Difference between revisions of "Industry"

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{{Template:Industry_Links}}{{Work in Progress}}
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{{related class|Industry (CORE class)}}
 
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{{Industry Links}}
'''A lot of this information refers to the upcoming industrial patch/expansion, Crius, expected to be released on 22nd July. It may not be relevant for industry on live servers currently.'''
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'''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 a catch-all term for all the industrial activities within EVE: mining, manufacturing, researching, invention, reprocessing, and - relevant only to T3 ship construction - 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 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 page shows you a general introduction to each aspect of industry, with an overview of the Industry window: what it shows you, how to understand it and how to start a simple job. For further details on mining, manufacturing, research, invention, teams and other aspects of industry, see the links in the box to the right.
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Industry can be roughly split to two aspects: Acquiring materials for production and producing items from materials.
  
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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 ==
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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.
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{|class=wikitable style="width: 900px; background: #111111;"
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|-
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|[[File:Empty bpo.png|26px|link=|]]
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|'''[[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.
  
[[File:Industry_Icon.png|left]]
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|[[File:Icon Manufacturing.png|link=|]]
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|'''[[Manufacturing]]''' You have a blueprint or a blueprint copy. The next step is to manufacture the item.
  
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. You can also carry it out at a [[POS]].
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|[[File:Icon ResearchMaterial.png|link=|]]
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|'''[[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.
  
=== Industry window ===
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|-
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|[[File:Icon Copying.png|link=|]]
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|'''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.
  
To start any industry job, click the Industry icon on the Neocom. The industry window will open, listing your owned blueprints in the lower part of the window.  Alternatively you can right-click any blueprint (even one you don't own) and select ''View in Industry''.
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|-
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|[[File:Icon Invention.png|link=|]]
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|'''[[Invention]]''' is the process of making T2 blueprint copies off of a T1 blueprint original.
  
''NOTE: invention does not yet use the Industry window, but is expected to do so in a future patch. It is also not possible to perform on the test server at this time. (?)''
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|-
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|[[File:Icon ReverseEngineering.png|link=|]]
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|'''[[Tech 3 Production]]''' is the process of making tech 3 ships.
  
''NOTE: reverse engineering is part of the [[Tech_3_Production|Strategic Cruiser (T3) production process]]. It is not an activity for newcomers to EVE or to industry.''
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|-
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|[[File:Icon reaction.png|link=|]]
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|'''[[Reactions]]''' is the process of refining raw moon ore or gas into a form that can be used for manufacturing.
  
<big>'''In the Industry window, hovering your mouse over almost ''any'' part of the window will pop up a tool-tip with more contextual information.'''</big>
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|}
  
The tabs at the bottom show you a lot of useful information in four different tabs.
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=== Industry window ===
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The industry window can be found in the [[neocom]] menu. This is the window that is mainly used for industry.
  
==== Blueprints Tab ====
 
  
 
[[File:Industry window.png]]
 
[[File:Industry window.png]]
  
In the blueprints tab you can see your currently owned blueprints, either originals (BPO) or copies (BPC), in your current location. If you are  not docked, then it will show you blueprints in all locations. 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.
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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.
  
Time Efficiency (TE) and Material Efficiency (ME) columns show you how researched your blueprint is (both TE and ME can be improved 10 times, TE by 2% per level, ME by 1% per level).
 
 
Runs Remaining tells you how many times you can use the blueprint in manufacturing (or invention). Original blueprints have an infinite number of runs, whilst copies have a specified number. Once you use up all the runs on a BPC it disappears.
 
 
The Activities column tells you what you can do with that blueprint.
 
 
==== Facilities Tab ====
 
  
 
[[File:Facilities tab.png]]
 
[[File:Facilities tab.png]]
  
The Facilities tab gives you an overview of the industrial facilities available to you. If you have one or more corporation owned POSes (as we do in E-UNI) you can also view any POS-based facilities, by setting 'Corp-owned facilities' in the drop-down box. Again the Activities column shows you what activities you can perform there.
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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.
  
