aritchie05 / ecocraftingtool Goto Github PK
View Code? Open in Web Editor NEWCrafting calculator for Eco.
Home Page: https://eco-calc.com
License: MIT License
Crafting calculator for Eco.
Home Page: https://eco-calc.com
License: MIT License
Should be useful for skills with advanced tables later in the game
Solution is to migrate data storage to local storage instead of cookies for recipes (maybe all?)
Can be reproduced by setting browser language to unsupported one and clearing locale cookie
Added: Glassworks table, created by a potter in the kiln for use by Glassworking.
Added: Vases with a housing point value of 1.
Added: Cotton Lint, a new item added into the production chain of cotton thread.
Added: Copper Plates, made by Mechanics using the Screw Press, similar to Iron Plates.
Changed: Animal Mounts now use Hewn Logs instead of Lumber to craft.
Changed: Boilers now require additional copper plates to craft.
Changed: Heat Sinks now use copper plates instead of copper bars.
Changed: Heat Sinks now require more copper wiring to craft.
Changed: Portable Steam Engines now require additional copper pipes to craft.
Changed: Excavators, Skid Steers, Steam Tractors, Steam Trucks and Trucks now require additional Light Bulbs as a static ingredient to craft.
Changed: All items in Glassworking with the exception of Fiber Glass are now crafted at the Glassworks table.
Changed: The calorie reduction per level in the specialty was changed as follows:
Level 1: Decreased from 20% to 5%.
Level 2: Decreased from 25% to 7%.
Level 3: Decreased from 30% to 10%.
Level 4: Decreased from 35% to 12%.
Level 5: Decreased from 40% to 15%.
Level 6: Decreased from 45% to 17%.
Level 7: Decreased from 50% to 20%.
In the 9.5.2 updates, two items were added using random images as placeholders. These need to be fixed before we can merge into main.
Both of these are marked "TODO" within the items.ts
file.
For example, Hewn Logs recipe should produce HewnLog tag rather than the specific item HewnLogItem. This is because there are multiple recipes that use HewnLog tag as an ingredient rather than the specific item (HewnLogItem, SoftwoodHewnLogItem, etc.)
I believe the following items are affected by this, it was accidentally changed when the recipes were updated for 9.5. Any item which produces different variants is probably affected. (e.g. Softwood & Hardwood)
HewnLog
Boards
Lumber
CompositeLumber
AshlarStone
Display issue only, calculation still displayed with 5% reduction included
When selecting the Machinist spec, the Electric Machinist Table doesn't appear in the list, meaning the related recipes on the table that require Machinist labor also don't appear in the list. Both Glassworking and Industry correctly list the table however.
We first reazlied some mistake in Basic Circuits. Then I noticed Brick Fireplace, a much simpler craft.
Assuming clay cost is .25 and mortar is .3, iron bar is 1.75 with au4, my current setup.
A brick is .55 clay and 2.2 mortar = 0.79. tool says .73
A brick fireplace is 27.5 brick + 11 iron bar = assuming brick is .8, 41.25 total cost, tools says 71.44.
Right now this method just recalculates all output prices 10 times in a row (horribly inefficient). This is done to ensure dependent prices are guaranteed to be correct for other output recipes.
For example, if the output list has Iron Bar and Iron Pickaxe, we need to make sure the output price of Iron Bar is correct before using that price for the Iron Bar ingredient in the Iron Pickaxe recipe. Right now it is just brute forced. The goal should be an "OutputPriceCorrect" flag on each output recipe that is set to false when we need to recalculate prices, and is set to true if the price is calculated with only ingredients that are in the Inputs section, OR with ingredients in the Outputs section that have their OutputPriceCorrect flag already true.
New foods and outfits
E.g.
It would be nice to have it work similar to some tools for Satisfactory where you select the desired outcome and it tells you everything you need to get there and the various steps.
See https://www.satisfactorytools.com/production for example
We are a few guys who setup a ECO private server and tried to make som economy system.
