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		<title><![CDATA[Perpetuum Forums — Guides and Resources]]></title>
		<link>http://forums.perpetuum-online.com/</link>
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		<description><![CDATA[The most recent topics at Perpetuum Forums.]]></description>
		<lastBuildDate>Sun, 27 Mar 2016 03:08:24 +0000</lastBuildDate>
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			<title><![CDATA[How to Make a Heavy faster than assaults.]]></title>
			<link>http://forums.perpetuum-online.com/topic/8809/how-to-make-a-heavy-faster-than-assaults/new/posts/</link>
			<description><![CDATA[<p><a target="_blank" href="http://i.imgur.com/F8XAieZ.jpg">http://i.imgur.com/F8XAieZ.jpg</a></p><p>Vs.</p><p><a target="_blank" href="http://i.imgur.com/Y1YNJVw.jpg">http://i.imgur.com/Y1YNJVw.jpg</a></p><p>Use T2+/T2P/T2(I am using T2s in the Screen Shot) and a T4 frame and velocity.&nbsp; </p><p>/profit</p><p>Now, the heaviest platform for weapons in the game can go the same speed as noobs in assaults!</p>]]></description>
			<author><![CDATA[null@example.com (Ville)]]></author>
			<pubDate>Sun, 27 Mar 2016 03:08:24 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/8809/how-to-make-a-heavy-faster-than-assaults/new/posts/</guid>
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			<title><![CDATA[Updated Robot Reference Table]]></title>
			<link>http://forums.perpetuum-online.com/topic/8691/updated-robot-reference-table/new/posts/</link>
			<description><![CDATA[<p>I put together a up to date (as of 1/26/16) reference table for all the robots in the game. It is searchable and sortable which is what I wanted since Im a newbie. For instance, you can click cargo space and see the robots in order of cargo capacity etc. </p><p>Its not as good for direct comparisons as Perpetuum Planner but the planner is out of date and the stats and bonuses might not be right. I am working on updating it since its a github project but it will take a while due to work and new baby.</p><p>In the meantime, my reference table is posted at the following for anyone interested:</p><p><a target="_blank" href="http://www.gametangents.com/2016/01/25/perpetuum-robot-reference/">http://www.gametangents.com/2016/01/25/ … reference/</a></p><p>Cheers.</p>]]></description>
			<author><![CDATA[null@example.com (Grendizer)]]></author>
			<pubDate>Wed, 27 Jan 2016 06:16:06 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/8691/updated-robot-reference-table/new/posts/</guid>
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			<title><![CDATA[Bginner Mining Guide]]></title>
			<link>http://forums.perpetuum-online.com/topic/8494/bginner-mining-guide/new/posts/</link>
			<description><![CDATA[<p>1. Scope<br />This guide is for new player who wish to perform mining or harvesting. <br />It is up to date for Perpetuum <strong>Patch 3.8.2</strong>, any later patch notes should be checked for changes</p><p><span style="color: yellow"><br />Welcome Resourcedigger you are the heart of Nias infrastructure, a job seldom loved, but always needed.</span></p><p>If you like to have a good living as pure Miner or Harvester you need to understand also some market mechanism, that are therefore briefly explained here. </p><p>2. Raw Materials<br />See <a target="_blank" href="http://wiki.perpetuum-online.com/index.php/Raw_Materials">http://wiki.perpetuum-online.com/index. … _Materials</a> for more information about raw materials<br />Each Raw Material has its own speciality when it comes to amount/time.</p><p>3. Search Field<br />Searching for a mining field requires a Geoscanner and directional scan (optional tile scan for field quality). It is best performed with a fast bot containing only LWF and Geoscanner. For Liquids, you best take one tile and write its position down, this allows you to mine it without Geoscanner equipped on Miner.</p><p>Plants can be seen when walking around. If you select a plant, and check in Window &quot;Landmark Information&quot; if it is harvestable, it&#039;s name is repeated in yellow followed by &#039;(&#039; &lt;number&gt; &#039;)&#039;. The number tells how many cycles are left before plant is gone. </p><p>4. Field Container<br />A field container is activated from cargo and than fixed on the ground, it has a 4 digit key and can be accessed by everyone in your squad, or who knows the key (guess in 3 tries, or get it told by you). The container holds unlimited amount and will be vanish 1 hour after the last agent is closing it. This means you can virtually mine forever in the same container. A container can be accessed from 100m range.<br />Mining requires a field container placed strategically on the field. You fill container every few minutes from bot cargo and haul afterwards.<br />Harvest with mech requires more movement than mining. In a most areas, you need several container distributed around, or can skip container at all.