Search - ledger
The Windows Store edition of EZ Register is being migrated to a new code base to provide for faster processing, better printing and cleaner font/toolbar rendering. Because of this migration though, I can not do a typical automatic update of the application. The new version is making a fundamental change to the way application data is saved, and doing a straight upgrade would cause data loss for users, which is unacceptable.
To get around the issue, I am renaming the currently available version of EZ Register to EZ Register Old and removing it from sale, so that no new users can download it. The new package will be uploaded using the name EZ Register.
Users are encouraged to migrate over to the new edition of the app, which you can download and install using the following link:
https://www.microsoft.com/store/apps/9PKN4CCN7PH3
Then all you need to do is sign in to the new app using your account, and your Ledger should be there. If you have multiple ledgers, you will need to enable cloud-sync for each one individually.
Then to import your data, on the new app open the File menu and select Restore Backup. Find the *.ezr file you exported in the last step and import it. Do this for each ledger you want to migrate over to the new app.
If you have an Ape Apps Account, signing in to the old app should have automatically saved your purchase history to your account, and so there is nothing you need to do. Your premium will be available in the new app. If you have already purchased Premium but do not have an Ape Apps Account, you can simply create one, sign in to the old app, and it should sync your purchase to your account. You may have to close/open the app a couple of times if it does not sync properly.
If you do not have/want an account or if the premium is not syncing, you can e-mail me. Just let me know that you are trying to migrate your EZ Register Premium key and tell me the Microsoft Account you used to purchase the app on the Windows Store and I will get everything taken care of for you. You can also send me a message here on the forums with the same information.
To get around the issue, I am renaming the currently available version of EZ Register to EZ Register Old and removing it from sale, so that no new users can download it. The new package will be uploaded using the name EZ Register.
What do you need to do?
The old version of EZ Register will no longer be maintained and will receive no more updates. If you are fine with this, then you don't really have to do anything at all. If you want to download the old edition again, you can find it in your Windows Store download history as EZ Register Old.Users are encouraged to migrate over to the new edition of the app, which you can download and install using the following link:
https://www.microsoft.com/store/apps/9PKN4CCN7PH3
Migrating your data to the new app
If you are moving from the old to the new version of EZ Register, you will want to migrate your data over to the new app, and there are a couple of different ways to do this. Remember not to uninstall the old edition of EZ Register until you have moved your data into the new!Cloud-Sync Migration
If you have an Ape Apps Account, then probably the easiest migration path is to use the cloud-sync feature. When signed into the old version of the app, click on the File menu, open Ledger Settings and make sure that Cloud Sync is enabled:Then all you need to do is sign in to the new app using your account, and your Ledger should be there. If you have multiple ledgers, you will need to enable cloud-sync for each one individually.
Backup File Migration
If you do not have an Ape Apps Account or if you are having troubles with the cloud-sync feature, then you can export and import your ledgers manually. From the File menu on the old app, select Backup Ledger and save your *.ezr file somewhere on your system where you can access it.Then to import your data, on the new app open the File menu and select Restore Backup. Find the *.ezr file you exported in the last step and import it. Do this for each ledger you want to migrate over to the new app.
Premium Upgrade
Because the new app and the old app are separate packages, users who purchased the Premium upgrade will find that it does not automatically transfer from the old app to the new. Don't worry though, I will not make you repurchase the app a second time.If you have an Ape Apps Account, signing in to the old app should have automatically saved your purchase history to your account, and so there is nothing you need to do. Your premium will be available in the new app. If you have already purchased Premium but do not have an Ape Apps Account, you can simply create one, sign in to the old app, and it should sync your purchase to your account. You may have to close/open the app a couple of times if it does not sync properly.
If you do not have/want an account or if the premium is not syncing, you can e-mail me. Just let me know that you are trying to migrate your EZ Register Premium key and tell me the Microsoft Account you used to purchase the app on the Windows Store and I will get everything taken care of for you. You can also send me a message here on the forums with the same information.
I i clicked on "backup ledger" by accident and now the program is looking for the backup to print and will not print the original ledger. Is there a way to undo the backup and return to the original ledger?
