Tailor Archive
Thread: New Tailor Program
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Fallout-Boy
Thu Sep 23, 2004 1:23 pm
#1
Howdy,
I recently made a program that will help me calculate the cost of clothing based off credits per unit of resources. Didn't really think about releasing it to the public until today.Its a pretty simple and basic program. I will probably modify in the future but I thought I would share it with you all perhaps get some ideas for improvements.
http://www.fdwsnetworks.com/show_news.asp?NewsID=32
I recently made a program that will help me calculate the cost of clothing based off credits per unit of resources. Didn't really think about releasing it to the public until today.Its a pretty simple and basic program. I will probably modify in the future but I thought I would share it with you all perhaps get some ideas for improvements.
http://www.fdwsnetworks.com/show_news.asp?NewsID=32
Message Edited by Fallout-Boy on 09-23-2004 01:24 PM
MBLAST
Fri Sep 24, 2004 11:19 am
#3
A very nice program! Thank you for putting this together!
One thing I ask though, does this program calculate the costs of the componets? I seemed to be getting an awfully low number on some of the heavy componet dependant clothing...
One thing I ask though, does this program calculate the costs of the componets? I seemed to be getting an awfully low number on some of the heavy componet dependant clothing...
Message Edited by MBLAST on 09-24-2004 02:28 PM
Fallout-Boy
Fri Sep 24, 2004 2:04 pm
#4
You mean ones that require Fibreplast panels and such? Yes it does, but I will double check for you. I basically broke down each component for example fiberplast panels into their respective resource amounts. So lets say it costs 5 units per panel and you have to add 10 to a clothing item. Thats 50 resource units, plus the resource units it takes to make the actual clothing.
Hope that answers your question.
Thanks,
Llwg'Ci
Hope that answers your question.
Thanks,
Llwg'Ci
NJ62
Fri Sep 24, 2004 2:45 pm
#5
I think the question was whether the program could separate panels so that you could manually input a value for them - the reason for this is that a panel produced in a factory costs factory maintenence and power, in addition to raw materials, and therefore the panel is more "expensive" than the equivalent raw materials.
I personally don't charge for that, because the high level items tend to take more resources, so they will naturally cost more than lower items, but take the same amount of time. Pricing on a quasi-time-based system, I don't much care about whether an item went through the factory.
I personally don't charge for that, because the high level items tend to take more resources, so they will naturally cost more than lower items, but take the same amount of time. Pricing on a quasi-time-based system, I don't much care about whether an item went through the factory.
Fallout-Boy
Fri Sep 24, 2004 3:04 pm
#6
NJ, I see what you mean. I did make an allowance for people that charge a bit more for expenses such as travel and factory expenses. The default value I put in was 100 credits for factory and harvester usage. This gets added to the final total so you could effectively use that as an "Additional Expenses" field and put in 1000, or 10000 based on what the item is. So for example you have to purchase a BE'd Reenforced Fiberpanel you could add that in as an additional expense. At present it doesn't denote special items, and BE'd items etc.
I guess that would be good for a future version.
Which I'll probably work on this weekend.
I guess that would be good for a future version.
Which I'll probably work on this weekend.
Vij
Sun Sep 26, 2004 11:02 am
#7
I downloaded this program and was very dissatisified. The prices are way too low forall of theitems especially the componentones. Also i could not change the costs of the resources or the factory. I use Nivea's guide and have had much success with it. It is a little more expensive but I feel it serves me well in my business. I also use Star-Shines's Bio clothing pricing guide. I never want for customers.
Aji Tikoec Master Tailor/Master Bio engineer, Gorath Server
Fallout-Boy
Sun Sep 26, 2004 2:35 pm
#8
Howdy Vij,
Could you point me in the direction of Nivea's guide?
Also how many credits per unit do you charge?
You do realize that you can change the values in those boxes to whatever you need.
For example say you want to charge 5 credits per unit of resource. You change it from 3 to5.
Or if you want to charge even more for the expenses you just tack on say 500 credits per item as the cost for production instead of 100. For example, it has a +10 BE panel in it tack on 10000 to the value of the item as an expense if you charge 1000 units per point.
And say that your clothing market is rather high on your server and want to tack on a percentage markup. You can change it from 5% to anything you want. I have found myself changing it to 20% or so.
I'm not sure why it didn't work for you was it giving an error or anything like that at all? The database stores the resource name, and the total units(TU) it takes to make it.
So for example (Using arbitrary figures here), say an item perhaps a simple shirttakes 1 Fiberplast panel, which takes 5 Fiberplast units,5 Units of Metal, and 5 Units of Inertpetro chemicals.) That is a total of 15 individual resources or the Total Units(TU) then it multiplies the Credits Per Unit (CPU)if we use 10 credits per unit instead of the default 3. That is 150 credits base production price. Not including expenses, or markup. But you want to add on the expenses for your factories, harvesters, and merchants. So once you've done the math and worked it out what costs set that value. Lets say its 500 credits per item for overall expesnse. So that gets added to your value so your item is now 650 credits. (Now using the same example, perhaps it also has a BE component on it that is 5 points and you normally charge 1000 per point. This would make the item 5650 or 150(Base Cost)+ 500(Expenses) + 5000(BE Components) = 5650 (Whole Sale)
Now that you have the whole sale price, and I just happen to call it that since I'm not using correct terminology, you decide you want to mark it up 20%. 5650 * .2 = 1130 1130 + 5650 = 6780. This gives you a rough Sales figure. When I get something like this I usually round it up or round it down. So in this case depending on my mood I might go its 6800, or 7000.