</p><p>5. Equipment<br />It is wise to use the following Equipment first on T4 level: LWF,&nbsp; Accu Recharger, Indu Tunings.<br />5.1 Geoscan<br />Fast bot (Argano or Light Ewar), Geoscan and Light Weight Frame (LWF)</p><p>5.2 Mining<br />Mining is accu related, as you want to have the accu always above 50% when mining, else you will come to the point your modules stop working. </p><p>The more indu tunings you use, the more accu you need.</p><p>For every fit you want to have a Geoscanner and find a balance between Indu tunings and Miner Modules to keep your capacitor stable. To achive this you should using an accu recharger in every leg slot.</p><p>The Argano is received for free for industrial agents, and should be replaced by Riveler as fast as possible. You can think about using a Termis intermediate to get the NIC needed for the Riveler faster.</p><p>5.3 Harvesting<br />The fitting for harvesting is at the moment similar as mining, but you can consider to change the number of indu tunings to max head slot and stop the harvest&nbsp; modules always when your energy falls below 50% this leads to the fact that you need a lot micor management, but get far more resolurce from plants and therefore need less movement / can harvest more resource from same field in similar time</p><p>7 Hauling<br />After mining you need to bring the content of your field container home. This is best performed with a dedicated bot like Sequer. So the purchase of a Sequer is one of your first steps.</p><p>8. Spend EP</p><p>In any case you need to see, that a skill reducing cycle time increases amount of Min/time, but also increases accu requirements so spending too much EP in that extensions contradicts the need to keep accu stable. It is necessary to balance this well. As you have no experience when reading this guide I suggest to skip those extensions.</p><p>9. Market<br />Market is mainly driven by demand and offer. Beside the public visible market, every player corp has its internal market. This leads to market modifications that are not always obvious. <br />The main demand from production view exists for Titan, HdT and Liquizid.&nbsp; <br />The offer for Alpha-Liquids is very high due to the fact that is easy to mine them without activity (Sequer, Scarab placed on field for 12-24h)<br />The effort to harvest plants is very high and harvest scales worst from light bot to Heavy Mech, this makes its price rather high, but demand is limited, therefore the price can get very volatile, if too much offer is available.</p><p>Epitron is dangerous to mine and requires more effort to haul, that effects mainly its price.<br />Colixium and Noralgis have a high investment needed to gain them. </p><p>If you consider the risk of loosing Bots on Beta/Gamma as Invest together with mining charge, the best ratio of NIC vs Time and Invest is often gained by Titanium.</p>]]></description>
			<author><![CDATA[null@example.com (Goffer)]]></author>
			<pubDate>Sun, 08 Nov 2015 13:37:27 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/8494/bginner-mining-guide/new/posts/</guid>
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			<title><![CDATA[Refining and Commodities Profit Spreadsheet]]></title>
			<link>http://forums.perpetuum-online.com/topic/7805/refining-and-commodities-profit-spreadsheet/new/posts/</link>
			<description><![CDATA[<p>I&#039;ve created a refining and commodities spreadsheet that should assist players with determining what commodity to refine raw materials into by in-putting their raw materials and commodity prices into the spreadsheet.</p><p>Steam Guide <a target="_blank" href="http://steamcommunity.com/app/223410/guides">http://steamcommunity.com/app/223410/guides</a></p><p>Google Document <a target="_blank" href="https://docs.google.com/spreadsheets/d/1ChmfI_efIEJ77pYWzDTC4nvlM2n_fjfHp5BHg2YAgPk/edit?usp=sharing">https://docs.google.com/spreadsheets/d/ … sp=sharing</a></p><p>The spreadsheet is currently a public google doc and will allow for multiple editors at once. If this becomes a problem a static downloadable file can be created.</p>]]></description>
			<author><![CDATA[null@example.com (Stryker99)]]></author>
			<pubDate>Sat, 15 Nov 2014 00:29:32 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/7805/refining-and-commodities-profit-spreadsheet/new/posts/</guid>
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			<title><![CDATA[The Tip of the Spear - a 12 step guide to tackling in Perpetuum]]></title>
			<link>http://forums.perpetuum-online.com/topic/7387/the-tip-of-the-spear-a-12-step-guide-to-tackling-in-perpetuum/new/posts/</link>
