The production planner on Capsuleers.app answers the question every industrialist starts from: what does it actually cost to build this, how long does it take, and what do I still need to train. Pick a product — any of the 4 959 types a blueprint can produce, ships, modules, charges, drones, structures, fuel blocks and reaction outputs — and the tool expands its entire build tree from the EVE Online SDE.
Materials are computed the way the game computes them: quantities are multiplied by the number of runs BEFORE rounding, so a single ten-run job costs less than ten one-run jobs, material efficiency and facility bonuses apply in that order, and no material ever drops below one unit per run. Job times combine blueprint time efficiency with Industry and Advanced Industry multiplicatively — TE 20 with Industry V is not −40%, it is −52% — plus the structure and rig bonuses of the facility you configure. Reactions are handled apart, because a reaction formula has neither ME nor TE and no industry skill shortens it.
Every row of the tree carries both prices: what that branch costs to build, and what it costs to buy outright at EVErefs reference prices. The cheaper of the two is marked, and one click switches the plan — so the tree doubles as a build-or-buy answer at every depth, not only at the top. Components needed by more than one parent are consolidated into a single job, exactly as you would queue them in game, which keeps the rounding of materials honest.
The skills panel is recursive in both directions: it collects what every blueprint in the plan requires, then closes the chain of prerequisites those skills themselves demand — the ones no blueprint names and that you discover only when the training queue refuses. Load one of your characters and each row shows the level you have, the skill points missing and an estimate of the training time.
The third step is where the plan becomes a project. Pick how to split the batches — the fewest jobs the blueprints allow, or as many as your free slots can run in parallel — and the tree, the job list and the shopping list are recomputed on that choice, because every extra job rounds its own materials. The schedule reads each pilot's blueprints, skills and slots: ME and TE come from the copy actually owned, a print in the wrong hangar becomes a move-it step, and a step nobody can install is flagged instead of being quietly assigned.