The Tax column is important, as that is an extra cost you must pay on installing a job.
 
 
The System cost index is a rough indication to how much your job will cost, relatively, to install. The bars are either light blue, dark blue or empty. In this image above, the facilities in the PVH8-0 system are the most expensive regardless of what activity you want to perform (light blue bar filling the whole column).  The top facilities, in the S-U8A4 system, vary greatly depending on what activity you want to do. Some activities are very cheap (tiny sliver of light blue on the left end of the bar) whereas some are very expensive (dark blue bar filling the whole column). The facilities in I0AB-R are all of a similar cost, roughly in the middle of the range (light blue bar filling half the column).
 
 
==== Jobs Tab ====
 
  
 
[[File:Jobs tab.png]]
 
[[File:Jobs tab.png]]
  
You can view all of your currently-running jobs in this tab, plus their duration, end time, location, activity and similar useful things. You can also see jobs installed by people in your corporation, so long as they are using corporation-owned facilities. You will need to use this tab to deliver completed jobs back to your hangar.
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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.
 
 
==== Teams Tab ====
 
 
 
[[File:Teams tab.png]]
 
 
 
The teams tab gives you an overview of any teams that you can employ to assist your jobs. For a lot more details on [[Teams]], see the relevant wiki page.
 
 
 
=== Manufacturing ===
 
 
 
[[Manufacturing]] is, in basic terms, the production of items from materials, using a blueprint. Blueprints can be copies or originals. You must have the blueprint and the materials present in a hangar containing manufacturing facilities (or, in an assembly array at a [[POS]]).
 
 
 
The vast majority of items you see for sale on the market are manufactured by players. NPC orders are identifiable by their >300 day duration, and are limited to skillbooks, original blueprints, PI command centres, some structures and certain components.  EVE could not function without player manufacturing.
 
 
 
To start a manufacturing job in the Industry window, make sure your blueprint and all materials are in the station hangar, select the blueprint, select the correct activity, and press Start. That's all there is to it. If you want to build multiple items, change the number in the Job Runs box. You must have enough materials for all the runs.
 
 
 
[[File:Manufacturing job.png]]
 
 
 
If you do not have enough materials, the icon on whichever material(s) you are short of will be highlighted orange and you will not be able to start the job until you reduce the number of runs or add more materials to the hangar. Remember you can mouseover anything for contextual information.
 
 
 
Once a job has finished, you need to re-open the Industry window, open the Jobs tab and press ''Deliver'' on the finished job, to have the built item(s) and the blueprint (assuming it hasn't used up all its runs) delivered back into your hangar.
 
 
 
=== Research ===
 
 
 
Time Efficiency (TE) [[research]] reduces the amount of time taken to build the item.  The maximum level is 20% (in 10 steps of 2% each).
 
 
 
Material Efficiency (ME) [[research]] reduces the amount of materials you need to build the item. The maximum level is 10% (in 10 steps of 1% each).
 
 
 
Both of these research activities are important to running a profitable manufacturing operation; clearly the less time and the fewer materials your builds require, the more profit you can make. Note that each step of ME or TE takes exponentially longer to finish than the previous run.  With some large ships, researching to the maximum level may take too long and be too expensive to be worthwhile (example: an Archon carrier takes 311 days to research to maximum ME in standard POS research laboratory).
 
 
 
[[File:Research time.png]]
 
 
 
The exponential nature of this graph is the same for either time or material research, for any blueprint. The specific numbers are for a carrier, researched with maximum skills at a standard POS research laboratory (no implants).
 
 
 
You can only perform research on an original blueprint, not on a copy.  In most cases you do not need any materials to perform research; simply select the blueprint, input the number of runs (1 to 10) and press Start.  Most manufacturing operations start by either researching BPOs, or buying pre-researched BPCs (which is an entire market in itself).
 
