The Pickle's Sheet of Things! With suggestions/issues that might be worth updating

Made a blank version of the sheet that I use with the eve excel addon, please feel free to grab a copy and check it out. Free for people to tweak, modify, make better to fit your needs, desires, and goal.
It’s taken a few months to put together. but currently the sheet supports, multiple character being logged in. Wallet, Industry job, Market Order, Skill point tracking for a selected character. It also include a character asset group type search, as well as item price lookup. Recently I was able to add a Character Blueprint search and view function (you get to see material numbers costs, and the average prices of input and output materials.
Again feel free to pull a copy and play around with the sheet. I’m always looking to make updates and push new features

Some suggestions for the Dev’s on some things to expand/make easier:
Blueprints, Both .Character_blueprints() and .blueprints();
First with character_blueprint, its great for pulling stats for the BP’s that you have but there is no functionality to view the manufacturing of the item. Currently, you have to pull down all player owned BP’s, add a column for TYPE ID, you can then use =eveonline.blueprints() to pull up the workable version of the information. These version do not have ME, TE, or BPO/BPC indication. This leads to potentially spotty math functions that may not be accurate unless you do lot more error checking and rounding. I ended up having to have the potential values of a bp’s TE and ME be a manual setting along with additional output fields that I can only list as estimates. I understand that with different stations bonuses there will be additional changes to these values but I would like to see something at least closer to the actual margins I should be seeing on the back end of manufacturing.
so can we either get the .character_blueprints() to be expanded with some of the same functionality of the blueprints() or have blueprints expanded to include optional arguments such as: TE, ME, Station bonuses(maybe, at the very least make me go find the numbers to punch in).

The next few are tied together as I overall fought with them the most outside of the BP searches and functionality.
Systems
if you look up a region, expand to show the constellations and then expand further to view the systems, why are they just ID’s??!?!! now I have to go perform another lookup and match based off a blank .searchsolarsystem() return with expanded ID’s, can the system names just be listed. we can then split the results and reference system ids easily in a method that matches how the .searchsolarsystem() function works currently? so much easier to perform =.id than it is potentially multiple vlookups.

Stations
Player owned stations do not return results with the .station() function. Please add them in. They are in the system. I am unable to find an easy way to pull a station ID outside of having my own assets in the station to facilitate the assets search function. its painful, please update. I also found that sometimes an ID will not work for a npc station so you might want to check that out.

Item price lookup
Generally the universe average is close enough for me when manufacturing. but the region and station specific modules could use some love. especially with null sec and low sec player stations. the issue is similar to the .stationsearch() function. player owned stations are not usable currently and I have to have separate functions to pull very similar data I go from using .type() functions to also using .market_order_stats() or .market_structure_orders() functions to get a realistic view of what an item might go for out here in null. I would also add that the .market_order_stats() and .market_structure_orders() does occasionally just outright miss prices for items in stations and will return errors for a specific items buy or sell prices.

Stats related to ships could use some expansion. I would like to see potentially jump ranges, fuel costs or other stats for a selected ship.

That’s all that I can think of after a short night of sleep and several months building out my sheet of things for EVE. I will say that a lot of the updates that have been made have made the sheet better and I look forward to updates to functionality in the future.

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Thanks for sharing this with the community.

I’ve added some comments to your feedback and will try and get any changes we can feasibly implement into the next patch. (stationsearch function mostly)

If the returned blueprints from the corp/character_blueprints is < 500 entries you get a field called blueprint_data that is the same data .blueprint for the type_id returns.

This was done so blueprint collectors could still use this function with the addin, as there was simply too much data being added when it’s always being returned, even for excel desktop, that would essentially have excel run out of memory.

Best way is to use the search string to search for a subset of character_blueprints and use their .blueprint_data if needed, since the <500 number is based on the final output the function returns, but it’s just going to be unbonused.

We don’t have any plans for adding ME/TE/Rigs parameters or logic to the blueprints functions.

This is currently like it is now due to how bloated the data gets. It used to be a full tree but it broke multiple things in excel web that were showing a region card.

We’ll see if we can’t make it at least write the name out. Shouldn’t add too much bloat to the payload.

Structures require a signed in character for fetching data, even if it is a public structure.
The .STRUCTURE function will give you that data provided at least one character is signed in, and if it’s a private structure it’s possible to specify what character to use for the access token.

Structure search is possible, and on the esi parity backlog, through the search endpoint via a logged in character but hasn’t been implemented as it needs to be made in a slightly more robust way to prevent accidental usage that could trigger an esi ban if a user would create, either knowingly or by accident, something that would look like they are scraping for player structures.

Do you have an ID I can look at? The stationlist is from the SDE files.

Dogma is done via the dogma SDE files from fuzzworks, .TYPE(type_id, TRUE).dogma will return the array. Jump Drive Consumption Amount, Max jump range, Jump Drive Capacitor Need are in the dogma (fx. for Archon) but the values are most likely just base values and need some knowledge to convert and add players skills to.

You can also use .market_structure_orders_stats()

You can find stations by searching for the solarsystem and that will include a .stations array (.SEARCHSOLARSYSTEM and .SOLARSYSTEM are the only function that return this array for performance reasons.

But due to how often this has come up recently we’ll get a seperator function added for this, similar to regions/solarsystems. It’s been requested enough by now!

Sorry for the long post clogging up the thread but wanted to answer as much as I could!

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I ended up using structure orders for player owned stations and market order stats for npc stations. seems to work most of the time.

I will look at an older version of the file and try to recreate again. I have updated the region lookup page of my document I pull the stations via the systems.stations function.
I look forward to the system search are solar system will get looked at. I wont have to keep updated copies of fuzzworks dumps any more.

When it comes to blueprints I have over 2K blue prints, I might to see about to front end filtering before running the search, at least for the open version to make it simpler for people.

Thanks for the response. Look forward to trying out some of the suggestions.

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Sheet seems to have completely broken with the API v1.5 update

I’m getting some external workbook errors, but most things seem to work. Anything in particular that didn’t load proper you can pinpoint, or was it perhaps the _xlduf_something function binding in every cell - error?