Difference between revisions of "Manufacturing"

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Revision as of 17:45, 26 November 2009

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:

The blueprint may be a blueprint original or a blueprint copy, and the level of 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, Industry makes manufacturing take less time, and Supply Chain Management allows for remote operation of manufacturing jobs.

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).

The blueprint has the following attributes...

The player has the following skills...

  • Production Efficiency V
  • Industry V

The base material costs for the blue print are as follows...

There are no wasted materials due to a lack of skills and, using 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.

Combined costs for 10 runs are then

  • Burned Logic Circuit x 1000
  • Tripped Power Circuit x 1000
  • Ward Console x 400


If instead the blueprint has the following attributes...

The base material costs for the blue print are as follows...

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.

Troubleshooting

Lab/Factory Already Taken

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

External links

This article was originally reproduced from EveWiki and is published here with permission under their terms of use.
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