Splits the week's best crafts into claimable bundles. Built for weekend restocking. v09.26.26.14
Prices come from what actually sold, not what people are asking. Listings far above the real sale price are ignored and not counted as competition.
Expected is the whole quantity at the profit shown. The quantity is already held below the gap between weekly demand and what is listed, by the safety margin, so the tool assumes what it recommends will sell. Whether it does in a week is what the results log is for.
HQ only means sell as HQ. Any craft the game allows a high-quality version of is priced, its demand measured and its competition counted on HQ sales and HQ listings alone. Materials are not affected: you buy whichever quality is cheapest and your crafting makes the result HQ. Crafts with no HQ version, which is every furnishing, behave as normal.
An item with no sale history is dropped however lucrative it looks. A material with no sale history is costed at zero, on the assumption that what nobody has bought cannot be sold either. The craft is tagged so you can check before trusting it.
One listing holds one item. True for furnishings, false for stackable materials, which are undervalued here.
Unspoiled and timed nodes are not detected automatically. The game data links node contents inconsistently and the flag could not be trusted. Instead there is a hand-kept list near the top of this file's code, marked MANUAL NOTES — anything added there gets tagged wherever it appears and pulled to the top of the material lists. Company Seal materials are still detected automatically, and those are reliable.
Competitors listing during the week are measured, where there is a reading to measure from. A daily tracker records every listing it sees. The tool compares the board now with the board at a reading at least two weeks back: whatever is listed now that was not then, plus whatever sold in between, was listed in between. Your own retainers' listings and the sales you enter above are taken out, and the weekly rate is subtracted from the gap alongside what is already listed. Items with no earlier reading are tagged and treated as before. The safety margin still fills only part of what remains.
The market board never runs out. Your own world's listings are used first, cheapest first. When they run short, the remainder is priced at the same average on the assumption you travel to another world to buy them — which you can, anywhere in North America. Crafts needing that trip are tagged.
Every material is costed as bought, at what the listings actually ask, cheapest first, but never more than the material's own market price — a listing above that is a cue to buy on another world, not a price you are stuck with. Profit is what you make if you buy the lot. Anything you gather or farm instead is gil you did not spend, so the Mats each column is the most that gathering can add back — and an expensive material is expensive because it is hard to get, which is a real cost however you pay it. The Crafting Materials tab is the shopping list; the Raw Materials tab is the same list broken down into things you can gather.
Your own listings are not supply. If ten are needed, the bundle says ten, even with ten of yours already on the board. They are never undercut and never bought from.
Progress does not save automatically from a file on your hard drive — the browser forbids it. Use Save and Load session, or host the page.