These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Science & Industry

 
  • Topic is locked indefinitely.
12Next page
 

question about creating a blueprint from *scratch*

First post
Author
Vex Malleus
Alternative Management Solutions
#1 - 2015-10-22 14:06:35 UTC
I'm trying to create the blueprint for Dual Beam Laser II as I can't see to find it in contracts. I checked industry and purchased all the required items for.

But how do I actually create the blueprint? Thanks!
Zifrian
The Frog Pond
Ribbit.
#2 - 2015-10-22 14:29:04 UTC  |  Edited by: Zifrian
Vex Malleus wrote:
I'm trying to create the blueprint for Dual Beam Laser II as I can't see to find it in contracts. I checked industry and purchased all the required items for.

But how do I actually create the blueprint? Thanks!

You need to do invention. Look at the Dual Beam Laser I bp for skills and materials to invent it. Note, you need a copy of the bp and it's not a 100% chance to get one the T2 bpc.

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

Import CCP's SDE - EVE SDE Database Builder

Elena Thiesant
The Scope
Gallente Federation
#3 - 2015-10-22 15:38:07 UTC
You start with a BPC for Dual Beam Laser I. The ME and TE don't matter, and the number of runs is how many invention jobs you can run off it.
Take it to a station with research services. Look at the BPC's properties and buy the required data cores (assuming you have the necessary science skills), take them to the same station.
Right click BPC -> use in Industry. Select Invention, chose the number of runs (each run is an independent job, if one run needs 2 of a data core, 10 runs means you'll need 20 total)
Click Start, then wait a day or so and see if the invention succeeded.
Vex Malleus
Alternative Management Solutions
#4 - 2015-10-22 16:43:08 UTC
Zifrian wrote:
You need to do invention. Look at the Dual Beam Laser I bp for skills and materials to invent it. Note, you need a copy of the bp and it's not a 100% chance to get one the T2 bpc.

Okay cool. So not every station can do invention? A copy of the T1 bp?
Vex Malleus
Alternative Management Solutions
#5 - 2015-10-22 16:44:52 UTC
Elena Thiesant wrote:
You start with a BPC for Dual Beam Laser I. The ME and TE don't matter, and the number of runs is how many invention jobs you can run off it.
Take it to a station with research services. Look at the BPC's properties and buy the required data cores (assuming you have the necessary science skills), take them to the same station.
Right click BPC -> use in Industry. Select Invention, chose the number of runs (each run is an independent job, if one run needs 2 of a data core, 10 runs means you'll need 20 total)
Click Start, then wait a day or so and see if the invention succeeded.

This is for the T2 bp, right?
Hochopepa
Creative Research and Production Services
#6 - 2015-10-22 17:34:10 UTC  |  Edited by: Hochopepa
In order to do invention, you need to have certain things:

1) Copies of the T1 version of the blueprint. In this case, you need copies of the dual beam laser I blueprint. (note: ME and TE do not matter here)

2) When looking at the T1 bp, under invention, you will see the datacores that are needed. You will need to have the correct datacores and quantities WITH the bpc in order to start the invention process.

Note that, when you begin an invention process, both the BPC used and the datacores will be consumed.

Different invention jobs have different base success rates as well as different invention job times. You will need to look at the print for more details as to the time of the job. You can do some estimation of success using the calculator here.
Vex Malleus
Alternative Management Solutions
#7 - 2015-10-22 18:13:52 UTC  |  Edited by: Vex Malleus
Hochopepa wrote:
In order to do invention, you need to have certain things:

1) Copies of the T1 version of the blueprint. In this case, you need copies of the dual beam laser I blueprint. (note: ME and TE do not matter here)

2) When looking at the T1 bp, under invention, you will see the datacores that are needed. You will need to have the correct datacores and quantities WITH the bpc in order to start the invention process.

Note that, when you begin an invention process, both the BPC used and the datacores will be consumed.

Different invention jobs have different base success rates as well as different invention job times. You will need to look at the print for more details as to the time of the job. You can do some estimation of success using the calculator here.

Great, thanks for the in-depth answer!
Elena Thiesant
The Scope
Gallente Federation
#8 - 2015-10-22 19:35:35 UTC
Vex Malleus wrote:
Zifrian wrote:
You need to do invention. Look at the Dual Beam Laser I bp for skills and materials to invent it. Note, you need a copy of the bp and it's not a 100% chance to get one the T2 bpc.

Okay cool. So not every station can do invention? A copy of the T1 bp?


No, and yes.
You can't invent off an original, so you need to make copies of the T1 BPO first.

And this is for the T2 BPC (10-run one)
Do Little
Bluenose Trading
#9 - 2015-10-22 21:18:44 UTC
It is unlikely that a character less than 1 month old will have the skills to successfully invent or manufacture T2 blueprints. To manufacture the blueprint you will need Industry level 5 and 2 science skills which in turn require Science level 5 and a fitting skill (CPU, Mechanics or Power Grid) at level 5 to train. The skill requirements for invention are similar but need to be trained to a fairly high level to have a reasonable chance for success.

http://wiki.eveuniversity.org/Invention
Vex Malleus
Alternative Management Solutions
#10 - 2015-10-23 17:30:43 UTC
Do Little wrote:
It is unlikely that a character less than 1 month old will have the skills to successfully invent or manufacture T2 blueprints. To manufacture the blueprint you will need Industry level 5 and 2 science skills which in turn require Science level 5 and a fitting skill (CPU, Mechanics or Power Grid) at level 5 to train. The skill requirements for invention are similar but need to be trained to a fairly high level to have a reasonable chance for success.

