http://i.imgur.com/RKFtjjk.jpg

edit: Could you also add the Thukker component assembly array please :)

I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well.

Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints.

The thukker array comes up for the items I mentioned above.


I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship.

Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg .

But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct.

http://i.imgur.com/P23oHDA.jpg ingame

http://i.imgur.com/Vrmwano.jpg IPH

Zifrian
The Frog Pond
Ribbit.
#2082 - 2015-06-09 20:07:52 UTC
H3llHound wrote:
Zifrian wrote:
H3llHound wrote:
Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements.

http://i.imgur.com/RKFtjjk.jpg

edit: Could you also add the Thukker component assembly array please :)

I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well.

Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints.

The thukker array comes up for the items I mentioned above.


I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship.

Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg .

But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct.

http://i.imgur.com/P23oHDA.jpg ingame

http://i.imgur.com/Vrmwano.jpg IPH


On the facility for the components, select the activity combo and it will give you component or cap component options if the item uses them.

I'll check on the tax.

Maximze your Industry Potential! - Download EVE Isk per Hour!

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Jeann Valjean
The Scope
Gallente Federation
#2083 - 2015-06-09 23:19:58 UTC
Hey Zifrian, been using this for years- thanks for all your hard work.

I've found a bug for you:

When calculating a large number of total runs, the Blueprints tab seems to calculate the Component Profit correctly but when adding to the shopping list it screws up the math. BUT if you add the same number of total runs in smaller batches (say 50 runs x 10 instead of 500 runs), it doesn't error out as badly (but is still off vis-a-vis the Blueprints tab Component Profit). The error amount also seems to vary depending on the blueprint (even within the same size & category).

Here are my sample settings:

  • Medium Capacitor Control Circuit II Blueprint
  • using Components
  • using Augmentation Decryptor
  • using POS > Equipment Assembly Array
  • All skills V


Using 500 total runs (50 BPs), the blueprint tab shows component profit of 1,023,481,050
When adding to shopping list, it shows Approx. Total Profit of -1,126,921,970 (yes, that's a negative billion)

Keeping everything else constant and using 50 total runs (5 BPs), the blueprint tab shows profit of 103,896,239
After adding that 10 times to the shopping list (to total 500 runs), the shopping list shows approx profit of 1,018,166,988

Any idea what's going on there?
Tiberius Zol
Moira.
#2084 - 2015-06-10 22:07:21 UTC
Hey Zifrian,
I have a feature request (again ^^).
What do you think about adding the Total Cost per Unit to the shopping list export? Maybe at the last segment 'Item List' as an extra column. This would be great for statistical purposes (I save every shopping list for example).

Mr. Tibbers on twitter: @Mr_Tibbers

Mr. Tibbers Blog: www.eve-versum.de

Zifrian
The Frog Pond
Ribbit.
#2085 - 2015-06-11 19:10:22 UTC
H3llHound wrote:
Zifrian wrote:
H3llHound wrote:
Hi, I found an error in the skill requirements for capital t2 components. They only require Capital Ship Production I and not IV as currently in the program. While looking into it I found that the skills needed in general are incorrect. Below is a screenshot of current IPH vs ingame skll requirements.

http://i.imgur.com/RKFtjjk.jpg

edit: Could you also add the Thukker component assembly array please :)

I'll Check the skills. On the thukker array, it should come up when you select component or cap component facilities or blueprint. I'll check this later as well.

Edit: I looked at both and there aren't any issues I can see. The skills you show must be for a jump freighter or one of the items in the list needs cap construction 4? I'd have to see what you had loaded to see what happened but the right side is skills for the blueprints, the left is the components use to make the blueprints.

The thukker array comes up for the items I mentioned above.


I found the Thukker array, thank you for pointing me to it. But it would be a great addition in the blueprints tab to add a different facility for components than for the ship.

Aswell with the skills you are correct. It was for the Ship itself; i think i combined it because the components were marked red aswell as seen here: http://i.imgur.com/dUCDDIv.jpg .

But I think I found a real bug this time :) in the blueprint tab, when assigning facility tax, the tax added is way too high. A single Rhea at an outpost with 5% tax shows me ingame 130M but IPH says 743M and when hovering over it the tax shows at 500.00% but i entered 5.0%. Base item cost and system index are correct.

http://i.imgur.com/P23oHDA.jpg ingame

http://i.imgur.com/Vrmwano.jpg IPH


Yeah the tax rate is a bug. The fix will come with the next update. A current work around is to save the rate as 0.05.

Jeann Valjean wrote:
Hey Zifrian, been using this for years- thanks for all your hard work.

