|
|
| (3 intermediate revisions by the same user not shown) |
| Line 1: |
Line 1: |
| {{PlanetaryIndustryNav}} | | {{PlanetaryIndustryNav}} |
| This is a guide to set up colonies for [[Planetary Industry]].
| | The purpose of [[Planetary Industry]] is to produce things from stuff you have extracted from planets and make money by selling it on the market. |
|
| |
|
| There are eight types of planets in EVE: Barren, Gas, Ice, Lava, Oceanic, Plasma, Storm and Temperate. To do anything on a planet, you need to have a Planetary Command Center matching that planet's type. These are sold by NPCs all across New-Eden. Eve-University home systems should have them avaible in the general hangars. If you are in E-Uni and have not have access yet, feel free to ask someone who has to help you out.
| | To do anything on a planet, you need a Planetary Command Center matching that planet's type. Once you have deployed this from somewhere in space in the desired system, everything else can be done from anywhere in the universe until you export your items, which must be done in space in the same system as your colony. Picking up your items also must be done in space and uncloaked near either a Customs Office or a launched canister from your Command Center, depending on how you export your products. |
|
| |
|
| == Step 1: Deploying the [[Planetary buildings#Command Centers|Command Center]] ==
| | Your Command Center provides Powergrid and CPU to your entire colony. This limits how many buildings you can put in a colony. Everything takes a certain amount of CPU and Powergrid, including the links between the buildings. |
| ==== Enter planet view ====
| |
| [[File:System information window.png|left|thumb|Solar system: Information]]
| |
| [[File:Planet information.png|left|thumb]]
| |
| To deploy the [[Planetary buildings#Command Centers|Command Center]] you need to have the command center-item in your cargo hold and have to be undocked in space in the same system as the planet you want to colonize. You can be tethered or cloaked for this step.
| |
|
| |
|
| You can access the planet view by right-clicking a planet in the overview or any other list ans select "View planetary industry". You can get a list of avaible planets from opening the "Solar System: Information"by clicking on the systems name in the top left corner and select the "Orbital Bodies" tab. Each planet has their own information page accessed by the familiar[[File:Info button.png|frameless]]-icon. The only game-relevant attribute in this window is the radius and the extractable resources. It also has a button "View Planetary Industry" at the bottom.{{clear}}
| | If you are building a manufacturing-only colony, then you need processors and a way of getting things to and from the planetary surface. You can put the colony in a small area, anywhere on your chosen planet. |
|
| |
|
| ==== Place the Command Center ====
| | If you are building a resource-extraction colony, you need resource extractors and a way to get things up from the planetary surface. |
| Once you are in the planet view, you can drag and zoom to see the planet from different angles. In the top-left corner are two tabs. "Build" and Scan". The scanning will be explained in [[Planetary Industry#Planet Scanning|Planet Scanning]] and [[Identifying valuable planets]]. To set up your colony you can use [[Setting up a planetary colony#Templates|templates]] or go building-by-building.
| |
|
| |
|
| The location of the [[Planetary buildings#Command Centers|Command Center]] is not relevant. In most cases it will not be connected to the rest of the colony and usually not used to export products from the planet. Your [[Planetary buildings#Command Centers|Command Center]] provides Powergrid and CPU to your entire colony. This limits how many buildings you can put in a colony. Everything takes a certain amount of CPU and Powergrid, including the links between the buildings. The [[Planetary buildings#Command Centers|Command Center]] itself does not need to be connected by a link for this. However, if you double-click anywhere on the planet it will center the view on the [[Planetary buildings#Command Centers|Command Center]], so having it close to the rest of the colony might make navigating back there easier.
| | 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) a Planetary Command Center (500 m3), Launch Pad (10,000 m3), or Storage Facility (12,000 m3). |
|
| |
|
| ==== Hit submit ====
| | Once you have a sense of the basics, you can start thinking about tailoring your setup to your needs, setting up longer production chains on one planet (or multiple planets), etc., which you can find more information on at the [[Colony Management]] page. |
| [[File:PI edits pending.png|left|thumb]]
| |
| Once you are happy with the location, select your [[Planetary buildings#Command Centers|Command Center]] in the Build-tab and place it on the planet. The "edits pending" will show you the cost in ISK (zero in this case) and an option to submit or cancel. Nothing is paid and can always be changed or reverted back to the original state until the submit button is pressed. A few actions can not be done while there are edits pending. | |
| To continue building the colony you will have to accept the placement of the [[Planetary buildings#Command Centers|Command Center]].{{clear}}
| |
| | |
| ==== Upgrading the command center ====
| |
| [[File:Level 1 Command Center.png|left|thumb]]
| |
| A [[Planetary buildings#Command Centers|Command Center]] is always deployed at its lowest level. The CPU and Power it provides for the colony is very limited. To upgrade the [[Planetary buildings#Command Centers|Command Center]] you have to click it and select the first tab with the green plus-icon. Here it will show you the level it can be upgraded to, depending on the level in the [[Command Center Upgrades]] skill. {{clear}}
| |
| | |
| == Step 2: Getting resources ==
| |
| There are two methods to get resources to the planets surface. Extracting and Importing.