			<description><![CDATA[<p>Greetings Roboteers!</p><p>I was recently tasked with helping to train some new guys in the tackler role but RL is biting huge chunks out of my playtime at the moment.</p><p>Firstly, what do I mean by &#039;tackle&#039;? You will chase your enemies at high speed and snare - <em>slow</em> - them by using a module that you personally activate.</p><p>Tackling is simply brilliant fun in Perp and I hope this guide can not only inspire but also help some new guys to get set up.</p><p>A big thanks to every indy and miner guy or gal who helped me into a bot and thanks to CIR leadership &amp; officers who were around to trade them to me.</p><br /><br /><p><span class="bbu">*TACKLE-TORIAL*</span></p><p><span class="bbu">The Tip of the Spear – a 12 step light EWAR tackling guide for Perpetuum by Stradivar of CIR corp, July 2014.</span></p><p>In this guide I shall provide you with some insights into the motivation, fits and tactics that I have employed during my tenure as a tackler in Perpetuum. My guide simply contains my opinions and, seeing as you are playing in a sandbox, you are entitled to your opinions too. This guide does not necessarily show you the way to play but I hope that some ideas regarding good practice may be gleaned from reading it.</p><p>Contents:<br />Step 1 - The Role<br />Step 2 - Basic Extensions<br />Step 3 - Basic Fits<br />Step 4 - PVP Preparedness<br />Step 5 - UI<br />Step 6 - Radar<br />Step 7 - Terrain<br />Step 8 - Landmarks &amp; recap<br />Step 9 - Versus &#039;X&#039;<br />Step 10 - Looting<br />Step 11 - Advanced Fits &amp; Modules<br />Step 12 - Advanced Tactics</p><br /><p><span class="bbu">Step 1: The Role</span></p><p>The guts &amp; the glory. The blame and the shame. In all of Perpetuum, the role of the tackler represents the edge of the switchblade. &quot;On the cutting edge you just might get cut and that’s the chance you’ll have to take&quot;(Wayne Kramer). </p><p>If you consider yourself as capable of thriving under the immense pressure of expectation (that of your FC, your fleet and every single miner and indy guy in your corp who helped create the bot you are sitting in), a constantly evolving battlefield and the real adrenalin rush associated with the hunt, then this is the role for you.</p><p>Operating sometimes several hundred metres away from your FC and fleet, you’ll be responsible for advanced target acquisition, target calling, intense levels of teamwork if working in tandem with a fellow tackler(s) and naturally self preservation is your highest priority.</p><p>It will take time, wins and unfortunately some losses to master this supremely important role but you’ll find it to be the most exciting role in the game. You will dictate the outcomes of battles of all sizes and with great power comes great responsibility – you’ll need to be focused on a level beyond that of hitting a spacebar.</p><br /><p><span class="bbu">Step 2: Basic Extensions</span></p><p>Thelodica clan – Intakt</p><p>Nuimqol clan – Cameleon</p><p>Pellistal clan – Troiar </p><p>All robots come with an information icon in the top right hand corner of their avatar. Click on this and you’ll be provided with a robots’ parameters, bonuses and also build &amp; extension requirements. If you choose to specialise in tackling, you’ll be spending the majority of your time in a light EWAR and all clans’ robots are effective as tackles. Pay extra attention to the bonuses tab of the robot info. Increase the extensions specified here and your tackler will improve dramatically.</p><p>Your extensions can be found in the agent tab at the top left hand corner of your UI. It may help to highlight extensions (click on the star) which you feel are important. You can then simply scroll down on the extensions filter list at the bottom of the extensions tab and click on <em>‘marked extensions’</em> to locate your important extensions again swiftly.</p><br /><p><span class="bbu">Step 3 – Basic Fits.</span></p><p>Your tackler has three areas about it’s chassis where modules are fitted. Head slots, chest slots and leg slots.</p><p>All modules come with an information tab similar to the robot avatars. Be sure to check extension requirements before buying and fitting. All modules come in tiers from 1 to 4+. These tiers will affect fitting requirements as you progress onto more powerful modules. As you progress to higher tiers of equipment, you may wish to revisit and mark extensions which improve CPU, reactor and accumulator skills. There are also extensions which will lower the requirements of modules you wish to fit, in particular be sure to thoroughly read the descriptions of all the engineering and electronics extensions.</p><p>At the bare minimum, you can tackle with a lightweight frame (LWF – enhances the speed of your tackler) and a demob (the module which actually provides the stopping power and snares your intended target). Demobs come in both long and short range variants, however, we will only be focusing on the S-Demob for the remainder of this guide. Be sure you are fitting the correct demob, always.