JanetandTim said:Can two users work with one ledger? Basically a joint account.Yes. On EZ Register, both devices would need to be signed in using the same Ape Apps Account. Then you would need to open the Ledger Settings menu and enable Cloud Sync.
@loisWb Well the Backup option should just let you save the ledger to your hard drive/external storage, it shouldn't do anything strange to your existing ledger. Which platform are you using this on (android/win10/iphone/web)?
EZ Register has just been updated to v1.12.0, and the update should be hitting all platforms in the coming days. This patch makes the following changes:
https://market.ape-apps.com/ez-register.html
#ezregister
- You can now delete a ledger from the Ledger Settings menu
- Custom reports can now be exported in .csv format (readable by excel/google sheets/etc)
- Added experimental support for importing Quicken format .qif data
- Bug fixes
https://market.ape-apps.com/ez-register.html
#ezregister
The ledger may not load automatically when you open the app, @Rosco9mi
You might have to go to the File menu (on the Windows edition, it's just in the regular application menu on Android) and select Open Ledger.
You might have to go to the File menu (on the Windows edition, it's just in the regular application menu on Android) and select Open Ledger.
Can two users work with one ledger? Basically a joint account.
The problem for me is my girlfriend and I have our own nanos with our own keys and accounts. When we both use ledger live on the same computer we can see each others balances. This kind of defeats the purpose of privacy.
I mentioned in my other thread about how a game planet was going to be divided into settlements, but since I am at the point of development right now where I actually need to start fleshing this out, I thought I would open a thread to discuss how exactly the mechanics of settlements would/should work, and how they should be governed.
In the thread regarding Resources as Utilities, I think we sort of decided that resources would work in a similar manner to MC1. One thing I think needs to be finalized is resource pools. Should they be player based, or settlement based? I am of mixed opinions on this, so would like to hear feedback and pros/cons of each, since I need to start adding resources to the engine fairly soon before I can move on.
I have been going back and forth on this. I have considered resources being tied to the settlement, tied to the player, work like utilities, and even just not having resource pools at all. The more I think of it in my head though, I am starting to envision a new system that is possibly a bit more complicated at first, but I think is more realistic and would add a whole new element to the game - logistics.
My proposal for MC2 is to have the resources literally be tied to no large single pool, but instead just sit there in the building/area they were produced until they are moved. If you build a mine somewhere, you also need a transportation system to bring the ore from the mine to the refinery, or to a warehouse, etc. Each player is responsible for this own supply lines. Suppose you build a department store in Settlement A that sells toys. You also have a factory in Settlement B that produces toys, but it is X miles away and there is a transport cost. Player2 also has a toy factory in Settlement A right across the street from your shop. You can either pay build up your own transportation infrastructure, or you can just source the toys from across the street, in which case money would change hands from Player 1 to 2.
There should be logistics related buildings such as trucking stations or perhaps rail lines. So there wasn't so much micromanaging, a Factory could know what resources it needs, and trucks in the area could automatically move the materials. If a truck is owned by Player 1 and the mine is owned by Player 1 and the factory is owned by Player 1, then it can be a "free shipping" scenario, otherwise you could make money by transporting resources for other players. A player could build his entire financial empire on being a "transport tycoon" and shipping resources for other players.
Warehouses can be tweaked so that the player can decide what resources are stored there. You could say that Warehouse A on this part of town should only store Gold because there is a Mint nearby. And then trucks behind the scenes could figure out the logistics. The player could also manually set their trucking routes if they wanted more control.
If each building had a "Needs" and "Provides" ledger, a lot of the logistics could happen behind the scenes automatically.
Another benefit of each building keeping it's own inventory would help facilitate transactions between players. Suppose Player 1 needs a new Rover, but does not have a vehicle factory, or the materials to build his own. But Player 2 has a Rover Dealership with 6 rovers in stock. You can just buy one of their rovers for Money without even needing the materials or your own factory, and Player 2 gets some nice funds added to their treasury. And perhaps the settlement gets a nice sales tax. Player 2 could tell the dealership building to always keep X numbers of Rovers in stock, and the shipping and logistics engine could take care of the rest. Or he could own the rover factory next door and set up the shipping himself. I don't know!!!
