Material Trader Helper

Spreadsheet time!


I put this together for personal use, then thought it might prove useful for some folks out there.

The Material Trader Helper is a spreadsheet that will tell you what you need and what you can trade, and for what numbers of what, based on your inventory and the exploration mods you want. BE ADVISED that the sheet is made for exploration-oriented engineering modifications as of Beyond Chapter One. Included mods are:

- FSD > Increased Range, Grade 5 + experimental effect (Mass Manager or Deep Charge)
- Power Distributor > Engines Focused, Grade 3 + experimental effect Stripped Down
- Engines > Clean Drive Tuning, Grade 5 + experimental effect Stripped Down
- Armour > Heavy Duty, Grade 5
- Life Support > Lightweight, Grade 4
- Sensors > Lightweight, Grade 5
- Power Plant > Low Emissions, Grade 3 + experimental effect Stripped Down
- Shields Generator > Enhanced, Low Power Grade 5 + experimental effect Stripped Down

Added on Feb 11th:


- Chaff Launcher > Ammo Capacity
- Chaff Launcher > Lightweight
- Collector Limpet Controller > Lightweight
- Detailed Surface Scanner > Fast Scan
- Detailed Surface Scanner > Long Range
- Detailed Surface Scanner > Wide Angle
- Electronic Countermeasure > Lightweight
-Fuel Transfer Limpet Controller > Lightweight
- Heat Sink Launcher > Ammo Capacity
- Heat Sink Launcher > Lightweight
- Hull Reinforcement Package > Lightweight
- Point Defence > Ammo Capacity
- Point Defence > Lightweight
- Power Plant > Overcharged
-Prospector Limpet Controller > Lightweight



The numbers include the rolls needed to rank up the grades (without rep with the Engineer): 1 roll to grade 2, 2 rolls to 3, 3 rolls to 4, 4 rolls to 5; also includes 10 rolls of the highest grade (it could require more to reach the maximum), and one roll of the experimental effect (if any). So you can use the sheet to have an overview of your materials needs, and plan either your grind or your transactions to preserve the needed mats in needed numbers and get something out of the non-needed stuff. If you grab mats on a regular basis, you should have plenty enough to max out one, maybe two ships with transactions only.

To select a lower than max grade, see below how to change values.


You need to make a copy of the sheet in order to use it (File > Make a copy...). Sheet happens here!


m9sSFiR.png




How does it work?


1) Column I is your inventory. Start by filling it in Column D carefully. You must sort the list by alphabetical order when filling your inventory. I don't yet have a way to import it by copy-pasting a journal log... so, all by hand. Column G is the list of all materials, with their rarity level (R*) in column F.

2) On the left, you have the modifications list. Pick the ones you want. Choose the FSD mod you want according to its class (see here for more info on this).

3) The list of mats greys out the material that are not need for the selected mods. In column H you have the total amount of each material needed.

4) In Column K are the materials you need and in what numbers. In Column M are the leftovers, if any, of the materials you have more of than you need. Those are the ones you can trade.

5) Columns O to S show you how many materials of a given rarity level you can get for all the items of a given material of your inventory. Those numbers depend on your inventory. For example, say I want to get rid of all my Bromellite (unused in the selected mods), which is a Standard material (rarity level 3): I could then get 369 items of the Very Common material of the same category. Another example: I'm in excess of Flawed Focus Crystals, and I need the R3 material of the same category: I see that I can trade 12 FFC for 2 of the R3.

6) Same principle but the other way: Columns U to Y show you how many items of a given material of each rarity level you have to trade for the amount of the material you need for the rolls. Those numbers depend on what you need and do not have. Example: I need 6 Datamined Wake Exceptions, so I'll have to trade 36 of the lower rarity, or 216 of the next lower rarity.





The simple info


To know at a glance where you stand on your path to all the rolls, I added a TL;DR feature.