I hope that helps you out Vij. Also I didn't really intend to post this so all the values in their are my default values that I use.However please keep the feedback comingI've already started on a newer version. One of the features Vij sounds like he needs is the ability to set his own values.
Thanks,
Could you point me in the direction of Nivea's guide?
Also how many credits per unit do you charge?
You do realize that you can change the values in those boxes to whatever you need.
For example say you want to charge 5 credits per unit of resource. You change it from 3 to5.
Or if you want to charge even more for the expenses you just tack on say 500 credits per item as the cost for production instead of 100. For example, it has a +10 BE panel in it tack on 10000 to the value of the item as an expense if you charge 1000 units per point.
And say that your clothing market is rather high on your server and want to tack on a percentage markup. You can change it from 5% to anything you want. I have found myself changing it to 20% or so.
I'm not sure why it didn't work for you was it giving an error or anything like that at all? The database stores the resource name, and the total units(TU) it takes to make it.
So for example (Using arbitrary figures here), say an item perhaps a simple shirttakes 1 Fiberplast panel, which takes 5 Fiberplast units,5 Units of Metal, and 5 Units of Inertpetro chemicals.) That is a total of 15 individual resources or the Total Units(TU) then it multiplies the Credits Per Unit (CPU)if we use 10 credits per unit instead of the default 3. That is 150 credits base production price. Not including expenses, or markup. But you want to add on the expenses for your factories, harvesters, and merchants. So once you've done the math and worked it out what costs set that value. Lets say its 500 credits per item for overall expesnse. So that gets added to your value so your item is now 650 credits. (Now using the same example, perhaps it also has a BE component on it that is 5 points and you normally charge 1000 per point. This would make the item 5650 or 150(Base Cost)+ 500(Expenses) + 5000(BE Components) = 5650 (Whole Sale)
Now that you have the whole sale price, and I just happen to call it that since I'm not using correct terminology, you decide you want to mark it up 20%. 5650 * .2 = 1130 1130 + 5650 = 6780. This gives you a rough Sales figure. When I get something like this I usually round it up or round it down. So in this case depending on my mood I might go its 6800, or 7000.
I hope that helps you out Vij. Also I didn't really intend to post this so all the values in their are my default values that I use.However please keep the feedback comingI've already started on a newer version. One of the features Vij sounds like he needs is the ability to set his own values.
Thanks,
Llwg'Ci
NJ62
Sun Sep 26, 2004 4:29 pm
#9
There should be pricing guides and catalogs in the link directory, which is stickied above to the FAQ directory.
Message Edited by NJ62 on 09-26-2004 06:31 PM
Bluude
Tue Sep 28, 2004 4:31 am
#11
I just hopenon-tailors do not get ahold of this and know how much most of us are overcharging.
I sell ona "how much do I think I can get for that basis" and not on a CPU basis as do many others.
Unless it accounts for time spent trying to get 4 sockets and such as well, does it?
While CPU tailors do not bother me as they tend to burn out real soon from crafting too much and never make much money, I also get tired of people telling me I am ripping them off. If they could calculate the cpu for certain items then all tailors would have to sell at zero profit.
Man I miss the days of citywarn. That was a fun 2 weeks of shooting bad customers in the rear. 
Fallout-Boy
Tue Sep 28, 2004 7:11 am
#12
Yea that was always fun, I'm surprised they didn't pull that when it was on test center.
I usually do a bit of both myself actually. I use the cpu as a basis price and then factor in various things like market, if I had to buy certain resoures or not usually have to do that with Hides. But I've always enjoyed tailoring, was a tailor in UO, was a tailor in Beta, and now I'm a tailor in this
I usually do a bit of both myself actually. I use the cpu as a basis price and then factor in various things like market, if I had to buy certain resoures or not usually have to do that with Hides. But I've always enjoyed tailoring, was a tailor in UO, was a tailor in Beta, and now I'm a tailor in this
Fallout-Boy
Mon Oct 04, 2004 10:08 am
#13
Howdy,
Just thought I'd make another post that I've made a new version it fixes some of the bugs in the previous one.
Let me know what you think or if you've got any suggestions.
Thanks,
Llwg
http://www.fdwsnetworks.com/forum/forum_posts.asp?TID=34&PN=1
Just thought I'd make another post that I've made a new version it fixes some of the bugs in the previous one.
Let me know what you think or if you've got any suggestions.
Thanks,
Llwg
http://www.fdwsnetworks.com/forum/forum_posts.asp?TID=34&PN=1
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