 
 
=== Copying ===
 
 
 
Copying a blueprint original produces a number of a blueprint copies with a specific number of runs. For example, in the image below we have chosen a [[Blackbird]] BPO, requested 5 runs, and each resulting copy would have 10 runs.  The final output would produce 5 BPCs with 10 runs each, from which you could build 50 total Blackbirds.
 
 
 
[[File:Copying.png]]
 
 
 
You cannot research BPCs, so make sure your BPO is researched to the level you require before you copy it.
 
 
 
There are many uses for blueprint copies, including:
 
* producing things in a POS, whilst your expensive researched BPO resides safely in a station
 
* producing things in various different places from a single researched BPO
 
* [[Invention|inventing]] T2 items - this can only be done from a T1 BPC
 
* selling to other people for their own manufacturing (buying pre-researched BPCs can be profitable)
 
 
 
=== Invention ===
 
 
 
[[Invention]] is the producing of T2 BPCs using T1 BPCs (for example, you can invent a Gyrostabilzer II BPC using a Gyrostabilizer I BPC). For more details check out the wiki page on Invention. Currently it does not use the Industry window, but is accessed by right-clicking the relevant BPC and selecting Invention.
 
 
 
The majority of T2 items on the market are produced through Invention. A few years ago CONCORD auctioned a number of T2 BPOs, but these are no longer available. The few T2 BPOs still owned by capsuleers sometimes exchange hands for vast amounts of ISK.
 
 
 
=== Reverse Engineering ===
 
 
 
This is part of the extremely complex process to make Strategic Cruisers ([[Tech_3_Production|T3 production]]). It is an activity that can only be carried out at a POS.
 
 
 
 
 
== Resource Collection ==
 
 
 
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 need harvesting, in order to gather these resources.
 
 
 
=== Mining ===
 
  
[[Mining]] is the profession of extracting ore from asteroids; these ores can then be reprocessed into minerals that are the basis of virtually all production in EVE. 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 relatively uncommon (although it does happen) and minerals are always in demand. Your greatest threat is often "[[Can Flipping|Can Flippers]]" - make sure you understand their motives and how to deal with them.
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== Resources ==
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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.
  
==== Reprocessing ====
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{|class=wikitable style="width: 900px; background: #111111"
  
As a new miner, be wary of [[refining]] ore for yourself. As a new player, your skills and corporation standing will be so low that the refining wastage is very high. You should check if you could earn more money by selling the ore raw, and the best option is to get someone else - who has [[Perfect Refine List|perfect refine]] -  to refine them for you. If not, keep stacking. If you have access to a [[POS Refining|POS to refine with]] then some modules will give a higher base refine, allowing you to refine perfectly with lesser skills.
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|-
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|[[File:Icon minerals.png|26px|link=|]]
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|'''[[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.
  
=== Ice Mining ===
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|-
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|[[File:Icon reaction materials.png|26px|link=|]]
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|'''[[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.
  
text
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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.
  
=== Planetary Interaction ===
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|-
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|[[File:Icon items.png|26px|link=|]]
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|'''[[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.
  
The Tyrannis expansion opens up all planets in New Eden to industrialization. The Uni has a good guide for [[Planetary Interaction]] on this wiki, including manufacturing details and video guides.
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|[[File:Icon salvage2.png|26px|link=|]]
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|'''[[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.
  
=== Salvaging ===
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|-
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|[[File:Icon planetary materials.png|26px|link=|]]
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|'''[[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.
  
text
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|-
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|[[File:Reprocess.png|26px|link=|]]
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|'''[[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.
  
=== Moon Mining ===
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Reprocessing is also used to decompress compressed ores.
  
text
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|-
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|[[File:Icon refined materials.png|26px|link=|]]
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|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:
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* Datacores and Data decryptors from data sites. These items are vital part of T2 invention process.
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* Various pirate and ancient components found in data and COSMOS sites. These are required for storyline module manufacturing.
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* 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.
  
=== Other Material Sources ===
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|}
  
exploration, LP stores, etc
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[[Category:Industry| ]]

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.