Shopkeeper's Price Calculator / Recipe Browser

It works, but I haven’t 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.

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No worries. As long as the recipes are right, I can add spark manually. Thanks a lot!

Xmas recipes are in :smile:

Added BUTT integration, shows top 10 price results for the item :slight_smile:

edit: Realised my WIP crafting time/spark column is also there. They’re just the base values as we still don’t know the formula for how coils affect these.

image

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Great addition!

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Version 0.9 changelog

  • Added spark value calculations
  • Added various speed and spark modifiers, still missing the power formula so that’s a major missing component (Power spark/time reduction, math wizards assemble 📈) Oh well, better than nothing :slight_smile:
  • Moved most settings behind the settings menu
  • Added a spark value summary with different spark sources for you to select from, opened with the spark button next to the settings.

There’s probably bugs so yeah, keep them coming. I wasn’t sure what fuel speed modifiers there are, I haven’t used the enriched or infused stuff, do those go higher than 2x?

Oh and for spark calculations, the program ignores the sand recipe. I couldn’t find a neat way to make skipping it configurable :confused: I hope the vast majority are like me and not cracking their sand from rock.

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So all this time I guess I’ve been overpaying for spark by using kindling shreds huh?

Yes @DKPuncherello, you should probably switch to using sticks instead :smiley:

Alright ppl I have a problem, I can’t 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, it’ll 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, it’ll again affect the spark price thus changing the price of that fuel. Repeat to infinity…

Idk if that can be solved. Now the fuel value just ignores the spark used in crafting it :woman_shrugging: It still changes the net spark gain, but that spark loss isn’t added to the cost.

Chicken or the egg problem haha
I suppose we all started with soft coal. But it’s been a VERY long time.

Maybe I misunderstand the problem but here’s what I do in my spreadsheet. Calculate how much spark 1 peat produces if you compact it before burning.

Spark / 1 compact peat => 500
1 mass craft requires 180 peat and 1169 spark and produces 25 compact peat.

Therefore:

(500 * 25 - 1169) / 180 = 62.95 spark / peat (if compacted first)

Now just use the price of peat and 62.95 spark.

So you do the same as me atm and don’t value that 1169 spark used to craft the compact peat?

180 peat produce (25*500) 12500 spark, which is 69.44 spark per peat (12500 / 180).

But I value a peat only as 62.95 spark, which is 6.5 spark less per peat (because 180 * 6.5 ~ 1169).

Instead of adding a cost for these 1169 spark, I just reduce the produced spark by 1169 per mass craft.

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Am I stypid, Is it that simple? I’m 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 :stuck_out_tongue_closed_eyes:

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Unless you use peat in your furnace and coal in your spark generator and want to calculate how much compact peat costs after compacting it with coal. :slight_smile:

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Hey Mayumichi … .really like your website, use it all the time! however, I did find what i think is a bug with it. it’s hard to explain, so I’ll list how to reproduce…

  1. select Fresh Vital Essense
  2. select “Raw Prime meat” (or any of the items from the drop down seems to have the issue)
  3. enter “0.1” … and work your way up to 0.2, 0.3, etc… the price increases as expected.
  4. however, once you get to 1.0 … anything from 1.0 to 1.8 doesn’t change… 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 didn’t 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 can’t have cents in it, all the transactions are rounded some way.

I wasn’t really sure how to reflect this in the calculations, I’m not even 100% sure how it works in-game tbh.

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I think 1 coin is value of 100 now in game.
edit: because after decimal update boundlesstrading site had prices x100.

Yes the internal representation is an integer and had two zeroes added to it, but it doesn’t affect the rounding I think?

Yeah, sorry I reply without reading properly.
I have understood that prices are rounded up from total sum. I think there were something reading on patch notes when this did come to game.

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from my tests in game… it rounds UP for to the closest whole number when buying an item, unless you are buying multiple…then it seems to calculate correctly.

Example 1 ::

  • item up for sale for 0.6
  • if you buy 1, it does equal to CEILING(0.6) which equals 1c
  • if you buy 3, it does equal to CEILING(0.6 *3) … 0.6 * 3 is 1.8 . .but you are charged 2.0
  • if you buy 10 of the same item, if does equal to CEILING (0.6 * 10) … 0.6 * 5 is 6… so no rounding after needed.

tested on live and test servers. not sure if this helps. seems to be that it does the math correctly, but then does a rounding up based on the final amount.