Difference between revisions of "Industry"

From EVE University Wiki
Jump to: navigation, search
m (Update link.)
 
(96 intermediate revisions by 18 users not shown)
Line 1: Line 1:
[[Category:Industry]]
+
{{related class|Industry (CORE class)}}
<div style="margin-bottom:1em; padding:.5em; font-weight:bold; text-align:center; border:1px solid #000000; background: #ff9933; width:auto; ">This page is a work in progress. Please feel free to contribute.</div>
+
{{Industry Links}}
 +
'''Industry''' is a catch-all term for all the industrial activities within EVE: mining, gas huffing, manufacturing, researching, invention, reprocessing, and reverse engineering.
  
'''This page is NOT LIVE and is under development, I'm getting it down while I have the thought in my head'''
+
Industry is vitally important to the EVE economy and activity, as without industrial-minded players building the ships and modules and ammunition required for PvE and PvP combat, combat-minded players could not function. Virtually none of these items are seeded on the market; almost everything in EVE is player-built (you can identify NPC sell orders on the market by their >300 day duration).
  
This Section will be used to create an overview of Industry within Eve Online. Industry is an expansive topic within Eve and to newer players it can be overwhelming, as well as the possibility of being easily exploited by dubious players.
+
Industry can be roughly split to two aspects: Acquiring materials for production and producing items from materials.
  
Seeing as entire books can be written on this subject, topics have been split into small chunks, so it can be easily absorbed, and to prevent an information overload.
+
This page shows you a general introduction industry. For further details on mining, manufacturing, research, invention and other aspects of industry, see the links in the box to the right.
  
Below is a catalogue of topics, that start from the easiest aspects of industry, and culminate in the more difficult, and cost heavy areas.  
+
== Production ==
 +
Production refers to everything you can do with a [[blueprint]] in the Industry window: manufacturing of items, time efficiency and material efficiency research of blueprints, blueprint copying, invention, and reverse engineering. Production is a vital part of the EVE Online economy, and can be carried out in any security space, in any station with the appropriate facilities or in an [[Upwell structure]] with the necessary service modules.
  
 +
{|class=wikitable style="width: 900px; background: #111111;"
 +
|-
 +
|[[File:Empty bpo.png|26px|link=|]]
 +
|'''[[Blueprints]]''' are the base of production in EVE. They can be directly used for T1 production, researched to make them better for T1 production, copied or used for invention for T2 production.
  
'''NOTE: Following is only a suggestion for a setup. Feel free to add or change the titles. I personally don't know enough about industry to know all the topics we need to cover in this one.''' --[[User:Celeste aserad|Celeste aserad]] 22:53, 6 January 2010 (UTC)
+
|-
 +
|[[File:Icon Manufacturing.png|link=|]]
 +
|'''[[Manufacturing]]''' You have a blueprint or a blueprint copy. The next step is to manufacture the item.
  
{| align="right" margin="15px"
+
|-
| __TOC__
+
|[[File:Icon ResearchMaterial.png|link=|]]
|}
+
|'''[[Research]]''' allows improving the material efficiency or time efficiency of a T1 blueprint original. This allows you to make the item with fewer materials or in less time.
  
 +
|-
 +
|[[File:Icon Copying.png|link=|]]
 +
|'''Copying''' is the process of making limited run copies off of a blueprint original. The copies retain the ME and TE research level of the original blueprint.
  
== Mining ==
+
|-
'''Info and links regarding mining should go under here'''
+
|[[File:Icon Invention.png|link=|]]
'''starting with basics and introduction and move to more advanced stuff'''
+
|'''[[Invention]]''' is the process of making T2 blueprint copies off of a T1 blueprint original.
  
 +
|-
 +
|[[File:Icon ReverseEngineering.png|link=|]]
 +
|'''[[Tech 3 Production]]''' is the process of making tech 3 ships.
  
Mining is the profession of extracting ore from asteroids; these ores can then be refined into minerals which in turn are used in the production of all player created items in EVE, such as ships and modules. It is one of the few professions that is immediately available to beginning players and most EVE industrialists started their careers by mining. Mining is perhaps the most economically safe professions in EVE; losing mining ships or being podded is uncommon and minerals are always in demand. In its simplest form, mining can be accomplished by finding an asteroid site in a system and mining its asteroids with mining lasers.
+
|-
 +
|[[File:Icon reaction.png|link=|]]
 +
|'''[[Reactions]]''' is the process of refining raw moon ore or gas into a form that can be used for manufacturing.
  
