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Getting started in Manufacturing

Author
Bree Okanata
Perkone
Caldari State
#1 - 2012-06-24 05:20:45 UTC  |  Edited by: Bree Okanata
I have been running missions for a while and am looking to branch out into something new. That being said, manufacturing looks like it could be interesting. What should I start with BPO wise? I have an initial capital of about 250m-400m I am willing to use to get started. Should I start with ammo?

Edit: Was led to a more thorough thread. Feel free to not bother answering! :D
Postitute
Center for Advanced Studies
Gallente Federation
#2 - 2012-06-24 06:01:26 UTC
Get Production Efficiency skill to 4

Next, Start with Ammo - start with buying BPCs off contracts if you don't have a way to get a researched original.
If you still like manufacturing after you've produced ammo for a few days/weeks Get Production Efficiency skill to 5

Upfront, you'll need to put some solid time into learning the general dynamics of the EVE market.

Ongoing, you'll need to spend some kind of effort routinely monitoring the profitability your current activities compared with other opportunities as the market swings around.

Never think of yourself as a manufacturer, but rather as a trader.
Tau Cabalander
Retirement Retreat
Working Stiffs
#3 - 2012-06-24 06:02:25 UTC  |  Edited by: Tau Cabalander
I was going to be much more nasty, since you didn't bother to do any searching on your own (not a good start, as industry involves a lot of research on your own), but here's a post where I made similar suggestions:

https://forums.eveonline.com/default.aspx?g=posts&m=1241528#post1241528

You should also browse the guides in the resource sticky posting at the top of this forum.


I try to be helpful. I post a _lot_ in this forum. You may find that doing an advanced forum search for posts by me will help you narrow the search for posts on your keywords. This is how I found the link above for example. Posts by others in those threads are usually worth reading too!

I even invite you to send me EVE-mail if you have any questions you can't find the answers for, or don't want to post publicly. I don't know everything (and you can bet if I don't, then I will try to find out more about it), but I will always try to point you in the right direction.
Bree Okanata
Perkone
Caldari State
#4 - 2012-06-24 06:55:23 UTC
Thanks for the responses. I have done some research into the market and I am hoping to eventually get into trading as well, but I wanted to do more than just buy low/sell high. I want to feel like I am doing something other than just making money. I just didn't know where to start as if I should just make guns, ships, ammo, etc.

The advice is appreciated, and I understand you can't really say what it is you do, as secrets are important!
Riyal
invidious Squid
#5 - 2012-06-24 11:07:16 UTC
Trading is easier to get into than manufacturing, you may want to try that first. Manufacturing is like trading with extra steps.

Personally I prefer manufacturing, pure trading burns me out quickly, but you will still need to purchase materials at the best prices and usually products on the market need some babysitting.

In hindsight my post should have had more psssshhhh

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#6 - 2012-06-24 20:49:48 UTC
Don't use the prices you can buy stuff at as your costs. Use the price you can sell it at. Otherwise you're subsidising your manufacturing, with your trading. which isn't the world's best idea.

Don't assume that everything you can make is profitable. check the numbers first. (something like the blueprint calculator on my site can be handy for this). There are people out there who deeply discount, to the point they could have made more isk, by just selling their minerals.


Ammo and modules are the place to start. And remember, absolute profit is what's important. not percentages. Doesn't matter if you can make a 100% profit, when you can only invest 10% of the money you could invest in a 15% margin.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Skorpynekomimi
#7 - 2012-06-24 21:20:18 UTC  |  Edited by: Skorpynekomimi
- Set up excel spreadsheet to figure out profit margins on various things
- Take advice, start with commonly-used ammo
- Buy BPO
- Set it researching
- Buy BPCs off contracts
- Buy minerals
- Produce from those while the research happens

EDIT:
As for what to produce, I will give you one simple tip:

If you use it in your missions, and buy it in, others are likely to as well.

Economic PVP

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-06-25 05:12:18 UTC
Skorpynekomimi wrote:
- Set up excel spreadsheet to figure out profit margins on various things.

