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du-industry-tool's Issues

Missing Talents?

You are missing Intermediary Parts Productivity, Basic, uncommon and advanced. This will add +1 per level so +5 items per craft time. This should correct the issue I see in Pricing.

material Quantity issue

Example:
T1 Silumin Product: 10,000.00 L

For 1 Basic Container L?

looks to be about 10x 1 Basic Container L uses about 1,050 Liters

More options?

Kindly request the following options:

  1. Exclude industry cost (so that the full cost of the required industry is not factored into the cost of a single output unit)
  2. "bulk price" - Figure cost to make 1000 then divide by 1000 - smooths out cost of industry and schematics
  3. Allow for manual ore price input (presuming this isn't magic with dynamic real-time pricing)
  4. Allow for skill levels to be input

Goal: Create a tool that can be used by an industrialist to figure a fair price for their products.

Nice to have: Time spent making components - helps budding industrialist optimize initial infrastructure investments for greatest time savings.

Inspiration: https://du-craft.net/ (now an abandoned project)

Feature Request - Talent Input

Could there be a way to add Talents not manually? I don't believe there is a method to export them without using something like OCR but maybe (hopefully) someone knows a way

Talents are constantly changing daily(Weekly?) for productions and its a bit challenging to keep them up to date.

Let's talk naming for a moment, Can we get maybe two options inside Talent Input one for how it is but the other for how it appears ingame (maybe tabs?)
Alphabetically makes sense - certainly

But when comparing to ingame trying to manually update your talents could we have a box that maybe aligns them similarly

e.g
Fuel Productivity's into Fuel Refining, transitions into Basic Ore Refining then productivity - so it becomes a bit easier to follow / track

Also naming things the same, it's incredibly inconsistent right now.

e.g
Copper ore refining -> Pure Copper Ore refining
yet Steel Product Refining = Steel Product Refining

We don't call it "Basic Steel Product Refining"

There is also some that are cut-off i.e "Calcium Reinforced Copper Product"
image
I'm left to guess that productivity is on top and refining is on bottom (Calcium example attached)
I don't believe this to be a me issue, window is maximized both in width & height, but on a W10 machine current version just for reference.

Talent's for schematic(s) are not represented - Last update appears to be 4 months ago, but in January patch new skills were added to reduce Schematic costs

There is a way to manually update schematic "values" - but that seems incredibly manual, too..

Probably hard enhancement requests

First, 0.8.1 is really cool. Great work. I really love the Production List tool.

Two long term enhancement request, and one mid term one:

  1. First the easy one: Please add, perhaps on Github, some documentation on how to set ore prices.

  2. Long term - requested as an aid to growing up as an industrialist
    A) Optionally add production times to Pure's, Products, etc. This should, ideally, including both industry and nanopack times for those things that can be produced in the nanopack. Goal of this request is to help starting industrialist to prioritize which industries they should add first, with the obvious goal of reducing their final time to manufacturing. This is a feature of du-craft.net (so not critical, but given that tool is EOL, would be nice-to-have). As an example, for a Basic Mining Unit L, Basic Pipe is shown as taking over 3 hours, and Basic Hydraulics over 2 hours. Most everything else is under 30 minutes. Given this information, my first industry would be a metalworks to make Basic Pipe and my Second a metalworks to make Basic Hydraulics. Note that nanopack times for those things that can be crafted in one are oddly lower than industrial times, but of course, you only have a single nanopack (as of RC1.0). I'm requesting this optionally since it might clutter up the screen a bit.
    B) Optionally add a depreciation cost for the industries used. This could become complicated, but perhaps some (settable?) defaults could be used such as 10,000 units of production for Tier 1 items, 2500 units for production of Tier 2... 10 units for production of Tier 5 units. To be clear this would be the sum of the depreciated cost of each industry used to make the requested product and would complicate the math quite a bit. The potential delay in a response and that some may consider their factories fully depreciated is why I'm asking for this to be optional. Again, using the Basic Mining Unit L as a simple example, the cost of (4) refiners for the Tier 1 ores (no schematic cost since they are Tier 1), (4) smelters, (1) electronic (connector), 1 3d printer (fixation), etc. would be calculated. This feature would go a long way towards helping establish "fair" pricing for products. Something critical in the early days of the game. It might also help us argue with NQ if any bots are selling items below true manufacturing cost. One nice feature would be to be able to set a default "mark up" price and have that added to the calculation. E.g. 20%

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