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Industry Parks

An industry park describes the structures you actually build in, so that build-cost and production calculations reflect your real bonuses (material efficiency, rig bonuses, structure type, security modifiers, and facility tax) instead of generic values.

Open Indy Parks from the left sidebar under the Industry group.

Key concepts

  • Park — a named collection of structures plus the rules mapping production work to them. One park can be marked the default (shown with a ★); that's the park used by build-cost calculations and the Production Calculator.
  • Structure — a single facility in the park. Each has a name, a type (Raitaru, Azbel, Sotiyo, Athanor, Tatara, or NPC Station), a solar system, a security class (High Sec, Low Sec, Null Sec, or Wormhole), a facility tax %, up to three rig slots, and any number of service modules. The available rigs adapt to the structure type — engineering complexes (Raitaru/Azbel/Sotiyo) offer manufacturing rigs sized to the hull; refineries (Athanor/Tatara) offer reaction and reprocessing rigs; NPC Stations take no rigs, and their service modules are the station's own (see NPC stations).
  • Actual facility — the real in-game station or structure a park structure describes. Linking one lets EVE Console check the industry jobs running there against your rigs, and keeps the park's fitting in step with the real structure.
  • Default facility — each park has exactly one structure ticked Default: its catch-all. Any category left unassigned, and any item that no production assignment covers, is planned there — with that system's cost index, the structure's tax and its hull's role bonus, but no rig bonus. This is separate from the park-level ★ Set Default.
  • Production assignments — map each production category (Large Ships, Capital Components, Ammo and Charges, the various reaction and reprocessing categories, etc.) to the structure that handles it.
  • Item exceptions — override the category assignment for one specific item that doesn't belong with its category's default structure.

Parks feed the system-wide build cost EVE Console calculates and stores for every craftable item, which in turn feeds the Production Calculator and the build-cost floor in market pricing.

Changes save automatically as you type or pick from a dropdown — there's no separate Save button. Stored build costs are recalculated automatically after every market refresh. To apply a park change straight away, click Recalculate Build Costs in Settings ▸ Industry (see Build costs).

Building a park

  1. In Indy Parks, click + New Park. It appears in the list on the left; select it to edit. Rename it in the Park Name box at the top. The first park you add (or import) becomes the default park automatically.
  2. Add your structures. There are two ways, and you can mix them:
  3. Under Production Assignments, set each category's dropdown to the structure that produces it. A category left on — not assigned — is planned at the park's default facility. Click Auto-assign from rigs to fill the empty categories for you (see Auto-assigning from rigs).
  4. (Optional) Under Item Exceptions, type an item name into the search box, pick it from the results to add it, then choose the structure that should build that specific item. Remove an exception with its ✕ button.
  5. Check which structure is ticked Default. It's the catch-all for anything left unassigned.
  6. To make this the park used everywhere, click ★ Set Default.

The park lists in the Production Calculator and the Worklist update as soon as you add, rename, delete or import a park.

Deleting a park

Deleting a park asks for confirmation first (Removal Confirmation) and says what goes with it: its structures with their rigs and service modules, its category assignments and its item exceptions. It can't be undone.

  • If the park was the default, the default passes to the first remaining park by name, and the confirmation says which.
  • If the Worklist had the deleted park chosen, it goes back to <Default>; the Production Calculator switches to the default park.

Adding every structure in a system

The Structures toolbar can add every industrial structure in a system in one go. Each one arrives already linked to the real structure, with its real fitting.

  1. Type in the System… box and pick the system from the list.
  2. Leave Skip moon refineries ticked (the default) to leave out Athanors and Tataras anchored to a moon, which are usually moon mining rather than industry. Untick it to include them.
  3. Click + Add Missing In System.

For each structure it adds, EVE Console:

  • names the card after the structure and sets its type (Raitaru, Azbel, Sotiyo, Athanor, or Tatara; citadels have no industry slots and are never added);
  • sets Solar system and Security from the system;
  • links it as the card's actual facility;
  • pulls in its real fitting — rigs and service modules — where the app knows it.

Only structures EVE Console has already resolved a name for can be added. These are the ones listed in the Structure Browser. A line under the toolbar reports how many were added, how many were already in the park, and how many moon refineries were skipped. Structures already linked in this park are left alone, so pressing the button again, for example after adding one by hand, doesn't create duplicates.

After a bulk add, set each structure's Tax Percentage; it isn't read from the game.

