Skip to content

Inventory Levels

A stockpile monitor, in the style of jEveAssets' stockpiles: define target quantities for the items you want to keep on hand, and see at a glance how much you actually have versus your targets.

Open it from the left sidebar under Assets.

What it shows

A single tree-style grid organised as Collections → Groups → Items.

  • Collections are optional folders that hold groups. Groups with no collection appear under a synthetic Default collection.
  • Groups define where and from which sources availability is counted, plus a multiplier applied to every item's target in the group.
  • Items are the tracked types, one row each, with their target and current availability.

Item rows show these columns:

  • GROUP / ITEM — the item name (groups and collections render their name and controls here).
  • TARGET — the per-item target quantity you set.
  • TGT TOTAL — the effective target, i.e. TARGET × the group's multiplier.
  • AVAIL — total available across all counted sources.
  • DIFF — AVAIL minus TGT TOTAL, coloured green when at/over target and red when short.
  • % — the difference as a percentage of the target.
  • ASSETS, IND JOBS, BUY ORDERS, CONTRACTS — the availability broken down by source (assets on hand, products of active industry jobs, quantities on market buy orders, and quantities on contracts you're buying). ASSETS is kept current between asset polls — see How on-hand stock is counted.
  • MKT PRICE, BUILD PRICE — per-unit market and build prices for the type.
  • VOLUME (m³) — per-unit volume.

The toolbar carries + Add Group, + Collection, Import Collection (reads a collection from a file — always as a new collection, never merged into an existing one), and Refresh buttons, plus a status line.

Using it

Set up groups and collections

  1. Click + Add Group and configure it in the dialog:
  2. Scope — where availability is counted: Station, System, Region, or Everywhere. For the first three you also pick a location; Everywhere counts across all of your holdings.
  3. Sources to include — Assets, Industry Jobs (products), Market Buy Orders, and Contracts Buying. Assets is on by default.
  4. Only count packaged items (skip assembled / fitted hulls) — leave out assembled ships and other assembled items, so a hull you're flying doesn't count as stock. Blueprints are never filtered by this.
  5. Multiplier — multiplies every item's target in the group (useful for "I want N sets of this").
  6. Optionally assign the group to a collection.
  7. Use + Collection to create a named folder, then assign groups to it. Collections can be renamed, deleted, and expanded/collapsed as a whole. A collection's Export saves its groups, scopes and item targets to a file, which Import Collection reads back.

Add items to a group

Each group row has a + Item button to add a single type. For bulk adds, right-click in the grid and use:

  • Add Items From Fit — add a ship fit's hull and modules, from your characters' saved fittings in the game (characters need the fittings read scope).
  • Add Items From Market Group — add every published item under a chosen market group (you are asked to confirm for very large groups).
  • Add Items From Blueprint — add a blueprint's materials, either the direct inputs or the whole production chain, honouring runs and material efficiency.

Items already present in the group are skipped.

Monitor and adjust

  • Edit a row's TARGET inline; changes are saved automatically. Edit a group's multiplier inline the same way.
  • Click Refresh to recompute availability from current data. Availability also refreshes automatically about once a minute.
  • Click a column header to sort items within their groups.
  • Right-click an item and choose Open in Item Browser to inspect it, or Delete Item to remove it. Groups and collections have their own Edit / Rename / Delete controls on their rows.

How on-hand stock is counted

Assets are read from ESI once an hour with the default timers, while industry jobs and contracts are read every five minutes. Between asset polls, ASSETS is corrected for what has already happened in the game:

  • output of jobs delivered since the poll is added at the facility the job ran in;
  • goods on a contract made since the poll are taken off, and put back if the contract is deleted;
  • an item exchange accepted since the poll moves goods both ways — what was offered to the acceptor, what was asked for to the issuer;
  • goods on a courier contract delivered since the poll are counted at the destination.

Each correction follows the group's scope and owners, and the Only count packaged items setting; a count never drops below zero. Blueprints are counted in runs: copies from delivered copy and invention jobs are added, but blueprints moved by contracts are left to the asset poll. The Worklist, Order Tracker and Sale Posting count stock the same way.

Notes

  • Availability is only as current as your synced data. Counting assets, industry-job products, market buy orders, and contracts requires the relevant characters/corporations to be authorized and synced via ESI.
  • MKT PRICE and BUILD PRICE come from your market configuration (see Configuring Markets); they are blank when no price is available.
  • Related tools: the Item Browser (opened from the item context menu) and Assets.