</p><p>There are two other modules that I would recommend for a basic fit. A sensor amplifier (SA – reduces your lock time and increases your lock range) and a shield. Again, shields come in two sizes, be sure to fit a small shield. You can activate your S-Demob with your shield up. These two modules will require further extension considerations so revisit and mark as before.</p><p>Once you deploy and activate your modules, revisit the robot parameters info screen and compare the differences your modules have made from when you were docked.</p><br /><p><span class="bbu">Step 4 – PVP Preparedness</span></p><p>Speak with your corp regarding the importance of spark teleportation and ask where they wish for you to have your sparks set. Spark teleportation will allow you to teleport instantly, at a cost of 1000 nic, around the various outposts of Nia. You can currently have up to ten spark teleportation points. You can also set what is known as a ‘Blood Spark’ – this is the location you will arrive at when you die. This can be set apart from your spark teleports.</p><p>Spark teleport points require substantial extension point (EP) expenditure. Set them wisely.</p><p>Alpha Island = 1 point<br />Alpha II Island = 2 points<br />Beta Island = 3 points</p><p>Once you’re able, set up tackles, spare bots &amp; mods at each outpost you’ll be deploying from. This will improve your availability and readiness should you be required in the field far from your current location or should you be required to refit and redeploy swiftly.</p><p>Before you deploy, familiarise your self firstly with the various island names and the PVP status you can expect once you jump there (some islands are free for all, full loot PVP and you can be targeted and killed on sight. You’ll spend most of your time on these islands. Lucky you!), learn the names of the outposts, then the many teleports. A competent Fleet Commander (FC) will always have your route in mind so just sit tight and check your squad / corp or listen in teamspeak channels for guidance to your target zone.</p><p>Open your cargo and place a teleport beacon inside. Standard TP beacons can be bought cheaply at outposts if your corp has no hangar set up where you are now.</p>]]></description>
			<author><![CDATA[null@example.com (Stradivar)]]></author>
			<pubDate>Sun, 13 Jul 2014 08:54:50 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/7387/the-tip-of-the-spear-a-12-step-guide-to-tackling-in-perpetuum/new/posts/</guid>
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			<title><![CDATA[Mining etiquette]]></title>
			<link>http://forums.perpetuum-online.com/topic/7161/mining-etiquette/new/posts/</link>
			<description><![CDATA[<p>Figured id at least post something about how to mine on alpha among strangers, and how to properly mine a field when you wont be able to 100% kill it to respawn a fresh field.</p><p>When mining liquid ores such as HDT/Liquizit/Epriton:</p><p>Liquid ore flows to the source of mining.&nbsp; This means that if you see someone else mining liquid, its best to hit the same tile they are mining.&nbsp; This will cause the entire field to flow to that tile, meaning you wont ever have to move until the field is dead.&nbsp; For liquid ores it is acceptable and expected that you hit the same single tile as everyone else.&nbsp; Spacebar mine for liquids. Don&#039;t bother hitting multiple tiles here.</p><p>When Mining solid ores such as Titan ect:</p><p>This is a bit more difficult vs liquid ore.&nbsp; You will want to first and foremost kill every tile you mine.&nbsp; leaving behind a few cycles will mess up the field respawn until someone else comes along and finds that lone tile.&nbsp; If you are mining into a field can and plan on mining longer than a missions worth, youll want to put one laser on each tile, as many as you can mine, in a straight line.</p><p>You will often see rivalers mining 5 tiles across working down a line.&nbsp; Pay attention to this and try not to park your argano right behind him and hit two random tiles.&nbsp; The rivaler will most likely mine right through you which could cause a new player to assume hes getting grief mined.&nbsp; This is not the case.</p><p>if you are in a small bot, and don&#039;t plan on extended mining, hit some tiles on the edge of the ore field, don&#039;t park your bot in the center and hit a few tiles, creating holes in the field.</p><p>If you find yourself in the situation where there is only a row of 5 tiles and a rivaler working down it, just start on the opposite side and work towards them rather than starting the line behind them.</p><br /><br /><p>overall when mining your goal is to 100% kill the field to get the fresh respawn.&nbsp; Once a field is 100% mined out a new one spawns. Most &quot;professional&quot; miners will try to pay as little attention to mining as possible (they are either pvping, farming mobs, watching tv, ect while mining)&nbsp; Don&#039;t take offense if a big miner bot runs right through where you are mining, chances are you didn&#039;t notice the line down the field they are working.