Industry Jobs¶
Monitor your active and finished industry jobs — manufacturing, research, invention, copying and reactions — across every authorized character and corporation in one grid.
Open it from the left sidebar under Industry.
What it shows¶
The window has three parts: a detail panel at the top, a filter bar, and the jobs grid.
Jobs grid¶
Each row is one industry job. Columns:
| Column | Meaning |
|---|---|
| Status | Job state (Active, Paused, Ready, Delivered, Cancelled, Reverted). |
| Time Remaining | Live countdown for active/paused jobs; "Ready" once the run completes. |
| Activity | Manufacturing, TE Research, ME Research, Copying, Invention, Reverse Eng., or Reactions. |
| Product | The item the job produces. |
| Runs | Runs installed. |
| Successful Runs | Runs completed so far. |
| Items Produced | Units produced (quantity per run × runs). |
| Build Cost | Estimated cost to build the produced items, from your cached build costs. |
| Market Value | Value of the output at your configured market prices (blueprint copies from invention/copying are valued from contract prices). |
| Facility | Station or structure the job runs in. |
| Note | A note about the job's facility — e.g. flagging where it provides no relevant rig bonus. Blank when there's nothing to flag, and always blank for jobs at NPC stations, which take no rigs. |
| Installer | Character who installed the job. |
| Owner | Owning character or corporation. |
| Created | Job start date/time (UTC). |
| Completed | Actual completion if delivered, otherwise the projected end date. |
Columns are sortable and resizable. Jobs are ordered active/paused first, then ready, then the rest by end date.
Product, Facility, Installer and Owner are links: click one to open its page — the item in the Item Browser, a station or character in Players & NPCs, a player structure in the Structure Browser.
Detail panel¶
Selecting a row fills the top panel with that job's Owner Type, Owner, Installer, Start Date, End Date, Completed By, Activity, Status, Runs, Items and Success Chance, plus the facility (with location), and the blueprint (with its ME/TE) and product icons, the time left, and the job cost. The names in the panel are links too, as in the grid.
Using it¶
The filter bar drives what the grid shows:
- Owner — limit to one character or corporation (options are populated from your synced data).
- Activity — All Activities, Manufacturing, TE Research, ME Research, Copying, Invention, Reverse Eng., or Reactions.
- Status — All Statuses, active, paused, ready, delivered, cancelled, or reverted.
- Started — a From / Thru date range on the job's start date.
- Search — matches the blueprint or product name.
Set your filters and click Apply; click Clear to reset them. The window opens showing active jobs by default. The status bar at the bottom reports the job count and how many are currently active.
Notes¶
- Jobs come from the industry-job data synced for your authorized characters and corporations — sign in those tokens from Getting Started first, or the grid will be empty.
- Build Cost and Market Value depend on a configured market (Configuring Markets) and an industry park (Indy Parks); without them those columns may be blank.
- Facility, installer and product names that aren't in local data are resolved from ESI on first load, so a name may appear as a numeric ID momentarily.
- A job at a player structure that lacks a rig for its work is flagged in the Note column and raises an Overview alert. Jobs at NPC stations are never flagged: a station takes no rigs, so running a job there is simply your choice.
- A job's output counts as stock in the Worklist and Inventory Levels as soon as the job is delivered, before the next asset poll shows it.
- Use the Production Calculator to plan new builds, and the Industry Opportunities scanner to find what to build next.