 +
|}
  
=== Before you start ===
+
=== Industry window ===
 +
The industry window can be found in the [[neocom]] menu. This is the window that is mainly used for industry.
  
The foundations of mining, and where to start is here: [[Mining | Mining]]
 
  
The following is a good plan for creating a new alt with the skills to fly an [[Exhumers|Exhumer]] within the introductory 51 days of an activated 'buddy account'. It can also be used as a guide for what skills a player would need to develop to be able to start flying higher-level mining ships: [[Creating_an_Alt_Miner|Creating an Alt Miner]]
+
[[File:Industry window.png]]
  
''Maybe a skill plan we have already figured out so that they can start training skills before following the guides''
+
In the '''Blueprints''' tab you can see your and your corporation currently owned blueprints, either originals (BPO) or copies (BPC), in any location. Use the drop-down boxes to view corp blueprints, or blueprints in other locations. Click the column headers to sort by that column. Faded-out blueprints are ones currently being used in a job. The cog in the top left of this section will let you show/hide blueprints that are currently in use. Note that with very large blueprint collections the blueprint list may simply fail to load.
''Skill suggestions at least. ''
 
  
=== The Beginning ===
 
So you want try you hand at mining, and want to get out of your 'noob' ship, so why not try here: [[Mining Ships]]
 
  
So you have tried mining and have got a taste for it, lets try out a: [[Mining_Barges|Mining Barge]]
+
[[File:Facilities tab.png]]
  
Want a simple technique to increase your mining yield, that anyone can do? Then why not try:[[Cooperative_Mining_Guide | Mining with others]]
+
The '''Facilities''' tab gives you an overview of the industrial facilities available to you, both stations and upwell structures. Each of the activity icons has a red bar along the bottom of the it. This shows the System Cost Index, which can be expanded by mouseover. The system cost index is a rough indication to how much your job will cost, relatively, to install. The more of the icon is filled with the red bar, the more of that activity is being carried out in that facility, and thus the more expensive the production lines will cost.
  
=== Advanced ===
 
  
There's just no stopping you is there! You want more more more! Well how about: [[ An Exhumer]]
+
[[File:Jobs tab.png]]
  
Its time for the final step, you want to become a mining fleet master and for that you might just want: [[Orca_Guide | An Orca]]
+
In '''Jobs''' tab you can view all of your and your currently-running jobs, plus their duration, end time, location, activity and similar useful things. Research jobs have blue duration bars, manufacturing jobs have yellow bars. You can also see jobs installed by people in your corporation, so long as they are using corporation-owned blueprints. You will need to use this tab to deliver completed jobs back to your hangar.
  
And what about something different, then try [[Ice_Mining | Ice Mining]]
+
== Resources ==
 +
All manufacturing requires materials to be obtained to use in the production process, and there are various sources of raw materials in New Eden that require harvesting, in order to gather these resources.
  
And in wormhole space and 0.0, there's [[Gas_Cloud_Mining | Gas Mining]]
+
{|class=wikitable style="width: 900px; background: #111111"
  
Heading into unprotected Low Sec space, then you will have to read [[Ivy_League_Policies#HiSec.2C_LoSec.2C_NPC_NullSec.2C_Claimable_NullSec_and_W-space| this]]
+
|-
 +
|[[File:Icon minerals.png|26px|link=|]]
 +
|'''[[Mining]]''' is the profession of extracting ore and ice from asteroids; these can then be reprocessed into minerals that are the basis of virtually all production in EVE.
  
Wanting to play in the null sec sandbox, then without a doubt read [[Ivy_League_Policies#HiSec.2C_LoSec.2C_NPC_NullSec.2C_Claimable_NullSec_and_W-space|this]] to find which areas you are allowed to go as an E-Uni member and to increase your chances of survival
+
|-
 +
|[[File:Icon reaction materials.png|26px|link=|]]
 +
|'''[[Moon mining]]''' is a special type of mining. Moon mining requires an engineering complex to break off chunks of a moon for mining. The high investment on the structure and potential threat on it means this is often an activity for a group of players.
  
And finally if you want to know everything, down to the EXACT numbers then this guide written by Halada has been helping out miners for many years [http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 Halada's Complete Miner's Guide]
+
Moons are a vitally important source of raw materials for all T2 products, and some T1 products. To use the materials mined from the moon for anything they need to be refined through [[reactions]] first.
  
