Eve Online Planetary Interaction

  1. Eve Online Planetary Interaction Launch
  2. Eve Online Planetary Interaction Tool
  3. Eve Online Planetary Interaction Alt
  4. Eve Online Planetary Interaction Spreadsheet
  5. Eve Online Planetary Interaction Chart
  6. Eve Online Planetary Interaction Skills

1. Introduction

Planetary interaction in EVE Online consists of buying a Command Center on the market, building it on a planet, and then building extractors and factories to mine resources from the planet and produce. Planetary interaction is easy ISK. As a captain of EVE industry, it is very likely that you will want to produce at least some of the fuel block ingredients, yourself. There are two ways to go about this: First, you can produce whatever is most expensive to buy (likely robotics). Eve online lets you interact with the various planets that appear in the game for the purpose of resource acquisition. Materials gained through planetary interaction (PI) are called planetary This guide will cover the practical aspects of acquiring them. Planetary Interaction We have boosted the bandwidth of links to be five times bigger to deal with the hassle of constantly upgrading them. No more or not much need to have to “Upgrade Links”! That change is all about Link Improvement right there incase you skipped reading right over that single line improvement of increased bandwidth on Links. EVE Forums » EVE Gameplay Center » Science & Industry » Planetary Interaction cycle time question Topic is locked indefinitely. Planetary Interaction cycle time question.

Eve online lets you interact with the various planets that appear in the game for the purpose ofresource acquisition. Materials gained through planetary interaction (PI) are called planetarycommodities. This guide will cover the practical aspects of acquiring them.

1.1 Overview

  • 1. Introduction
  • 2. The very basics
  • 3. Setting planets up
  • 4. Final notes on optimization

2. The very basics

2.1 Planets

To view a planet in your solar system, select it, look to your selected item window and click Viewin Planet Mode.
To view a planet from your map, open the star map, find the system you want, go to show info,open the Orbital Bodies tab, find the planet you want to look at, right click it and click View inPlanet Mode.

There are Different types of planets. Each type of planet has 5 commodities on it, in varyingamounts. The various planet types can also have other relevant attributes like the radius, whichaffects the prices of planetary links.

Resources are not uniformly distributed over the planetary surface. To find out which resources areplentiful where, you must scan. The remote sensing skill lets you scan planets.
Image 2.1.1. displays an example of scanning a planet. The scan button is right next to the buildbutton, in the upper left corner. You must select the commodity you wish to scan for.

2.1.1 scanning a planet

Eve online planetary interaction lava planet

The concentration of the various commodities on your planet are color-coded, with blue and greenbeing poor and red and white being rich. Adjust the slider to take a better look.

2.2 Commodities

The purpose of planetary interaction is the acquisition of planetary commodities. Planets both mineand refine planetary commodities (but planets have nothing to do with blueprints). Before you setup your first planet, you must decide on what commodity you want to produce.
Third party websites like the ones listed below can help you make that decision.

Once you’ve made a list of the planets available to you, you can use the eveplanets website to figureout what you can make with the planets in your immediate area.
Image 2.2.1. displays the commodities you can build on a set of barren, gas and storm planets.

2.2.1 using eveplanets to look at commodities available for construction

There are 5 tiers of planetary commodities, starting with 0 and ending with 4. Tier 0 is mineddirectly, while all other are made via processors.

2.3 Planetary facilities

The first planetary facility that you must build on a planet is a command center. This buildingprovides your planet with the two planetary construction resources – CPU and power grid. Note thesimilarity between building a planet and fitting a ship.
Also note that each planet has a corresponding command center – Barren command center, Gascommand center and so on.
To build a command center on a planet, you must buy it from the market, put it into your cargo holdand be undocked in the system with the planet on which you want to build.
A command center also has 500m3 of space and is able to launch its contents. Never do this. Neverstore 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. Italso has 10000m3 of space. This building makes both the command center and storage facilitiespointless to use.
To use the launch pad’s orbital transfer ability, you must be undocked in the same solar system.Each transfer also costs you a certain amount of ISK, which is determined by the owner of thecustoms 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 baseresources that all planetary commodities are made of. Extractor control units do not actually do anywork themselves.
They have limited range and are cheap, so you can reposition them whenever the resources your aremining run out. Do not build multiple extractor control units, as they take up the resources you needto build the facilities that make actual money.

Processors come in 3 tiers and they all perform the same basic function – turning lower-tiercommodities 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. The only reason to build this is if you don’t want to go tothe solar system where your planet is in order to transfer from your launch pad to the customsoffice. You can instead keep it in the storage facilities for a while.

Eve Online Planetary Interaction Launch

Planetary links allow for the transfer of commodities between facilities. The longer they are, themore power grid they consume.

