# Useful bits and pieces – Eve SDE

Once you get comfortable with the CCP way of doing things, the SDE isn’t too bad to work with. You’ll have to dig around in it to get some of the numbers you want, and sometimes it’s the opposite way round from what you’d expect, but it’s not too bad, most of the time. Here are a few more useful snippets for getting information on things.

# Eve SDE SQL – Blueprint Details – Part 2

I covered the basics of Blueprint details from the SDE back in my last post, which covers most of what people actually want to know. There are a few extra bits which the more dedicated coders will want. They’re simple enough to work out, but it’s time you might not want to have to look at. Consider this a round up post.

## Perfect Blueprints

Perfecting blueprints is, in many cases, a waste of time. You want ‘good enough’, rather than perfect. It’s also unattainable for some. A Raven would take you over 4 million days to perfect. And half of that time (or so) would be to save a single Trit.

I don’t have a formula for a ‘good enough’ level. It’s very dependent on the types of materials being used. The Formula for perfect, for each material, is:

$floor(Quantity*(\frac{(\frac{Waste Factor}{100})}{0.5})$

If you want the perfect for an entire blueprint, pick the material with the highest quantity.

As before, the Waste Factor comes out of invBlueprintTypes.

## Production Times

More details from invTypeBlueprints.

If the PE of the blueprint is 0 or above, the total time in seconds is:

$productionTime*(1-(\frac{productivityModifier}{productionTime}*\frac{Blueprint PE}{1+Blueprint PE}))$

If the PE of the blueprint below 0, the total time in seconds is:
$productionTime*(1-(\frac{productivityModifier}{productionTime}*(Blueprint PE-1))$

$Time from Above * (1 - (0.04 * Industry))$

So to recap, the time in the database is the maximum time it’ll take to manufacture something (assuming it’s not a negative PE), with everything else reducing the time. The changes also fall off rapidly. PE beyond 5 or so is often worthless.

## Materials to invent off of something

select t.typeid,t.typeName, r.quantity
from ramTypeRequirements r,invTypes t,invBlueprintTypes bt
where r.requiredTypeID = t.typeID
and r.typeID = bt.blueprintTypeID
and r.activityID = 8
and bt.productTypeID=?;


The bind variable is what you’re making. You could simplify the query if you had the blueprint ID already, eliminating the join to invBlueprintTypes, going straight to ramTypeRequirements. It’s possible to pull the damage too, but the SDE currently says the Interface is used up.

If you want to eliminate the interface from the pulled materials, use this sql. It’s eliminating interface, by ignoring the group it belongs to. To pull just Interface, then turn the != into a =

select invTypes.typeid,invTypes.typename,ramTypeRequirements.quantity
from ramTypeRequirements,invBlueprintTypes,invTypes
where producttypeid=?
and ramTypeRequirements.typeid=invBlueprintTypes.blueprintTypeID
and activityid=8
and invTypes.typeid=requiredTypeID
and groupid !=716;


## Skills to manufacture something

select t.typeName Name, r.quantity Quantity
from ramTypeRequirements r,invTypes t,invBlueprintTypes bt,invGroups g
where r.requiredTypeID = t.typeID
and r.typeID = bt.blueprintTypeID
and r.activityID = 1
and bt.productTypeID=?
and g.categoryID = 16
and t.groupID = g.groupID


The bind variable is what you’re making. You could simplify the query if you had the blueprint ID already, eliminating the join to invBlueprintTypes, going straight to ramTypeRequirements.

## Skills to invent something

This is a little bit of a pain. The skills are tied to the datacores and interface, rather than the job. Specifically they’re in dgmTypeAttributes, under the attributeIDs of 182 for the skill, and 277 for the level of the skill. As they’re done that way, pulling it with a single sql query is somewhat difficult, with a pivot table required (use if conditions, along with a max, then group them). When I’ve done it, I’ve just used 2 queries, and handled the pivoting in the code.

### The skills

select t.typeid,t.typeName skill,r.requiredTypeID
from ramTypeRequirements r,invTypes t,invBlueprintTypes bt,
dgmTypeAttributes dta
where coalesce(dta.valueInt,dta.valueFloat)= t.typeID
and r.typeID = bt.blueprintTypeID
and r.activityID = 8
and bt.productTypeID=?
and dta.typeid=r.requiredTypeID
and attributeID=182


The requiredTypeID refers to material you need the skill for. In this case, datacores and interfaces. Everything else is the skill.
The bind is what you’re making.

### The skill levels

select r.requiredTypeID,coalesce(dta.valueInt,dta.valueFloat) level
from ramTypeRequirements r,invBlueprintTypes bt,dgmTypeAttributes dta
where r.typeID = bt.blueprintTypeID
and r.activityID = 8
and bt.productTypeID=587
and dta.typeid=r.requiredTypeID
and attributeID=277


The requiredTypeID refers to material you need the skill for. Level is the minimum level for the skill.

In the previous 2 queries you’ll have seen the use of coalesce. That’s because CCP seem to have had trouble deciding which to store the value in. It’s normally the valueInt, but not always.

## Research times

researchMaterialTime and researchProductivityTime are straight out of invBlueprintTypes.

### Material Efficency research

Per level:
$researchMaterialTime*(1-(Your Metallurgy*0.05))$

### Productivity Level research

Per level:
$researchProductivityTime *(1-(Your Research*0.05))$

Times are all in seconds.