== Refining ==
+
|-
'''Info and links regarding refining should go under here'''
+
|[[File:Icon items.png|26px|link=|]]
'''starting with basics and introduction and move to more advanced stuff'''
+
|'''[[Gas cloud harvesting]]''' is another specialized form of resource gathering. The clouds found in low security space are used for [[medical boosters]] while the gas from wormholes is used for tech 3 ship production.
  
When you have some ore that you have been stacking, there is time to do something with them. You have two options: Either go sell them as is, selling them raw. Or you could refine them into valuable minerals.  
+
|-
 +
|[[File:Icon salvage2.png|26px|link=|]]
 +
|'''[[Salvaging]]''' is finding useful items from wrecks. Any ship wreck in EVE Online can be salvaged to retrieve salvage materials. Salvage from normal wrecks is used for manufacturing [[rigs]]. Salvage retrieved from Sleeper wrecks on the other hand is used for manufacturing tech 3 ships.
  
Remember: in the beginning, DO NOT REFINE - KEEP STACKING.  
+
|-
Since your skills are at the bottom, the wasteage would be so high that you could earn more money by selling them raw. If you need the money straight away, get someone else who has perfect refine AND that you fully trust, to refine them for you. If not, keep'em stacking.
+
|[[File:Icon planetary materials.png|26px|link=|]]
 +
|'''[[Planetary Industry]]''' is the process of extracting useful materials from planets. Planetary Industry is an excellent source of passive income that can be managed remotely requiring physical interaction only for hauling products off the planet.
  
 +
|-
 +
|[[File:Reprocess.png|26px|link=|]]
 +
|'''[[Reprocessing]]''' is the process by which mined ore (and almost any item) can be turned into minerals. Various skills, different POS facilities, and station taxes will affect how much material is returned to you from reprocessing. It may not be profitable for you to reprocess some things if your skills are fairly low.
  
=== How to refine ===
+
Reprocessing is also used to decompress compressed ores.
  
[[Refining]]
+
|-
 +
|[[File:Icon refined materials.png|26px|link=|]]
 +
|There are various sources of rarely used yet required items. These can be bought from NPC sell orders or found in specific sites. Dealing with them may be a bottleneck for a player trying to produce goods but also a high margin market for someone who knows where to look. Notable items include:
 +
* Datacores and Data decryptors from data sites. These items are vital part of T2 invention process.
 +
* Various pirate and ancient components found in data and COSMOS sites. These are required for storyline module manufacturing.
 +
* Commodities from NPC sell orders. Used in manufacturing and research of certain items. These items are rarely a problem as they can be bought in large quantities off the market.
  
 +
|}
  
=== POS Refining ===
+
[[Category:Industry| ]]
''Info about POS and refining''
 
 
 
== Manufacturing ==
 
 
 
See the article on [[Manufacturing | T1 Manufacturing]] for more information.
 
 
 
T2 manufacture is a more complex venture, requiring more skills, different materials, increased infrastructure, and good luck.  Individual items are worth more, but costs are much higher as well. 
 
 
 
T3 manufacture is more complex yet, with a different set of inputs and months of skill training to do the whole process -- but again, the potential for profit is higher.  It also rates its own article, [[Tech_3_Production | here]].
 
 
 
 
 
 
 
Manufacturing is, in short, to produce items from blueprints and materials. This includes several complex operations such as Research, Copying, Invention and Reverse Engineering. New Eden is a massive world with a huge population forming a capitalistic market. This means there is very limited state controlled production(NPC) of any kind.  Most items are manufactured by players, with certain important exceptions:
 
 
 
* Skillbooks (seeded daily to school stations or through LP stores)
 
* T1 BPOs (similar to skillbooks)
 
* Datacores (used for T2 and T3 research; obtained in a time-limited way from R&D agents/missions).
 
* Containers (seeded to stations).
 
* Meta-1 through Meta-4 modules (loot from missions).
 
* Officer/deadspace modules (loot from missions).
 
 
 
Faction items (Caldari Navy Raven, etc.) are a mix of player and NPC production -- some items can be purchased through LP stores as blueprints.
 
 
 
Note that the supply of the last 4 items on the list is generally constrained by two factors: (a) how many missions are run, and (b) how often the item is provided as mission loot.  Skillbooks and blueprints appear to be sold in a manner that maintains price stability and high availability. 
 
 
 
The wide availability of meta-1 through meta-4 modules is viewed by many as a major economic problem in EvE, since any of these are superior substitutes to T1 manufacture, which produces Meta-0 items.  Indeed, many meta-4 modules are superior to the T2 variants. 
 