| |
| | |
| * Extracting: If you are building a extraction-planet, you mine the resources from the planet with extractors, usually refine the extracted materials to some degree and export them up from the planetary surface into space.
| |
| | |
| * Importing: If you are building a factory-planet, you import the resources from space, refine it with processors to one or more higher grade materials and export them up again from the planetary surface into space.
| |
| | |
| There are hybrid configuration, that use both methods, but in most cases it is more efficient to do one or the other.
| |
| | |
| === Step 2.1: Extract resources ===
| |
| To extract resources from the planet you need to build a [[Planetary buildings#Extractor Control Units|Extractor Control Unit]] (ECU). Each built Control Unit can have up to ten [[Planetary buildings#Extractor Heads|Extractor Heads]] connected within a certain radius around it. [[Planetary buildings#Extractor Control Units|Extractor Control Units]], like all buildings can not be moved after they are built. If you want to extract in a different spot you will have to decommission the old one and build and pay for a new one. [[Planetary buildings#Extractor Heads|Extractor Heads]] do not cost any ISK and can be moved while they are not extracting.
| |
| | |
| ===== Placing the [[Planetary buildings#Extractor Control Units|Extractor Control Unit]] =====
| |
| Scan the planet for resources you want to extract as explained in the [[Planetary Industry#Planet Scanning|Planet Scanning]] and the [[Identifying valuable planets]] article. Select the ECU from the build menu and place the Unit with the darkened circle over the spot, where you want to extract. After hitting submit you could start setting down [[Planetary buildings#Extractor Heads|Extractor Heads]], but it might be better to build the rest of the colony first and see how much "fitting"-space is left to place extractors.
| |
| | |
| ===== Building a buffer storage =====
| |
| [[File:ECU and Storage.png|left|thumb]]
| |
| Extractors do have a lot of variance in the amount of resources extracted in a given time. All Factories process a static amount of resources per time. Even though the factories have one cycle of storage build in, this is usually not enough to compensate for the difference in the extracted resources. To buffer the spikes in extraction some kind of storage should always be connected an extractor. If at any time this storage is full no new products can be delivered to it and the goods would be lost. If fitting permits it is good practice to separate this buffer storage room from the final extracted product. A [[Planetary buildings#Storage Facilities|Storage Facility]] is the best option in most cases. A [[Planetary buildings#Launchpad|Launchpad]] provides decent storage for buffer and extraction if it has to be shared. The [[Planetary buildings#Command Centers|Command Center]] would be the worst option as it provides very little room.
| |
| | |
| ===== Linking the buildings =====
| |
| Once you built the storage you need to connect the buildings with [[Planetary buildings#Planetary Links|Links]] to be able to transport resources from one to another. {{button|CTRL}}+{{button|LMB}} the [[Planetary buildings#Extractor Control Units|Extractor]], then release {{button|CTRL}} and click your buffer storage. {{clear}}
| |
| | |
| ===== Start extracting =====
| |
| [[File:Extraction program window.png|left|thumb]]
| |
| To open the extraction program window either double-click the ECU, or select it and click the first icon [[File:Install Extraction Program.png|frameless]]. In the upper right corner of the extraction program window we can select which of the avaible resources will be extracted. One Extractor Unit can only extract one type of resource at a time. While a resource is selected the scanner automatically shows the heatmap for that resouce.
| |
| | |
| Below the Resource selection is the duration slider. This determines how long the the extractor runs before it stops and has to be started again. The longer the runtime the less resources are extracted per hour. The duration also changes the radius of the heads and the individual cycle time that define how often resources are delivered.
| |
| | |
| Extractor Heads can be created and deleted by clicking on the dots on the left hand side. They can also be created and deleted by {{button|CTRL}}+{{button|LMB}} on the planet inside the Extractors radius while the Program Window is open. Drag and drop the heads in a position where the heatmap promises good results. Overlapping heads result in a penalty for both heads and should be avoided.
| |
| | |
| The lower right corner of the programmer window shows the amount of resources that can be expected to be extracted. The numbers change in realtime with the movement of the heads. Once you are happy with the placement of the heeads hit "Start extraction" and submit to start the process.
