Planetary interaction what can i make




















System Checker : Displays what a chosen solar system can produce. Background color slightly darkened for better contrast. Planets will now have a different color if P2 or P3 can be produce in that planet exclusively. Looks lovely, though the white text on light brown background is difficult to read. I think. First class piece of work, thank you very much! I really like it, all functionality on one screen, even the prices.

GZ man! Nice - well done - and thanks a lot for taking the time to make this! Consider which resources you're targeting and where they are, placing your CC at some ideal spot near them that is, if you plan to use it to export products instead of a Launchpad. The CC doesn't actually need to be connected to anything for you to build other structures. You'll usually end up placing your CC on the edge of one resource type or a "pair" of resources that usually hang out together with another resource type growing in intensity the further it gets from the white "peak" of the first.

Whether or not resources are grouped, opposed to each other, live in bands, etc, depends on the planet type. See Planet for more details. With the Build menu up, select the "Command Centers" menu and CCs of the specific size will light up, ready to be placed. If all are greyed out, make sure you put the CC in your cargo hold, that you are undocked, and that you are not at your colony cap Interplanetary Consolidation skill.

Drop the CC in the target spot and after it is placed be sure to click the "Submit" button that now appears in the UI to your left. Almost nothing in Planetary Industry is finalized until you click "Submit" and you can group some orders before submitting them you might get a timer if you keep hitting Submit after every tiny change. After your CC has been deployed and you have submitted changes, further build options will become available.

There seems to be a bug whereby sometimes these new options remain greyed out and are not selectable after deploying your CC. If this happens, simply leave planetary industry mode click "exit" and then go back into it. Build options should now appear correctly allowing you to continue building your colony. You can upgrade your CC as needed once placed, up to your maximum Command Center Upgrades skill level.

Placing other buildings is just like placing a CC, though you'll want to keep consulting your Scan tab to make sure you get the Extractor Control Unit in an area that can reach out to rich spots. Surveying shows the actual numeric amounts a single resource that can be extracted in a single spot under an Extractor Head. To perform a survey, simply select an Extractor and click the left-most button, highlighted in this screenshot.

You will be presented with another window in the bottom half of the screenshot. First, select the type of resource you wish to extract. Then, move the "Extractor Area Size" slider until you have the desired program duration how often you will have to come back to resurvey your extractors ranges from 1 hour to 14 days.

You can now move this new Extractor Head around within the radius of influence of the Extraction Control Unit the grey circle you saw when placing the ECU and watch the graph of extraction amount to see where a good deposit appears.

Extractor Control Units can have up to 10 Extractor Heads. Each additional head consumes an amount of CPU and Powergrid If you have ample time to check on your Extractors often you can get a higher yield over shorter periods. If you do not want to check very often you can instead select long-term deposits so you won't need to babysit your extractors. After you select a deposit of your choice be sure to hit the "Install" button.

This will forward you to the Product menu second button on the ECU Window , from where you can route your extracted Resource somewhere. Keep in mind that when the cycle runs it course, you can rescan in the same place with the same extractor to begin the cycle again or you can change the resource and move your Extractor Heads around again. But before you can route, you must link! Here is a video that shows how Extractor Heads are deployed YouTube. When you return to refresh your extraction programs, you may notice that the actual amount of materials extracted may be different usually less than the amount you expected.

This inaccuracy may be mitigated by training Planetology and Advanced Planetology , but even at high skill levels the difference can be significant.

To further reduce the inaccuracy, after you move your extractor heads and click start, DO NOT submit yet. Instead, click on the "Install Program" button again, and look at the updated extraction amount. If this is very different from what you expected, stop the program, move the heads, and try again until you have what you need.

Links are used to connect buildings together so you can route materials around. Buildings cost money, Links do not. So short and few links are best, but sometimes you'll have to connect out to reach distant Extractors. There are multiple ways to get started making links, CTRL-clicking any building being the easiest. You do not need to connect every building to every other building, nor do you even need to start from or include your CC at all generally a Launchpad is superior.

Routes will connect through multiple "hops" intervening structures up to six links away. So you can make a few central "highway" links to connect distant clusters to each other.

After a Link is planned no need to hit "Submit" yet you can finally make Routes! Having started extracting earlier and installed a Schematic in the Processor you should be fully ready to Route next. Click the Extractor and go to the Products sub menu this is where you'll be dropped off after Installing a Deposit, so it helps to prepare all your buildings and links before starting any Extractors , click the available Resource, select "Create Route", pick the CC, and hit "Create Route" again to finalize.

At this point your Extractor will route its output to your CC, where it'll build up until routed during production, until the CC is full or the Extractor finishes its deposit. You'll want to click the main "Submit" button now to allow the Extractor to start working.

Again, you might be tempted to route straight to the Processor, but resist! You'll waste precious material that way! Next, click its Products sub menu and route from there to the Processor. Now when your processor is ready for more it will pull the resource for production, once you submit your changes.

