Architect Archive

Thread: Architect Calculator

VelRahn
Wed May 12, 2004 11:21 am
#27





Glad you took this on and not me You're doing a great job. However I think I got another for ya...

The manufacturing schematic y/n option does not appear to be calculating things right... or maybe it is and it's not doing what I want or least understanding how it's intended to work. Inputed a quantity of 40 for Deep Crust Chems with the option set to n. Shows everything appropriatly, ie: 80 Trubo Pumps, 160 SSSMs...


Now, change the option to y and it adds40 to that number. Shouldn't it add only the number needed to plunk into the crafting of the schematic?In this instance,shouldn't it be 82 Turbo Pumps.. 80 for the factory combine and 2 for the schematic creation? And it's not just Turbo Pumps but all items that add 40. Also happening with other harvesters as well.


Ok.. after doing some more testing, some harvesters are not even effected by the y/n option. Chem Extractors... inputed 40 there, and using the option y/n the number of components never changed and you have to have identical components on most of the stuff.


/comfort VelRahn... Sorry!



Message Edited by gjhancock on 05-12-2004 08:57 AM




Wow! The rest of the errors that I've had reported have been simple cut/paste errors or something silly like that. This was the first real screw up in the coding for the worksheet!! Thank you so much for this catch. After looking at this material for 5 days straight when I first started coding it all kind of runs together I don't think I would have ever caught this on my own.


Again thanks to everyone that has submitted errors they've found. As I said, it all starts to look the same after you see it over and over again, so having asecond (or third or fourth...) pair of eyesreally helps out! Thank you all very much for your feedback! I'm glad everyone is enjoying the workbook. If there's anything else you'd like to see included, please feel free to ask for it and I'll see what I can do.


Gjhancock, as far as the chem. extractors not changing when you use the y/n input...this is, to the best of my knowledge, correct. The y/n only changes the number of items if the schematic calls for them to be identical. None of the medium harvesters require identical components, therefore the y/n doesn't affect anything. I think that I've got all the schematics that require identical items coded so that the y/n changes them. If you find one that is supposed to be identical and y/n doesn't change it, or vice versa, let me know

Version 1.3 is here!

Message Edited by VelRahn on 05-12-2004 02:23 PM




(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
VelRahn
Wed May 12, 2004 2:09 pm
#28






gjhancock wrote:


*ducks from VelRahn's swinging fists*


I'm really starting to feel like a heel here. I'm not looking for stuff on purpose... HONEST! The fix you put in for the y/n to the manufacturing schematic is not fully accurate. You corrected it in that it's no longer showing an extra 40 or however many items, but now on the heavies it's only showing the need for 1 extra to create the schematic when in fact is requires 2 identical parts just to create the schematic.


*moves to cower in the corner in fear of the wrath of VelRahn* Honestly though, you've done the Architect community a great service in updating this tool. Thank you again!


Message Edited by gjhancock on 05-12-2004 12:24 PM




LOL


I'd rather you feel like you're being a pest and I get it right than let it go and have a shabby program. Having errors isn't helping anyone, so I honestly appreciate the fact that you're bringing this up!


I'm going out to dinner tonight. When I get home, if it isn't too late, I'm going to sit back down and take another look at this from a different angle. It may be that I have to re-write it in a completely different way.


I don't think that I fully grasped your first post. I'll be looking at this again in the near future Thanks GJ!




Message Edited by VelRahn on 05-12-2004 05:16 PM




(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
Pawlin
Wed May 12, 2004 11:52 pm
#29

I put a "Tip" item in the Architect section of the FAQ which has the link to this tool as well as the Crafters assistant tool which another good tool.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
gjhancock
Thu May 13, 2004 12:02 am
#30







VelRahn wrote:



Gjhancock, as far as the chem. extractors not changing when you use the y/n input...this is, to the best of my knowledge, correct. The y/n only changes the number of items if the schematic calls for them to be identical. None of the medium harvesters require identical components, therefore the y/n doesn't affect anything. I think that I've got all the schematics that require identical items coded so that the y/n changes them. If you find one that is supposed to be identical and y/n doesn't change it, or vice versa, let me know






Hmm... I'm at work so I can't check for sure, but if my memory serves (which I admit isn't always accurate), this is not the case. Most medium harvesters require identical componets for factory creation. For instance, the schematic for a medium Chemical Extractor calls for 1 each of the following: Fluidic Pump, Generator Turbine, and SSM. Now, since you're only using one of each, the schematic itself for crafting doesn't list identical components next to itbecause you only needone. However, if you crafted a manufacturing schematicfor that, and then look at the schematic you just created in your in datapad, thecomponent serial number is listed next to those parts that need to be identical.


Again... I very well may be wrong about this one. If this is true and I am wrong, then mediums just got that much easier to make. I've been using identical components the whole time. In this scenario the mediums will be just like Fusions in that you can create your BER 10 Medium schematic with a 98% BER4 Pump, then throw in your crap BER2 pumps to create the factory combines.