Adding a structure by hand

Click + Add Structure. The new card starts as New Structure, a Raitaru. Fill in:

  • Name — a label such as Main Raitaru.
  • Type — the structure hull; this determines which rigs are available.
  • Solar system — type at least two letters and pick the system from the list (wormhole systems are included). This sets the system cost index.
  • Security — set for you from the system's own security (High Sec, Low Sec, Null Sec or Wormhole) and locked; its tooltip says so. Rig bonuses scale with security. Only a card with no known system lets you choose it by hand.
  • Tax Percentage — the facility's job tax.
  • Rigs — pick up to three from the per-type dropdowns (leave a slot on — empty — if unused).
  • Service modules — see Service modules.

Remove a structure with the ✕ button on its card. It asks for confirmation first (Removal Confirmation) and says what goes: the card's rigs and service modules are deleted, and any category or item exception that sent work to it is left unassigned. The structure in game isn't affected.

Stored system and security are kept right

When a park loads, a stored system name or security class that disagrees with the system (or with the linked facility) is corrected, since rig strength is planned from the stored class.

Linking the actual facility

The ACTUAL FACILITY section of each card says which real station or structure the card describes. Until you link one, it reads Not linked — jobs here won't be rig-checked.

  1. Type part of the station or structure name into Search station or structure to link… and click Search.
  2. Click the right result to link it.

Once it's linked, the facility's name replaces the hint. Click the name to open it: an NPC station opens in Players & NPCs, a player structure in the Structure Browser. Click Unlink to remove the link.

A linked facility decides the card's Name, Type (its hull, when the app knows it), Solar system and Security, and all four lock while the link stands; their tooltips say why. Unlink it to change them. If linking changes the hull, rigs that no longer fit it are removed.

Linking also brings the card's fitting into line with the real structure, and the line at the bottom of the card says which side is in charge:

  • From assets — your characters can see the structure's fitted modules in their assets, so the game is the authority. The card's rigs and service modules follow the game and can't be edited here.
  • Entered by hand — the game doesn't report the fitting, so the card is the record. Rigs and service modules you pick here are also written to the linked structure.

Service modules

The SERVICE MODULES section lists the service modules fitted to a structure. Every Upwell hull offers the same list. NPC stations work differently; see NPC stations.

  • To add one, pick it from — add a service module — and click Add. Adding a module that's already listed does nothing.
  • To remove one, click its ✕.
  • Click a module's name to open it in the Item Browser.

When the fitting comes from assets, the list follows the game and can't be edited.

NPC stations

A card whose Type is NPC Station takes no rigs, and its service modules and tax are locked:

  • Service modules stand for the station's own services. Link the station and they're filled in from what it offers, as the Upwell modules that do the same job:

    Station service Service module
    Factory Manufacturing Plant
    Laboratory Research Lab and Invention Lab
    Reprocessing Reprocessing Facility
    Market Market Hub
    Cloning Cloning Center
  • Tax Percentage is the game's fixed 0.25% facility tax.

Industry jobs at NPC stations are never flagged as running without rigs.

The default facility

Tick Default on a structure's card to make it the park's catch-all. Categories left — not assigned —, and items that no production assignment or item exception covers, are planned at this structure: with its system's cost index, its facility tax and its hull's role bonus, but no rig bonus. An assignment or exception that points at a structure no longer in the park falls through to it too.

  • A park has exactly one default facility. Ticking Default on one structure clears it from the others, and you can't untick the current one without ticking another.
  • The first structure you add to a park becomes the default automatically.
  • If you delete the default structure, the role passes to another structure in the park.

Auto-assigning from rigs

Auto-assign from rigs, at the top of Production Assignments, fills categories from the rigs fitted to your structures:

  • Only empty categories are filled. A category you've already set is left alone.
  • A rig made for that exact category beats a broad rig that covers it along with others. For example, an Athanor rigged for one reaction type wins that category over a Tatara whose rig covers every reaction.
  • If more than one structure qualifies, or none does, the category stays empty for you to choose.

A line under the button reports how many categories were assigned, how many were already set, and which were left because more than one structure matched or none did.

Sharing parks

Use Export Park to write the selected park (structures, rigs, service modules, facility links, assignments, and exceptions) to a JSON file, and Import to load one back — handy for backing up a setup or sharing a corp-standard park with alliance mates. Imported parks arrive as new entries and never overwrite an existing one.

The file doesn't carry each structure's tax or which one is ticked Default, so check Tax Percentage and Default after an import. A park imported into an empty list becomes the default park.