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How to manufacture Tech 1 items with profit

Author
Aluka 7th
#81 - 2012-09-20 11:52:50 UTC
Couple of Tech1 profitable items (today) in ISK per hour of manufacturing line:

X-Large Ancillary Shield Booster
Medium Ancillary Shield Booster
Small Ancillary Shield Booster

Medium Pulse Laser Battery
Deep Core Mining Laser I
Warrior SW-300
Capital Energy Transfer Array I
Mining Foreman Link - Mining Laser Field Enhancement I
Garde I
Valkyrie SW-600
Siege Warfare Link - Shield Harmonizing I
Fougerius
EX-APE
#82 - 2012-09-20 13:19:53 UTC
Thanks a lot for this post!

As a young manufacturer I started buying every BPO I could especially ship ones then I realised it was useless.... I'll go for your style :) I'm sure it will work out better.
Aluka 7th
#83 - 2012-09-20 13:37:26 UTC
Thing is you have to guess flavor of the day. What is used and lost a lot.
For example ancillary sh. boosters are fitted on everything these days so supply/demand meets at higher price which translates to high profitability.
When CCP boosts T1 cruisers for winter expansion I'm guessing descent profit will be made on those hulls.
Also it is good to follow training corps of big 0.0 alliances that live in high sec or just regular empire PvP ones like RvB. Supply their (new) locals with hulls, ammo, ..., and $$$ profit :)
Aluka 7th
#84 - 2012-10-08 13:14:39 UTC
Couple of Tech1 profitable items (today) in ISK per hour of manufacturing line:

Gjallarhorn
Judgement
Caldari Control Tower
Gallente Control Tower
Covert Jump Portal Generator I
Prototype Cloaking Device I
Covert Cynosural Field Generator I
Mobile Small Warp Disruptor I
Garde I
Warp Scrambling Battery
Aluka 7th
#85 - 2012-11-06 06:43:11 UTC  |  Edited by: Aluka 7th
Interesting T1 items for nullsec alliances:
Warp Disruption Field Generator I
Sensor Booster I (raw mat. for t2 version)
Prototype Cloaking Device I
Interdiction Sphere Launcher I
Cynosural Field Generator I
Which makes sense because they are fitted on ships that are usual primary thus die fast and often (like dictors and HICs).

Of course these items currently also sell well:
X-Large Ancillary Shield Booster
Medium Ancillary Shield Booster
Infrared XL
Command Processor I
POS towers
Medium and small POS guns
Data interfaces (all types)

Enjoy and get ready for moon probes/destroyers with new patch. Frig size modules will be in demand then :)
Morbidibrom
Morbidibrom corp
#86 - 2012-11-13 17:45:14 UTC  |  Edited by: Morbidibrom
Since I am new to manufacturing (wholesale trader / reseller mostly) I would like to know if its worth the time and effort to set up a POS. If it should be in high or low sec, or wormhole space ( for safety) and how that would affect manufacturing. Basically what are the great advantages of a POS over a station since you need to pay upfront costs and fuel, and how if effects profit margin. And are reactions worth it doing?

Also what are the main mission areas that would be good to sell manufactured stuff near (even though this is more of a shipping / trading profit matter)?

Would it be more worth while set up a manufacturing in an area you wish to sell ( ship in or buy minerals or ore locally ) and eliminate the need of shipping of finished products (from jita area) to a higher profit area?

Any suggestions on making your spreadsheets which is essencial I've found? Is there someplace that you can get manufacturing minerals required list per item to copy / paste into them, or is there some manufacturing mineral checking program or something :P
Aluka 7th
#87 - 2012-11-14 19:35:30 UTC  |  Edited by: Aluka 7th
Morbidibrom wrote:
Since I am new to manufacturing (wholesale trader / reseller mostly) I would like to know if its worth the time and effort to set up a POS. If it should be in high or low sec, or wormhole space ( for safety) and how that would affect manufacturing. Basically what are the great advantages of a POS over a station since you need to pay upfront costs and fuel, and how if effects profit margin. And are reactions worth it doing?


Safety, lol. From all my first hand and second hand PvP exp. POS is everything but safe. Specially in WH :)
With that being said lets do little math:
10 production lines in NPC station in highsec will cost you only 2.24mil for four weeks.
Same number of production lines using POS will cost you from 75mil for small to 300mil in fuel for large tower (26880 blocks*11k ISK per block) + charters if in high sec for four weeks. And you have investment of modules and risk of loosing all and you have to refuel it.. maintenance work and all that..

tl:dr version.. use POS only for T3 production (which can be only done in POS), booster (drug) production, ME/invention research from NPC station by remotely using POSes research lab slot and be ready to defend it vs wardecs or WH roamers.

Morbidibrom wrote:
Also what are the main mission areas that would be good to sell manufactured stuff near (even though this is more of a shipping / trading profit matter)?