If you have a green inventory, you don't need any more mats, you are clear. If not, the sheet calculates a Trading Points amount to give you any idea of how comfy or short you are to perform all the needed transactions. To quote the sheet: "Trade points are an unreliable unit based on the number of mats you have or need multiplied by their rarity level. They give an indication of your trading power, but do NOT take into account trading across material categories." What it means is that if you have more TP than you need, you *should* theoretically be able to do all your transactions. But as stated, trading across categories is not taken into account. FYI, trading accross categories adds another *6 multiplier to the maths, so it costs 6 times more and earns 6 times less (broadly put). /!\ Confirmation by math heads would be appreciated. So to be safe, it's best to have 6 times more TP than you need.

N.B.: the number of rolls needed to rep up or reach the maximum improvement can vary, so it's good to plan an extra 20% on your rolls. That being said, the more rep you stack with the engineer, the faster you rep up the mods.





How to tweak the reference data

Go to the Data sheet.
To change the number of rolls needed (add extra 20% for safety, etc.), change the values in Column D.
To change the grades to your liking (only need G2 instead of G5, etc.), simply add or remove 1 in Column C (roll quantity requirement) where needed.




Feedback is welcome!

UPDATE 02/27/3304

Added Lead and Boron, fixed Raw mats grades, on the printable sheets as well as the spreadsheet.



UPDATE 02/11/3304

Added a bunch of new mods and cleaned up the Mods section of the Data sheet.



UPDATE 02/08/3304

- Removed all non-engineerable materials (CMM Composites, HN Shock Mounts etc.)
- You can now sort the materials list by: alphabetical, mats you neex for the selected mods on top (see screenshot ^), type/category (Encoded > Wake Scans, etc.) for easier trading overview.



UPDATE 02/05/3304

Printable material categories sheets, with the most important materials highlighted in green (FSD Increased Range Grade 5 + ExpEff, Engines Stripped Down ExpEff, Power Distributor Stripped Down ExpEff, Life Support Lightweight Grade 4, Power Plant Stripped Down ExpEff, Sensors Lightweight Grade 5, Shields Generator Enhanced Low Power Grade 5 + Stripped Down ExpEff).


 
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+1... but only begrudgingly, because I was sorta looking fwd to doing sth similar to this myself (cruder and for personal use only, though).

Jokes aside, great work - as usual!
 
+1... but only begrudgingly, because I was sorta looking fwd to doing sth similar to this myself (cruder and for personal use only, though).

Jokes aside, great work - as usual!

Grumble... same sentiment here :D ;)


Perhabs I should just start doing a map update for the GMP instead... ;)
 
Haha

Well if you have suggestions... :D

I was planning to make three sheets (printable) showing each material/data-type matrix that can be traded at each material trader.

I would set these up graphically in the same locations as they are at the trader (to emphasize type and rarity).

Then I would highlight those types of material/data that are required for the most common exploration mods.

This would help me determine if eg. a mission reward is one of those Im looking for, or a "neighbor" on the trade sheet.

Dont know if it makes sense to explain it like that? Im was planning to for the beta to be over before starting work on it...
 
I was planning to make three sheets (printable) showing each material/data-type matrix that can be traded at each material trader.

I would set these up graphically in the same locations as they are at the trader (to emphasize type and rarity).

Then I would highlight those types of material/data that are required for the most common exploration mods.

This would help me determine if eg. a mission reward is one of those Im looking for, or a "neighbor" on the trade sheet.

Dont know if it makes sense to explain it like that? Im was planning to for the beta to be over before starting work on it...

I think I got it :D

I screenshot'd the traders and will work on this.
 
Here's what I'm working on so far (Manufactured mats printable sheet). In green, the mats for the must-have exp. eff. and max grade rolls (listed at the bottom). Added little trade rate reminders.

First line is linear (trade left for right); second line is cumulative (same; all relative to grade 5); third/fourth lines are across categories (upwards and downwards); fifth line is cumulative downwards (trade right for left).

It's not *that* complicated, but strangely hard to get comfy with (at least for me).