 
 
By analogy, imagine you could manufacture an 8GB iPod, but your neighbor could dig in his yard and mine a 20GB iPod.
 
 
 
''More on economics -- Eve's population and markets are huge and well-developed for a video game, but in real-world economic terms, the markets are small, fragmented, and highly inefficient (in the technical sense).  They're also subject to the equivalent of massive disruption by the game developers, which you may equate to the state or to acts of God.  Hauling as a career will let you exploit and correct some of those inefficiencies, and this is the basis of the station-trading profession -- so be aware of the ways in which EvE's markets fail, because that's where you'll make your money.''
 
 
 
== Research ==
 
''Overview info about researching''
 
 
 
[[Basic Research]]
 
 
 
=== Reverse Engineering ===
 
''Info regarding reverse engineering''
 
See [[Tech_3_Production#Reverse_Engineering | Tech 3 Production's reverse engineering section]].
 
 
 
== Hauling ==
 
'''Info and links regarding hauling should go under here'''
 
'''starting with basics and introduction and move to more advanced stuff'''
 
[[Creating an Alt Hauler | Creating a Hauler Alt]]
 
''Overview info on hauling''
 
 
 
Hauling is generally the act of moving things from A to B. Should be simple enough. New Eden is a busy world, and indeed a large one. Because of it's size and travelsickness, traveling far distances is something New Eden's population tries to avoid. Or they just might be lazy. Therefore there are many people willing to pay you a lot for moving their things from one place to another. When realizing the vast ammounts of money that can be made out of this, it gets interesting.
 
 
 
 
 
=== Before you start ===
 
''Things to know before you start a career in hauling / character creation''
 
 
 
''Maybe a skill plan we have already figured out so that they can start training skills before following the guides''
 
 
 
''Skill suggestions at least. ''
 
 
 
 
 
=== Methodes ===
 
''The different methodes in hauling''
 
 
 
 
 
=== Ships ===
 
''Suggested shipsetups''
 
 
 
== Trading ==
 
'''Info and links regarding trading should go under here'''
 
'''starting with basics and introduction and move to more advanced stuff'''
 
 
 
Trading is all about selling high and buying low. Trading might be the quickest way to arise from the dust and enter the halls of the rich ones. However, there is a catch. It takes money to make money. Meaning you will need a couple of millions in your wallet before attending this.
 
 
 
[[Trading]]
 
 
 
 
 
=== Before you start ===
 
''Things to know before you start a career in trading / character creation''
 
 
 
''Maybe a skill plan we have already figured out so that they can start training skills before following the guides''
 
 
 
''Skill suggestions at least. ''
 
 
 
 
 
=== Station Hub Trading ===
 
''Info about this consept''
 
 
 
 
 
=== Haul Trading (or whatever it is called) ===
 
''Info about that consept''
 
 
 
= Further Reading / Links & Stuff =
 
''Links to different guides. i.ex Haladas''
 
 
 
*[[How_to_identify_items_to_trade]]
 
 
 
*[[Manufacturing]]
 
 
 
*[[Mining]]
 
 
 
*[[POS_Refining]]
 
 
 
*[[POS_and_YOU]]
 
 
 
*[[Polymer_Reactor_Array]]
 
 
 
*[[Research]]
 
 
 
*[[Tips_and_Tricks]]
 
 
 
*[[Trade_Hubs]]
 
 
 
*[[Can_Flipping]]
 
 
 
*[[Cooperative_Mining_Guide]]
 
 
 
*[[Creating_an_Alt_Hauler]]
 
 
 
*[[Trading]]
 
 
 
= Copyright Notice =
 
''Links / List of places and guides we have pulled information out of and rearranged. Who was their authors and so on.''
 

Latest revision as of 10:41, 24 December 2023

E-UNI Emblem.png EVE University offers
a class on:


Industry is a catch-all term for all the industrial activities within EVE: mining, gas huffing, manufacturing, researching, invention, reprocessing, and reverse engineering.

Industry is vitally important to the EVE economy and activity, as without industrial-minded players building the ships and modules and ammunition required for PvE and PvP combat, combat-minded players could not function. Virtually none of these items are seeded on the market; almost everything in EVE is player-built (you can identify NPC sell orders on the market by their >300 day duration).

Industry can be roughly split to two aspects: Acquiring materials for production and producing items from materials.

This page shows you a general introduction industry. For further details on mining, manufacturing, research, invention and other aspects of industry, see the links in the box to the right.

