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Tool guide · Capsuleers.app

Production Planner

What a build costs, how long it takes, and who in your account can actually run it

Pick anything a blueprint can produce — ship, module, charge, drone, structure, fuel block, reaction output — and the planner walks you through three steps: who works on it and where, what the build actually takes, and how to split the batches across your pilots. It expands the whole build tree from the EVE Online SDE, applies material efficiency and your facility bonuses, marks build-or-buy on every row, and closes the full recursive skill list including the prerequisites no blueprint names.

Open the planner

How it works

  1. 1

    Pilots and facilities

    Add the characters the project runs on, then describe each facility in its own card: system, structure, rigs, security band and the taxes your industry window shows. Reactions get a card of their own, because they need a refinery.

  2. 2

    See what it takes

    Build tree, blueprints, jobs, skills and shopping list. The tree is where you set the ME and TE assumed for prints nobody owns, and where you flip any component between building and buying.

  3. 3

    Split the batches

    Exact materials installs the fewest jobs the blueprints allow; as fast as possible spreads the critical path across every free slot. Picking one is what triggers the real schedule, computed on each pilot's own skills and slots.

  4. 4

    Run it, then follow it

    Save the project at the last step and reopen it later: assets and industry jobs are read back from ESI, so every component shows what is already done and what is still missing.

Key benefits

1

Materials computed like the game does

Quantities multiply by runs BEFORE rounding, so a ten-run job is cheaper than ten one-run jobs; ME and facility bonuses apply in the right order; no material drops below one unit per run. And when a blueprint caps a job below what you asked for, the plan counts the rounding once per job — not once for the whole order.

2

Build or buy, at every depth

The classic question is not only asked at the top. Each row carries the cost of building that branch and the cost of buying it outright, with the cheaper one marked — because on many T2 hulls half the components are worth building and the other half are not.

3

Skills, recursively, with prerequisites

The plan collects the skills every blueprint in the tree requires, then closes the chain of prerequisites those skills demand — the ones no blueprint names. In a project the same check runs per pilot, so a step nobody can install is flagged as blocked instead of being quietly assigned.

4

A project across several characters

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, a copy with too few runs left says so, and the jobs are spread over slots rather than over heads.

Frequently asked questions

Where do the prices come from?

From EVErefs reference prices — the rolling average of recent market transactions across New Eden, the same source the rest of the site uses for ISK valuations. They are not a live Jita order book: treat the margin as an order of magnitude, and override any price you buy better than the market.

Why are job installation fees zero?

Because the system cost index and the structure tax depend on where you actually build, and a guessed tax is worse than a missing one. Type both into the facility card — the industry window in game shows them — and the fees enter every job of the plan.

I asked for thirty units and it wants thirty copies. Why?

Because runs are the quantity you want, not a blueprint's limit. Every blueprint caps the runs a single job can hold — one for most T2 hulls, since an invented copy carries one run — so a larger order becomes several jobs, and several copies. The blueprints tab states how many runs each print is asked for and how many copies that means.