When i use that with you calculator, upgrade module 3 gets lower prices than upgrade module 2.
https://ibb.co/Yt6Yshp
https://ibb.co/3dKvCLL
https://ibb.co/2jvHPyz
Hello, I was messing with your calculator and I really liked the idea of simplify all calculations to create stores. But now I'm a bit stuck because I don't quite understand how it works.
For example, if I have baking 7, and milling 7, and I want to create huckleberry pies. I will need fat* and other products.
This fat can be either tallow or oil. So wich of these 2 will the calculator use to output the price?
Because inicial price for tallow is different than oil.
Tallow with my values gives me 0,02 and to make oil for examplo from corn, I would need to have corn, to make cornmeal, that would give me cereal germ and with cereal germ I would then make the oil. But on the output side it doesn't give a cereal germ pricing and then I can't have a Oil recipe on the inpute side that would use this cereal germ pricing to calculate the global price of said oil that wil be used to make the Huckleberry Pie xD (bit of a mess I know)
Probably fit one column to the entire width of the screen below a certain size
As a user I wish to be able to share my calculator inputs and results with other people I am playing with.
To make this easier it would be nice to be able to export the locally stored cached data into a text file that I can send to other players.
Then,
As a user I wish to be able to take a text file and upload it to my version of eco-calc to receive the same local data as what was sent to me.
Possible problems/pitfalls:
Adding a profit percentage applies that profit to ingredient costs if they are outputs
Example: Setting 100% profit with oil drilling doubles the price of plastic. This doubled price is then used as an input cost for fiberglass, causing a much higher final price for Fiberglass than expected
There should be an option if the server has a non-standard CraftResourceModifier setting.
The localeData
definition seems to have 11 arrays in it, and each array contains identical values. If you open the locale-data.ts
file and ctrl+f for AcornItem
, you'll see what I'm talking about.
This file is 8.2MB, so if we can remove the duplicates the file should be reduced to about 0.75MB.
hi how we can change the eco calc version from 10.0.0 to 9.7.11 becaus the recipes are diffrent and its useless for the server now, pleas help and thanks
Percentage based profit setup works to some extend but had issues, same as adding flat amount to every item for profit. To allow players to choose one or the other would help players to price easily.
An example;
Someone chops trees, the trees are converted to hewn, the hewn is converted to lumber, the lumber to composite. Every step of the way a 10% profit is taken. Let's each step requires 10x the wood, Someone chopping trees would have to chop 1400 wood to afford a single composite. Meanwhile the people doing the table labor spit out their step for profit would only need to passively spit out 100 lumber or 1000 hewn.
Localization does not match with the in game spellings in Russian language
Hello, I dont understand at all how it work, I'm trying to figure out how many raw ressources I need to make some crafting table, but it's not clear how I can get this information, is there a tutorial somewhere or am I missing something ?
Here, I'm trying to figure out what I need to make a froth floatation cell for example, But I cant put a 1 in the text field
In my current run I've found myself opening the calculator in a incognito tab to check the prices of another player's profession so not wanting to mess with the saved data of my own carpentry numbers which got me thinking, having a feature such being able to save multiple different combinations and states would be very useful, so you can easily switch between different professions and not have to worry about your entered numbers being messed up by mixing together too many professions.
A better usage example would be where I have my own independent logging/carpentry business and use the calculator for that, while also teaming up with another player for a mining/smelting combo. Due to some of the carpentry recipes using Iron, if I was to add all four professions together to the calculator then things start to get very messy. Plus, it's also not ideal as I still want to calculate the input and output prices separately, as while I may not need to be buying nails myself due to working with a smelter who can make them for me, I still want to know what the sell price of them are to put them up in a shop for others to buy, as well as for price transparency.
The 'Art Supplies' and 'Easel' recipes that were introduced in 10.0.0 are not able to be searched for in the 'Outputs' recipe search/dropdown.
Items Added:
Items Modified:
Crop Seed
)Additionally, there were updates to Crab Pot
and Crushed Mixed Rock
, but neither the name nor nameID changed for either of these, so they should be fine. But it's good to double-check them.
Hosted site (Vercel) is complaining about bandwidth usage. Vast majority of bandwidth is loading the images, as expected.