</p><p>Since ore is infinite, and respawns immediately after killing a field, there is never a need for getting upset at others mining your ore.&nbsp; The only thing that is typically upsetting is scanning down a field seeing it broken into many tiny sections with a lot of tiles with only a few cycles left.&nbsp; This causes people a lot of babysitting of that field in order to kill it, so a fresh field respawns.</p><p>You always want to leave a field in a condition where its simple to kill it, keeping to ore in a solid patch vs many broken sections with as few low density tiles left as possible.&nbsp; This will ensure someone else can quickly kill that field to spawn a new one.&nbsp; </p><p>Remember if you don&#039;t kill that field, someone else will have to, so leave it in a condition you would want to see.</p>]]></description>
			<author><![CDATA[null@example.com (Stranger Danger)]]></author>
			<pubDate>Mon, 02 Jun 2014 16:57:54 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/7161/mining-etiquette/new/posts/</guid>
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			<title><![CDATA[Mining Fit/Calculator Spreadsheet]]></title>
			<link>http://forums.perpetuum-online.com/topic/7109/mining-fitcalculator-spreadsheet/new/posts/</link>
			<description><![CDATA[<p>Hello Forums.</p><p>I&#039;m a rather active Indy member, and noticed that in my math obsessedness I was running a lot of formulas over and over. I realized I could make a spreadsheet out to help myself, my corp, and the rest of Perpetuum out.</p><p>So here&#039;s my spreadsheet for any who would like to use/copy/etc.<br />If you have any feedback/questions/suggestion features/bugfixes, let me know.</p><p><a target="_blank" href="https://docs.google.com/spreadsheets/d/1Cq9xsNAZXLNWgEvHHby-sHgT1tKR-0aGpWGEBBe6Slc/edit#gid=0">https://docs.google.com/spreadsheets/d/ … edit#gid=0</a></p><p>Calculator Includes :<br />-Extension/Fit Calculations<br />-Accumulator Cost/Stability<br />-Per Minute Calculations (Volume, time till full, Profit Earnings)<br />-Mineral Calculations / Cycle</p><br /><p>Thank you.</p><p>-- Sheet has been updated with Aux Accumulators by request (Note, they don&#039;t seem to help much.)</p>]]></description>
			<author><![CDATA[null@example.com (Shirow)]]></author>
			<pubDate>Mon, 26 May 2014 07:46:06 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/7109/mining-fitcalculator-spreadsheet/new/posts/</guid>
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			<title><![CDATA[Perpetuum on PCGamingWiki]]></title>
			<link>http://forums.perpetuum-online.com/topic/7011/perpetuum-on-pcgamingwiki/new/posts/</link>
			<description><![CDATA[<p>Perpetuum <a target="_blank" href="http://pcgamingwiki.com/wiki/Perpetuum">now has an entry</a> on PCGamingWiki, the computer-gaming site dedicated to helping people find fixes and improvements to their games since 9 February 2012. I invite you to check it out and update it with any fixes and improvements so as to keep them in one place!</p><p><em>EDIT: Added link to Perpetuum article on PCGamingWiki.</em></p>]]></description>
			<author><![CDATA[null@example.com (MacGoven)]]></author>
			<pubDate>Tue, 13 May 2014 19:49:59 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/7011/perpetuum-on-pcgamingwiki/new/posts/</guid>
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			<title><![CDATA[Material and Commodity Calculator]]></title>
			<link>http://forums.perpetuum-online.com/topic/6989/material-and-commodity-calculator/new/posts/</link>
			<description><![CDATA[<p>(Please let me know if anything isn&#039;t working, something is screwy, thing&#039;s aren&#039;t being calculated right, or I just screwed up royally). </p><p>I really love this game, so last night I sat down with several cans of soda, and learned how to do Excel on my own. Thus creating my Material and Commodity spreadsheet. </p><p><strong>What it does: </strong></p><p>Basically what this spreadsheet does is calculates for you how much profit you can make creating a commodity and selling it per unit, over selling the materials required to make it straight out.</p><p><strong>Why Use it?