Shipwright Archive
Thread: Orske's Current Best Resources for Shipwrights
Hey sandlizard, I see you are a student at the U of Minnesota. Nice to see a someone playing from the town I live in. Just thought I'd say hello. Nice tool by the way, I use it all the time.
SandLizard,
Thank you for all the hard work. I use your site daily almost looking for those best resources. I am a Master Artisan, what could I provide you for that skill tree to enhance your site?
I have a suggestion for the site, if you have time. Would it be possible to have a option to click on each resource available on a given server and have it list the percentage stats for each item? So a page that listed just the available resources, click on one and you then get a list of what components that resource can be used in and what percentage it has for that resource? If it could be done, without too much work, it would be nice to be able to jump into the site, know I need Aluminum and just look at all the currently available Aluminum's and what stats it has for each component...... Just a suggestion I think would be usefull.
Let me know what I can provide from the Artisan skill and I'll try to put together the information for you. It would be cool to know where to find the best resources for the speeders. I can't keep those in stock....
)
aboynamedsue wrote:
Hey sandlizard, I see you are a student at the U of Minnesota. Nice to see a someone playing from the town I live in. Just thought I'd say hello. Nice tool by the way, I use it all the time.
Not currently, alumni now, heh, just still use the webspace since I never lost my shell access. Just got my undergrad there. Loved the town though, better than Chicago, in my opinion
Davidw510 wrote:SandLizard,
Thank you for all the hard work. I use your site daily almost looking for those best resources. I am a Master Artisan, what could I provide you for that skill tree to enhance your site?
I have a suggestion for the site, if you have time. Would it be possible to have a option to click on each resource available on a given server and have it list the percentage stats for each item? So a page that listed just the available resources, click on one and you then get a list of what components that resource can be used in and what percentage it has for that resource? If it could be done, without too much work, it would be nice to be able to jump into the site, know I need Aluminum and just look at all the currently available Aluminum's and what stats it has for each component...... Just a suggestion I think would be usefull.
Let me know what I can provide from the Artisan skill and I'll try to put together the information for you. It would be cool to know where to find the best resources for the speeders. I can't keep those in stock....
)
well, basically, I need two data files for each profession. The script itself is profession-independent. It just reads in two data files I created for shipwright and uses those to output *all* the data you see. below are links to the two data files I created:
http://www.tc.umn.edu/~lamm0039/i_data/shipwright_q
http://www.tc.umn.edu/~lamm0039/i_data/shipwright_s
I have a description of them here on swgcraft forums:
http://www.swgcraft.com/forum/showthread.php?p=137171#post137171
let me know if you have questions!
Goraf wrote:
I just noticed that your script is calculating shield intensifiers and overchargers as 50% CD 50% OQ. It should be 50% UT 50% OQ.
Hrm. Oops, heh. I pulled most my data from a beta JTL site, so some were off.
Fixed.
/emote ponders if anyone would double-check the weapon stats, as some are still partitioned off, he would love the correct numbers and is too lazy and has too poor a memory to do it himself...
Davidw510 wrote:Hey Sandlizard,
I've been working on the files for the Artisan profession. I'm about half way done with those. Once I get them done I'll let you know and figure out how to get them to you. My toon is Master Artisan, Master SW, Scout 4020 and some marksman so I might be adding 1 or 2 items that actually falls under the Scout skills. I'm trying to weed those out but if I am not certain I'm just adding them in...
The grouping might stand for a little re-organization when I'm done but all the data will be there and I'm doing them in simple notepad documents so they can be migrated into any format you need.
Hope to have them for you soon....
*VERY* cool. simple text (like notepad) is what I use for data files anyway. if they look similar to the data files I listed for shipwright in a previous post (you can send me the current versions you have if you want and I'll check them over) they'll work just fine.
Remember, the file 'keys' need to correspond, so my entry like this for reactors:
Reactor:All:Mass,Armor,Hitpoints=>stl:cpr:rad:irt
Reactor:All:EnergyGeneration=>stl:cpr:rad:irt
Reactor
corresponds to:
Reactor
Reactor:All:Mass,Armor,Hitpoints=>0:0:0:0:0:0:0:50:0:50:0
Reactor:All:EnergyGeneration=>0:0:50:0:0:0:0:50:0:0:0
As you can see, the lines in the files can be in any order, but the important part is that there needs to be identical 'key' portions on each file -- so 'Reactor
And, if you throw some scout in the artisan one, that's fine, or even better: we could pull it out and start a scout one as well, that's no problem.
EDIT: PM me if you want to send me those data files, I'll give you an email to send them to.
Message Edited by SandLizard on 08-02-2005 10:35 PM
lol, not sure how to PM you. I've followed your format pretty closely. Here is a sample of what I've put together.
in the Artisan_q.txt
Food
rink:Caf:NutritionalValue=>0:0:0:0:0:0:0:33:0:0:66
Food
rink:Caf:Quantity=>0:0:0:25:0:0:0:0:0:0:75
Food:Food:BlobCandy:Filling=>0:0:0:75:0:0:0:25:0:0:0
Food:Food:BlobCandy:Flavor=>0:0:0:0:66:0:0:33:0:0:0
In the Artisan_s.txt
Food
rink:Caf:NutritionalValue=>wtr:cer
Food
rink:Caf:Quantity=>wtr:cer
Food:Food:BlobCandy:Filling=>frt
Food:Food:BlobCandy:Flavor=>frt
How does this look?