If you are cheap like me, you will find that Open Office's Calc does the trick, and it's free.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#9 - 2012-06-25 10:39:01 UTC
Google's spreadsheet also works well. And is a little easier to use with xml than open/libre office's Calc. (I'd suggest libre office over open office. mostly for things like Visio import support)

doing it in Calc needs you to mess around with their coding (if it hasn't changed recently) http://www.openoffice.org/xml/filter/#3.3.Import:WritingintotheXMLFilter|outline for example.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Skorpynekomimi
#10 - 2012-06-25 13:25:50 UTC  |  Edited by: Skorpynekomimi
Tau Cabalander wrote:
Skorpynekomimi wrote:
- Set up excel spreadsheet to figure out profit margins on various things.

If you are cheap like me, you will find that Open Office's Calc does the trick, and it's free.


But if you're even cheaper and reluctant to use anything unfamilliar, you'll have an MS Office 2000 disk with CD keys kicking around on a shelf.
I don't know how anyone gets by without one.

Openoffice is totally valid and usable. It's just ever so slightly different from excel, and violates years of muscle memory.

Economic PVP

Zifrian
The Frog Pond
Ribbit.
#11 - 2012-06-25 21:54:31 UTC  |  Edited by: Zifrian
Skorpynekomimi wrote:
Tau Cabalander wrote:
Skorpynekomimi wrote:
- Set up excel spreadsheet to figure out profit margins on various things.

If you are cheap like me, you will find that Open Office's Calc does the trick, and it's free.


But if you're even cheaper and reluctant to use anything unfamilliar, you'll have an MS Office 2000 disk with CD keys kicking around on a shelf.
I don't know how anyone gets by without one.

Openoffice is totally valid and usable. It's just ever so slightly different from excel, and violates years of muscle memory.

Not that I want to hock my own program, but telling people that are starting to make a spreadsheet is poor advice. There are several programs out there already that do this. If you really want to go that route for yourself, go for it. But to suggest someone go through the same pain when the work has already been done is almost cruel lol.

Maybe Steve can back me up but there are so many variables and input/outputs to manufacturing that it's not worth the time to re-invent warp drive travel again and again. One of the reasons I haven't updated IPH in awhile is because I've been playing the game more. I can't tell you how much time Ive put into it. Then every patch CCP seems to change something else that requires a fix to IPH.

So don't waste your time making a spreadsheet. Use a tool already built. Steve's is great. Windjammer has another. Dedaf another. Mine is in my sig.

Good luck!

Maximze your Industry Potential! - Download EVE Isk per Hour!

Import CCP's SDE - EVE SDE Database Builder

Emma Royd
Maddled Gommerils
#12 - 2012-06-26 17:01:22 UTC  |  Edited by: Emma Royd
Get Production Efficiency skill to 5, every isk counts when it comes to building high volume low profit stuff, I know it's a pain getting the extra level, but it can make the difference between profit - break even - loss

BPC's are a great start, along with if you're impatient, buy pre-researched BPO's off contracts for the stuff you're building, or if you can wait for the npc research queues then look at getting some BPO's into research for the things you're wanting to build. ME is vital, the levels are up to you, look at http://www.fuzzwork.co.uk/blueprints/ or BPO Calc and PE will save you isk in manufacturing slot fee's and time.


Scope your market, some stuff sells, some doesn't, don't just look at the selling price, see how many of the items sell, I've been caught out by that, having stocks of items on the market for ages waiting for them to sell.

Don't over-buy BPO's to start off with, I've got full sets for T1 Hybrid, Projectile, Frequency Crystals, Missiles, yet hardly ever build off the crystals, and only select ammunition.

Don't forget to take sales fees into account when seeing if an item is profitable or not.

Trade skills are your friend, Broker Relations, and Accounting cut down on the costs of selling items, Marketing lets you sell things remotely, and Daytrading lets you modify sell/buy orders remotely.
Trade, Retail, Wholesale and Tycoon give you more 'slots' to sell from.


