Getting Started with Manufacturing – part 1

The corp has begun making inroads into the whole manufacturing aspect of EVE. Now, granted, we’re small time (and most certainly not worth the effort to war dec) but I figured I might still write up some thought on the whole matter. This’ll only concern T1 manufacturing, a topic that’s bound to have been covered by people far more intelligent and knowledgeable than me.

Now, whatever information you might find here, remember it is also gettable through more reliable sources than me. Check out the resource thread on the Science and Industry subforum for one thing. I might just be making stuff up as I go along.

The quickest way to make money when it comes to manufacturing is simple: don’t. Instead simply sell the raw materials to the hgiest bidder on the market. Making money from manufacturing requires patience and a lack of urgent need of isk, if you can get your mind around that concept. You might run the numbers and figure you got something nice going on, you happily build your weekly allowance of ammunition and put it all up on the market and then… nothing. Your goods simply stay there, blatantly, outright, refusing to be sold. Welcome to the life of the manufacturer.

The subject of manufacturing is a broad one, which touches on a number of subjects: getting raw materials, acquiring BPs, market research, logistics, paperwork/bureaucracy, actually selling the damn stuff. I reckon I might as well divide all that up into chewable parts. So without (anymore) further ado, lets dive into it.

Blueprints – the basics

Blueprints are important. There are two kinds of blueprints: originals and copies.

Copies (BPCs, BluePrint Copies) cannot be improved upon and have a set number of “runs” before they go poof. After that you’re without a blueprint and need to get a new one. On the upside they can be used for invention. And they’re also a lot cheaper than original blueprints, plus they (usually) come with improved ML and possbly PL, but more on that in a bit.

Originals (BPOs, BluePrint Originals) are expensive. They do, however, have an unlimited number of runs on them, so you’ll never have to buy another one. They can also be researched, so as to improve their effectiveness.

Reason you want to know the difference between a BPO and a BPC is that if you buy a blueprint via the contract system, be aware! You might get scammed. There’s always someone trying to pass off a BPC as a BPO, and thus charge you more. Or you might just otherwise be thinking you’re buying one but get the other.

If you’re buying a blueprint off the market, it’s always a BPO.

Blueprints – under the hood

Well then, lets take a look at one.

Iron S BPO - attributes

Iron S BPO - attributes

You got a number of, uuh, numbers here, some more important than others.

First you see that it’s an original blueprint. It says so in bright green letters.

Then you see what one run of the bluepring will produce, that is 100 rounds of Iron Charge S.

The material level (ML) affects the Wastage Factor. At an ML of 0 the wastage factor is 10%. More on this later.

Next up is Productivity Level (PL). This number affects how much time it takes to run this BPO once and build shit. PL isn’t really much of a concern. Factory slots are cheap, so if something takes 1h or 1h 10min to build is all the same, really.

Licensed production runs remaining is simply a number stating how many run total you can use the blueprint for before it goes poof. It’s a BPO so that number it’s infinite. Production limit, however, is the number of runs you can set for one build run. That is, in this case you can only ask them to build you 1500 runs at one time. After that you need to make another order with the factory people.

Manufacturing time has two values. One for the n00bs and one for you with your sweet level in the skill Industry. That’s how long it’s going to take you to build one run of this particular blueprint.

After that we have various times for how long it’ll take to research a better ML or PL (material time or productivity time). These values are affected by your levels in Metallurgy contra Research.

That wasn’t too hard, was it? Lets fip the page and look at the materials.

Iron S BPO - materials

Iron S BPO - materials

This one’s a breeze. Here we merely find a list of all skills and materials required in order to build something using this BPO.

The materials listed are for each run, which, as you recall, gives us 100 rounds of Iron Charge S.

Now, I happen to have Production Efficiency at V, which means I have no skill-based waste whatsoever when I build something. If you don’t have this very important skill at V when you look at a blueprint, you’ll have a second number there, indicating how much material it will cost you, with your inferior skills, to build something.

I do not recommend for anyone to go into manufacturing as a profession without Production Efficiency at V.

However, there’s still some waste here. The first page of the BPO showed us that there’s 10% waste. With this blueprint that’s not the whole world, since 10% waste in this case means we’re wasting 2 units of tritanium and 2 units of pyerite per run. That’s roughly 14 to 16 isk, depending on where the market’s at at the moment.

If you want to see what a perfect perfect run would require for an item, check out the item database.

Now, if you take a look at blueprints for other, bigger, things, you’ll soon notice that 10% waste might be quite a lot. And this is where research come in.

Blueprints – making them better (research)

So you want to lower that nasty waste factor, eh? Easy. Simply take the BPO you want to research, plug into a lab and wait. Seriously. Wait. Wait a lot.

If you’re in empire space, and don’t have, or have access to, a POS, you’re stuck with the public material research slots. A quick peek ingame now shows me that the next available slot easily is atleast 2 weeks away. That’s 2 weeks before your research job even starts!

Another option is to get the aforementioned POS, anchor a lab and get cracking. Or you hit the forums and find someone who’s willing to rent you a research slot in their POS. Watch out or scammers; this procedure forces you to temporarily give your coveted BPO to the guy you rent the slot from. Worst case scenario he’ll get your BPO and your isk. Don’t be a fool.

Once you’ve figured out the where, then consider how many levels of ML you actually need. And this is a bit of a pet peeve of mine, and others as well. A lot of people seem locked into a mindset of “bigger is better”, and research their BPOs to ridicilous levels.

I won’t go into the math, there are better texts for that. Suffice to say is that you probably have to research a lot less than you might think. Which means you can research more blueprints in the same time your idiot competition researches one all the way to ludicrous level.

Thank you for visiting, see you again

If the subject interests you and you want to fool around with the numbers, take a look at EVE-MEEP and MLCalc, both good pieces of software, and they let you simulate the effects of different levels of various skills and ML.

If you have any questions or critisism, drop them into the comments field and I’ll get right back to you.


~ by Shaun Livingstone on November 18, 2008.

6 Responses to “Getting Started with Manufacturing – part 1”

  1. Great guide! Thanks for taking the time to prepare this.

  2. Glad you like it. Part two is coming tomorrow.

  3. […] Blueprints […]

  4. Nice guide! Also thanks for the link to the Science and Industry Guide. I hadn’t seen that one.



  6. All t1 BPOs are sold on the market. Search for an item, for instance “Iron Charge S” and you’ll get a list of “Iron Charge S” and “Iron Charge S Blueprint”. There you have it.

    T2 BPOs could be won via some sort of r&d lottery or whatever back in the day. That’s not happening anymore, and far as I know you can’t get T2 BPOs anymore, only BPCs. Well, you can get T2 BPOs if you buy or steal them of another player…

    Dunno about T3 BPOs, but something tells me the answers lie within the wormholes, if even there…

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