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EVE Planetary Planner - Redesigned Beta version available

First post
Author
Ideki
E.A.D Alliance
#21 - 2012-05-03 19:30:37 UTC
Archare wrote:
played around with it a bit and it has some nice features... my problem was that it didn't scale very well when you have a lot of planets set up... (ie... 40) tended to crash.


Ouch... Shocked
Hum, I never planned for 40 planets to run. Ugh
So I am not totally surprised that it is crashing.
40 planets involves a lot of calculation for the transfer of goods back and forth betwene the structures/planets.
Even even does it only 1 planet at a time, and slowly because of the time it takes to extract raw elements and then to process them.
My took does all that but much faster.
So it is highly possible that the load is too much for it and causes the crash.

Maybe if you send me your plan I could try to run it and see the bottlenecks and fix them ?
Ideki
E.A.D Alliance
#22 - 2012-05-03 19:32:33 UTC
Archare wrote:
My current setup requires at least 9 planets planets minimum when you reduce the copies, and I think it was having the large number of routes set up on my factory planet after making my extracting planets that really bogged the hamsters down on this program. And as far as my sanity goes... spreadsheets... I finally caught the weird spreadsheet disease and made a personal PI profit calculator to factor in tax rates and figure out build costs to maintain my sanity.


Yes, the tax rates is something I want to add at some point.
I will put it on the todo list.
Archare
Aliastra
Gallente Federation
#23 - 2012-05-04 07:26:20 UTC  |  Edited by: Archare
evemail a place where I can send you the file.

I had the setup with only 11 planets or so but on the factory planets alone i have about a large amount of routes since i have 9 different p1's going in and processing up to the p4.

Also the data on WH planets should be extractable somewhere. I'm no expert on the eve DB files, but WH dedicated websites and Dotlan maps all have info on planets inside WH systems.
Ideki
E.A.D Alliance
#24 - 2012-05-04 17:04:54 UTC  |  Edited by: Ideki
I want to say thank you to Maratega for his bug report.

That bug is now fixed.

He also made several suggestions for the 'Find' feature that made sense.
So I decide to implement them.

Now on the 'Find' tab you will see more filter options.
You can now filter that systems by:

  • Security level: you want to perform PI in those.
  • Fly through: you do not want to do PI in those, but you can still fly through to access other systems. (ex: you want to do PI only in 1.0 systems, but do not mind flying through 0.9 system to get to those 1.0)
  • Avoid: You do not want to fly in those.


You can also choose to see filter the systems for those with and/or without stations.

The settings are saved and loaded automatically.

As usual bugs, comments and suggestions are welcome.
As well as tokens of appreciation for my work. Blink
Ideki
E.A.D Alliance
#25 - 2012-05-04 17:12:27 UTC
I forgot that there is a another feature in the last release.

You can double click on the rows in the Find results and it will open a browser with the link to the EVE Dotlan map of the system you selected.
Ideki
E.A.D Alliance
#26 - 2012-05-04 19:29:26 UTC
Archare wrote:
Been playing around with the tool a bit more... Thanks for pointing out how to make planets unrestricted!

One other suggestion would be making wormhole systems searchable as well as the k-space systems on the find tab.


I think I found a way to get the WH data.
I will look into it as soon as I can find some time (should be next week)
Ideki
E.A.D Alliance
#27 - 2012-05-05 02:29:39 UTC
I found a small bug in the 'Duration Until Next' tool.What?
I was not calculating the number of days/hours properly.
Now it is fixed and accurate.

The new version has been uploaded already.
Ideki
E.A.D Alliance
#28 - 2012-05-05 11:59:57 UTC
Found and fix another small bug.
New version uploaded
Ideki
E.A.D Alliance
#29 - 2012-05-07 16:50:09 UTC  |  Edited by: Ideki
It was long overdue, so I finally added the wormhole systems data.
So happy PI for all of your WH travellers.

You can now find WH systm (ex: J100033) and use the data for the reverse lookup.
Ideki
E.A.D Alliance
#30 - 2012-05-07 17:12:35 UTC
I fixed the link to the new UI preview.

You can see the preview here.

I am wondering if people could actually navigate that link before...
Google site can act weird sometime with the links.

Anyway, please tell me what you think of it.
If enough people like it I will try to finish it.
Ideki
E.A.D Alliance
#31 - 2012-05-11 17:37:05 UTC
I finally got around to create the suggestion algorithm.
But there is a catch to it.