Edit - as for spreadsheets, that's purely a personal thing, there are loads of good ones out there, along with the likes of isk per hour, or if you fancy spending hours over excel to come up with your own custom one that suits your needs then you decide. BUT if you do write your own, then make sure to check, and double check all your figures from mineral requirements, build time for slot costs, along with the fees for selling stuff against the real life game. What appears to be profitable can be wiped out by an incorrect cell reference or a dodgy formula somewhere deep in your spreadsheet Oops
Styth spiting
Brutor Tribe
Minmatar Republic
#13 - 2012-06-27 07:31:47 UTC
Faction ammo is a good place to start when getting into manufacturing. Since you're all ready been running missions, you'll have the LP (and standings help with tax charges, NPC research slots, etc) it would be a good way for you to combine you're all ready low investment amounts and available resources.

Sell the faction ammo in other faction regions to increase the sale value.
If you're really going to get into ammo manufacturing just buy a pre-researched set through contracts. 200M +/- for all ammos will save you 6 months of research time (don't buy bpc's) and you'll be able to pay that amount off in no time (if you have alot of LP saved up).

Don't sell all your ammo in 1 place. 500,000 rounds of ammo in 1 station is a waste of time if you're only selling 5,000 per week. Move into different regions, and make sure you diversify the ammo's. Sell ammo in regions / systems that deal the most damage specific to the rats that spawn.

Train production efficiency V right away. The 5% of building materials adds up fast, and since your profits will be so low all ready the extra 5%-10% isk you save on research costs may be the only way to get any profit on a sale. Production efficiency IV is only useful if you're manufacturing for yourself.
zoni Ishikela
State War Academy
Caldari State
#14 - 2012-06-28 11:00:14 UTC
I got into this a while ago, and I was scratching my head thinking how can these sellers sell the stuff so low and still turn a profit?
I figured out how to lower my production costs (skills, implants, high PE BPC or BPO), and also a decent research material efficiency blueprint - saves on material costs, and get my corp mates in line with helping out. Team effort works, as always, best but I am mostly solo as I'm the manufacturing arm of my corp.

Even with high skills, you will find that folks still undercut production costs (your cost to manufacture and source materials), and the theory I have is this:
- some don't do the math and are willing to sell at a loss for whatever reason
- some, especially lower quantities you find for sale, are from loot or ganks
- some have a good supply chain going and can source their own raw materials, and thus beat pricing from someone paying top isk for the same materials on the market

Some tips:
- use reasonable buy orders for raw materials, people will sell to you if the order is reasonable if they need quick isk, need to dump stuff in a hurry or don't have the standing to effectively put a sales order out
- your supply chain is elastic - you need to keep the pipeline going - if you run out of raw materials, that's bad - if you run out of things to sell, that's equally bad
- diversify - that's harder said than done because that means you need more BPO/BPCs you can afford
- nearly all BPOs you purchase will initially carry a 10% net material waste - that is a lot of waste for some of those, use researched BPOs/BPCs - they are for sale on contracts.
- don't sell your stuff at trade hubs ripe with trading bots - most major trade hubs unfortunately seem to still have them - you know when 10 seconds after you post and order, 4 orders move to 0.01 isk of your price.
- manufacture stuff people want/need, that does not mean the one item at high profit, it may mean thousands of units at a low profit
- don't manufacture stuff if your cost is higher than what you can sell it for (that seems obvious but it's amazing what people do)
- standings and skills play a huge role in your ability to manufacture and sell at a profit
- invest in support skills, such as trade first, get some standing where you sell, then consider research and eventually a POS to do that. Note, maintaining a POS is not a walk in the park these days and research is a long time investment - not something you do for a month - more like years if you want to get anywhere.

Z.


Barakach
Caldari Provisions
Caldari State
#15 - 2012-06-28 16:53:11 UTC
Steve Ronuken wrote:
Don't use the prices you can buy stuff at as your costs. Use the price you can sell it at. Otherwise you're subsidising your manufacturing, with your trading. which isn't the world's best idea.


That is a great rule of thumb, but not always true. I always use it as a starting point, but I find that there are many times I can sell a product faster than I can flip the materials that I purchased.

Example:
Say I can purchase 100mil trit for 6.10 and sell for 6.35, but it takes me 3 days to sell that 100m trit. Or I can sell 50m trit in 1.5 days, then take the other 50m, convert it into something else and sell that product for an effective 6.28/trit. I didn't maximize my margins, but I maximized my revenue.