## Getting Basic Blueprint Information

select productionTime,wasteFactor,productivityModifier,researchProductivityTime,researchMaterialTime
from invBlueprintTypes
where productTypeID=?;


This is most of the information needed in previous equations.

## Is this obtainable through invention?

select parentTypeID
from invMetaTypes
where typeid=?
and metaGroupID=2


This will only return a result if you can invent the blueprint from another one. The parentTypeID is the typeid of the original type. Such as a rifter, if you’re looking at a wolf.

## Chance to invent

This isn’t actually in the SDE. However, I found some handy sql to stick it into an table you can use for lookups. The type id is that of the product, rather than the blueprint.

create table inventionChance(typeid int,chance float);

insert into inventionChance (typeid,chance)
select typeid,CASE
WHEN t.groupID IN (419,27) OR t.typeID = 17476
THEN 0.20
WHEN t.groupID IN (26,28) OR t.typeID = 17478
THEN 0.25
WHEN t.groupID IN (25,420,513) OR t.typeID = 17480
THEN 0.30
WHEN EXISTS (SELECT * FROM eve.invMetaTypes WHERE parentTypeID = t.typeID AND metaGroupID = 2)
THEN 0.40
ELSE 0.00
end
from eve.invTypes t,eve.invBlueprintTypes b where b.producttypeid=t.typeid;


That’s everything for now. I’ll cover how I deal with price data in a later post, but it’s a little more involved, as I’m taking it all from EMDR‘s firehose, and depending on memcache.

# Eve SDE SQL – Blueprint Details

As you may know, I’m the ‘author’ of one of the blueprint calculators that some people use in EVE Online. The one at http://www.fuzzwork.co.uk/blueprints/

If you didn’t know that, how did you get here? 😉

Anyway, it’s not uncommon to see people asking how to get the materials for building something out of the Static Data Export; and as such, I thought I’d write up a post here that I can direct people to. Oh, and if you’re looking for the code for the blueprint calculator, take a look at https://github.com/fuzzysteve/eve-blueprint-calc It’s mostly up to date, just missing a few twiddly bits.

# The SQL

Now for the meat of this post. Being able to run this SQL is dependent on having a copy of the SDE up and running. If you’re using anything other than mysql, postgresql or oracle, you may have problems with the greatest function, in the first bit of sql. replace it with a case statement. You’re wanting to return 0, if the value is negative.

select typeid,name,greatest(0,sum(quantity)) quantity from (
select invTypes.typeid typeid,invTypes.typeName name,quantity
from invTypes,invTypeMaterials
where invTypeMaterials.materialTypeID=invTypes.typeID
and invTypeMaterials.TypeID=?
union
select invTypes.typeid typeid,invTypes.typeName name,
invTypeMaterials.quantity*r.quantity*-1 quantity
from invTypes,invTypeMaterials,ramTypeRequirements r,invBlueprintTypes bt
where invTypeMaterials.materialTypeID=invTypes.typeID
and invTypeMaterials.TypeID =r.requiredTypeID
and r.typeID = bt.blueprintTypeID
and r.activityID = 1 and bt.productTypeID=? and r.recycle=1
) t group by typeid,name
SELECT t.typeName tn, r.quantity qn, r.damagePerJob dmg,t.typeID typeid
FROM ramTypeRequirements r,invTypes t,invBlueprintTypes bt,invGroups g
where r.requiredTypeID = t.typeID and r.typeID = bt.blueprintTypeID
and r.activityID = 1 and bt.productTypeID=? and g.categoryID != 16
and t.groupID = g.groupID

## Notes

There are three bind variables in total, two in the first, one in the second. These are all the same value, the typeid of the item being manufactured. You could just replace them, but bind variables are your friend. Learn how to use them, and love them. People that do string replacement are asking for trouble. PHP has PDO, Perl has DBI, Python has DB-API, Java has JDBC. They all support bind variables.

The reason for the two queries is that CCP have split the materials into those affected by ME, which are also recovered when you recycle it (the base materials), and those which aren’t affected (the extra materials). The base materials query here doesn’t return the materials recovered, but that’s due to the removal of materials which are marked as recyclable in the extra materials.

# Extra Credit

The queries above only give you the materials for a perfect blueprint. It’s rare that you actually have one, so you’ll need to take ME and Production Efficiency into account as well. The waste factor referred to in the formulas is that one that’s defined in invBlueprintTypes. Perfect is the number of the materials defined by the above queries.

If your ME is 0 or greater, then for each material in your base materials: $round(Perfect + (Perfect * \frac{(\frac{Waste Factor}{ME of Blueprint+1})}{100}))$

If your ME is less than 0, then for each material in your base materials: $round(Perfect + (Perfect * (\frac{Waste Factor}{100}*(1-ME of Blueprint))))$

If your production efficiency is less than 5, then you also need to add $(Perfect*(0.25-(0.05*Production Efficiency)))$ to your materials. You only do this for:

• Base materials
• Extra materials that also appear in the base materials

If it’s 5, you’re adding a number that’s been multiplied by 0. You may wish to do this for completeness, or so that your code works for more than just your main producer.

That’s it for now. If you have any questions, feel free to ask here, or in Eve.