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eve:industry:manufacturing:start [2016/11/23 23:15]
bardoforlais Added links.
eve:industry:manufacturing:start [2021/04/03 22:31] (current)
KiloCrimson
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-====Manufacturing====+=====Manufacturing=====
 ---- ----
 +
 +=====Overview=====
 Manufacturing or production refers to activities involving players creating items. Manufacturing or production refers to activities involving players creating items.
  
 In Eve, players can manufacture many items for themselves. Manufacturing is the primary source all ships, tech 1 and tech 2 ship equipment, ammunition, boosters, and several other miscellaneous items. Many varieties of manufacturing can be done by any player, with no skill requirements,​ though some items require millions of skill points on the part of the manufacturer. All manufacturing requires, at a minimum, the following items: In Eve, players can manufacture many items for themselves. Manufacturing is the primary source all ships, tech 1 and tech 2 ship equipment, ammunition, boosters, and several other miscellaneous items. Many varieties of manufacturing can be done by any player, with no skill requirements,​ though some items require millions of skill points on the part of the manufacturer. All manufacturing requires, at a minimum, the following items:
  
-    *A blueprint for an item to be produced +    *A **[[eve:​industry:​blueprints|blueprint]]** for an item to be produced
     *Minerals and/or components needed to produce the item     *Minerals and/or components needed to produce the item
 +    *A factory slot on a station
  
-    *A factory slot on station ​or a POS+The blueprint may be blueprint original ​or a blueprint copy, and the level of PE or ME research of the blueprint will govern how long the manufacturing process takes and how much it costs in materials. As well, many skills affect manufacturing - Mass Production and Advanced Mass Production give a player the ability to run additional manufacturing jobs, Production Efficiency reduces costs, **[[eve:​industry:​start|Industry]]** makes manufacturing take less time, and Supply Chain Management allows for remote operation of manufacturing jobs.
  
-The blueprint may be a blueprint original or blueprint copyand the level of PE or ME research of the blueprint will govern how long the manufacturing process takes and how much it costs in materialsAs wellmany skills affect manufacturing - Mass Production and Advanced Mass Production give a player ​the ability to run additional ​manufacturing ​jobs, Production Efficiency reduces costs, Industry makes manufacturing take less time, and Supply Chain Management allows for remote operation of manufacturing jobs.+In order to start joball the necessary components must be present in the same citadel/​station/​POS,​ including enough materials for the desired number of runs, and in the case of a NPC factory, an ISK payment must be made to rent the factory slotAfter all runs are completed, the manufacturing ​job will be finished, and the manufactured goods will be available in the station
  
-In order to start a job, all the necessary components must be present in the same station/​POS,​ including enough materials for the desired number of runs, and in the case of a NPC factory, an isk payment must be made to rent the factory slot. After all runs are completed, the manufacturing job will be finished, and the manufactured goods will be available in the station. ​ 
- 
- 
-====Example==== 
 ---- ----
  
-A player wishes to produce 10 Core Defence Field Purger I using a 1000 run Blueprint Copy (BPC).+===== Manufacturing Locations =====
  
-The blueprint has the following ​attributes...+You can produce items in the following ​locations:
  
-    ​*Material Level : 100 +  ​Station / Outpost 
 +  * Player Owned Starbase (POS) 
 +  * Citadel / Engineering Complex
  
-    *Production Level  : 0+<WRAP center round info 60%> 
 +When creating things in POS and ECs, you may require special rigs or modules to make different kinds of things (ships, modules, etc). 
 +</​WRAP>​
  
-The player has the following skills...+----
  
-    *Production Efficiency V+=====Troubleshooting=====
  
-    *Industry V+====Lab/​Factory Already Taken====
  
-The base material costs for the blue print are as follows...+It happens on occasion that two individuals select ​the same slot at the same time and start setting up their jobWhen this happens, the one who finishes the setup first will get the slot right away while the latter will have to wait until the other finishes his jobThis is difficult to prevent but we don't recommend rushing through the job setup as if you make a mistake and then cancel your job, you will lose the entire bill of materials and whatever progress you had made in the production.
  
-    *Burned Logic Circuit x 100+====Time Delay Issue====
  
-    *Tripped Power Circuit x 100+Note that it can take the server a while to process the requested job, so refreshing the job's status after a few minutes should display its correct status.
  
-    *Ward Console x 40+====Cancelling A Job====
  
-There are no wasted materials due to a lack of skills andusing the formula involving Material Level, 10 / (100 + 1) = 0.099%, we can see there is 0.099% wastage due to the Material Level of the blueprint. ​This wasteage is included in the base material costs shown on the blueprint.+If cancelledonly the blueprint ​will be returnedThe materials will be lost and the slot will be rented until the normal expiration date.
  
-Combined costs for 10 runs are then+----
  
-    *Burned Logic Circuit x 1000+===== Types Of Manufacturing =====
  
-    ​*Tripped Power Circuit x 1000+====T1 Manufacturing==== 
 + **[[[[eve:​industry:​manufacturing:​t1|Production]]** of Tech 1 items - ships, modules, ammunition, or even components - is the simplest of manufacturing tasks, within reach of even the newest player to EVE. Although whether they will actually be able to make a profit is another question entirely. Very few skills are needed and the materials are often fairly easily acquired.
  
