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Releases: beulea/eve-industry-releases

Beulea's Eve Industry v0.2.10

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@beulea beulea released this 26 Jul 20:27

Added

  • Job notifications. While the app is open it watches your whole roster's
    industry jobs and raises a system notification the moment one finishes —
    "Sabre ×5 ready to deliver — Beulea". Works across all logged-in characters,
    never replays old jobs on startup, and can be turned off in the character
    menu (Job notifications).
  • Reaction times & slot planning (player request): every step in the
    reaction plan shows its job length, and the plan sums it up — total slot-time,
    the dependency floor (critical path), and how long YOUR reaction slots
    (1 + Mass Reactions + Advanced Mass Reactions, from your imported skills)
    take to run the whole chain. Times use your Reactions skill (−4%/level), the
    Tatara's −25% bonus and your fitted reactor Time Efficiency rigs — which were
    in the rig picker but didn't move a number until now.

Beulea's Eve Industry v0.2.9

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@beulea beulea released this 23 Jul 16:33

Added

  • Triglavian invention priced honestly (Vedmak → Ikitursa and friends):
    when the T1 line has no BPO and copies only exist on contracts, the Invention
    tab now asks what you pay per copy — each attempt burns one run of it, and
    that cost flows into every number (per attempt, per BPC, per run, profit).
    Previously the consumed copy was silently treated as free, overstating T2
    Triglavian profits by tens of millions per hull. The Profitable scanner and
    Favorites use the saved copy price too, and mark the lines you haven't
    priced yet with a warning instead of quietly showing free-copy profit.

Beulea's Eve Industry v0.2.8

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@beulea beulea released this 22 Jul 18:03

Fixed

  • The Build materials table no longer needs a horizontal scrollbar on a
    maximized window: big ISK amounts drop the cents (they were pure noise at
    millions — cheap items like ammo keep their decimals), and the price inputs
    slimmed down. Applies to every dense table.

Added

  • Component TE joins Component ME in the config panel (player request):
    the TE assumed for your intermediate component blueprints now drives their
    build time — component jobs were previously costed at TE 0, overstating
    build time by up to 20% and understating ISK/hr and how much fits in your
    queue. Existing setups get the fully-researched default (TE 20)
    automatically.
  • Citadels as manufacturing facilities. Astrahus, Fortizar and Keepstar join
    the structure list — they manufacture and fit engineering rigs, but carry no
    built-in industry bonuses (that's the game's design, and now the calculator's
    too). Previously you had to misrepresent a citadel as a Raitaru (inheriting
    bonuses it doesn't have) or an NPC station (losing your rigs).

Beulea's Eve Industry v0.2.7

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@beulea beulea released this 22 Jul 14:33

Added

  • The complete rig catalog. Facilities can now fit every Standup engineering
    rig, not just the ME ones: Time Efficiency rigs speed up your builds (the
    ISK/hr numbers finally see them, including the TE half of L/XL combined rigs),
    Invention lab rigs cut invention time and job fees, and the Thukker
    faction rigs
    work with their real low-sec math (−3.7% on capital components
    at ×1.9 lowsec — near-inert elsewhere, exactly like in game). Research and
    copying rigs are listed too so your real fit is representable — they occupy
    slots and calibration but don't change any number the app computes (it says
    so). Reactor Time Efficiency rigs join the refinery picker the same way.

Beulea's Eve Industry v0.2.6

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@beulea beulea released this 22 Jul 13:01

Added

  • Reaction facilities. Reactions now have their own refinery setup, right on
    the Reactions page: name your Athanor or Tatara, set its space (low/null — the
    only places reactions run) and owner tax, and fit its actual reactor rigs
    (Composite / Hybrid / Biochemical ME on an Athanor; the one combined L rig on
    a Tatara). The planner and the Alchemy watch price every step with the right
    rig at the right security multiplier. No refinery configured = an honest
    0%-tax/no-rig floor, said out loud — previously reactions silently borrowed
    the manufacturing facility's tax.

Changed

  • Facility rigs are now the real thing: pick the up-to-3 Standup rigs your
    structure actually has fitted — searchable, in-game names, sized to the
    structure (M/L/XL) — instead of ticking abstract product families. A
    calibration meter enforces the game's real limit (400: at most two T2 rigs
    ever fit). Your old per-family setup migrates automatically with identical
    numbers; if it held more rigs than the structure can fit, the panel says so
    instead of silently dropping discounts.
  • Fresh installs no longer assume a T1 rig on everything: a new install starts
    with no rigs until you fit them. Existing setups are unaffected.