Davidw510 wrote:lol, not sure how to PM you. I've followed your format pretty closely. Here is a sample of what I've put together.
in the Artisan_q.txt
Food
rink:Caf:NutritionalValue=>0:0:0:0:0:0:0:33:0:0:66
Foodrink:Caf:Quantity=>0:0:0:25:0:0:0:0:0:0:75
Food:Food:BlobCandy:Filling=>0:0:0:75:0:0:0:25:0:0:0
Food:Food:BlobCandy:Flavor=>0:0:0:0:66:0:0:33:0:0:0In the Artisan_s.txt
Food
rink:Caf:NutritionalValue=>wtr:cer
Foodrink:Caf:Quantity=>wtr:cer
Food:Food:BlobCandy:Filling=>frt
Food:Food:BlobCandy:Flavor=>frtHow does this look?
looks almost perfect
The only thing that I wonder about (and the only way to see for certain is to test it) -- take a look at my output screen again, the menu at the top -- that's what the first two colons do -- on my _s and _q files, I have two colons per 'key' -- that will create a box for the first section before the colon (reactor, shield, etc) and then I personally use All, Optional for subheadings -- I use 'All' because the percentages and such are the same per Mark I, II, etc.
so it does this:
first:second:third=>stuff
first:fourth:third=>stuff
first:fifth
will do:
-------------------
first
__second:
____third
__fourth:
____third
__fifth:
____one:twocolons
------------------
I suppose I could look into the code to see if I can do more than just one subheading (like a further subheading under 'second: or foruth:' in this example with a third colon, but right now the code just ignores the third colon--make sense?
So, to reiterate, it *will* work as you have it above, just we'll have to see what the output looks like, I don't feel like thinking too hard this early in the morn to figure it out
Message Edited by SandLizard on 08-04-2005 10:19 AM
TomoRainer wrote:
When an item calls for a generic resource type--in this case, steel--it will weigh the resource's stats against the best possible stats for all steel types. However, it does not take capless JTL resources into account. The highest CD cap on non-JTL steel comes from duralloy steel, with a cap of 650, so when you use steel in an overdriver, it's calculated as follows:
[(CD/650)*.4] + [(OQ/1000)*.6) = max experimental percentage
With any CD higher than the "cap" being treated as the cap, i.e. 650.
The problem with your example of Quadoriki Quadranium Steel, then, is that the tool here is not weighing it against all types of non-JTL steel, but rather against all quadranium steels. SWG, however, is weighing it against all generic steel. Thus the better results from the second steel than from the one the tool is showing to be better.
Another major update! Will wonders ne'er cease!
FIXES:
1. Known bug -- as listed by TomoRainer above -- : FIXED! (I think, needs more testing)!: Computing capped stats for 'generic' resources (when they can be used) versus specific gated caps.
1.1 NOW-->Currently uses the caps the generic 'base' resource if that's all that is asked for...I had to hard-code this in to fix it, but may have missed some items, let me know.
2. Bugfix for JTL Resources --> when computing caps for, say, conductivity, which caps on 'normal' resrouces at 650 -- it's 1k on Cryst. Bic. and Hard. Arv. -- so I 'ignore' all JTL resources when computing those -- so if you use a JTL resources in a 'normal' slot, like Cryst. Bic. Steel when it asks for steel, the tool will ignore the 'caps' and instead just compute stats on a 1000 scale (whereas a 'regular' steel is computed on a 650 scale-for conductivity anyway)
CHANGES:
1. Removed 'Legacy' tools - sw.cgi and sw_post_cu.cgi and all redirect to cbr.cgi.
NOW! All I need is testers! Let me know if I royally screwed things up, heh. I hope I fixed it correctly, and all looks well, but you never know
EDIT **********************************************************************************
Ok, noticed some error with the 'best' stat not being carried correctly. It's not a show-stopper, as the list from 'print all' still lists all resources and the correct stats, but there's some carry in the loop[s] that's ignoring my checks. Will fix.
EDIT AGAIN! FIXED!!
All Currently Known Bugs Are Remediated! <--I love my new favorite acronym that I just made up....
wait for it...
ACKBAR!
Message Edited by SandLizard on 08-24-2005 08:32 PM
Goraf wrote:
Actually, if I use a 700 CD bicorbantium in a "steel" slot, it will be counted as 650/650 CD, not 700/1000.
I had wondered about that. I had never done any testing myself. I can easily modify it to be that way (it actually was by default, and I 'purposefully' stopped it from happening, heh.)
So, to make sure: When say, some Cryst. Bic. Steel has 700 CD, and it's used in a generic steel slot, it's calculate as 100% quality? Basically 650/650. (Or as 1000/1000 as my script would put it, as I compute all in base 1000). If so, I can make this change in about 5-10 minutes no problem.
czaeba wrote:God I hope you don't have to come up with an "entertainer buff modified" stats now, lol.
easy! it's 10% right? heh. i'll wait 'til i know more
Goraf wrote:
The 700/1000 CD Bicorb would be 650/650 in a generic steel slot.
thanks. i'll remove the 'JTL' checking that I do, and those JTL resources that exceed 'normal' gates will be calculated at 100% then (in our example of 700 CD Cryst. Bic. Steel, it would convert to 1000/1000). This update will probably happen tonight.