Iāve moved this under the same domain as the rest of my stuff Boundless Pricer
The old address will continue to work until further notice too.
Version 0.7 Changelog
Added the ability to set prices for intermediate items. The calculations will use the hierarchically top item that has a price larger than 0 set.
Added keyboard navigation the the search results.
Power requirements for recipes are shown next to the machine name.
The cart quantities can be manually entered to enable decimal points. There were some floating point errors here, Iāve tried my best to account for them but if your quantity bugs out let me know how to reproduce it and Iāll try to fix it.
Hovering over an item in the recipe tree now highlights the item row and the items needed to craft it.
Removed BTN auto-pricing since itās not going to be fixed.
Added buttons to set the quantity to commonly used amounts (a single mass craft, and a smart stack)
edit: Somehow some files were reverted to a previous version, should work as intended now.
It works, but I havenāt got spark cost in there. So many sources of spark so how do you define the price. I was planning on showing the amount of spark used, but even that is dependent on coils, so it gets pretty complicated.
Added BUTT integration, shows top 10 price results for the item
edit: Realised my WIP crafting time/spark column is also there. Theyāre just the base values as we still donāt know the formula for how coils affect these.
Thereās probably bugs so yeah, keep them coming. I wasnāt sure what fuel speed modifiers there are, I havenāt used the enriched or infused stuff, do those go higher than 2x?
Oh and for spark calculations, the program ignores the sand recipe. I couldnāt find a neat way to make skipping it configurable I hope the vast majority are like me and not cracking their sand from rock.
Yes @DKPuncherello, you should probably switch to using sticks instead
Alright ppl I have a problem, I canāt find a way to take the spark value in to account when calculating the fuel price, if crafting that fuel requires spark. Cause if you select a fuel, itāll change the spark price obviously, but if that fuel requires spark to craft, the spark price change will affect the price of that fuel. If you select the same fuel again with the new price, itāll again affect the spark price thus changing the price of that fuel. Repeat to infinityā¦
Idk if that can be solved. Now the fuel value just ignores the spark used in crafting it It still changes the net spark gain, but that spark loss isnāt added to the cost.
Am I stypid, Is it that simple? Iām already using net spark gains in the calculations. Now that you say it like that yeah I guess the spark used is already accounted for
Hey Mayumichi ā¦ .really like your website, use it all the time! however, I did find what i think is a bug with it. itās hard to explain, so Iāll list how to reproduceā¦
select Fresh Vital Essense
select āRaw Prime meatā (or any of the items from the drop down seems to have the issue)
enter ā0.1ā ā¦ and work your way up to 0.2, 0.3, etcā¦ the price increases as expected.
however, once you get to 1.0 ā¦ anything from 1.0 to 1.8 doesnāt changeā¦ then 1.9 jumps way up in price. so seems like the calculation for 1.X is failing. not sure of other sub values.
The decimal places have been problematic since they didnāt exist in-game when the site was made. In many places the price is rounded down, I kind of hacked the < 1c prices to ignore it. The main issue is around import taxes for request baskets, since the price in-game is rounded down as well. Fractional prices in-game are in general an odd ball, since your wallet canāt have cents in it, all the transactions are rounded some way.
I wasnāt really sure how to reflect this in the calculations, Iām not even 100% sure how it works in-game tbh.