To get around this, update the app to load images from the raw github content url (https://raw.githubusercontent.com/aritchie05/EcoCraftingTool/master/src/assets/img/) rather than from the site's files directly.
Steps to recreate:
Think its related to unmet item dependency. Probably need to switch from single array of items, to dependency tree or track array of item dependencies in each item to check if they exist in the items array, if they dont skip (or dont try to recalc)
Should probably add a setting dropdown with this option and craft cost multiplier #10
Something I've been thinking about for a good while is how useful the publicly hosted website is, but how it lacks the ability to have any modified recipes. Being an open source project I've been thinking of trying to run a self-hosted solution of the project,but my experience is limited where I need to rely on some kind of guide, however sparse it may be in order to get me started and I can always use Google to fill in the rest.
The instructions given in the readme only while I could follow them, seem to account for how to build the site from source for a development environment and not a hosted/usable one. While I don't ask or expect to have a detailed step by step guide as I imagine it to be a complex process, at the very least an outline of what dependencies would be required as I could then likely figure out the rest for myself.
Hello. First of all thank you for this amazing tool. I noticed that an item is missing in the inputs of the industry profession. Steel plate does not appear in the inputs so I wonder if the output calculations are correct. Thank you for taking the time to work on this tool. Merry Christmas to you :)
I'm aware the README states the app was built using Angular 10.0.5, but that's not the version in the package.json file.
It might be useful to outline some of the minimum requirements for the project, like the Node version required.
The calculator claims Composites makes MU4 (it makes MU3) and Electronics makes MU3 (it makes MU4).
I haven't found any glass recipe that uses quicklime
Title.
Also, we really need calorie cost upgrade from 9.5.
lvl 1 is 20% calorie reduction and then 5% per lvl until lvl 7 at 50% calorie reduction.
I am trying to use the calculator for my cooking store on a server. Trying to calculate specifically the cost of Vegetable soup.
It makes no logical sense for the soup to cost less than the medley.
Also, the only way to get the full benefit of the module and skill, is to do a run of 100 of the items. Is it possible to add the ability to select how many of the item you want to make, and give the individual cost of each item?
It would be nice if we could edit recipes on the website. A lot of servers make modifications to vanilla recipes by changing the input. I might push my luck, but it would also be nice if we could also add recipe ourself by making a selection of the type and amount of ingredient needed (that would help for modded stuff).
Beside that, I really love the platform and use it on every vanilla server where I play! Thanks a lot.
It would be nice if there was a check box option to forward the output price (with 0 markup) to the input price. Consider the butcher
Currently I have to change profit percentage to 0 to figure out how much scrap meat and raw meat cost me to make then change my profit percentage again (eg back to 50) after copying the values over.
This change could also make selecting multiple professions very manageable if there is any overlap in inputs and outputs
In some server, the values for upgrades are differents : Advanced upgrade 4 gives 80%. Is it possible to allow this configuration ?
I have noticed some recipes are outdated or missing. Various furniture recipes are missing. Recurve bow seems to think it takes steel ingots but it currently takes iron ingots, not steel. Have noticed charred mortar recipe seems to be missing, as well as the oil recipe that uses sunflower seeds.
Data should be updated to reflect 9.5.2.
Hey, I played the first time with the tool to calculate pricing for Fiberglass (Glassworks).
What I did was go from left to right: Upgrades->Input material. I then messed with the upgrade by removing them to see what influence there is. Put the upgrade back in and change input prices. Now fiberglass did not update correctly. When putting Sand up to 10 (which is very important for Fiberglas), Fiberglass still showed with 1.4 for my calculation.
I assume this is a general problem, not only to Fiberglass.
That means that calculation seems to be influenced by what you do at what point. That should not be the case. If anything updates -> Run the whole calculation again
The calculator has become bogged down after performing several operations, it hangs on deafly, the reboot does not give results.
I could be wrong, but I feel like I checked 20 times to make sure I wasn't going crazy, but it seems like the cloth recipe is set to 6 fiber per cloth whereas in game it's 9 fiber per cloth. Please advise if I'm crazy, misreading, or game files (the wiki which I'm guessing where it's ported from?) are wrong to which the calculator is wrong. Thanks
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