2.4. Interplanetary transportation


Moving planetary commodities between customs offices and stations cannot be automated. Youmust use a hauling ship. The specialized hauling ship for this purpose is the epithal, which requiresthe gallente industrial skill. Technically speaking, using it is not mandatory. Practically speaking, itis mandatory unless you want to drive around in an untanked iteron (you don’t).

3. Setting planets up

Once you have decided on what to build and bought a command center (or several), you can startbuilding.
Put your command center into your cargo hold and be undocked in the system in which you want toset up your command center.
Once those conditions are met, open the planetary view, go to build, find Command Center andplace it on the planetary surface, then click submit. You may only have one command center perplanet per character.
The location of a command center isn’t actually all that important to your profits. It does not takepart in the extraction and manufacturing process. Note, however, that your camera zooms in on thecommand center by default, so you will have to scroll around to find your manufacturing center ifit’s too far from your command center, which is annoying in an already annoying part of the game.
You have been warned.

Now your command center must be upgraded. Click the command center, click upgrade in the menuand upgrade it as much as you can. Your ability to upgrade a command center depends on yourCommand Center Upgrades skill.
Image 3.1 displays an upgraded command center.

3.1. upgraded command center

There are two basic purposes to a planet – mining worlds and factory worlds. A mining worldextracts T0, turns it into T1 and exports it.
A factory world doesn’t extract anything, it just imports low-tier materials and exports high-tiermaterials.

Eve Online Planetary Interaction Tool

People new to planetary interaction and people with less than 8 or so planets should not buildfactory worlds. It will either end up sitting still most of the time or your will have to import a lot tokeep it running.

3.1 Mining worlds

Now that you have power grid and CPU to build with, you should scan for a good location. Scan foryour desired T0 commodity and observe it for patterns. Some are pretty much random, other formup in belts around the planet. Once you’ve determined a good area, place your launch pad.
Remember – everything goes into the launch pad, everything comes out of the launch pad. This isyour center.

Next, place your extractor head. It has limited range, but it’s cheap, you can reposition it wheneveryou want. Place it so that your resource deposits (or just one of them) are in range of it, as displayedin image 3.1.1.

3.1.1. extractor control unit range and positioning

Keep in mind that you must also link it to your launch pad and longer links cost more power grid.The smaller the radius of the planet, the more of its surface your can reach without makingprohibitively expensive links.

Now ctrl+click the extractor and click the launch pad. This will create a link which can then be usedto transfer T0 commodities to your launch pad. Don’t forget to submit.

Now, you must place extractor heads. Click the control unit, click survey for deposits and you willget the survey screen. On the right side of it, select your desired commodity. Set the extraction areasize on the left side of the screen to 1 day (or however much you want, 1 day is standard).Now bring all extractor heads online by clicking them.
Image 3.1.2. displays the survey screen with the commodity selected, extraction area chosen andsome heads active.

3.1.2. planetary survey window

Eve Online Planetary Interaction Alt

Now you need to position the heads. Click and drag each individual head onto a concentration ofmaterial as displayed in image 3.1.3.
Do not let them overlap, as this reduces their yield.

3.1.3. extractor heads on a resource deposit

Click Install program and submit.

Your extractor is now operational. The T0 product it’s making must now be routed. To create aroute, click the extractor control unit, click products, select your product, click create route, clickthe launch pad and click create route again.Note that each link has a limited amount of capacity. Unupgraded links have a capacity of1250m3/hour.You can see how close you are to capping out your link. It’s written in small gray letters under thelink, as displayed in image 3.1.4.

3.1.4. link capacity


Your T0 products are now routed to your launch pad. Now, you must build processors.
To figure out how many processors you need, go to your launch pad and go to routes. The route youjust set up should be visible and it displays your hourly input. Each basic processor can process3000 units of T0 into 20 units of T1 per hour. So, divide your T0 input by 3000 and this is howmany your need.

Build basic processors in a circle around your command center. Then link each individual one withthe launch pad (and only the launch pad). Now, go to each individual processor and set up themanufacturing job corresponding to your extracted T0 commodity, route the product to the launchpad and submit.

Now, you must route the T0 product into each individual processor. You can create routes directlyfrom storage, if you have anything in it, or you can create outgoing routes from an incoming route.
To do this, go to the launch pad, click routes, find your incoming T0 route, click it, click createroute and then route it to the processor you want to it go to (all of them, one by one).
The entire process involves a lot of clicking, but it only needs to be done once. From then on, thiswill all work automatically.

Once you’ve routed your T0 to the launch pad, then to the processors and then to the launch pad,your planetary setup will automatically generate T1 commodities, as long as you keep the extractorsrunning.

The most efficient setup I know of is to have 1 launch pad, 1 control unit and an adequate numberof processors around your launch pad.

3.2. Factory worlds

A dedicated factory world has no extractors on it. It only turns imported commodities into highertier commodities. The primary benefit of this is compression for transportation. T3 commoditiescost more and take up less space than the T1 commodities used to make them.The example covered here turns 6 different T1 into 1 T3.