</strong> </p><p>If you want to be as efficient as possible while doing Industry you need to count every single unit of materials you use when creating something. With this spreadsheet, it will be fast and easy to see just how much NIC you&#039;ll be gaining (or losing) by creating a Commodity. (This doesn&#039;t include Items (yet)). This way you know which Commodities to focus on, and which to avoid for the current Market. </p><p><strong>Instructions:</strong></p><p>(You must manually update the spreadsheet as prices fluctuate, and your extensions will create different values, and need to be changed appropriately. <strong>DO NOT</strong> change values outside of the &quot;Amount,Commodity Sell Price, Sell order Price) </p><p>1) Page 1 are the current prices of the Ores, liquids, and Organics. On this page you input what each of the ores are selling for in the &quot;Demand&quot; section of the market (The bottom most values where people are asking to buy at a certain price, use the highest buyer price). </p><p>2) Page 2 update the Commodities. Under the Sell Price, you may need to use the drop down box in each box to update to the new price listing. It may or may not change automatically. Once you&#039;ve updated the price with the new listing, the costs will automatically re calculate. </p><p>3) If you&#039;ve updated your Extension &quot;Refining&quot; You may need to update the &quot;Amount&quot; tab, with the new Material Amounts. This is based off of 1 Commodity. Simply go into the game, go to the Refining Tab, find the Commodity you want, and type in 1 for the amount you want to create, and update the amount you see required. </p><p>4) update the Commodity Sell. This is the same as the Ores, but for the Commodity this time, check the Demand section, and update it with the highest buyer. </p><p>This will cause the number to change under the &quot;profit from buy orders&quot; tab. If it&#039;s red, you&#039;ll be losing NIC, if it&#039;s green, you&#039;ll be making NIC. The value is how much NIC you&#039;ll be making or losing for every 1 unit you create of that commodity. </p><p>5) For those who don&#039;t want to just quickly make and sell, but would rather place in a Sell order yourself (The box under Supply in the Market). Update the &quot;Sell order Price&quot; with the price you&#039;d sell the commodity at yourself, and the box after will change automatically to how much you&#039;ll make per unit over selling just the materials used to create it. </p><p><strong>Detailed Explanation: </strong> </p><p>Refining Commodity: The Commodity that is refined from the materials </p><p>Materials: The Materials required to make the Commodity</p><p>Sell Price: The Price the material is selling for on the market under the &quot;Demand&quot; tab. </p><p>Amount: The Amount of material you need to make 1 commodity&nbsp; (This will change depending on your Refining extension). </p><p>Cost in Materials: The Amount of NIC you can make selling the material needed to make 1 commodity.&nbsp; </p><p>Total Cost: Total amount of NIC you can make selling all the materials required to make 1 commodity. </p><p>Commodity Sell: The Amount the Commodity is selling for under the &quot;Demand&quot; section of the Market. </p><p>Profit from Buy Orders: The Profit you make per unit by selling the commodity to the highest buyer under the &quot;Demand&quot; section of the market. (This updates automatically, and will be green if you make a profit, or red if you won&#039;t)</p><p>Sell Order Price: The Price you would sell it for under the &quot;Supply&quot; section of the market. </p><p>Sell Order Profit: The amount of profit per unit you&#039;ll make by selling the commodity at the Sell Order Price. (This updates automatically, and will be green if you make a profit, or red if you won&#039;t)</p><p>Download: <a target="_blank" href="http://www.mediafire.com/download/8rtdbsxh4r4ha9c/Ore+and+Commodity+Calculator.xlsx">http://www.mediafire.com/download/8rtdb … lator.xlsx</a></p><p>Note: You will need to download it, as you won&#039;t be able to change any of the tabs on the browser</p><br /><p>------------------------------</p><p>In the Works(If I can get this working properly.)</p><p>- Full Material/Commodity listing<br />- Item Listings allowing you to compare all items and go up the chain to see the final NIC profit of that item.</p><br /><p>changelog: <br />----------------------------------<br />5/11/2014 update 1: Added all materials and commodities</p>]]></description>
			<author><![CDATA[null@example.com (Mistress Athena)]]></author>
			<pubDate>Sun, 11 May 2014 10:31:25 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6989/material-and-commodity-calculator/new/posts/</guid>
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			<title><![CDATA[The baphomet]]></title>
			<link>http://forums.perpetuum-online.com/topic/6901/the-baphomet/new/posts/</link>
			<description><![CDATA[<p>Hello,<br />I need a ratting fitting for the bapho and some advice on what extensions to level, maybe even a priority for them.<br />Thank you in advance.</p>]]></description>
			<author><![CDATA[null@example.com (ChineseFarmer)]]></author>
			<pubDate>Thu, 01 May 2014 05:54:35 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6901/the-baphomet/new/posts/</guid>
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			<title><![CDATA[[How to] launch multiple Perpetuum Steam clients]]></title>