<snip>
 
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UPDATE 02/05/3304

Printable material categories sheets, with the most important materials highlighted in green (FSD Increased Range Grade 5 + ExpEff, Engines Stripped Down ExpEff, Power Distributor Stripped Down ExpEff, Life Support Lightweight Grade 4, Power Plant Stripped Down ExpEff, Sensors Lightweight Grade 5, Shields Generator Enhanced Low Power Grade 5 + Stripped Down ExpEff).


 
UPDATE 02/08/3304

- Removed all non-engineerable materials (CMM Composites, HN Shock Mounts etc.)
- You can now sort the materials list by: alphabetical, mats you need for the selected mods on top (see screenshot ^), type/category (Encoded > Wake Scans, etc.) for easier trading overview.


Soon I'lladd a couple mats that didn't show up in Beta apparently and update the printable sheets too.
 
UPDATE 02/11/3304

Added new mods:

- Chaff Launcher > Ammo Capacity
- Chaff Launcher > Lightweight
- Collector Limpet Controller > Lightweight
- Detailed Surface Scanner > Fast Scan
- Detailed Surface Scanner > Long Range
- Detailed Surface Scanner > Wide Angle
- Electronic Countermeasure > Lightweight
-Fuel Transfer Limpet Controller > Lightweight
- Heat Sink Launcher > Ammo Capacity
- Heat Sink Launcher > Lightweight
- Hull Reinforcement Package > Lightweight
- Point Defence > Ammo Capacity
- Point Defence > Lightweight
- Power Plant > Overcharged
-Prospector Limpet Controller > Lightweight
 
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UPDATE 02/05/3304

Printable material categories sheets, with the most important materials highlighted in green (FSD Increased Range Grade 5 + ExpEff, Engines Stripped Down ExpEff, Power Distributor Stripped Down ExpEff, Life Support Lightweight Grade 4, Power Plant Stripped Down ExpEff, Sensors Lightweight Grade 5, Shields Generator Enhanced Low Power Grade 5 + Stripped Down ExpEff).



Ok. I am really trying to understand how this trading up, trading down, trading across, and all that is going to work. I know one can't trade between Mat Traders, so check, that's the easy one, but looking at the blue and red arrows in the middle sheet up there...I feel like an idiot looking at it trying to make sense of it, and I have degrees in math, physics, and meteorology :D

So first things first, those arrow thingies actually apply to all the different rows and columns in the different tables, and you only put them in that small select area of the middle table as an example? So for instance, I can trade from say the Composite row to the Thermic row? And so when in the same row trading up, it is a 6:1 to the next column on the right right? But what about trading down? The first two rows show a blue arrow with the number 1 indicating a 1:1 down trade? Yet under mechanical Components it is showing a 3:1 down trade, with a 1:1 uptrade in that same row? Lets get this ironed out before we move on to the next lesson which is going between rows :D

ETA: I have a crap ton of Core Dynamics Composites, Proto Heat Radiators, and Military Supercapacitors that I am intending on trading to get more of what I need...
 
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Ok. I am really trying to understand how this trading up, trading down, trading across, and all that is going to work. I know one can't trade between Mat Traders, so check, that's the easy one, but looking at the blue and red arrows in the middle sheet up there...I feel like an idiot looking at it trying to make sense of it, and I have degrees in math, physics, and meteorology :D

So first things first, those arrow thingies actually apply to all the different rows and columns in the different tables, and you only put them in that small select area of the middle table as an example? So for instance, I can trade from say the Composite row to the Thermic row? And so when in the same row trading up, it is a 6:1 to the next column on the right right? But what about trading down? The first two rows show a blue arrow with the number 1 indicating a 1:1 down trade? Yet under mechanical Components it is showing a 3:1 down trade, with a 1:1 uptrade in that same row? Lets get this ironed out before we move on to the next lesson which is going between rows :D

ETA: I have a crap ton of Core Dynamics Composites, Proto Heat Radiators, and Military Supercapacitors that I am intending on trading to get more of what I need...