| |
| | |
| ===== Routing the resources =====
| |
| The red circle around the extractor indicates a possible problem with the building. Usually this means that resources are either not delivered to or from the building. If you followed the instruction above the extracted resources are not yet routed to be delivered to the buffer storage. For this we need to select the extractor again and use the [[File:Extractor routing.png|frameless]] routing tab. Here the resources can be selected with a double click that takes us directly to routing without having to select and hit "create routing". While the cursor is changed it expects us to select a destination. This can also be done by a double click on the destination or by clicking the destination facility once and hitting "create route".{{clear}}
| |
| | |
| === Step 2.2: Import resources ===
| |
| {{Work in progress}}
| |
|
| |
|
| == Your First Colony == | | == Your First Colony == |
| 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) a Planetary Command Center (500 m3), Launch Pad (10,000 m3), or Storage Facility (12,000 m3).
| |
|
| |
| Once you have a sense of the basics, you can start thinking about tailoring your setup to your needs, setting up longer production chains on one planet (or multiple planets), etc., which you can find more information on at the [[Colony Management]] page.
| |
|
| |
|
| ''This pictorial guide will show you step-by-step how to set up a basic colony for producing P1 products from locally extracted R0 raw materials.'' | | ''This pictorial guide will show you step-by-step how to set up a basic colony for producing P1 products from locally extracted R0 raw materials.'' |
| Line 152: |
Line 99: |
| | colspan="2" | Okay, so if our Bacteria weren’t sent to the POCO, where’d they go? Under the Planetary Launches tab of your Journal you’ll see a bookmark for a canister that was generated in space orbiting the planet. You can warp to this can, open it, and loot it like another can. However, the can will be destroyed on “re-entry” after five days, and it shows up on pilots’ [[Directional Scanner Guide|directional scanner]], potentially setting you up to be probed down by combat probes, ganked, and have your goodies stolen, as the can is not secure. A POCO is less expensive per launch and offers secure, personal storage for presumably an indefinite period (most likely excluding the destruction of the POCO itself), but is automatically accessible to anyone in the system, and requires the building of a Launchpad which costs 900,000 ISK and cuts into your colony’s Powergrid and CPU. | | | colspan="2" | Okay, so if our Bacteria weren’t sent to the POCO, where’d they go? Under the Planetary Launches tab of your Journal you’ll see a bookmark for a canister that was generated in space orbiting the planet. You can warp to this can, open it, and loot it like another can. However, the can will be destroyed on “re-entry” after five days, and it shows up on pilots’ [[Directional Scanner Guide|directional scanner]], potentially setting you up to be probed down by combat probes, ganked, and have your goodies stolen, as the can is not secure. A POCO is less expensive per launch and offers secure, personal storage for presumably an indefinite period (most likely excluding the destruction of the POCO itself), but is automatically accessible to anyone in the system, and requires the building of a Launchpad which costs 900,000 ISK and cuts into your colony’s Powergrid and CPU. |
| |} | | |} |
| Check out the Competition: While we were waiting, we could have checked out who else is on the planet. Sometimes you just see an extractor here or there, sometimes you see the Command Center. If you click on the Command Center you can see all the nodes in their network. Right-click on the background to hide or show other players colonies. Mostly you can just ignore them, except when they are sitting on top of the juicy deposit that is rightfully yours. If you both drink from the same deposit each gets less, just as if you place your own extractor heads too close to each other. The below images are taken from the original guide on this page. For more details.<gallery> | | |
| | * Check out the Competition: While we were waiting, we could have checked out who else is on the planet. Sometimes you just see an extractor here or there, sometimes you see the Command Center. If you click on the Command Center you can see all the nodes in their network. Right-click on the background to hide or show other players colonies. Mostly you can just ignore them, except when they are sitting on top of the juicy deposit that is rightfully yours. If you both drink from the same deposit each gets less, just as if you place your own extractor heads too close to each other. The below images are taken from the original guide on this page. For more details. |
| | <gallery> |
| File:PI_YFC-28-Competition.png | | File:PI_YFC-28-Competition.png |
| File:PI_YFC-29a-InfoOnCompetition.png | | File:PI_YFC-29a-InfoOnCompetition.png |
| File:PI_YFC-29b-Competition_PINs.png | | File:PI_YFC-29b-Competition_PINs.png |
| File:PI_YFC-29b-CompetitionNetwork.png | | File:PI_YFC-29b-CompetitionNetwork.png |
| </gallery>If you're done with this planet, you can tear down your whole colony by deleting the Command Center. You will lose the investment you made in the old Command Center, and all the buildings you built, however, so it's probably best to wait until the colony has paid for itself in products. | | </gallery> |
| | |
| | * If you're done with this planet, you can tear down your whole colony by deleting the Command Center. You will lose the investment you made in the old Command Center, and all the buildings you built, however, so it's probably best to wait until the colony has paid for itself in products. |
|
| |
|
| == Templates ==
| |
| [to be added]
| |
| [[Category:Guides]] | | [[Category:Guides]] |
| [[Category:Industry]] | | [[Category:Industry]] |
| [[Category:Planetary Industry]] | | [[Category:Planetary Industry]] |