In MC1, again like a dictatorship, the player controls everything related to the economy. You pay the workers, and you also tax them. I am thinking of separating this out. For MC2, I propose that the only resource an actual settlement as an entity can have is Money. Each settlement will have it's own public treasury, and the leader of that settlement decides what funds are used for the public, enacts tax policy, etc. Perhaps a settlement can be democratic where different players are able to run against each other, or perhaps a settlement is a dictatorship and leadership cannot be altered. The settlement will be able to tax both colonists, which are controlled by the engine, or businesses, which are controlled by the player. If there is a business tax in the settlement, it is taken out of profits produced by players. If the settlement wants to build a public structure like a Park, it can contract the work out to a player who has the logistics to build it. The settlement would pay a player to build the police station, but then you would use public settlement money to fund and operate it.
I don't know exactly how this would work out, so discussion is needed. It could also be that all buildings are private, including parks and police, like a total Ayn Rand utopia. I really just don't know yet.
This system also would let a settlement leader implement zoning, as mentioned in this thread. The settlement leader could say "only houses in this area" or "only shops in this area" etc. Roads within a settlement could be the responsibility of the settlement owner, or he could just say "anybody can build necessary roads here."
In terms of jobs, I think when a player builds and owns a factory, he should be able to set the pay rate on each factory (he can also just set a default rate or bulk update). When you build an apartment complex, the player should be able to set the rent level. Perhaps a settlement can implement minimum wages or price controls, but in general the player gets to set these levels. That would add an element of competition to a city. It would also have an impact on which parts of a settlement become high end, which become ghetto, etc.
Anyway, maybe this is all too micro-managy and I should just stick to MC1 mechanics, so I'd like to hear what others think about such a logistics system. I like it better because the game can have even more resources than MC1, but without having a huge resource bar at the top of the screen. And it's more realistic than just having storage buildings everywhere will millions of resources.
In the thread regarding Resources as Utilities, I think we sort of decided that resources would work in a similar manner to MC1. One thing I think needs to be finalized is resource pools. Should they be player based, or settlement based? I am of mixed opinions on this, so would like to hear feedback and pros/cons of each, since I need to start adding resources to the engine fairly soon before I can move on.
I have been going back and forth on this. I have considered resources being tied to the settlement, tied to the player, work like utilities, and even just not having resource pools at all. The more I think of it in my head though, I am starting to envision a new system that is possibly a bit more complicated at first, but I think is more realistic and would add a whole new element to the game - logistics.
My proposal for MC2 is to have the resources literally be tied to no large single pool, but instead just sit there in the building/area they were produced until they are moved. If you build a mine somewhere, you also need a transportation system to bring the ore from the mine to the refinery, or to a warehouse, etc. Each player is responsible for this own supply lines. Suppose you build a department store in Settlement A that sells toys. You also have a factory in Settlement B that produces toys, but it is X miles away and there is a transport cost. Player2 also has a toy factory in Settlement A right across the street from your shop. You can either pay build up your own transportation infrastructure, or you can just source the toys from across the street, in which case money would change hands from Player 1 to 2.
There should be logistics related buildings such as trucking stations or perhaps rail lines. So there wasn't so much micromanaging, a Factory could know what resources it needs, and trucks in the area could automatically move the materials. If a truck is owned by Player 1 and the mine is owned by Player 1 and the factory is owned by Player 1, then it can be a "free shipping" scenario, otherwise you could make money by transporting resources for other players. A player could build his entire financial empire on being a "transport tycoon" and shipping resources for other players.
Warehouses can be tweaked so that the player can decide what resources are stored there. You could say that Warehouse A on this part of town should only store Gold because there is a Mint nearby. And then trucks behind the scenes could figure out the logistics. The player could also manually set their trucking routes if they wanted more control.
If each building had a "Needs" and "Provides" ledger, a lot of the logistics could happen behind the scenes automatically.