The part where you actually build the factory world is trivially simple, if annoying. First plop downprocessors around the launch pad, link them and then route everything where it needs to go.
The important part is the planning, which isn’t all that complex either. A spreadsheet is highlyrecommended, as it automates your thinking for you.

Skip this part if you don’t want to think:
Each T3 processor turns 3 types of T2 into 1 type of T3, consuming 10 units of each T2 and making3 units of T3.
Each T2 processor makes 1 type of T2 out of 2 types of T1, consuming 40 units of T1 and making 5units of T2.
Each cycle takes 1 hour.
This means that 1 T3 processor consumes 2 cycles of of each T2 and each T2 consumes 40T1/hour.
So, for every cycle of T3, you must build 7 advanced processors which will consume 3240= 240units of T1 per hour.

This means that you build your advanced processors in groups of 7, for T3 production. Just placethem around the launch pad, link them all to the launch pad and then make the routes.

Image 3.2.1 displays a factory world setup. It’s currently inactive because that fucker from Sunspothasn’t been online and he has to drop the tax on my alt so I can start importing water from him tomy main again.

3.2.1. a factory world setup

3.3 P2 production worlds

The setups above are excellent if you are willing to dedicate time to your planetary setup. Having planets produce P2 items straight up is a less profitable way to use your planets, but it’s also a much effort intensive way to go about it.
Since you are splitting your power grid between exctraction and manufacturing, you need high yield planets for this to work well. This is perfect for wormholes.The setup involves 2 extractor control units, 4 basic industry facilities and 2 advanced industry facilities. Adding a storage unit or 2 is also common, as it gives you more time before you have to go pick up your materials.
Image 3.3.1 displays one such setup. The launch pad is in the middle and you position it between the two resources you require to create your desired P2 item. In this particular case, the setup on the image is making construction blocks. One extractor control unit is in charge of each required resource, with 4 heads each. The number of heads you use depends on your command center upgrades skill. The extracted P0s are then routed to the launch pad (or storage unit) and then to the basic industry facility. These products are further routed to the launch pad and then to the advanced industry factlity which routes the final P2 product back into the launch pad. These items are ready for pickup.

3.3.1. P2 production planet

4. Final notes on optimization

4.1 T2+ production on mining worlds (hybrid worlds)

This somewhat bulky name denotes a very simple concept – use up any spare power grid to buildadvanced processors.

Eve Online Planetary Interaction Spreadsheet

When mining on low-yield planets, which will happen in lowsec, you will end up having somespare power grid. You will find all 10 of your extractor heads up and enough basic processors torefine all the T0 product, but you won’t need all that many processors. Still, you won’t have enoughto build another control unit because those use up a lot of power grid. So, use your spare resourcesto build advanced processors. Then import some T1 product and combine it with the T1 product youare already producing.

4.2 Linking processors to each other

In earlier chapters, I instructed you to link everything on your factory world to your launch pad.This is not actually the most efficient option.
You should be building your processors in rings around the launch pad. The innermost ring of 6processors has the shortest links possible, but the next ring has links that pass through your innerring.
This is a very basic way to go about it – each processor is linked through the launch pad and eachroute passes through the corresponding link.
Your processors do not need to be directly linked to the launch pad for a route to be formed. Theycan use the links of other facilities as well.
This means that you can connect your first ring to the launch pad, then connect extractors in thesecond ring to the closest extractor in the first ring and the extractors in the third ring to the closestextractor in the second ring.
This will save your some link distance and might just be enough to squeeze in another processor onyour factory world.
Using this on a mining world, however, is potentially a bad idea because you use several things onthe same link which makes it much easier to overload.
Credit goes to Arbor Felix for pointing this out to me.

As I have to rebuild all of my 18 planets with the new changes to PI, I took the time to sit down and make some calculations for once before I start fiddling around aimlessly again. The aim is to make POS fuel commodities, so I inspected in detail what I need for them.

The idea was that I needed not only to find out which raw materials were needed, but to determine precisely how much of each I would consume, taking into account that some are used in more than just one commodity. For example, Noble Metals are used for Enriched Uranium, Mechanical Parts, and indirectly in Robotics.

Eve Online Planetary Interaction Chart

Warning: I take no responsibility for any neuronal damage that may result from reading the rest of this post.