But wait! Lastly make a route the same way from the Processor back to your CC or other storage. Like the extractor if it isn't stored it is lost.

Finally hit "Submit" again and congratulations, you now have a working colony! For more information on Links and Routing see Intraplanetary Logistics. To learn about what to do next, keep reading! You now know how to get started with building stuff, and how to find and extract Resources. Good progress! Now we get to truly kick the industrial process into gear. The first step after extracting Resources is turning them into the first tier of Products - P1.

Consult Planetary Commodities to find out what P1 item the resources you are extracting turn into, and then place a Basic Processor somewhere near your Extractor or some sort of storage - your CC has enough storage capacity for a starting colony. You can move your stuff straight from an Extractor to a Processor, but risk losing any "overflow" of material that backs up while the Processor is working.

So always try to use storage first. Anyway, that's the next step, not yet! So get your Basic Processor built and look at the menu highlighted in the screenie - Schematics!

For the displayed Processor we've selected and submitted an order for Bacteria, which takes units of Micro Organisms and turns them into 20 units of Bacteria.

You must have a schematic selected to be able to route a Resource to your Processor, and only the exact ingredient s needed will be routable there. For more details, see Colony Management. Now that you have built your first colony, you're on your way! After training Interplanetary Consolidation you can have multiple colonies, one per skill level, plus the initial one, and you may have to find them among the 67k planets in EVE again.

Your current colony worlds can be found in the Science and Industry Tab, from which you can enter planet mode for each. Producing the higher tier products on a single planet narrows down to where each P3 can only be produced from scratch in other words, without importing goods on a single planet type.

P4 items all need multiple planet types, from two to five. This is where you need to start thinking about how deep you'd like to get into Planetary Industry. Look around for some blue or red pills and start talking about rabbit holes. Of course, a primary motivator is the title of the next sectionFor more information on how to deal with getting goods between colonies, see Interplanetary Logistics.

There are 5 tiers of planetary commodities, starting with 0 and ending with 4. Tier 0 is mined directly, while all other are made via processors. The first planetary facility that you must build on a planet is a command center.

This building provides your planet with the two planetary construction resources — CPU and power grid. Note the similarity between building a planet and fitting a ship. Also note that each planet has a corresponding command center — Barren command center, Gas command center and so on.

To build a command center on a planet, you must buy it from the market, put it into your cargo hold and be undocked in the system with the planet on which you want to build.

A command center also has m3 of space and is able to launch its contents. Never do this. Never store anything in your command center. Never link your command center to anything. The Launch pad allows you to move things between your planet and a planetary customs office.

It also has m3 of space. This building makes both the command center and storage facilities pointless to use. Each transfer also costs you a certain amount of ISK, which is determined by the owner of the customs office.

When you use our own customs office, this is free, so try to stick to that. Also, never use a highsec customs office, they charge an additional NPC tax. Extractor control units are the facilities that you spawn extractors extractor heads from.

From it, you can create up to 10 extractor heads, which do the actual mining and provide you with the base resources that all planetary commodities are made of. Extractor control units do not actually do any work themselves.

They have limited range and are cheap, so you can reposition them whenever the resources your are mining run out. Do not build multiple extractor control units, as they take up the resources you need to build the facilities that make actual money. Processors come in 3 tiers and they all perform the same basic function — turning lower-tier commodities into higher-tier commodities. Basic turn 0 into 1, advanced turn 1 into 2 and 2 into 3 and high-tech turn 3 and 1, in some cases into 4.

Storage facilities give you more space. You can instead keep it in the storage facilities for a while. Planetary links allow for the transfer of commodities between facilities. The longer they are, the more power grid they consume. Moving planetary commodities between customs offices and stations cannot be automated. You must use a hauling ship.

The specialized hauling ship for this purpose is the epithal, which requires the gallente industrial skill. Technically speaking, using it is not mandatory.

Once you have decided on what to build and bought a command center or several , you can start building. Put your command center into your cargo hold and be undocked in the system in which you want to set up your command center. Once those conditions are met, open the planetary view, go to build, find Command Center and place it on the planetary surface, then click submit.

You may only have one command center per planet per character. It does not take part in the extraction and manufacturing process. You have been warned. Now your command center must be upgraded. Click the command center, click upgrade in the menu and upgrade it as much as you can. Your ability to upgrade a command center depends on your Command Center Upgrades skill. Image 3. There are two basic purposes to a planet — mining worlds and factory worlds. A mining world extracts T0, turns it into T1 and exports it.

People new to planetary interaction and people with less than 8 or so planets should not build factory worlds. It will either end up sitting still most of the time or your will have to import a lot to keep it running. Now that you have power grid and CPU to build with, you should scan for a good location. Scan for your desired T0 commodity and observe it for patterns. Some are pretty much random, other form up in belts around the planet. Remember — everything goes into the launch pad, everything comes out of the launch pad.

This is your center.



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