Difference between revisions of "Industry"

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{{Template:Industry_Links}}{{Work in Progress}}
 
{{Template:Industry_Links}}{{Work in Progress}}
  
'''WIP see [http://forum.eveuniversity.org/viewtopic.php?f=48&t=80230 Industry Taskforce] for details'''  
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'''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.'''
  
Industry is an expansive topic within Eve and to newer players it can be overwhelming. This page provides an overview of some of the Industry-related pages in this wiki.
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'''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.
  
== Manufacturing ==
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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).
  
[[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: 
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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.
  
* 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).
 
* Named/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.
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== Production ==
  
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. 
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[[File:Industry_Icon.png|left]]
  
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.
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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. You can also carry it out at a [[POS]].
  
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.
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=== Industry window ===
  
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 higherIt also rates its own article, [[Tech 3 Production]].
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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 windowAlternatively you can right-click any blueprint (even one you don't own) and select ''View in Industry''.
  
== Mining ==
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''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. (?)''
[[Mining]] is the profession of extracting ore from asteroids; these ores can then be refined into minerals that are the basis of 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 uncommon 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.
 
  
Most miners start with the ORE mining frigate, the [[Venture]], before progressing on to [[Mining Barges]] and [[Exhumers]]. After that, a lot of players move on to flying an [[Orca_Guide | Orca]], perfecting their [[refining]] skills, or perfecting their mining skills. Many miners move on to [[Ice Mining|ice]] or [[Gas Cloud Mining|gas]] mining. If you're thinking of heading into low/nullsec space, then make sure you understand the [[EVE University Rules#HiSec.2C_LoSec.2C_NPC_NullSec.2C_Claimable_NullSec_and_W-space|University's Rules]] and know which areas you are allowed to go as a neutral E-Uni member and to increase your chances of survival.
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''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.''
  
"[[Creating_an_Alt_Miner|Creating an Alt Miner]]" 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, although you need to be able to afford some expensive skills and implants up front to get the best out of it.  
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<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>
  
[http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 Halada's Complete Miner's Guide] is a reference source for most mining information, with the mathematical foundations and most topics of mining covered in good detail.
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The tabs at the bottom show you a lot of useful information in four different tabs.
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==== Blueprints Tab ====
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[[File:Industry window.png]]
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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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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).
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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.
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The Activities column tells you what you can do with that blueprint.
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==== Facilities Tab ====
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[[File:Facilities tab.png]]
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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 Tax column is important, as that is an extra cost you must pay on installing a job.
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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).
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==== Jobs Tab ====
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[[File:Jobs tab.png]]
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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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==== Teams Tab ====
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[[File:Teams tab.png]]
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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.
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=== Manufacturing ===
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[[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]]).
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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.
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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.
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[[File:Manufacturing job.png]]
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If you do not have enough materials, the icon will go orange and you will not be able to start the job until you change the number of runs or add more materials to the hangar. Remember you can mouseover anything for contextual information.
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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.
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=== Research ===
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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).
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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).
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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).
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[[File:Research time.png]]
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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).
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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).
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=== Copying ===
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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.
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[[File:Copying.png]]
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You cannot research BPCs, so make sure your BPO is researched to the level you require before you copy it.
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There are many uses for blueprint copies, including:
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* producing things in a POS, whilst your expensive researched BPO resides safely in a station
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* producing things in various different places from a single researched BPO
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* [[Invention|inventing]] T2 items - this can only be done from a T1 BPC
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* selling to other people for their own manufacturing (buying pre-researched BPCs can be profitable)
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=== Invention ===
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[[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.
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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.
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=== Reverse Engineering ===
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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.
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== Resource Collection ==
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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 need harvesting, in order to gather these resources.
 +
 
 +
=== Mining ===
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 +
[[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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 +
==== Reprocessing ====
  
=== Refining ===
 
 
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.
 
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.
  
== Trading ==
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=== Ice Mining ===
[[Trading]] is all about selling high and buying low. Trading is a very good way to make money for those who have the knack, although it takes money to make money. Starting off with at least a few million ISK is recommended. Most trading is split into [[Station Trading]] and [[Hauling]].
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text
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=== Planetary Interaction ===
  
==Planetary Interaction==
 
 
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.
 
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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=== Salvaging ===
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text
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=== Moon Mining ===
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text
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=== Other Material Sources ===
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exploration, LP stores, etc

Revision as of 15:56, 12 July 2014

Template:Work in Progress

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.

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).

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.


Production

Industry Icon.png

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.

Industry window

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.

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. (?)

NOTE: reverse engineering is part of the Strategic Cruiser (T3) production process. It is not an activity for newcomers to EVE or to industry.

In the Industry window, hovering your mouse over almost any part of the window will pop up a tool-tip with more contextual information.

The tabs at the bottom show you a lot of useful information in four different tabs.

Blueprints Tab

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.

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

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.

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

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.

Teams Tab

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.

Manufacturing job.png

If you do not have enough materials, the icon will go orange and you will not be able to start the job until you change 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).

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.

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
  • 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 (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 Flippers" - make sure you understand their motives and how to deal with them.

Reprocessing

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 - to refine them for you. If not, keep stacking. If you have access to a POS to refine with then some modules will give a higher base refine, allowing you to refine perfectly with lesser skills.

Ice Mining

text

Planetary Interaction

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.

Salvaging

text

Moon Mining

text

Other Material Sources

exploration, LP stores, etc