			<link>http://forums.perpetuum-online.com/topic/6880/how-to-launch-multiple-perpetuum-steam-clients/new/posts/</link>
			<description><![CDATA[<p><span style="color: red">WARNING: DO NOT CREATE ADDITIONAL STEAM ACCOUNT TO BUY THE GAME THERE. BUY THE GAME ON PERPETUUMS WEBSITE! YOU CAN&#039;T RUN 2 DIFFERENT STEAM ACCOUNTS WITHOUT COMPLICATED WORKAROUNDS. </span></p><br /><p>First of all, link all your accounts with Steam right here: <a target="_blank" href="https://secure.perpetuum-online.com/account/connections/">https://secure.perpetuum-online.com/acc … nnections/</a></p><p>1. Make a copy of Steam/Steamapps/common/Perpetuum for each account.<br />2. Launch Perpetuum.exe in each of these folders (make a shortcut too).<br />4. Select linked accounts from the drop-down menu you wish to login with. <br />3. Enjoy Steam overlay for all your clients and the luxury of never entering your passwords ever again.</p><br /><p>Known issues: Unfortunately our standalone Steam-clients don&#039;t update on their own. To update, copy paste Perpetuum.exe from main Perpetuum Steam folder to the copies.</p>]]></description>
			<author><![CDATA[null@example.com (Jasdemis Evil Twin)]]></author>
			<pubDate>Tue, 29 Apr 2014 09:14:02 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6880/how-to-launch-multiple-perpetuum-steam-clients/new/posts/</guid>
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			<title><![CDATA[Rendering maps]]></title>
			<link>http://forums.perpetuum-online.com/topic/6818/rendering-maps/new/posts/</link>
			<description><![CDATA[<p>For a while now I&#039;ve been using maps on various locations on sequer.nl (artifacting, spawns, the killboard now), but my collection of maps is barely complete, tediously stitching together screenshots with Photoshop&#039;s difference layer blending, and don&#039;t even get started on passable terrain (that would require stitching together another 3 maps, then somehow filtering the passable terrain out of it to a seperate layer - technically possible but really not feasible).</p><p>I talked this over with Mark Zima (developer of Perpetuum Planner), and he updated his tools recently to export the contents of layers.gbf - the file that gets bigger when you start walking past gamma terraforming. After that there wasn&#039;t much to it; all of the islands heightmaps can be found in that file, which allowed me to try to render the in-game maps without the game fully automated - so I could retain my sanity and have all the maps consistently and with all additional layers.</p><p>DEV Gargaj was nice enough to do a devblog on this very subject a <a target="_blank" href="http://blog.perpetuum-online.com/posts/2011-01-25-behind-the-bots-generating-the-perpetuum-maps/">while back</a>) (more blogs like this would be nice btw), so after some maths I managed to get nice sharp maps with almost perfectly accurate colors and passable terrain. Some other file had seperate info on buildings and such, so I composited that info on all base images right away (no robot can ever go through those anyway).</p><p>You can see some of the seperate layers and a final map here:</p><p><a target="_blank" href="http://imgur.com/a/QtIRJ/layout/blog">http://imgur.com/a/QtIRJ/layout/blog</a></p><p>tldr; I made new maps for my tools, they&#039;re not exactly like those in-game, but they look crisp and should be perfectly usable. I made the following updates:</p><p><a target="_blank" href="https://sequer.nl/artifact-hunter/">https://sequer.nl/artifact-hunter/</a></p><p>The artifact hunter now has all islands, complete with passable terrain layers on all 3 slopes (light, assault, mech+).</p><p><a target="_blank" href="http://killboard.sequer.nl/index.php?a=zone&amp;zone_id=11">http://killboard.sequer.nl/index.php?a= … zone_id=11</a></p><p>I had the heatmaps render server-side, now it&#039;s a Google Maps thingie with the same tiles from the artifact hunter, but with the built-in heatmap visualization layer. You can select other islands from any killmail (just click the island&#039;s name). Also has the passable terrain layers, as a plus.</p><p>With some shadow under the buildings layer, the isometric view on killmails of the battlefield seems to be improved now too. I might build on that so you can zoom and pan that view.</p><p><a target="_blank" href="http://sequer.nl/?a=spawn-map">http://sequer.nl/?a=spawn-map</a></p><p>Obviously the spawn map now uses the new tiles, not much done there yet though. If you&#039;re interested in helping out (it&#039;s mostly about going through all spawns on one specific coordinate, so we can map everything there), drop me a line or something.</p><p>This was a fun project, thanks to everyone for their input <img src="http://forums.perpetuum-online.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Doek)]]></author>