I've found a bug for you:

When calculating a large number of total runs, the Blueprints tab seems to calculate the Component Profit correctly but when adding to the shopping list it screws up the math. BUT if you add the same number of total runs in smaller batches (say 50 runs x 10 instead of 500 runs), it doesn't error out as badly (but is still off vis-a-vis the Blueprints tab Component Profit). The error amount also seems to vary depending on the blueprint (even within the same size & category).

Here are my sample settings:

  • Medium Capacitor Control Circuit II Blueprint
  • using Components
  • using Augmentation Decryptor
  • using POS > Equipment Assembly Array
  • All skills V


Using 500 total runs (50 BPs), the blueprint tab shows component profit of 1,023,481,050
When adding to shopping list, it shows Approx. Total Profit of -1,126,921,970 (yes, that's a negative billion)

Keeping everything else constant and using 50 total runs (5 BPs), the blueprint tab shows profit of 103,896,239
After adding that 10 times to the shopping list (to total 500 runs), the shopping list shows approx profit of 1,018,166,988

Any idea what's going on there?

Yes, already found this and a fix will come next update.

Tiberius Zol wrote:
Hey Zifrian,
I have a feature request (again ^^).
What do you think about adding the Total Cost per Unit to the shopping list export? Maybe at the last segment 'Item List' as an extra column. This would be great for statistical purposes (I save every shopping list for example).

I'll take a look at what I can do.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Noctaly
Core Industry.
Goonswarm Federation
#2086 - 2015-06-12 16:38:04 UTC
Hello Zifriand,

Thank you for developping such a great tool. While I am using it quite basically (putting a BP, ME & TE and checking) it's really awesome and helps me knowing what to build or not build Smile

I would like to know if it's possible to add wormholes regions to the "Location" drop down menu, and then a list of systems for each region. This way I would be able to use my own system Indice cost (quite low, but still present and the numbers are a bit wrong) on my PoS :D

If you want a list of all wormholes systems sorted by region I can provide you that from the static data dump I believe. If you also don't have any time to implement such a thing, feel free to give me some pointers to tell me where to dig into. If the project is open source I will gladly do a pull request :)

Once again, thank you for such an awesome program !
Zifrian
The Frog Pond
Ribbit.
#2087 - 2015-06-12 21:53:11 UTC
Noctaly wrote:
Hello Zifriand,

Thank you for developping such a great tool. While I am using it quite basically (putting a BP, ME & TE and checking) it's really awesome and helps me knowing what to build or not build Smile

I would like to know if it's possible to add wormholes regions to the "Location" drop down menu, and then a list of systems for each region. This way I would be able to use my own system Indice cost (quite low, but still present and the numbers are a bit wrong) on my PoS :D

If you want a list of all wormholes systems sorted by region I can provide you that from the static data dump I believe. If you also don't have any time to implement such a thing, feel free to give me some pointers to tell me where to dig into. If the project is open source I will gladly do a pull request :)

Once again, thank you for such an awesome program !

Wormhole systems are already there. If you select POS in the facility type, and then select 'Wormhole Space' for the region, then all the wormhole systems will show up in the Solar System list.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Noctaly
Core Industry.
Goonswarm Federation
#2088 - 2015-06-13 10:53:59 UTC
Zifrian wrote:

Wormhole systems are already there. If you select POS in the facility type, and then select 'Wormhole Space' for the region, then all the wormhole systems will show up in the Solar System list.

Ooops, I was looking for the region names (like BR-000004) not "Wormhole Space". Thank you ! :D

Vartan Sarkisian
Phoenix Connection
Lack of Judgement.
#2089 - 2015-06-14 19:54:04 UTC  |  Edited by: Vartan Sarkisian
In ISK per hour I have set up a manufacturing job for Ishtars, the BPCs i have are 5 runs, an ME of 1 and a TE of 8, the manifacturing location is correct in the app, and it tells me the job will job 4,738.316.91 isk to run (build/buy), however in game when I try the same thing it says the job will cost 15,458.631.

I am not sure why the figure is so far out, can you advise please?
Zifrian
The Frog Pond
Ribbit.
#2090 - 2015-06-14 20:10:49 UTC  |  Edited by: Zifrian
Vartan Sarkisian wrote:
In ISK per hour I have set up a manufacturing job for Ishtars, the BPCs i have are 5 runs, an ME of 1 and a TE of 8, the manifacturing location is correct in the app, and it tells me the job will job 4,738.316.91 isk to run (build/buy), however in game when I try the same thing it says the job will cost 15,458.631.

I am not sure why the figure is so far out, can you advise please?