I still use material sell prices as my starting base when determining if a product is worth producing.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#16 - 2012-06-28 17:52:09 UTC
Barakach wrote:
Steve Ronuken wrote:
Don't use the prices you can buy stuff at as your costs. Use the price you can sell it at. Otherwise you're subsidising your manufacturing, with your trading. which isn't the world's best idea.


That is a great rule of thumb, but not always true. I always use it as a starting point, but I find that there are many times I can sell a product faster than I can flip the materials that I purchased.

Example:
Say I can purchase 100mil trit for 6.10 and sell for 6.35, but it takes me 3 days to sell that 100m trit. Or I can sell 50m trit in 1.5 days, then take the other 50m, convert it into something else and sell that product for an effective 6.28/trit. I didn't maximize my margins, but I maximized my revenue.

I still use material sell prices as my starting base when determining if a product is worth producing.



All 'rules' in EVE have exceptions. :)

They're just generally not worth mentioning for beginners, as the only way to know when to break the rule, is to have experience.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Styth spiting
Brutor Tribe
Minmatar Republic
#17 - 2012-07-02 07:19:56 UTC
One thing I wanted to touch on which is really the key to manufacturing (and the market) is the "buy low sell high" obnoxious response many people give in regards to anything relating to the market. It's a good obvious blanket statement that gives no real explanation.

There are basically 3 types of people in Eve when it comes to the market (in regards to buying or selling items). Yes this is a huge generalization, but when you start to think in these terms, everything becomes much clearer.


  1. Your basic players who buy/sell based on average market data. These people look for a good buy/sell price, checkout external sites and make good decisions when buying/selling items. These people are pretty much irrelevant to this post as they are the people who average everything out .

  2. Stupid people. These are the people who sell without researching or knowing anything about the market or item they are selling. Generally this relates to loot drops and such, or everything they picked up running missions, etc. These are the people who sell items for .01% to 10% of their market value. These are your key players for buying goods/materials from.

  3. Desperate / lazy. People who don't want to fly 5 - 10 systems to buy / sell items. These people will generally sell items for 10%-20% lower then "average" prices, or buy them at 10%-20% higher than average. These are your key players to sell to.


So understanding this you should start to understand that there are some people who sell items crazy low, and people who buy items much higher then average prices. Setting up buy orders for low prices do get filled (and seriously by low I mean at times .01% of the items resale value). And people will buy items at a higher cost because they are lazy.

The next thing to understand is manufacturing and selling takes time. I'm not talking about station trading where your profits are .01 isks, I'm talking about making items to sell from materials you bought from crazy low prices though buy orders, and selling items (hopefully at a higher than average price).

Don't try to buy up everything to manufacture an item as fast as you can. Your profits are going to suck. Instead make a plan for items you need for items you want to manufacture, and setup some buy orders and buying up items over a few hours/days.

Never buy items at a sell price, and never buy items at a buy price. Buy your materials at a buy price (buy price + .01) and sell your items at a sell price (sellprice - .01). Only suckers and desperate/lazy people buy from a buy price (or sell to a sell price). Think of these prices as the consumer price, and being a manufacture you need to get your stuff at a lower price, or sell at a higher price.

Here's an example for you (since I so love examples).

Medium cargo hold optimization I. used by miners, haulers and sell all the time. They are a rig and use salvage for their materials. Salvage is a great source of isk for new players and these players tend to sell off stuff at whatever price they can. The main expensive item in this bpo is Alloyed tritanium bars (22 of them). Currently (in my region) these sell for 222,900, and people are buying them for 214,003. Now this items profit margins are very low, but the volume of materials is very high (filled buy orders of 250 in 2 hours). As you can see, just by waiting 2 hours for buy orders to fill I was able to save almost 2m isk in materials (for 10 runs) using a buy order. Now sure that isn't much, but this is just an example. using the same example if you did a 24 hour buy order the isk saved almost 24M for example.

So to summarize. use buy orders to buy items for much cheaper then you would from a sell order, and sell your items using sell orders (again only stupid, lazy or desperate people buy from sell orders, or sell to buy orders). As a manufacture you are a business, so its good to think as a business owner, and not a consumer.
Jelizza Arlath
Darkfall Helix
#18 - 2012-07-02 10:15:11 UTC
Trading and manufacture, as well as the inevitable connection to research, copying and invention, is a topic you could write books about in EVE (and maybe someone already have?).