			<pubDate>Tue, 22 Apr 2014 00:24:15 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6818/rendering-maps/new/posts/</guid>
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			<title><![CDATA[Sequer.nl - Industry w/o spreadsheet]]></title>
			<link>http://forums.perpetuum-online.com/topic/6793/sequernl-industry-wo-spreadsheet/new/posts/</link>
			<description><![CDATA[<p>If you wanna do any industry, but don&#039;t feel like wasting time creating/maintaining spreadsheets, : </p><p>1. Go to <a target="_blank" href="http://sequer.nl/">Sequer.nl</a><br />2. Create an account<br />3. Add your character with current extensions<br />4. Update current market prices on materials<br />5. Select an item and it automatically calculates everything</p><p>I wonder why that fool Doek never said anything about this part of his website. It&#039;s awesome. \o/</p><p>Here&#039;s a screenshot how it looks: <a target="_blank" href="http://i.imgur.com/7rxSjkv.png">http://i.imgur.com/7rxSjkv.png</a></p>]]></description>
			<author><![CDATA[null@example.com (Jasdemi)]]></author>
			<pubDate>Sat, 19 Apr 2014 12:58:26 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6793/sequernl-industry-wo-spreadsheet/new/posts/</guid>
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			<title><![CDATA[Continue to launch Steam Perpetuum from your taskbar]]></title>
			<link>http://forums.perpetuum-online.com/topic/6732/continue-to-launch-steam-perpetuum-from-your-taskbar/new/posts/</link>
			<description><![CDATA[<p>If like me, you are used to run your differnet clients from the convenience of your taskbar, you will notice, that you cannot stick your perpetuum steam to your taskbar, as your perp desktop launcher is a &quot;webdocument&quot; containing a URL something like, of course you can run it from your taskbar steam bootstrapper or from desktop, but I like it directly on my taskbar:</p><p>Your Webdocument URL to perpetuum:<br />steam://rungameid/223410</p><p>If you want to continue launching steam as a shortcut from your taskbar, easiest step are:<br />223410 should be your perp ID</p><p>launch steam,<br />stick perpetuum to your taskbar<br />right click on the launcher<br />right click on perpetuum<br />chose properties</p><p>Change &quot;Target&quot; path to (alter your path to steam, if necessary)<br /><strong>C:\Program Files\Steam\Steam.exe -applaunch 223410</strong></p><p>Confirm that &quot;Start in&quot; path is:<br /><strong>C:\Program Files\Steam\steamapps\common\Perpetuum</strong></p><p>now you can run and stick Perpetuum Steam launcher to your taskbar.</p>]]></description>
			<author><![CDATA[null@example.com (MoBIoS)]]></author>
			<pubDate>Fri, 11 Apr 2014 09:26:37 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6732/continue-to-launch-steam-perpetuum-from-your-taskbar/new/posts/</guid>
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			<title><![CDATA[Profit Reloaded - Perpetuum Fitting Tool]]></title>
			<link>http://forums.perpetuum-online.com/topic/6715/profit-reloaded-perpetuum-fitting-tool/new/posts/</link>
			<description><![CDATA[<p>Perpetuum fitting tool. &#039;Profit&#039; is being resurrected, fixed and updated.</p><p>If you can code, come and join the project, if not just send me nic as encouragement to work harder or something <img src="http://forums.perpetuum-online.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> </p><p><a target="_blank" href="https://profitreloaded.codeplex.com">https://profitreloaded.codeplex.com</a></p><p><span class="bbu"><em><strong>Profit Reloaded 0.9.0.5 Alpha</strong></em> </span>- Added 20/05/14</p><p>Download at <br /><a target="_blank" href="https://profitreloaded.codeplex.com/releases/view/122460">https://profitreloaded.codeplex.com/rel … iew/122460</a></p><br /><p><strong>How to import your extensions</strong> <br /><a target="_blank" href="https://profitreloaded.codeplex.com/documentation">https://profitreloaded.codeplex.com/documentation</a></p><p>Please report any that do not import.</p><br /><p><span class="bbu"><strong>Fixes</strong></span></p><p><em>Fitting Skills are applied to Miner Modules properly</em> (NEW)</p><p>Local Nexus Bonuses are now more accurate</p><p>All skills are now imported from extension history correctly</p><p>Fixes to a number of bot and mod stats</p><p><span class="bbu"><strong>Issues</strong></span></p><p>When fitting a Shield Gen and Evasive to a bot, please fit the Evasive first. If you remove the Evasive, also remove the Shield Gen and then re add it.</p><p><strong>IF YOU ARE A BRO WHO KNOWS C# PLS PM ME TO SAVE ME HAVING TO ACTUALLY LEARN THINGS</strong> <img src="http://forums.perpetuum-online.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Dazamin)]]></author>
			<pubDate>Wed, 09 Apr 2014 01:59:27 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/topic/6715/profit-reloaded-perpetuum-fitting-tool/new/posts/</guid>
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