Posts Tagged ‘planetary interaction

12
Sep
13

RubyPI, an EVE Online Planetary Interaction Tool

From Reddit:

I’m very proud to present you with the first beta release of RubyPI, a planetary interaction program like EFT or PyFA.

Awesome Features:

  • Create, edit, delete planets like some kind of demigod
  • Force planet laborers to create buildings and links for you
  • Spawn products inside buildings or expedited transfer them with fewer clicks than TQ
  • Set POCO tax rates and import/export products to launchpads with built-in tax calculations
  • See at a glance what each planet is producing
  • Share your PI configurations with your friends using the YAML import and export
  • Open source

How do I get it?

All the details are at the GitHub project page. Please report any bugs or feature requests there.

https://github.com/andrewd18/rubypi

Dev Comments:

Let’s face it. Planetary Interaction is a good, steady moneymaker, but damn it’s painful to set up and maintain. I’ve been thinking long and hard about this problem and I finally decided that I could contribute best to the community (and work on my Ruby skills) by creating an out-of-game application for building and testing PI layouts.

This release, 0.1.0, is a beta; I’ve been testing it quietly with my corpmates for a few months. There’s a lot more features to come, but I think it’s ready for day to day use. While I can’t promise it won’t melt all your Rifters, I’m fairly confident it will work on whatever OS you prefer.

If anyone has the desire to do testing and bug reporting for OSX, that’s the one operating system I don’t have reliable access to.

Can I Throw You Some ISK?

ISK donations can be sent to “Biterno Sintaph”.

Very, very nice work.

16
Aug
13

Berial’s Planetary Interaction Bible

PDF here

07
Dec
11

Nice Customs office you got there…

… Be a shame if it got destroyed…

I logged on last night to discover that another corp had erected a customs office on a low-sec planet that a couple of alliance-mates use for PI.

That wouldn’t have been a problem, except that the taxes were absurdly high, and if it’s one thing that rankles, it’s giving money to other people.

My CEO had a polite chat with the corp that anchored the POCO, which can be summarised by these options:

  1. Lower the tax rate, or
  2. Watch it burn

then we reinforced it to demonstrate the gravity of our request.

I’m happy to report that the situation has now been resolved satisfactorily.

Low-sec: a lot more like Mafia Wars than you’d think.

02
Dec
11

Post-Crucible Planetary Interaction

Since the release of Crucible, the changes to planetary interaction prices have been profound, especially for high-sec manufacturing. In short, they’re rising about 12%, but more detailed analysis is available here:

The official CCP response is:
I come bearing news about tax rates from CCP Omen and Team Pi:—

The higher PI taxes are deliberate.

We have gotten a fair amount of petitions regarding high taxes for PI goods. We want to take a moment and assure you that it is deliberate and explain why.

The taxes that were introduced with the PI feature in Tyrannis did not change as the market value for PI goods went up significantly. This meant that until recently, PI industrialists have enjoyed profit margins of up about 99% without much risk.

With the Player Owned Customs Office feature we are changing how PI products come to the market and we are encouraging players to own and operate these offices. With the old tax levels it would be nearly unfeasible to operate a Customs Office and most of our goals with the feature were at risk of being missed.

By repairing the taxes to be… a) Based on market value and b) Player set, we now have a foundation for a much more interesting feature that we believe will create many opportunities in New Eden.

For more information please see the EVElopedia article for the Player Owned Customs Office:http://wiki.eveonline.com/en/wiki/CustomsOffice

Regards
CCP Omen on behalf of team Pi

14
Sep
11

Highsec Planetary Manufacturing Explained

I’m in between alliances at the moment and enjoying a vacation in high-sec space. In between resisting the urge to tackle neutral freighters on gates, I have been experimenting with planetary interaction.

Drill, Baby, Drill. Or not

The terribly low extraction rates I can get in High-sec is quite depressing. No more extracting 55k units of P0 per planet per hour for me. However, there is a handy market I can buy stuff from, so maybe there’s profit to be made from processing P0 or P1 materials to higher levels.

Market Research

The first thing to do is to check the market’s price history. It would be quite embarrassing to find a great opportunity, only to find it was a short-lived market manipulation or demand spike! A while back, Wyke Mossari made some spreadsheets with 60-day price history, pulled from the now-defunct Eve Metrics site. I fixed them up to use a different data source and set the region to The Forge (i.e. Jita), so you can easily see whether the price is stable or not:

What to Make

Which PI to manufacture changes from week to week, which I imagine is part of the fun. For the purpose of my initial test run, I chose a P3 that my spreadsheeting skills told me would make a profit, and bought the P2 required to make it. I only bought enough for a few days, in case I turn out to be terrible at math.

Setting up shop

So, I figured I’d start with one planet and see how it goes. I have Command Center Upgrades IV, which allow me to squeeze in a bunch of advanced industry facilities and a few spaceports, provided the planet is smaller than about 5000km in diameter. If I had CC Upgrades V, I probably would install a fourth spaceport instead of more extractors, since I can’t go a full 48 hours without running out of input material. If you’re after a more passive income stream, you can go big on the silos and spaceports so that you only have to check it once a week.

I call it LV-426 Terraforming Colony. What could possibly go wrong?

Cue Elevator Music

Each advanced industry facility takes an hour to process five(5)  P2 or three(3) P3 materials. The planet above is configured to use 9120 P2s per day and produce 1368 P3. Each spaceport can hold about 6000 P2s, so I run out every 2 days (although I cheat by storing a bunch of P2 in the customs office so I can fly by and top the spaceports up on my way to market)

Does it scale?

To a certain extent. You can add more planets to theoretically pull in six times the profit (or more realistically, only triple it), but you’re probably better off making different stuff on each planet so as not to destabilise the market.  Past that, I guess you’ll need an alt or three.

More to the point, there’s not really a way to get extra income by putting in more time, unlike mining or killing NPCs – it’s just some nice, semi-passive bonus income if you’re able to take advantage of a local market.

Summed up

A week or so later, I’ve gone through something like 70 000 P2 items and turned them into a fairly large amount of P3, which I sold to buy orders (the buy/sell spread was small). I’m now richer by 80 million isk, less transaction fees and duties, so let’s say 10 million isk per day profit. That’s not awesome compared to what an accomplished station trader can rake in, but considering this only takes 250k skill points to achieve, it’s quite impressive isk for a new character.

Considering my Eve time is at a premium right now, I think this is a good ‘during the week’ income stream that doesn’t use much time, so I can spend the weekend losing ships without worrying about paying for replacements.

Post-Crucible Update

Since the advent of player-owned customs offices, high-sec manufacturing is still profitable (prices just rose 10% instead). If you want greater profits, you can set up in low-sec, which will add 9% to your profit margin.