There is a neat trick on Dotlan EVE map page. Go there, then click on region that interests you and then in new window where you see map of that region up on right says "sovereignty", click it and select "NPC kill (24h)"!
Now behold you have colored heat map of all mission runner activity in last 24h for whole region at one glance.. With total number of NPC kills listed, you can easily find mission hubs and even follow when/if they change.

Morbidibrom wrote:
Would it be more worth while set up a manufacturing in an area you wish to sell ( ship in or buy minerals or ore locally ) and eliminate the need of shipping of finished products (from jita area) to a higher profit area?


Only IF finished product is really big you should build locally and IF transport cost cuts too deep in your profit margin and IF demand for your product in that mission hub will keep your production going nonstop. Personally my production volume is far greater then any mission center can demand so I produce where raw mat. is cheap and ship the product where is needed.

Just add hauling cost to your cost and then do all other math. So for trade hub next to me, my manufacturing cost is lets say 1mil but for some other hub for same item I add transport cost so my "base" price is 1.2mil because 200k is transport cost. Ofc cheapest transport per item you will get if you can fill freighter to the brim because typically you pay hiring full freighter and not per m3 when using professional haulers like RED FROG freighter service.

Morbidibrom wrote:
Any suggestions on making your spreadsheets which is essencial I've found? Is there someplace that you can get manufacturing minerals required list per item to copy / paste into them, or is there some manufacturing mineral checking program or something :P


Well I did my spreadsheet basically extracting from BPOs on market BUT I really recomend this:
http://games.chruker.dk/eve_online/inventory.php?category_id=9
Here you will find perfect ME/ PE for all BPOs and if you click on BPO even more details about specific materials etc..
Also to get general idea of BPO profitability you should use:
http://eveeye.com/profit.asp
Where you get rough estimate of BPO profitability.
Acid Kanshi
AIFAM
#88 - 2012-11-15 08:01:24 UTC
You guys should check out - http://www.eve-cost.eu/calculator

EVE-Cost is a manufacturing tool for EVE players. http://www.eve-cost.eu

Aluka 7th
#89 - 2013-02-03 16:15:49 UTC
Bump :)?
Aldarr Mentakk
Dragon.
Pandemic Horde
#90 - 2013-02-04 08:17:54 UTC
This is very good I was making modules and ships at around 100k isk profit per unit but now that I'm getting the skills trained up that you described i'm seeing more profits every time a skill completes, specifically the production efficiency skill. Thanks!
Lord Davian
Kenwood Enterprises
#91 - 2013-02-06 21:24:50 UTC
Bump for a great thread and some questions.

How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?

Do you mainly sell to one hub, or do you spread it around?

I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow.
Not Politically Correct
Doomheim
#92 - 2013-02-08 00:10:39 UTC
Aluka 7th wrote:


I think you left out a few things, like using multiple spreadsheets.

I use one to figure optimal research level.
I use another to figure profitability based on local ingredient prices, manufacturing costs, BPO costs . . . . and a few other things.
Industrialist Ajidica
Ajidica Industries
#93 - 2013-02-13 02:20:53 UTC
Lord Davian wrote:
Bump for a great thread and some questions.

How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?

Do you mainly sell to one hub, or do you spread it around?

I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow.


I've just started manufacturing and unless you want to spend hours a day it seems to me it's best to work around a manufacturing time of a week.

I've also been scouring BPC's for good deals and they can be very profitable but they require more time also.
Aluka 7th
#94 - 2013-02-26 20:12:37 UTC
Industrialist Ajidica wrote:
Lord Davian wrote:
Bump for a great thread and some questions.

How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?

Do you mainly sell to one hub, or do you spread it around?

I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow.


I've just started manufacturing and unless you want to spend hours a day it seems to me it's best to work around a manufacturing time of a week.

I've also been scouring BPC's for good deals and they can be very profitable but they require more time also.


Sorry I was AFK for some time.
Actually I put shorter ques during week (20-50h) because slots are more available and longer ques on Friday morning (50+h) because Friday evening people start their new cycle and start hogging the lines. Optimal cycle is 2days for my items but then again it depends on item. If its something that manufactures fast then I really don't need big load sitting in hangar which I won't sell for next few weeks :)
Also I do 23h cycle or 47h so that every day at similar time I can do my manufacturing/market thing.
Aluka 7th
#95 - 2013-02-26 20:20:12 UTC
Not Politically Correct wrote:
Aluka 7th wrote:


I think you left out a few things, like using multiple spreadsheets.

I use one to figure optimal research level.
I use another to figure profitability based on local ingredient prices, manufacturing costs, BPO costs . . . . and a few other things.


Actually I use this to check optimal ME:
http://games.chruker.dk/eve_online/inventory.php?group_id=447

Only table I have is second one.. and once done I only use it if raw material price changes too much because some price fluctuations are covered with initial calculation. For example if trit moves between 5.5 and 5.7 that week, I calculate like i bought all trit for that week for 5.7 and add my margin and then sell. If in reality trit was purchased for lower price then more profit for me and if not then i still have my base margin. If price goes up then i recalculate with highest purchase price i had.
If that makes sens:)?
Aluka 7th
#96 - 2013-02-26 20:37:12 UTC  |  Edited by: Aluka 7th
Lord Davian wrote:
Bump for a great thread and some questions.

