◇ EVE Industry · How to use this tool
Plan builds, track assets, and procure materials across your characters.

What this tool does

The Industry planner helps you build ships, modules, and other items in EVE Online by comparing what you need against what your characters already own. It fetches live data from EVE's ESI API — your assets, blueprints, and industry jobs — and combines them with recipe data from EVERef to tell you exactly what to buy, where to build, and what's in the way.

Fastest way to get started

  • Click + Add in the top-right characters bar to link your first EVE character via SSO. Multi-character is fully supported — add as many as you like.
  • Click + New Project in the right sidebar to create a project. Type any product name (e.g. "Thrasher"), pick a manufacturing station, and optionally a reactions station.
  • The tool auto-discovers the full recipe chain from EVERef — no manual setup. First build takes a few seconds while recipes cache.
  • Watch Q1 Factory Flow to see which materials are ready and which are short.
  • Check Q4 Market & Costs for a complete shopping list with multibuy export.

The four quadrants

  • Q1 — Factory Flow (top-left): input tiles per material with "ready" status, total duration, and ISK.
  • Q2 — Material Detail (right): click any input tile to drill in; see the full build tree, asset locations by system, and blueprint status.
  • Q3 — Right Column Tabs: Material Detail, Assets, Industry Stations, Job Queue, and Characters — each scoped to the active project.
  • Q4 — Market & Costs (bottom-left): flat shopping list with destination pills, prices, and one-click multibuy export to EVE.

Creating projects

Click + New Project in the right sidebar. Type any product name — autocomplete searches the full EVE type catalog (~30k items). Pick the product, set runs, and assign a manufacturing station. If your build chain includes reactions, also pick a reactions station.

The recipe chain auto-discovers from EVERef. For a T2 ship this means 60+ sub-recipes, all fetched in a few seconds. Recipes are cached locally so the second project using the same materials is near-instant.

Managing runs

Change runs at any time using the − / + buttons or by typing into the runs input. For user-created projects you'll see a SAVED ✓ chip next to the input — changes auto-persist to localStorage after a ~1 second debounce. No save button needed.

Deleting projects

Hover over any project card and a red × appears in the top-right corner. Click it, confirm, and the project is removed along with its per-project settings (station overrides, active characters). Your assets and blueprints are untouched.

Industry Stations

The Industry Stations tab lets you override the project's mfg/reactions stations per-activity. Useful when a specific build needs a specific structure bonus. Click a station row to pick it; click the × to remove a station from the picker (manual stations are fully deleted; auto-discovered ones are hidden).

The currently-selected station can't be deleted — the × is disabled to prevent footguns.

Assets tab grouping

The Assets tab groups holdings by character at the top level. Expand a character card to see their station cards; expand a station to see hangar contents and containers. This matches how you actually think about stockpiles in EVE — "what does Varacruz have, and what does Seq have?"

Item state classifications

  • PACKAGED — stacked, unassembled. Full spare. These are your primary industry inputs.
  • ASSEMBLED — assembled but no fitted modules. Still a spare hull; just needs repackaging or use as-is. Cargo contents don't count as "fitted".
  • FITTED · IN USE — assembled with modules in fitted slots (Hi/Med/Low/Rig/SubSystem). Treat as in-use; don't count on these for build inputs.

When you drill into a material in Q2, the asset locations section shows a breakdown strip ("3 PACKAGED · 1 ASSEMBLED · 1 FITTED") so you can tell at a glance which of your hulls are genuinely spare.

Station switches

Each station card in the Assets tab has a toggle switch. Disabling a station removes its contents from every calculation across the tool: Q1 readiness, Q4 shopping list, build tree, and the station picker. It's the right way to hide low-sec or distant stations you don't want to fly to.

Disabled stations still appear in the Assets tab (grayed out) so you remember what's there — they just don't contribute to build math.

Market & Costs (Q4)

Q4 has two sections: Raw Materials (inputs you need to procure) and Blueprints (BPs/BPCs/formulas needed). Each row shows a destination pill: AMBER for manufacturing inputs, PINK for reaction inputs.