This version will only for for level 2 products (ex: biocells, mechnicals parts,...) that can be produce entirely on a single planet.
Meaning that you extract everything needed for this product and make it on the planet (no offworld processing).
It was the easiest version to make for a start. (I will try to have the other product levels at some point)

How this new feature works ?

  • Go onto the Suggester tab.
  • Select the type of planet you are interest in.
  • Match the sliders of the Raw Resources to those of the planet scan (yes, it works so well that it can be accurate per planet)
  • The list of products that you can make on the planet you selected is displayed on the right side.
  • For the algorithm to be the most accurate, you should input the price at which you would consider to sell of each of the products listed (easiest way is to go to the ingame market and check the price)


The suggestion algorithm will them propose to you the best products to make on the planet based on your settings.
It will also show you the evaluation index that it computed for each product so that you can see the different between each product.

So how good is this algorithm ?
In my opinion (and not because I am its creator) it is extremly accurate.
Because it actually suggested that I change the production of one of my planet for another product that I did not take into account.
Which actually makes me pretty happy and proud. Big smile

BUT (there is always a 'but' isn't it?) remember that this is a suggestion algorithm.
You are free to do what you want.
And if you follow its advice, I am not responsible for any lose of isk that you might have. (and I doubt that you would actually lose isk by following its advice).



There is also a second small feature that I added to the 'Find' tab, now each system will show the number of connected systems.
So if you want to find a nice system away from the travelled routes, this should help you.
You can also use it for finding nearby deadend system to mine if you want. (That's actually a side effect)
Kat Bandeis
Trinity Industries Corp.
#32 - 2012-05-13 03:06:47 UTC
Very handy tool; thanks for creating it! A couple things don't work as expected, but it's probably just a learning curve I need to tackle. I've sent you a donation to help with the effort!

I notice that you don't have a Help File for the app; if you're interested in creating one give me a shout and I'll be willing to help you with it (Windows Help File, PDF, eBook, etc).
Ideki
E.A.D Alliance
#33 - 2012-05-13 15:00:24 UTC
Kat Bandeis wrote:
Very handy tool; thanks for creating it! A couple things don't work as expected, but it's probably just a learning curve I need to tackle. I've sent you a donation to help with the effort!

I notice that you don't have a Help File for the app; if you're interested in creating one give me a shout and I'll be willing to help you with it (Windows Help File, PDF, eBook, etc).


Thanks for the support Big smile

I do have a tutorial on the website.
But it is not up to date.
As for a help file, I have been considering doing one.
But lack of time between work and familly kinda slow down everything.
Haffsol
#34 - 2012-05-29 10:26:13 UTC
I'm sure these are noobish questions but for sure I am :p

I'm still trying to understand how the tool works and I'm working on the "Planet Plan" feature. I added a planet, command center, extractors and heads, set a production program 1d long, added launchpad and routes, routed all the extractors to the launchpad (no BIF here) but the "quantity field" below each route is always set to 0.
Also, what is the other "total quantity" below the Nb heads thing?

To make it a bit clearer (and to show my potentialities as a CG artist) I made this screenshot
Haffsol
#35 - 2012-05-29 12:48:45 UTC
one lil step boyond. The "Total Qty" field should refer to the P0 total amount extraced, I just found it putting some unbelievable numbers in and noticing things were chaning. Clever eh? Straight
Now, how to calculate that value? Is the 3000 units extraction meant "per head" or what else? In this case are my math correct?

4 cycle per hr (15 min each) and 4 heads extracting 3000 per cycle ---> 3000 x 24 x 4 x 4 = 1.152.000 units extracted per day by a single ECU. It looks a bit too much even if real values are lower than the theoric ones What?
Kara Books
Deal with IT.
#36 - 2012-05-29 14:48:29 UTC
Where where you when I was 6 weeks into the game =)

Definatly +2 karma to this guy.
Ideki
E.A.D Alliance
#37 - 2012-05-29 15:10:17 UTC  |  Edited by: Ideki
Haffsol wrote:
one lil step boyond. The "Total Qty" field should refer to the P0 total amount extraced, I just found it putting some unbelievable numbers in and noticing things were chaning. Clever eh? Straight
Now, how to calculate that value? Is the 3000 units extraction meant "per head" or what else? In this case are my math correct?