I'd have to see a screenshot of what you have but if you are in an outpost, then the tax rate saved is probably the issue (it's multiplying it by 100). Let me know if that's the issue or if you can send a screenshot.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Vartan Sarkisian
Phoenix Connection
Lack of Judgement.
#2091 - 2015-06-14 20:38:58 UTC
I tried again, and it seems to be givign the right figure now, its odd as the station has not chnaged since last time... Ill monitor it.
Nicola Romanoff
Phoenix Connection
Lack of Judgement.
#2092 - 2015-06-15 20:49:55 UTC
When doing a general calculation on BPOs to see what is best ISK per hour, is there a way to remove the negative value items from the results?
Capsups
Atomic Mangocorp
#2093 - 2015-06-15 22:15:42 UTC  |  Edited by: Capsups
It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)

I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.

You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?

Other than that, keep up the good work!

EDIT:
Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared.
Rumbaldi
Phoenix Connection
Lack of Judgement.
#2094 - 2015-06-16 20:56:33 UTC
Capsups wrote:
It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)

I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.

You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?

Other than that, keep up the good work!

EDIT:
Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared.


Not sure if it will solve your issue but I had something like that, my fix was to uninstall the app and then delete all the files/folders under the install location to get the app to work again.
QuietView Shihari
CurseChain Parmala Industry
#2095 - 2015-06-16 23:14:28 UTC
0/

I want to built Siege Warfare Link - Shield Efficiency II 100 run

But Component Material shows it only need 10 Warfare Link - Shield Efficiency I

It need 100 Warfare Link - Shield Efficiency I

Is my setting wrong ?

https://www.dropbox.com/s/u45uftqcqbwrjz8/8.JPG?dl=0
Zifrian
The Frog Pond
Ribbit.
#2096 - 2015-06-17 01:14:48 UTC
QuietView Shihari wrote:
0/

I want to built Siege Warfare Link - Shield Efficiency II 100 run

But Component Material shows it only need 10 Warfare Link - Shield Efficiency I

It need 100 Warfare Link - Shield Efficiency I

Is my setting wrong ?

https://www.dropbox.com/s/u45uftqcqbwrjz8/8.JPG?dl=0

No, it's a known issue. The work around is to go into bp management and mark all of your owned T2 blueprints to unowned and it will work normally. IPH really doesn't care if you own an inventable blueprint or not. If you have a T2 bpo though, it's not going to work correctly.

I'm almost done with a fix but RL has been busy to finish it.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Zifrian
The Frog Pond
Ribbit.
#2097 - 2015-06-17 01:16:31 UTC
Capsups wrote:
It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)

I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.

You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?

Other than that, keep up the good work!

EDIT:
Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared.

The error is from a bad settings file, which I can't reproduce. Delete the files mentioned above in one of my previous replies to the same issue and it should work. Or you can delete the settings folder. I have a patch that I'm working on that should take care of this issue so it will at least open but I'm still working on it.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Zifrian
The Frog Pond
Ribbit.
#2098 - 2015-06-17 02:21:48 UTC
Capsups wrote:
It appears that the calculations done in 'Manufacturing List' does not take into consideration usage for me anymore. Atleast when I look at a profitable item in there, it will be unprofitable after checking it in the 'blueprint' tab and the difference in numbers seems to be exactly the usage number. (yes, I've made sure that the usage checkbox is ticked in all the related tabs)

I've also noticed that if I double click a item in the manufacturing list, it will go into the blueprint tab but my 'manufacturing' activity settings will be reset to None and I have to manually select a POS, the system etc every time. But it works if I just change the item inside the blueprint tab, it's only if I go there by double clicking on a item in the manufacturing list tab.

You talked about being able to select the decryptor to use for inventing T3 subsystem BPCs once and then it would use that decryptor across all the T3 subsystems. Will this still be a thing at some point?

Other than that, keep up the good work!

EDIT:
Well, this morning when trying to run the program I got a sqlite error saying nothing else than "syntax error near 'AND'" so not exactly the most helpful error message. I redownloaded the program and my first 2 errors have dissapeared.

On the first part, lets re-check that after my update. I have fixed a usage issue with copy and invention. Also, the component usage isn't being applied correctly when the component is bought.

On the second, I think this might have to do with settings issue and the error you are getting. Let me know if setting the work around works (delete the settings files or folder and restarting).

On the third, you need to turn it on in the settings 'Save Relics and Decryptors on BP tab' and then hit save settings after selecting your options. However, it looks like the decryptor on T3 items isn't saving (only relic type) so I'll have to see what's going on there.

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Solos
Lugandon
#2099 - 2015-06-17 16:23:17 UTC
When already there is a fix of the wrong calculation of minerals?:((
Solos666
The Flying Dead.
Goonswarm Federation
#2100 - 2015-06-20 20:41:11 UTC
Now it crushes on start up...cool^((