How often do you turn over your inventory? Do you build a days worth a sell it the next day, or do you build a few days, a week, or month and then put up a bunch of inventory?

Do you mainly sell to one hub, or do you spread it around?

I've been building a day at a time but I'm finding the selling to be a hassle each day. I think I'd like to build for a week and then put it on the market and just leave it for the week without working to change the price every half hour to undercut someone because I have to sell todays inventory to buy for tomorrow.


Hm, I have two main types of items.
First one has expensive raw materials and/or demand or price fluctuates a lot depending on wars. I produce those in 1day (max. 2day for "faster" items) cycle which sells in 2-3 days. And I put manufacturing of a new batch only AFTER first batch has sold. I don't have full control of market because 25-35% of time my item is not on the market but works best for me.
Second type which has low cost of materials and/or my margin is big. Those I produce in 2-4day cycle and have second batch ready for selling on hangar floor in my trade station. So when batch sells I put new one from stock on sale and put new batch in manufacturing line. This way I'm always present on the market and it saves some time on moving stuff around.

So roughly my longest inventory turnover would be a week but happens sometimes that item in demand stops being interesting for 2-3 weeks and stays on the market.

Regarding price babysitting I'm more of a equilibrium finding guy.
Something along these lines:
http://evenews24.com/2013/02/14/greedy-goblin-business-thursday-0-01/
After some time I know roughly what is the optimal price for item and I know how low will I go so usually my price change is not 0,01 isk but 1-2% of total item value each day. People cry but meh, I get on those "low profit" items about 6-10mil profit without need to change price sometimes for weeks. Can go on vacation and ISK still rolls in. Pays the bills and for bling on ships :) T

Place where I sell is one market hub and If I have free lines or sale is slow then I spread to second market hub. And only use main hubs like Jita, Hek, Amarr, Dodixie, Rens. But that is my personal preference because I like being lazy more then extra profit :)

Hope this answers your questions.
Kelleris
Full Broadside
Deepwater Hooligans
#97 - 2013-02-27 21:15:20 UTC
Pinstar Colton wrote:
Has anyone had any luck selling items in sets?
Such as manufacturing a T1 ship along with all the weapons/modules/drones/ammo that would make up a popular fit for it, then selling the whole thing via Contract?



The only way you are ever going to do this w/o beating your head against a wall is to join a group that has "doctrine ships" (eg. null-sec alliances) and import and fit these ships and sell on contracts in the warzone or main hub for that group. This is made enormously easier if you have access to JF/carrier (you don't need to own, just find someone to do the heavy lifting for you). Note that most of these fits will use meta/T2/faction modules so you probably wont be building most of them, but you can make the hulls and rigs pretty easily w/o getting into T2 production (not for the faint of heart).
Silvain Bordelon
Aliastra
Gallente Federation
#98 - 2013-05-06 15:04:07 UTC
Awesome thread full of useful info, I'm glad I found it. As someone very new to Eve this thread is very helpful.

I'm aiming to be primarily an Industrialist with some combat on the side, but somehow got sidetracked into mission running.

This thread has me back on track, Production Efficiency currently at 4, buy orders are out for minerals.

Once the kids are in bed I'll crack on with identifying something with a bit of profit...hopefully ;)
Demoness666
Equilibrium Tech Labs
#99 - 2013-05-08 11:12:38 UTC  |  Edited by: Demoness666
Till now I don't swallow the idea of manufacturing T1 items, The only exception I can find are Ships, Rigs, MWD modules. Other than that, I think it's hard to sell T1 items by just making small glimpse on the saturation of the T1 items in market.

Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is using faction ammo, so who is the hell buying T1 ammo ?
Tau Cabalander
Retirement Retreat
Working Stiffs
#100 - 2013-05-08 20:14:35 UTC
Demoness666 wrote:
Someone mentioned before in this thread T1 ammo, I have never bought any T1 ammo in my EVE life. You are always advised when it comes to pve/pvp is, to overcome the low SP preventing you to use T2 guns + T2 ammo is using faction ammo, so who is the hell buying T1 ammo ?

If you can't use T2 weapons, well, you use T1 ammo for missions. You also use it for PvP if you are keeping costs low.

T1 "ammo" that everybody forgets about:
* Capacitor charges (not everybody pays the Navy premium).
* Scripts.
* Bombs.

There are exceptions to every rule Blink

T1 ammo is also commonly used in POS turrets (autoCannons use a sh** ton of ammo), as they don't support T2. Dreadnoughts also use T1 ammo, because faction XL is very expensive.

I've earned billions upon billions selling T1 (admittedly not ammo), because so many others ignore it.