Beulea's Eve Industry v0.2.2

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@beulea beulea released this 22 Jul 18:05

Added

  • Update notifications show what's new in the release, right in the toast — and
    every GitHub release now carries these notes automatically.
  • "Who's free" shows +N to deliver per character and in the totals — finished
    jobs that still hold a line; deliver them in-game and the line is free. A "full"
    alt one delivery away from a free slot no longer looks busy.

Changed

  • The app got its apostrophe back: it now shows up as Beulea’s Eve Industry
    in the Dock and the Applications list. (Installs made before this version keep
    their old on-disk folder name — cosmetic only.)

Beulea's Eve Industry v0.2.1

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@beulea beulea released this 22 Jul 18:06

Added

  • New app icon — a factory schematic on a blueprint tile.
  • Price freshness on screen: the build summary and Refresh buttons say when the
    data was loaded and when a refresh will actually return new numbers.
  • Log in from where you need it: character views show a login button (and what
    logging in unlocks) instead of pointing at the top-right corner; the character
    menu is there even before the first login.
  • A stuck EVE login can now be cancelled, and it times out on its own.

Changed

  • The build summary leads with profit per job — the number you actually scan
    for — with profit/unit and margin right under it.
  • One visual language everywhere: profit green and loss red always mean the same
    thing, high-sec green matches profit green, and the net-worth chart series
    finally have distinguishable colors.
  • Cleaner navigation: the tab bar no longer shifts, the focused tab looks
    distinct from the active one, and Invention sits as a sub-tab of Build
    (it only appears for T2/T3 items).
  • Adding a second character now explains that EVE's login page remembers the
    last account (and how to switch) instead of silently re-adding the same one;
    logging out tells you how to revoke the app on EVE's side too.
  • Error messages speak human — "EVE API is rate-limiting requests — retrying
    works in ~30s" instead of raw internals.
  • Destructive actions (log out all, reset prices) ask for confirmation; list
    rows work from the keyboard.
  • The default window is wider so the build view fits without scrolling.

Fixed

  • The "Ore reprocess" price could quote fantasy numbers (Nocxium at 3 ISK) from
    a couple of troll buy orders on an illiquid ore — ore is now always priced at
    what you would actually pay to buy it.
  • Prices keep working when the Fuzzwork price service is down: the app falls
    back to computing them from live ESI order books.
  • Structure dropdowns showed raw internal values (e.g. "raitaru") instead of
    their labels.

Beulea's Eve Industry v0.2.0

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@beulea beulea released this 22 Jul 18:06

See the assets to download. The app auto-updates from here.

Beulea's Eve Industry v0.2.5

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@beulea beulea released this 21 Jul 23:03

Changed

  • Reactions is now two instant tabs — Planner and Alchemy watch — so the
    watch no longer sits between the product picker and your plan when you're
    brewing something that has nothing to do with alchemy.

Fixed

  • The update notification now shows "what's new" properly formatted — real
    bullets and bold instead of raw markdown asterisks — trims by whole entries
    instead of cutting a sentence mid-word, and links to the full notes on the
    release page.
  • The Build tab's Multibuy now copies only what you actually BUY: components you
    chose to build are no longer listed themselves — their own inputs (ores, parts,
    sub-materials) are, exactly like the Plan's shopping list.

Beulea's Eve Industry v0.2.4

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@beulea beulea released this 21 Jul 18:20

Added

  • Facility profiles with real rig slots. Name your structures and tick the ME
    rigs each one actually has fitted (Ship/Ammo/Drone/Equipment/Component/… — the
    same families the game uses). The calculator now applies the right rig to the
    right product automatically: a Ship rig no longer silently discounts your
    component builds, and built sub-components use your Component rig. Your old
    single rig setting migrates into a "Default facility" with identical numbers —
    prune it to your real fit in the config panel.
  • Alchemy watch: one click compares every composite that has an alchemy route —
    direct reaction vs alchemy at current prices, biggest edge first — so you catch
    the moment a moon-goo spike makes alchemy the cheaper path. Click a row to open
    it in the planner.
  • Alchemy support. Reactions producing "Unrefined" intermediates now show the
    full chain: reprocess outputs at your Scrapmetal Processing yield, the reclaimed
    input credited against cost, and a head-to-head — composite via alchemy vs the
    direct reaction vs buying outright — so you can see the moment alchemy beats the
    bottleneck moon goo. Scrapmetal Processing joins the Skills menu (and imports
    from ESI like the other reprocessing skills).