Planetary Industry

From UniWiki

Jump to: navigation, search
Special Notice: E-UNI Director Irdalth Delrar is stuck between nationalities and needs your help in RL.


The Planetary Interaction feature of the Tyrannis expansion allows players to utilize planetary industries. Below is a general overview of what can be exploited with this new feature.

Note: Planetary Commodities page has been introduced to hold the main tables with Resources and Products, the tables below that overlap with that page will be used to fill the Commodities page. This page should focus on how to connect Extractor A to Processor B via Storage C to produce product D, the best way to organize links, routes, exploit deposits, and so on

Contents

Overview

The idea of Planetary Interaction is to produce things, or to make money by selling stuff you have extracted from planets.

To do anything on a planet, we need a Planetary Command Centre. Once you have deployed this from orbit everything else is done from anywhere in the universe, including from inside a station, until you need to go back into orbit to actually pick up your items.

If you are building a manufacturing-only colony, then you need processors, and a way of getting things down to the planetary surface. You can put the colony in a small area, anywhere on your chosen colony.

If you are building a resource extraction colony, the need resource extractors, and a way to get things up from the planetary surface. Resource nodes need to be sited on deposits of the resource you want to extract, but if you want to extract more than one resource, you need to decide whether to compromise on your output of one to get a good extraction on another and keep them close to each other, saving on link costs, or to put each group on the best deposit of both, and spend the link costs which could cost you your ability to install one or two extractors or a processor.

Your command centre provides power and CPU to your entire colony. This is the limit to how many Planetary Interaction Nodes you can put in a colony. Everything takes a certain amount of CPU and PG (power grid), and the links between them take up some also.

If you are doing resource extraction, it is highly recommended to process the raw resource ("R0") into a first-level product ("P1"), otherwise you are going to pay through the nose on export taxes. For this you will need a Basic Industry Facility.

If you want smooth processing without waste, if you have excess of one resource/product building up, or need to store your output for later pickup you will need storage. For storage, you can use (in order of capacity) Planetary Command Center (500 m3), Storage Facility (5000 m3), or Launch Pad (10,000 m3).

Finally, if want to get your product off-planet to market you will need a node for that. You can launch from your Planetary Command Facility for 3 ISK/PTU, or you can use a Launchpad for 2 ISK/PTU. [Planetary Transfer Unit (PTU) is a made up term in an attempt to capture that the cost is based on both processed level and volume.]

You then need to hook the nodes together with Links that cost PG and CPU themselves. Finally, to get some automation, you want to route amounts of product along those links.

To begin, below we will be going over the basic structure of Command Centre, Extractors linked to Launch Pad [as Storage], in turn linked to Basic Processor routing back to Launch Pad [as Export Facility]. Once you have a sense of how that works, you can start thinking about saving on CPU/PG by removing the storage and carefully balancing your extractor outputs versus explicitly sacrificing product, using multiple Launchpads instead of long links, setting up longer production chains on one planet, setting up production chains with multiple planets, etc.

Connecting It Together

To setup an outgoing route for products from a storage facility (Command Center, Launch Pad, or Storage Facility), you can wait for product to build up in the facility and route up to the amount of product current in storage, or you can click on one of the incoming routes and send that amount to the destination (eg Processor).

If you hook the extractor directly to the processor, you might end up throwing away resources if there is an uneven lot when it fills up (Processors accumulate resources until they have an even lot of input product (eg P1 would be 6000), and then start processing. If the buffer has 5950 in it, and the extractor delivers 210, then 160 units are lost. If there is inputs in the buffer when you change the schematic, they are lost. You can buffer with a storage facility or just live with the loss. If you are living with the loss, you can reduce it somewhat by staggering your extractors' cycles to minimize the chance that two extractors deliver at the same time.


Your First Colony

By way of introducing you to the user interface, let us install a colony.