It breaks down to a few things you need to be aware of.

1. How much will it cost me to make 1 of 'insert item'?
2. How much profit can you make on the item, taking into account transaction fees et.c?
3. How much movement is there of the item (how much is being sold each day/week)?

Obviously you don't waste time and minerals producing something that sells for 1 million ISK on the market, if you can sell your minerals directly for 2 million ISK. Also there is no point making an item that sells for a profit of 1 million ISK if there is only 3 being sold per week across the whole region (unless you like to tie up your ISK in assets that sit around for weeks on end).

The exact details can vary alot though, depending on the market, where you are looking, what you are trying to build and so on.

The trick is also knowing the market as well as knowing the different aspects of the game. While alot of people tend to use the market hubs (Rens, Dodixie, Jita and Amarr) for selling their items, you can also make quite good profit if you know the outlaying systems as well. For instance...

Setting up a sell order for 200.000 units of Antimatter Charge S in a system where people are running L4 missions might not be a good idea.... why not? Because people running L4 missions are not using small size ammunition. They are most likely using Large size so you would have alot more movement if you placed a sell order with 200.000 units of Antimatter Charge L in that system. Likewise, you might want to move those 200.000 units of small ammo to a system where they are running L1 or L2 missions instead.

But it takes a little bit of research to find out where those systems are, how active they are and so on.

Plus, it's always up for discussion what might serve you best. The hubs might have faster movement of products, but they are also more heavily competed on price and volume. So you have to take into consideration how fast your items are selling compared to how much profit you expect from them.

And there are of course other market opportunities than just selling at hubs and finding mission runner systems, but I'll leave you to figure out some of those yourself :)
PaperLion
Old Man Industrial and Mining
#19 - 2012-07-02 19:18:10 UTC
Steve Ronuken wrote:
Don't use the prices you can buy stuff at as your costs. Use the price you can sell it at. Otherwise you're subsidising your manufacturing, with your trading. which isn't the world's best idea.
.


Maybe I'm misunderstanding...but even if I'm mining the minerals myself, I always factor in what I could have sold the minerals at to determine if the manufacturing is really netting me anything, or if I'm better off selling the minerals straight up, rather than turning them into anything.

Also, +1 on the suggestion of Google Spreadsheets ;) Nothing like getting a Google App account to run your small, entirely fictional, manufacturing business. We've used Apps for the past 4+ years of casual T1 manufacturing.
Skorpynekomimi
#20 - 2012-07-02 19:57:22 UTC
Zifrian wrote:
Skorpynekomimi wrote:
Tau Cabalander wrote:
Skorpynekomimi wrote:
- Set up excel spreadsheet to figure out profit margins on various things.

If you are cheap like me, you will find that Open Office's Calc does the trick, and it's free.


But if you're even cheaper and reluctant to use anything unfamilliar, you'll have an MS Office 2000 disk with CD keys kicking around on a shelf.
I don't know how anyone gets by without one.

Openoffice is totally valid and usable. It's just ever so slightly different from excel, and violates years of muscle memory.

Not that I want to hock my own program, but telling people that are starting to make a spreadsheet is poor advice. There are several programs out there already that do this. If you really want to go that route for yourself, go for it. But to suggest someone go through the same pain when the work has already been done is almost cruel lol.

Maybe Steve can back me up but there are so many variables and input/outputs to manufacturing that it's not worth the time to re-invent warp drive travel again and again. One of the reasons I haven't updated IPH in awhile is because I've been playing the game more. I can't tell you how much time Ive put into it. Then every patch CCP seems to change something else that requires a fix to IPH.

So don't waste your time making a spreadsheet. Use a tool already built. Steve's is great. Windjammer has another. Dedaf another. Mine is in my sig.

Good luck!


I threw up my manufacturing spreadsheet up in a couple of hours, and stick in half an hour every few weeks to add features. It's not a fancy auto-updaty thing, but it does the maths for me, and says when I don't have the materials.
It's not a waste of time if you know what you're doing with spreadsheets already.

Economic PVP

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