Production

Production refers to everything you can do with a blueprint in the Industry window: manufacturing of items, time efficiency and material efficiency research of blueprints, blueprint copying, invention, and reverse engineering. Production is a vital part of the EVE Online economy, and can be carried out in any security space, in any station with the appropriate facilities or in an Upwell structure with the necessary service modules.

Empty bpo.png Blueprints are the base of production in EVE. They can be directly used for T1 production, researched to make them better for T1 production, copied or used for invention for T2 production.
Icon Manufacturing.png Manufacturing You have a blueprint or a blueprint copy. The next step is to manufacture the item.
Icon ResearchMaterial.png Research allows improving the material efficiency or time efficiency of a T1 blueprint original. This allows you to make the item with fewer materials or in less time.
Icon Copying.png Copying is the process of making limited run copies off of a blueprint original. The copies retain the ME and TE research level of the original blueprint.
Icon Invention.png Invention is the process of making T2 blueprint copies off of a T1 blueprint original.
Icon ReverseEngineering.png Tech 3 Production is the process of making tech 3 ships.
Icon reaction.png Reactions is the process of refining raw moon ore or gas into a form that can be used for manufacturing.

Industry window

The industry window can be found in the neocom menu. This is the window that is mainly used for industry.


Industry window.png

In the Blueprints tab you can see your and your corporation currently owned blueprints, either originals (BPO) or copies (BPC), in any location. Use the drop-down boxes to view corp blueprints, or blueprints in other locations. Click the column headers to sort by that column. Faded-out blueprints are ones currently being used in a job. The cog in the top left of this section will let you show/hide blueprints that are currently in use. Note that with very large blueprint collections the blueprint list may simply fail to load.


Facilities tab.png

The Facilities tab gives you an overview of the industrial facilities available to you, both stations and upwell structures. Each of the activity icons has a red bar along the bottom of the it. This shows the System Cost Index, which can be expanded by mouseover. The system cost index is a rough indication to how much your job will cost, relatively, to install. The more of the icon is filled with the red bar, the more of that activity is being carried out in that facility, and thus the more expensive the production lines will cost.


Jobs tab.png

In Jobs tab you can view all of your and your currently-running jobs, plus their duration, end time, location, activity and similar useful things. Research jobs have blue duration bars, manufacturing jobs have yellow bars. You can also see jobs installed by people in your corporation, so long as they are using corporation-owned blueprints. You will need to use this tab to deliver completed jobs back to your hangar.

Resources

All manufacturing requires materials to be obtained to use in the production process, and there are various sources of raw materials in New Eden that require harvesting, in order to gather these resources.

Icon minerals.png Mining is the profession of extracting ore and ice from asteroids; these can then be reprocessed into minerals that are the basis of virtually all production in EVE.
Icon reaction materials.png Moon mining is a special type of mining. Moon mining requires an engineering complex to break off chunks of a moon for mining. The high investment on the structure and potential threat on it means this is often an activity for a group of players.

Moons are a vitally important source of raw materials for all T2 products, and some T1 products. To use the materials mined from the moon for anything they need to be refined through reactions first.

Icon items.png Gas cloud harvesting is another specialized form of resource gathering. The clouds found in low security space are used for medical boosters while the gas from wormholes is used for tech 3 ship production.
Icon salvage2.png Salvaging is finding useful items from wrecks. Any ship wreck in EVE Online can be salvaged to retrieve salvage materials. Salvage from normal wrecks is used for manufacturing rigs. Salvage retrieved from Sleeper wrecks on the other hand is used for manufacturing tech 3 ships.
Icon planetary materials.png Planetary Industry is the process of extracting useful materials from planets. Planetary Industry is an excellent source of passive income that can be managed remotely requiring physical interaction only for hauling products off the planet.
Reprocess.png Reprocessing is the process by which mined ore (and almost any item) can be turned into minerals. Various skills, different POS facilities, and station taxes will affect how much material is returned to you from reprocessing. It may not be profitable for you to reprocess some things if your skills are fairly low.

Reprocessing is also used to decompress compressed ores.

Icon refined materials.png There are various sources of rarely used yet required items. These can be bought from NPC sell orders or found in specific sites. Dealing with them may be a bottleneck for a player trying to produce goods but also a high margin market for someone who knows where to look. Notable items include:
  • Datacores and Data decryptors from data sites. These items are vital part of T2 invention process.
  • Various pirate and ancient components found in data and COSMOS sites. These are required for storyline module manufacturing.
  • Commodities from NPC sell orders. Used in manufacturing and research of certain items. These items are rarely a problem as they can be bought in large quantities off the market.