Another benefit of each building keeping it's own inventory would help facilitate transactions between players. Suppose Player 1 needs a new Rover, but does not have a vehicle factory, or the materials to build his own. But Player 2 has a Rover Dealership with 6 rovers in stock. You can just buy one of their rovers for Money without even needing the materials or your own factory, and Player 2 gets some nice funds added to their treasury. And perhaps the settlement gets a nice sales tax. Player 2 could tell the dealership building to always keep X numbers of Rovers in stock, and the shipping and logistics engine could take care of the rest. Or he could own the rover factory next door and set up the shipping himself. I don't know!!!
In MC1, again like a dictatorship, the player controls everything related to the economy. You pay the workers, and you also tax them. I am thinking of separating this out. For MC2, I propose that the only resource an actual settlement as an entity can have is Money. Each settlement will have it's own public treasury, and the leader of that settlement decides what funds are used for the public, enacts tax policy, etc. Perhaps a settlement can be democratic where different players are able to run against each other, or perhaps a settlement is a dictatorship and leadership cannot be altered. The settlement will be able to tax both colonists, which are controlled by the engine, or businesses, which are controlled by the player. If there is a business tax in the settlement, it is taken out of profits produced by players. If the settlement wants to build a public structure like a Park, it can contract the work out to a player who has the logistics to build it. The settlement would pay a player to build the police station, but then you would use public settlement money to fund and operate it.
I don't know exactly how this would work out, so discussion is needed. It could also be that all buildings are private, including parks and police, like a total Ayn Rand utopia. I really just don't know yet.
This system also would let a settlement leader implement zoning, as mentioned in this thread. The settlement leader could say "only houses in this area" or "only shops in this area" etc. Roads within a settlement could be the responsibility of the settlement owner, or he could just say "anybody can build necessary roads here."
In terms of jobs, I think when a player builds and owns a factory, he should be able to set the pay rate on each factory (he can also just set a default rate or bulk update). When you build an apartment complex, the player should be able to set the rent level. Perhaps a settlement can implement minimum wages or price controls, but in general the player gets to set these levels. That would add an element of competition to a city. It would also have an impact on which parts of a settlement become high end, which become ghetto, etc.
Anyway, maybe this is all too micro-managy and I should just stick to MC1 mechanics, so I'd like to hear what others think about such a logistics system. I like it better because the game can have even more resources than MC1, but without having a huge resource bar at the top of the screen. And it's more realistic than just having storage buildings everywhere will millions of resources.
I think we sort of decided that resources would work in a similar manner to MC1. One thing I think needs to be finalized is resource pools. Should they be player based, or settlement based? I am of mixed opinions on this, so would like to hear feedback and pros/cons of each, since I need to start adding resources to the engine fairly soon before I can move on.
Some resources need to be like MC1, but they can not be both?
Steel factory:
- -2 ore (like utility)
- +1 steel (like utility)
- 150 steel unit (like mc1, for building)
In mc1, you remember why you were forced to add a hardcap for the payroll assistance? Some player are born only for give chaos.
The only settlement based resources pool isn't a bad idea, can be a nice way to play with friend, slowly introducing them into the game. The experienced player could actually help those unfamiliar with the game, without destroying the gameplay (like gifting billions of resources to those just starting to play).
But.. the server owner need to have the possibility to create rule, like:
- Only player inside a list can play in settlement create by player A
- Other player can interact with a settlement only if the player is Online
- some blacklist
- maximum withdrawal based on the grade
- ecc
For the player personal resources pool, how players could change resources? Resources Like MC1, or physically located in storage? (if i have steel in sector 0:0, i can't use in sector 9900000:65465465465465)
The more I think of it in my head though, I am starting to envision a new system that is possibly a bit more complicated at first, but I think is more realistic and would add a whole new element to the game - logistics.
Love it.
If you wanna to keep the settlement little and realistic, is a good choice.
My proposal for MC2 is to have the resources literally be tied to no large single pool, but instead just sit there in the building/area they were produced until they are moved. If you build a mine somewhere, you also need a transportation system to bring the ore from the mine to the refinery, or to a warehouse, etc. Each player is responsible for this own supply lines. Suppose you build a department store in Settlement A that sells toys. You also have a factory in Settlement B that produces toys, but it is X miles away and there is a transport cost. Player2 also has a toy factory in Settlement A right across the street from your shop. You can either pay build up your own transportation infrastructure, or you can just source the toys from across the street, in which case money would change hands from Player 1 to 2.