The Copy Multibuy button copies a tab-separated name+quantity list to your clipboard, formatted exactly how EVE's in-game Multibuy expects. Three modes:

  • At Destination — just what's missing at your build station. Use when you don't plan to freight anything in.
  • After Transfers — total procurement needed after counting stock at all your stations. Use when you'll freight from Jita.
  • Full BOM — the raw recipe requirement, ignoring your holdings. Use for cost estimation or sharing shopping lists.

Per-project character filtering

The Characters tab (next to Job Queue) lets you pick which of your linked characters contribute to this project's build math. Uncheck a character to exclude their assets and blueprints from Q1/Q4 calculations and the Assets tab view — but only for this project. They remain available for other projects.

Default: all linked characters contribute. Once you customize, a "Reset to default (all characters)" button appears so you can easily revert.

Two independent filters — don't confuse them

  • Characters tab checkbox — controls which characters' data loads into the project scope. Affects everything.
  • Assets tab station switch — controls which stations' contents count after loading. Also affects everything.

Both filters apply simultaneously. If you uncheck Seq's character AND disable Seq's stations, you'll see the same result as just unchecking the character. The two are redundant in that case, but they're useful independently:

  • Want to temporarily pretend Seq doesn't exist? Uncheck them in Characters tab.
  • Seq is active, but you don't want to fly to their low-sec station? Disable that specific station in Assets tab.

Adding more characters

Click + Add in the top-right characters bar. ESI SSO opens in a new tab for authorization. On first add, the tool needs permission to read assets, blueprints, and industry jobs. After grant, the character auto-syncs and appears in every project's Characters tab.

Export / Import backup

The Export button in the topbar downloads a JSON file containing all your user-created projects plus station overrides, disabled stations, manual stations, and buy-vs-build preferences. Use this before switching browsers, clearing localStorage, or sharing a project setup with an alt account.

The Import button reads a previously-exported file and merges it into your current data by project ID — it won't overwrite newer projects you've created since the backup. After import, the page reloads to pick up the changes.

What's NOT included in backups: ESI login tokens, character data (re-sync via Sync All), recipe cache (rebuilt automatically), and the Fuzzworks type catalog (~2 MB, re-downloaded on demand).

Syncing characters

The Sync All button (top-right, next to character chips) refreshes assets, BPCs, and industry jobs for every linked character in parallel. A small dot next to each character chip shows sync state: green = fresh, amber = syncing, red = error. Individual characters can be re-synced by clicking their chip.

Scroll preservation

The app preserves scroll positions across state changes. Toggling character checkboxes, switching tabs, picking stations — none of these should jump Q4's shopping list back to the top. If you find a place where it does, it's a bug.

Performance tips

  • First project in a chain is the slowest. Recipe lookups from EVERef cache after first fetch, so subsequent projects using the same materials (e.g. Thrasher → Cormorant, both use Tritanium/Pyerite) are much faster.
  • Disable stations you never use. Every enabled station is scanned for assets and BPCs. Cutting from 15 to 3 stations noticeably speeds up Q1/Q4 math.
  • Clear localStorage (browser devtools) to reset completely. Useful if recipes get stuck or you want a fresh start. Export a backup first.

Troubleshooting

  • Recipe "fetching..." hangs forever — EVERef may be down or slow. Open devtools Network tab to verify; reload the page to retry.
  • Assets don't appear after sync — Check ESI status. CCP's ESI occasionally has outages; the sync button will show red.
  • Q4 shopping list shows wrong quantity — Verify your Characters tab and station switches match your expectations. Both filters stack.
  • "SAVED ✓" never appears on a project — That project is a hardcoded demo, not a user project. Only user-created projects persist automatically.

Disclaimer

This tool is not affiliated with or endorsed by CCP Games. EVE Online and all related trademarks are the property of CCP hf. All data comes from your own ESI credentials; nothing is shared externally. Use at your own risk.