-    *Ward Console x 400 +----
  
-If instead ​the blueprint has the following attributes...+====T2 Manufacturing==== 
 +Requires T2 BPCs, which are '​invented'​ through ​the [[eve:​industry:​invention:​start|invention process]]. This is a chance-based process, requiring a lot of skill investment in advance, and you are not guaranteed to get a T2 BPCs at the end of itSome **[[eve:​industry:​manufacturing:​t2|T2 manufacturers]]** do not invent, but instead merely buy T2 BPC packs from dedicated inventors.
  
-    *Material Level : 9 +----
  
-    ​*Production ​Level  ​0+====T3 Manufacturing==== 
 +**[[eve:​industry:​manufacturing:​t3|Production]]** of Tech 3 ships, also known as Strategic Cruisers - the Legion, Loki, Proteus and Tengu - have their own specialized construction process, which is a combination of invention using ancient relics from relic sites, and including datacores gathered from data sites - to discover the BPCs for hulls and subsystems, and then built using those BPCs with materials gathered from within w-space - including [[eve:​industry:​mining:gas_mining|gas clouds]] (which are reacted in a reactor array), Sleeper salvage and normal minerals.
  
-The base material costs for the blue print are as follows...+----
  
-    ​*Burned Logic Circuit x 101+====Capital Ship Manufacturing==== 
 +**[[eve:​industry:​manufacturing:​capitals|Capital ship construction]]** can be an extremely lucrative business, although requiring a large initial investment, and, depending on what capital you are constructing,​ may need to be based in Lowsec, or even sovereign Nullsec.
  
-    *Tripped Power Circuit x 101 +----
- +
-    *Ward Console x 40 +
- +
-There are no wasted materials due to a lack of skills and, using the formula involving Material Level, 10 / (9 + 1) = 1%, there is an obvious 1% increase in the material taken compared to the above example. +
- +
-Combined costs for 10 runs are then +
- +
-    *Burned Logic Circuit x 1010 +
- +
-    *Tripped Power Circuit x 1010 +
- +
-    *Ward Console x 400 +
- +
-Note that the Ward Consoles do not use any additional material. The waste is calculated at the single run level, and rounded to the nearest whole unit. This whole number is multiplied by the number of runs to determine a final cost. +
- +
-The player has all the materials in a NPC station with factory slots, sets it to manufacture,​ and pays the appropriate amount of isk. With this player'​s skills, manufacturing will take 8 minutes per unit, or 80 minutes total. When the player comes back and finishes the job 80 minutes (or more) later, they will have 10 Purger rigs and a 990-run blueprint copy. +
  
 +====Rig Manufacturing====
 +**[[eve:​industry:​manufacturing:​rigs|The creation of Rigs]]**. A rig is a module that cannot be removed from a ship without destroying the Rig. Each Rig generally comes with a bonus (positive effect) and a drawback (negative effect). Unlike T1 and T2 manufacturing which creates modules and ships which require minerals and tech 2 construction components, rigs require salvage, which is harvested from rat or player ship wrecks. To fit a rig requires certain skills, but once fit, the ship may be traded to a player without those skills; the effects of the rigs will still apply.
  
-====Troubleshooting==== 
 ---- ----
  
-==Lab/Factory Already Taken==+====Combat Booster Manufacturing==== 
 +**[[eve:​industry:​manufacturing:​boosters|Combat Boosters]]** are manufactured from mytoserocin and cytoserocin gas harvested from clouds in cosmic signatures found in known space. These signatures only spawn in specific regions of New Eden. These gasses are distinct from the fullerine gasses found in wormholes, which are used to create Tech III ships and subsystems.
  
-It happens on occasion that two individuals select the same slot at the same time and start setting up their job. When this happens, the one who finishes the setup first will get the slot right away while the latter will have to wait until the other finishes his job. This is difficult to prevent but we don't recommend rushing through the job setup as if you make a mistake and then cancel your job, you will lose the entire bill of materials and whatever progress you had made in the production. 
  
-==Time Delay Issue== 
  
-Note that it can take the server a while to process the requested job, so refreshing the job's status after a few minutes should display its correct status. 
  
-==Cancelling a Job== 
  
-If cancelled, only the blueprint will be returned. The materials will be lost and the slot will be rented until the normal expiration date.  
- 
-See also 
----- 
-[[Invention]] 
  
-==== Industry Wiki Links ==== 
  
-  * [[eve:​industry:​start|Industry Start]] 
-  * [[eve:​industry:​manufacturing:​start|Manufacturing Start (This Page)]] 
-    * [[eve:​industry:​manufacturing:​t1|T1 Manufacturing]] 
-    * [[eve:​industry:​manufacturing:​t2|T2 Manufacturing]] 
-    * [[eve:​industry:​manufacturing:​t3|T3 Manufacturing]] 
-    * [[eve:​industry:​manufacturing:​booster|Combat Booster Manufacturing]] 
-    * [[eve:​industry:​manufacturing:​capitals|Capital Ship Manufacturing]] 
-    * [[eve:​industry:​manufacturing:​rigs|Rig Manufacturing]] 
eve/industry/manufacturing/start.1479942949.txt.gz · Last modified: 2016/11/23 23:15 by bardoforlais