Seems a nice bottleneck to me (a good one, not bad), able to give more realism.
There should be logistics related buildings such as trucking stations or perhaps rail lines. So there wasn't so much micromanaging, a Factory could know what resources it needs, and trucks in the area could automatically move the materials. If a truck is owned by Player 1 and the mine is owned by Player 1 and the factory is owned by Player 1, then it can be a "free shipping" scenario, otherwise you could make money by transporting resources for other players. A player could build his entire financial empire on being a "transport tycoon" and shipping resources for other players.
Seems a very nice idea. And again.. can be used from experienced players to help unfamiliar players.
Warehouses can be tweaked so that the player can decide what resources are stored there. You could say that Warehouse A on this part of town should only store Gold because there is a Mint nearby. And then trucks behind the scenes could figure out the logistics. The player could also manually set their trucking routes if they wanted more control.
So.. instead like mc1, where each warehouses have a infinite resources list, the building now is just a big place where players can put thing inside. Not bad
If each building had a "Needs" and "Provides" ledger, a lot of the logistics could happen behind the scenes automatically.
The whole transports system can easy be structured like a hydraulic system, you could copy some hydraulic formula for easy setup the system, like flow rate, speed, valves, tanks, main pipes, reducers, etc..
Another benefit of each building keeping it's own inventory would help facilitate transactions between players. Suppose Player 1 needs a new Rover, but does not have a vehicle factory, or the materials to build his own. But Player 2 has a Rover Dealership with 6 rovers in stock. You can just buy one of their rovers for Money without even needing the materials or your own factory, and Player 2 gets some nice funds added to their treasury. And perhaps the settlement gets a nice sales tax. Player 2 could tell the dealership building to always keep X numbers of Rovers in stock, and the shipping and logistics engine could take care of the rest. Or he could own the rover factory next door and set up the shipping himself. I don't know!!!
To me seems an other argument, not direct connected with the transports or warehouse. Another way to make it easier for players to interact, and again, to help other player.
At this point, why not allow the sale of buildings, or pay someone to build for us? With resources / money. And if the player B give enough resources, player A only need to move rovers, not personal resources.
In MC1, again like a dictatorship, the player controls everything related to the economy. You pay the workers, and you also tax them. I am thinking of separating this out. For MC2, I propose that the only resource an actual settlement as an entity can have is Money. Each settlement will have it's own public treasury, and the leader of that settlement decides what funds are used for the public, enacts tax policy, etc. Perhaps a settlement can be democratic where different players are able to run against each other, or perhaps a settlement is a dictatorship and leadership cannot be altered. The settlement will be able to tax both colonists, which are controlled by the engine, or businesses, which are controlled by the player. If there is a business tax in the settlement, it is taken out of profits produced by players. If the settlement wants to build a public structure like a Park, it can contract the work out to a player who has the logistics to build it. The settlement would pay a player to build the police station, but then you would use public settlement money to fund and operate it.
Agreed
This system also would let a settlement leader implement zoning, as mentioned in this thread. The settlement leader could say "only houses in this area" or "only shops in this area" etc. Roads within a settlement could be the responsibility of the settlement owner, or he could just say "anybody can build necessary roads here."
If the leader can implement rules, why not.
Anyway, maybe this is all too micro-managy and I should just stick to MC1 mechanics, so I'd like to hear what others think about such a logistics system. I like it better because the game can have even more resources than MC1, but without having a huge resource bar at the top of the screen. And it's more realistic than just having storage buildings everywhere will millions of resources.
I don't thing is too much, but i love micro-management. And adding several layers of micro/macro-management, can easy become bottleneck, avoid insane stuff.
Little and nice settlement, instead to have a nearly infinite building like mc1.
One little question.. The ideas in this post are very very very nice, every one. But, they should have a maxim impact in planet with many many players. Not in a nearly infinite planet, with 2-3 players playing very far from each other.