First, yes, the arrows are reminders, they apply to all types and categories but I didn't put them everywhere for obvious reasons of clarity ;)
Second, no, you can't trade between material TYPES, but you can trade between material CATEGORIES ;)
Third, the first row of arrows means that you pay 6 of the item on the left for 1 of the item on the right. The second row means that you pay X of the item on the left for 1 of the Nth grade above. So, 1 Military Grade Alloy costs 1296 Thermic Alloys.

Revision is planned, now that I have the formula for cross-trading on the sheet. Plus, FD had forgotten a couple mats on the beta, so I'll have to update them anyway. But it's pretty hard to make it simple and visual :D
 
First, yes, the arrows are reminders, they apply to all types and categories but I didn't put them everywhere for obvious reasons of clarity ;)
Second, no, you can't trade between material TYPES, but you can trade between material CATEGORIES ;)
Third, the first row of arrows means that you pay 6 of the item on the left for 1 of the item on the right. The second row means that you pay X of the item on the left for 1 of the Nth grade above. So, 1 Military Grade Alloy costs 1296 Thermic Alloys.

Revision is planned, now that I have the formula for cross-trading on the sheet. Plus, FD had forgotten a couple mats on the beta, so I'll have to update them anyway. But it's pretty hard to make it simple and visual :D

So it's currently set to be 6:1 going right, and 3:1 going left in the same category. Then between categories, there is the 6:1 going down shown for example between Heat Exchangers and Conductive Ceramics, but then there are two different sets of angled arrows with different values...

The green color coding is very nice and helpful! The modifications and grades are well chosen! One thing that I dawned on me last night as I was gathering Chemical Manipulators and Datamined Wake Exceptions at an Anarchy Famine Distribution Center was that one of the primary changes to engineers is that we have to go through and actually roll every level from Grade 1 to what ever level we want, so I ended up passing on many materials that I am actually going to need to get to the grade I am wanting. Perhaps in the charts, color coding the essentially prerequisite items needed for the final green grade mats would be helpful?

As an add on the the above observation about having to roll through each grade, and having to max out a grade before being allowed to move onto the next one...I am figuring 12 rolls at each grade ought to be more than enough to move up?

Oh yeah, and what mats and such do the experimental effects take?
 
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but then there are two different sets of angled arrows with different values...

Across categories, you pay 6 for 1 of an item of the same rarity, you pay 2 for 1 of the lower rarity, aaaaaand 3rd set of arrows might be visually wrong. It's supposed to mean that you pay 2 for 3 of an item 2 rarities lower. As said earlier, the cross-trading values needs to be checked, which I'll do soon. Before the 27th anyway :p

Perhaps in the charts, color coding the essentially prerequisite items needed for the final green grade mats would be helpful?

That would basically colour-code almost every item. I highlighted the ones that one is most likely to roll 10 times or more. For the rest, there's the spreadsheet ;)

As an add on the the above observation about having to roll through each grade, and having to max out a grade before being allowed to move onto the next one...I am figuring 12 rolls at each grade ought to be more than enough to move up?

You don't have to max out each grade to unlock the next one, and as stated on the OP (provided it hasn't changed since Beta), to unlock a grade you only need between 1 and a few rolls.

Oh yeah, and what mats and such do the experimental effects take?

See spreadsheet :p
 
Across categories, you pay 6 for 1 of an item of the same rarity, you pay 2 for 1 of the lower rarity, aaaaaand 3rd set of arrows might be visually wrong. It's supposed to mean that you pay 2 for 3 of an item 2 rarities lower. As said earlier, the cross-trading values needs to be checked, which I'll do soon. Before the 27th anyway :p



That would basically colour-code almost every item. I highlighted the ones that one is most likely to roll 10 times or more. For the rest, there's the spreadsheet ;)



You don't have to max out each grade to unlock the next one, and as stated on the OP (provided it hasn't changed since Beta), to unlock a grade you only need between 1 and a few rolls.



See spreadsheet :p

Of course I am being somewhat lazy and impatient here, and should really just wait until I get home tonight, but unfortunately google docs, and things like that are blocked by my work firewall :D
 
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