It took me a while to figure out the best way to do this, but I managed to put it together in the end. So, to build exactly one run of each commodity:

5 Coolant
5 Enriched Uranium
5 Mechanical Parts
20 Oxygen
3 Robotics

you need exactly this amount of each raw resource (with the number of cycles a basic industry facility has to run to process the raw materials):

6000 Aqueus Liquids (=2 cycles)
6000 Ionic Solutions (=2 cycles)
24000 Noble Metals (=8 cycles)
18000 Heavy Metals (=6 cycles)
18000 Base Metals (=6 cycles)
12000 Non-CS Crystals (=4 cycles)
3000 Noble Gas (=1 cycle)

This takes into account that you need to make enough Mechanical Parts to keep some as commodity and use the rest to make Robotics. So you effectively produce this:

5 Coolant
5 Enriched Unranium
15 Mechanical Parts
10 Consumer Electronics
20 Oxygen
3 Robotics (Using 10 Mechanical Parts and 10 Consumer Electronics)

Processing Infrastructure

Now to the tricky part: the amount of cycles I listed above represent how often a basic industry facility has to complete a full cycle to process the materials required by the rest of the production chain. If you want to have seamless production of all commodities, those cycles would ideally be concurrent.

What this means is that you should have one industry facility for each cycle so they can run at the same time. To produce one run of the commodities I listed above, you would need the following amount of Basic Industry Facilities with the according Schematics to process the materials:

2 x Water Schematic (Aqueus Liquids)
2 x Electrolytes Schematic (Ionic Solutions)
8 x Precious Metals Schematic (Noble Metals)
6 x Toxic Metals Schematic (Heavy Metals)
6 x Reactive Metals Schematic (Base Metals)
4 x Chiral Structures Schematic (Non-CS Crystals)
1 x Oxygen Schematic (Noble Gas)

Of course this would be distributed accross your network of planets, and it assumes that your extractors can keep up with the demand from the industry facilities. However, if you can manage to whip this together you will be able to almost seamlessly produce POS fuels. Almost, because I glossed over the whole logistics issue transporting stuff around 🙂

Base raw material requirements

For all intents and purposes here is the base list of raw materials needed for one production run of each commodity.

5 Coolant
> 6000 Aqueus Liquids
> 6000 Ionic Solutions

5 Enriched Unranium
> 6000 Noble Metals
> 6000 Heavy Metals

5 Mechanical Parts
> 6000 Noble Metals
> 6000 Base Metals

5 Consumer Electronics
> 6000 Heavy Metals
> 6000 Non-CS Crystals

20 Oxygen
> 3000 Noble Gas

3 Robotics
> 12000 Heavy Metals
> 12000 Non-CS Crystals
> 12000 Noble Metals
> 12000 Base Metals

Choosing the right planets

As for which types of planets you will need for all this, it depends on what you have available and where you do it – nullsec is definitely the place to be for PI (be it in regular nullsec or wormhole nullsec), as the extractor yields are extremely better than highsec. But highsec can work as well, you will just end up with a lot more colonies to do the same thing. Neogeo zip bios file.

The planets distribution for the materials we need is this:

If you look at this chart, you will see that it is possible to have all you need even if you do not have access to Oceanic, Ice, Storm and Plasma planets (but you need Lava planets, which are fortunately more widespread). Beyond this chart, even if some materials can be found on several planet types does not mean they area all equal in terms of yield. For example, Aqueus Liquids are logically not as abundant on a Barren planet than on an Oceanic one. You will have to find the right balance for your selection of planets.

Now looking back at the list of raw materials we need, the topmost materials are Noble Metals, Heavy Metals, Base Metals and Non-CS Crystals. For these, you will have to build colonies primarily on Lava / Plasma / Barren planets. In highsec, this list will be reduced to Lava and Barren planets.

When choosing your planets, scan every one of them for the material you need (like Base Metals), and compare the yield bars between planets to find the one with the better deposits. If you want to be really precise about it, you can take screenshots of each planet and compare them by measuring the width of the bars in a graphics editor or overlaying them. To illustrate:

Planet B clearly has a better supply of Base Metals. However, this does NOT mean that a detailed scan will not reveal that planet A has spots with higher concentrations than Planet B: the bars just mean there is more or less of a material planetwide. Single deposits can vary a lot. So what’s the optimal way of finding the best planet for a material? My favorite technique is running a detailed scan of each planet without changing the resource limit slider.

Eve Online Planetary Interaction Skills

Here’s how you do it: find the planet that has the biggest deposits of the material you seek. I’ll stick to the Base Metals in my case. When you have found the best planet, run a detailed scan for Base Metals and adjust the slider so that the biggest deposit you can find on the planet surface is shown with a white area, like this:

The single white area there is the biggest deposit on that planet. Logically if we run a detailed scan of the other planets, we should not get a single white area anywhere. However in practice, that is not always so. To illustrate, run a detailed scan of all the other planets. Chances are that one of them even has a bigger deposit somewhere on its surface. That’s where you should set up – even if the planet on the whole has less of that material, your extractors will have more to work with. In my case, I found this:

Now that’s a lot better than my initial scan.

Conclusion: do not judge a planet by its deposit bars! The best is to always use the detailed scans to compare them.