4 cycle per hr (15 min each) and 4 heads extracting 3000 per cycle ---> 3000 x 24 x 4 x 4 = 1.152.000 units extracted per day by a single ECU. It looks a bit too much even if real values are lower than the theoric ones What?


Hi,

Thanks for your question.
I know that the tutorial on the website is far from being up to date.
I will work on that soon.

As you already guessed, the total Qty is the amount that the extractor will extract while running.
But, the Total Qty is not per head, it is per extractor.
You get this number after you setup your extractor heads and extraction duration (in the game).
if you check on the right side of the extract head you will see that it shows you the total amount of raw material that will be extracted.

One thing to remember is that as long as you do not submit your modification ingame, that number is an approximation.
To get the real number, submit your plan then open the extractor heads window again and this time you will get the real number that will be extracted. (which can change quite a lot between the estimate the real thing).

So take that 'real' number and put it in the my tool (along with the duration you set for the extractor that goes in program duration).

In 1.0 system you can run extractor for 3~4 days and extract between 400K and 1.1M raw material (approximatly, hot spots can change this quite a lot)

I believe that 1M unit per day can be done on planets in low-sec/null-sec/WH space.

I hope this is clear enough, otherwise I will try to explain better. Ugh
Ideki
E.A.D Alliance
#38 - 2012-05-29 15:11:19 UTC
Kara Books wrote:
Where where you when I was 6 weeks into the game =)

Definatly +2 karma to this guy.


?
What do you mean ? Shocked
Something went wrong ?
Haffsol
#39 - 2012-05-29 15:35:52 UTC
Quote:
Where where you when I was 6 weeks into the game =)

I'm sorry for you, this is probably the 1st week I spend on PI, being the first 2-3 days spent in reading basic guides and the rest scouting all over the place. Feel free to expand my karma sending me 200 millions if you don't mind.

@ideki, thanks for the explanation, but I started using your tool to avoid exactly this
Quote:
You get this number after you setup your extractor heads and extraction duration (in the game)

since I'm trying to estimate which place of the 2-3 I'm looking at would be best in logistic terms (less hauling and max-out production of different P3's). So, if you could be so kind to tell me how to throw some numbers in those fields without placing any CC or going to the planets themself (they're in low btw) I'd appreciate even more Smile
Ideki
E.A.D Alliance
#40 - 2012-05-29 16:39:42 UTC
Haffsol wrote:

since I'm trying to estimate which place of the 2-3 I'm looking at would be best in logistic terms (less hauling and max-out production of different P3's). So, if you could be so kind to tell me how to throw some numbers in those fields without placing any CC or going to the planets themself (they're in low btw) I'd appreciate even more Smile

Well you could try the Suggester feature for one.
That will you what P2 are most profitable for single planets.
You need to setup that sliders like you see them in the planet scanner ingame.
I am working on an improvement for this. I should have it ready in the next few days I think.

Other than that, you can the Production Plan tab to see what you need and how much of raw material you need.
Simply select a product level, and a product in the top list. (ex: P3 - Camera Drones)
In the 'Options' menu make sure that 'Production Data' is checked.
Then click on the 'Camera Drone' box and you will see the quantity you need to produce Camera Drones.
Ex: 3 Camera drones per cycle (1 Advanced Industry Facility produce 3 Camera Drones per cycle of 1 hour) requires:

  • 12K Reactive Gas
  • 12K Felsic Magma
  • 12K Suspended Plasma
  • 12K Ionic Solutions

If you want to see how much you need to make the factory run for 24 hours (for a total of 72 Camera Drones), simply multiply the number in 'Quantity to produce' by the number of hours you want it to run (ex: 3*24 = 72 Blink)

Now if you want to minimize your travel time, you can check the 'Find' tab.
Let say you want to sell in Jita something that requires a Plasma planet and produce as close to Jita as you can type 'Jita' in 'System', set the number of jumps you want to do (ex: 5), select 'Plasma' only and hit 'Find'.
The list under it will show the systems that match you criteria.
You can refine your search if you need to.
The 'Find' tab has all the existing systems (high-sec, low-sec, null and WH)

Once you found a system that suits your need, you can do 'Find' on it with 0 Jumps and port the result to the 'Reverse Lookup' tab.
That way you can see what you can produce on those planets and filter those products by planet Type and product level.

I think the best way is to decide on a system that you will do your PI in.
Then use the reverse lookup to see what you cna produce with the planets in that system.
And then decide which one would brind the most money to you.
The next version should help a bit by making the Suggested feature easier to use.