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Planetary Industry

Every planetary colony of your characters in one list: when the extractors stop, when storage fills, when a factory planet runs out of input, and what each colony earns a day. A colony opens in detail, down to each extractor's program and each factory.

Open it from the left sidebar under Industry.

The same figures drive Overview alerts, an alarm check and Worklist tasks, so the colony the list calls "stopping" is the one the Overview warns about and the Worklist asks you to restart.

Where the data comes from

EVE Console reads each character's colony list from ESI, and then each colony's layout: its command center, extractors, factories, storage, launchpads and routes. ESI only has a new layout after the colony has been opened in the game, so every figure starts from that moment.

  • Extractor times are exact. An extractor program's end is fixed when it is set.
  • Storage and input times are estimates. The app replays the colony from the last time it was opened in the game — what the extractors deliver, what the factories take and make, and where the routes send it. The Data age column says how old that starting point is.

When a colony hasn't been opened in the game for too long (7 days unless you change it), its data is marked old: its estimates can't be trusted until you open it in the game again.

Note

Characters need the esi-planets.manage_planets.v1 scope. Colonies are read only for characters with the PI box ticked on Settings ▸ Characters (see Choosing which characters do PI).

What it shows

Above the tabs is a summary line — for example 22 colonies · 3 extractors stopped · 2 need hauling · 1 input low — with Open colony, Refresh, and when the list was last read. The list re-reads every minute while it's open; new colony layouts are read from ESI every ten minutes.

Colonies tab

One row per colony, the ones needing action soonest first:

Column Meaning
Character Who owns the colony.
Planet, Type The planet, with its type's icon, and the planet type (Barren, Gas, …).
System, Region The solar system with its security, and its region.
Kind Extractor (sends its own output off), Factory (needs input brought in) or Empty.
Imports What the colony needs brought in from off the planet: anything used on it that nothing on it makes. Hover to see how many units of each a day.
Exports What goes off the planet: anything made on it that nothing on it uses. Hover to see how many units of each a day.
Waiting (m³), Waiting (ISK) The exports in storage, launchpads and the command center now, waiting to be picked up, at market prices. Estimated. Hover for each item, and the visit the estimate starts from.
CC Command center level against the highest your Command Center Upgrades skill allows.
Extractors end When the first extractor program ends, or Stopped. Exact.
Storage full When storage or a launchpad first fills, or Full. Estimated.
Inputs run out For a factory planet, when its brought-in input runs out, or Ran out. Estimated.
Status OK, Attention or Action, as a word and a mark as well as a colour. Hover to see why.
Data age How long ago the colony was last opened in the game; (old) when it's past the limit.
Efficiency The forecast as a share of what the colony could make (see Potential and forecast).
Profit Profit per day: output, less inputs and import and export charges, at market prices.

Action means something has already happened — extractors stopped, storage full, input run out. Attention means something comes due within the lead times (see Settings), output will be destroyed or raw material will overflow, or the data is old.

Exports are the end of each chain, not everything the colony makes: what one factory makes for the next is left out. Raw material the factories can't keep up with is listed, because it has to be hauled too. Waiting counts exports only — input sitting on a launchpad, and a part-made product waiting for the next factory, aren't included. The summary line adds the total waiting across all colonies, for example 4,210 m³ of exports waiting, worth 1.20B ISK.

Double-click a colony, or select it and click Open colony, to see it on the Colony tab.

Colony tab

One colony in detail. Under the planet's name: the character, system, planet type and kind, and how old the data is.

  • Potential and forecast — what the colony could make over its period against what it will (see below).
  • Command center — its level of the highest allowed, with the CPU and powergrid that gives.
  • Extractors (exact) — each extractor's product, number of heads, program start and end, the cycle it's on, total output and what is still to come. A chart puts each cycle on a timeline in local time, with a line for now; hover a bar for its time window and units.
  • Factories (estimated) — each factory's schematic, output, facility type, and whether it's Running, Idle or Idle since a time.
  • Storage and launchpads (estimated) — fill, volume of capacity, when it fills, and contents.
  • Flows per day — each item's tier, and how much is made, used, brought in and taken off a day, running as built.
  • Money per day — output value, input cost, export and import charges, profit, and the tax rate used.

The Tax rate says where it came from: learned for this planet from your wallet journal, or the default from Settings ▸ Industry while it hasn't been learned yet. A rate is learned after you've exported or imported at that planet.

Potential and forecast

Each colony has a period: until its extractors stop (at most 30 days), or the next 30 days for a factory planet.

  • Potential — the colony running as built for the whole period: its output at market prices, less the input it's brought and the charges.
  • Forecast — what the replayed colony actually gets into storage and launchpads over the period, less the input its factories use and the charges.
  • Short by — the difference, explained underneath:
    • Destroyed — products thrown away because storage was full, or because a factory had no route for them, and from when;
    • Raw overflow — raw material lost because extraction outpaces the factories;
    • Idle factories — output not made while factories waited for input.

The shortfall is roughly what is destroyed plus what idle factories don't make; the rest is part-finished cycles and stock still in storage when the period ends. For an extractor planet whose extractors have all stopped, there's nothing to forecast until they're restarted.

Characters tab

The characters that do PI:

  • Colonies — colonies in use of the number allowed;
  • Free slots — colonies the character could still set up;
  • Skills — Interplanetary Consolidation (one colony plus one per level) and Command Center Upgrades (the highest command center level);
  • Command centers — each colony's command center level; an ↑ marks one that can be upgraded.

PI box in Settings… opens Settings ▸ Characters.

Using it

  1. Check the Status column; hover the chip to see what's due.
  2. Open a colony to see why — a full launchpad, a factory waiting for input, or an extractor about to stop.
  3. Do the work in the game. Opening the colony there also refreshes its data; it's read again within about ten minutes.
  4. Use the Worklist's PI tasks for a to-do list across all colonies, with what to haul.

Alerts, alarms and tasks

  • Overview alerts — extractors stopped or stopping, storage full or filling, factory input out or running out, a PI character with a free colony slot, and colony data too old to trust. See Overview.
  • Alarm — the Planetary Industry check in the alarm editor fires for extractors, storage or inputs, with its own lead time in hours. Each colony's event fires once; restarting the extractors or opening the colony again makes it news again. See Alarms.
  • Worklist tasks — restart extractors, take output off, bring input, set up a colony, upgrade a command center, and open a colony whose data is old. See Worklist.

Settings

Choosing which characters do PI

Settings ▸ Characters has a PI box for each character, ticked by default. Clear it for a character that doesn't do PI: its colonies aren't read, and it's left out of this tool, its alerts and its worklist tasks.

Settings ▸ Industry

  • Planetary Industry tax — the Customs office tax and Skyhook tax used for a planet until its own rate has been learned (10 % each to start). Customs offices are in high-sec, low-sec, wormholes and NPC null-sec; sovereignty null-sec has skyhooks instead. Bringing goods in costs half of taking them off.
  • Planetary Industry alerts and tasks — how far ahead the alerts and tasks look, and when data is too old:
Setting Default
Extractors stopping 24 hours ahead
Storage or a launchpad full 24 hours ahead
Factory input running out 48 hours ahead
Colony data too old after 7 days
An input haul brings 7 days of running

Which alerts are raised at all is on Settings ▸ Alerts, under Planetary Industry. Settings save as you change them.

Notes

  • Everything is only as fresh as the last time each colony was opened in the game. Open your colonies in the game now and then, even when nothing needs doing.
  • Prices are the market prices used to value assets (see Configuring Markets).
  • Learning a planet's tax rate needs the wallet journal synced for that character.