Message Edited by gjhancock on 05-12-2004 12:03 PM

Message Edited by gjhancock on 05-12-2004 12:05 PM



Nodrog
gjhancock
Thu May 13, 2004 12:20 am
#31


*ducks from VelRahn's swinging fists*


I'm really starting to feel like a heel here. I'm not looking for stuff on purpose... HONEST! The fix you put in for the y/n to the manufacturing schematic is not fully accurate. You corrected it in that it's no longer showing an extra 40 or however many items, but now on the heavies it's only showing the need for 1 extra to create the schematic when in fact is requires 2 identical parts just to create the schematic.


*moves to cower in the corner in fear of the wrath of VelRahn* Honestly though, you've done the Architect community a great service in updating this tool. Thank you again!

Message Edited by gjhancock on 05-12-2004 12:24 PM



Nodrog
Bandola
Thu May 13, 2004 2:21 am
#32

I have just spotted another error,

When calculating 'Total Qty of Resources', the Harvester and Crafting sheet only sums from H to O, so it is not counting C to G (Alu, Chem, Copper.....)




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

VelRahn
Thu May 13, 2004 3:18 am
#33




gjhancock wrote:


/wave Me again!


There's a coding error in the M column, Ore, Low Grade. It's just not calculating the amount.



Message Edited by gjhancock on 05-12-2004 10:35 PM





Ok this one is fixed I've also found the coding problem to the schematic y/n selection, so I should have that finished by midday today EST. I'll post the new version with all the corrections at that time.





Bandola wrote:

I have just spotted another error,

When calculating 'Total Qty of Resources', the Harvester and Crafting sheet only sums from H to O, so it is not counting C to G (Alu, Chem, Copper.....)






Thanks Bandola I'll be including the correction for this with the other corrections above





(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
VelRahn
Thu May 13, 2004 3:20 am
#34






Pawlin wrote:

I put a "Tip" item in the Architect section of the FAQ which has the link to this tool as well as the Crafters assistant tool which another good tool.









Thanks Pawlin! I'm glad everyone likes this workbook, even tho it's full of bugs I'm sure with everyone's help the way it's been I'll have it straightened out.






(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
VelRahn
Thu May 13, 2004 10:28 am
#35

Alright, hopefully this is the end of the corrections


Version 2




(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
gjhancock
Thu May 13, 2004 1:23 pm
#36

Nice! Everything I thinkI spotted looks to be fixed. I like the added touch of a drop down menu for the y/n option. Nice little touch. Thanks for all you're hard work!

Message Edited by gjhancock on 05-13-2004 01:23 PM



Nodrog
VelRahn
Thu May 13, 2004 1:43 pm
#37






gjhancock wrote:

Nice! Everything I thinkI spotted looks to be fixed. I like the added touch of a drop down menu for the y/n option. Nice little touch. Thanks for all you're hard work!

Message Edited by gjhancock on 05-13-2004 01:23 PM






Thanks for your input!






(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
Bandola
Fri May 14, 2004 2:28 am
#38

This is a great piece of work.

I have one suggestion for a possible improvement, a bit of work required, but should not be too tricky considering what you have achieved so far.

When it comes to calculating the cost of making an item you have simplified this down to a single cpu for resources. Now generally this is goos enough, but there are certain items that demand more costly resources, whether this is by reason of quality ar scarcity.

For an item where ALL the resources/components are similarily costly this is of course no problem, but let us consider a couple of examples where the cost difference has a major impact.

1. Master furniture - this has a mix of standard resources and 'rare' resources. The rare resources could attract extremely high prices in some cases and therefore the crafter would need to calculate an average price of standard plus rare resource prices, maybe not too difficult in this case, but now consider

2. Harvesters - Here quality in some areas is a major issue, and here it is also much more difficult to calculate an average price of high quality vs grind quality resources. I noticed this particularly when I looked at the comparative prices of Heavy Gas versus other Heavies. As most who have made these are aware, the cost of making a Heavy Gas is higher than any other Heavy, simply because so much HQ Metal goes into the final combine. In your spreadsheet however, the cost comes out lower, simply because the overall resources used are less.


What am I suggesting ? I think it would really help if there could be 2 fields for cost of resources input. The first for Grind Quality and the second for High Quality/rares. It is quite straightforward when it comes to which price is used against each resource as these are unlikely to change. With harvesters for example all components except the 'main' unit - OMU, FDP etc.- use grind quality while the final combine and 'main' unit use HQ.


I expect there would be a fair amount of work in making this change, but I am certain it is not beyond your capabilities.


What do you think ?




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

VelRahn
Fri May 14, 2004 8:01 am
#39






Quaich wrote:

I also can't get the factory run-time page to work. No matter what date or time is there (I did it first with the date and time that was already entered), it gives me a completion date of #NUM!


I'm not good with excel so it is very likely I'm just not doing something correctly.








Aha!! I was able to replicate this problem Quaich! The way I have Excel set up to calculate the time of completion is where we hit a snag. Excelconverts dates and timesto decimal numbers, does the requested calculation, and then converts the decimal number back into date/time format. Excel can only handle a decimal value of 32767 using the TIME function, which comes out to about 17.6 hrs. I'm assuming you were trying to calculate the runtime for 1000 Structural Modules, which takes longer than 17 hrs, so the #NUM! error popped up.


I think I've found a workaround for this. I'll be recoding it along with attempting to input Bandola's suggestion about splitting up the resources into high/low quality for different pricing.






(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
Page 3 of 9