Buy a "XXX Command Center" on the market. (We are going to a Temperate Planet, so I bought a Temperate Basic Command Center). Fly to the system with the command center in your cargo, and sit in space cloaked (I am doing this in 0.0, stealing resources from The Syndicate who might object, but since they are an NPC corp, their sovereignty is not blocking my deployment).

PI YFC-5-MoreExtractors.png
PI YFC-28-ThreeMoreExtractors.png


PI YFC-31-Product.png

Hint: select the right size of Command Center first, because to deploy a new one, you must destroy the entire colony, losing all the investment you made in extractors, all unprocessed inputs stuck in the Processors,etc. It does not destroy the items that had been exported to the Customs Office, and you can deploy a new Command Centre immediately rather than waiting for downtime.


Intraplanetary Logistics

This is about moving stuff around on a planet. For moving stuff between planets see Interplanetary Logistics

To process the materials, you need to get them from the extractor to the processor. The get them off-planet you need to get them from the processor to the Launch Pad or Command Center. All this means that you have to give consideration to the matter of moving things around on the planet, as well as transferring things onto and off the planet.

There are two ways to get something from one node to the another

Routing is an automated route between one node and another. Whenever there is material at the source node, it will be transfered to the destination node. When setting up automated routes, you need to watch your link usage, and upgrade the links if you run out (or transfer less stuff by doing slower extractions, or whatever). You also can not make routes between storage nodes.

Expedited Transfers can be done to any node that it makes sense to make a transfer to, in any amount. (eg you can not expedite a transfer between two extractors.) This can be used to transfer something from storage to the launch pad, from storage to a processor in the exact amount you need to fill a buffer, etc. However, you are limited in how frequently you can perform an expedited transfer. The minimum cooldown is 5 minutes, and it increases with the amount (volume) that you transfer. For every cubic meter (m3) you transfer, there is a 14.4 second cooldown, on the node doing the transfer. Experimental Data:

How To Route

Setting up a routing varies by node type, but in essence it boils down to finding the product to be routed and clicking on the "Create Route" button that comes up when you select the product. For a storage node (Storage Facility, Command Center, Launch Pad), open the Storage (PI Icon Button Storage.png), for an Extractor or Processing Facility, open the Products Tab (PI Icon Button Products.png). From there, you can click on the product that you want routed elsewhere.

PI Routing-Start.jpgPI Routing-2.jpg

Now click on the destination node that you want to route to, resulting in

PI Routing-3.jpg Finish it off by clicking on the Create Route button.

Now you can review your work by opening the Routes tab (PI Icon Button Routes.png). In addition, from the Routes tab, you can also create an outgoing route by clicking on an incoming route and clicking on the Create Route button. You can also Delete a route that you do not need if you want to reduce your link usage, or want to adjust your production setup.

How To Perform an Expedited Transfer

Expedited transfers are performed between storage elements (ie from Storage Node to Storage Node, or Storage Node to Processor Buffer). Start it off similarly to creating a route by opening the Storage tab. Next click on the Expedited Transfer button.

PI-ExpeditedTransfer-Start.jpg PI-ExpeditedTransfer-ChooseDest.jpg Click on the destination node.

In the Preparing Expedited Transfer Order window, you can drag full or partial stacks (Shift-Drag), or simply click on the product and then click on the Add button. When it is to your satisfaction, click on the Execute Transfer button. PI-ExpeditedTransfer-Prepare.jpg

Manufactured Goods

Most of these goods are manufactured normally in space, away from Planets, but rely heavily on Planetary Commodities


POS Fuels

Not actually manufactured, but an intermediate planetary product. Usable immediately as POS fuel.

T2 parts

Most T2 manufacturing uses a PI good. Mainly P2 and P3.


Miscellaneous

Created with Blueprint and PI products


Sovereignty Structures

Created with Blueprints and P4 products.


Starbase Structures

Created with Blueprints and P4 products.

Personal tools
Namespaces
Variants
Actions
Navigation
EVE University
Toolbox