So.. an other idea.. If Player A run Server A, and player B run Server B, they could cross playing without start again everything? In this scenario, many player server they could work together, allowing interactions of this type. But.. maybe this idea can be an other topic, not this one.
Yes @stepht347 , you have to make sure you turn on the CloundSync option in order for your accounts to sync across devices, it is disabled by default.
To find it, first open up Ledger Settings from the menu on the main account listing screen. Then in settings, scroll down a bit and you should see Cloud Sync.
I hope that this information helps!
To find it, first open up Ledger Settings from the menu on the main account listing screen. Then in settings, scroll down a bit and you should see Cloud Sync.
I hope that this information helps!
I had a request from an EZ Register user to be able to import data from a now defunct Android app called simply Checkbook, created by Digital Life Solutions, LLC. I looked into the Checkbook app, and saw that when you exported the account data as a spreadsheet, you were actually given a standard .csv file. EZ Register v1.14.0 and above now has the ability to import this .csv data directly into an account. Although this feature was designed specifically to import data from the Checkbook app, it can be used to import any data that is saved in .csv format, so long as the data is arranged in the same way.
The only real requirement is that your .csv columns (fields) be arranged in the following order: "category","description","value","date","check number","memo". The export on the old Checkbook app does this automatically, but you can also create data in a standard spreadsheet application like Excel or Libreoffice Calc and save it as a .csv file, and EZ Register will be able to import it, so long as the columns are arranged in the same order. Below is some sample .csv data:
Either way, once you have your *.csv file, importing it into EZ Register is fairly straight forward. Create a new account in your ledger for the data, and then once in the account, select Import .csv from the menu, and choose your data. Your account will be populated with your exported transactions.
That's all there is to it! If you have issues or questions with this feature, feel free to reply to this thread.
The only real requirement is that your .csv columns (fields) be arranged in the following order: "category","description","value","date","check number","memo". The export on the old Checkbook app does this automatically, but you can also create data in a standard spreadsheet application like Excel or Libreoffice Calc and save it as a .csv file, and EZ Register will be able to import it, so long as the columns are arranged in the same order. Below is some sample .csv data:
"category","description","value","date","check number","memo"In a spreadsheet application, the same data may look like this:
"Starting Balance","Starting Balance","20.23","Mon May 31 09:09:41 CDT 2021","","null"
"Allowance","a cool deposit","52.0","Mon May 31 09:39:41 CDT 2021","",""
"Food","mcdonalds","-16.25","Mon May 31 09:40:41 CDT 2021","13",""
category | description | value | date | check number | memo |
---|---|---|---|---|---|
Starting Balance | Starting Balance | 20.23 | Mon May 31 09:09:41 CDT 2021 | ||
Allowance | a cool deposit | 52.00 | Mon May 31 09:39:41 CDT 2021 | ||
Food | mcdonalds | -16.25 | Mon May 31 09:40:41 CDT 2021 | 13 |
Either way, once you have your *.csv file, importing it into EZ Register is fairly straight forward. Create a new account in your ledger for the data, and then once in the account, select Import .csv from the menu, and choose your data. Your account will be populated with your exported transactions.
That's all there is to it! If you have issues or questions with this feature, feel free to reply to this thread.
The ledger files that are created -- where are they on my laptop? I want to include that directory in my backup software. Thanks in advance!
I need some simple instructions on how to set up this bookkeeping system so I can keep up with my expenses on a daily basis.
How do I set a ledger that has lines and dates for entry of items into program
Is there a place in the program that provides instructions for setting up the bookkeeping system. This is unlike anything I have used before.
I really need to get the program set completely up by January.
I also am trying to figure out how to get a desktop icon,
How do I set a ledger that has lines and dates for entry of items into program
Is there a place in the program that provides instructions for setting up the bookkeeping system. This is unlike anything I have used before.
I really need to get the program set completely up by January.
I also am trying to figure out how to get a desktop icon,
I just installed Ape Apps and EZ Register on my laptop using Windows 11. I have given the Ledger a new name and have entered my accounts several times. I select save, but the file is saved with 0kb and none of my accounts are there when I sign back in. What am I doing wrong?