http://wiki.eveuniversity.org/Invention

I'm almost at Industry 5 but not the others. I suppose I'll wait and manufacture stuff I know I can for now! Lol
Do Little
Bluenose Trading
#11 - 2015-10-23 21:20:59 UTC
I started making small rigs. The blueprints are inexpensive and quick to research, you can haul all the salvage you need for a small business in an exploration frigate. Things like Trimarks, Hyperspatials, Polycarbons, Capacitor control, Core Defense Extenders, always sell well but pricing can be volatile. Mobile depots also sell well and don't require a lot of skill. As Minmatar you should study the markets in Hek and Rens - both are excellent places to do business.
Elena Thiesant
The Scope
Gallente Federation
#12 - 2015-10-24 10:46:26 UTC
Vex Malleus wrote:
Do Little wrote:
It is unlikely that a character less than 1 month old will have the skills to successfully invent or manufacture T2 blueprints. To manufacture the blueprint you will need Industry level 5 and 2 science skills which in turn require Science level 5 and a fitting skill (CPU, Mechanics or Power Grid) at level 5 to train. The skill requirements for invention are similar but need to be trained to a fairly high level to have a reasonable chance for success.

http://wiki.eveuniversity.org/Invention

I'm almost at Industry 5 but not the others. I suppose I'll wait and manufacture stuff I know I can for now! Lol


Don't try and invent with minimum required skills. The success % increases as your level in the required science skills increases. Each invention job requires two different science skills, different modules, rigs, ships will require different skills.
Vex Malleus
Alternative Management Solutions
#13 - 2015-10-24 22:08:18 UTC
Do Little wrote:
I started making small rigs. The blueprints are inexpensive and quick to research, you can haul all the salvage you need for a small business in an exploration frigate. Things like Trimarks, Hyperspatials, Polycarbons, Capacitor control, Core Defense Extenders, always sell well but pricing can be volatile. Mobile depots also sell well and don't require a lot of skill. As Minmatar you should study the markets in Hek and Rens - both are excellent places to do business.

Great, thank you! What ship do you recommend?
Vex Malleus
Alternative Management Solutions
#14 - 2015-10-24 22:09:06 UTC
Elena Thiesant wrote:

Don't try and invent with minimum required skills. The success % increases as your level in the required science skills increases. Each invention job requires two different science skills, different modules, rigs, ships will require different skills.

Okay thank you! Big smile
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#15 - 2015-10-25 02:47:13 UTC
https://www.fuzzwork.co.uk/blueprint/?typeid=2993 may be of interest.

Adjust the number of runs to 10 (as each successful invention run creates a 10 run bpc), pick a system other than Jita, then try adjusting the sliders for you invention skills. So you can see the difference they make to the eventual profit. (it runs on the averages. so if you have a 40% chance to be successful, the cost to invent is divided by 0.4, to get the cost per successful invention run)

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Do Little
Bluenose Trading
#16 - 2015-10-25 09:04:05 UTC
As Minmatar you will get a free Probe and a couple of Wreathe's from the tutorial missions. The Probe is basically all you need for a "small" rig business. Move to the medium or large and the material, m3 and capital requirements increase rapidly! Structures are bulky, you will need the Wreathe to move materials and finished goods if you decide to build Depots.

When starting a rig business, you can usually find small lots of salvage a low prices in backwater stations - helps a lot with margins. As the business grows this becomes impractical - you will be buying things like Fried Interface Circuits 10000 at a time!

Keep your cargo value under 100M isk when hauling in T1 industrials. Train for T2 transports - Prowler and Mastodon.
Vex Malleus
Alternative Management Solutions
#17 - 2015-10-29 17:59:25 UTC
Do Little wrote:
As Minmatar you will get a free Probe and a couple of Wreathe's from the tutorial missions. The Probe is basically all you need for a "small" rig business. Move to the medium or large and the material, m3 and capital requirements increase rapidly! Structures are bulky, you will need the Wreathe to move materials and finished goods if you decide to build Depots.

When starting a rig business, you can usually find small lots of salvage a low prices in backwater stations - helps a lot with margins. As the business grows this becomes impractical - you will be buying things like Fried Interface Circuits 10000 at a time!

Keep your cargo value under 100M isk when hauling in T1 industrials. Train for T2 transports - Prowler and Mastodon.

k right on. I do want to get a Hulk tho, but 41 days out! :)
Elena Thiesant
The Scope
Gallente Federation
#18 - 2015-10-29 21:34:52 UTC
Vex Malleus wrote:
Do Little wrote:
As Minmatar you will get a free Probe and a couple of Wreathe's from the tutorial missions. The Probe is basically all you need for a "small" rig business. Move to the medium or large and the material, m3 and capital requirements increase rapidly! Structures are bulky, you will need the Wreathe to move materials and finished goods if you decide to build Depots.

When starting a rig business, you can usually find small lots of salvage a low prices in backwater stations - helps a lot with margins. As the business grows this becomes impractical - you will be buying things like Fried Interface Circuits 10000 at a time!

Keep your cargo value under 100M isk when hauling in T1 industrials. Train for T2 transports - Prowler and Mastodon.

k right on. I do want to get a Hulk tho, but 41 days out! :)


Hulk is a fleet mining ship. It's a pain solo. For solo mining in safe space, get a retriever. For dangerous space (ganking or rats), a procurer or skiff.
And you don't have to mine if your aim is industrialist. Buy your minerals.
Do Little
Bluenose Trading
#19 - 2015-10-30 08:25:38 UTC
Hulk is a nice ship for corporate fleet operations where you have an Orca/Rorqual for boosts and a freighter to haul away the ore/ice.

Do not use it for solo mining. Hulks are expensive and easy to kill which makes them very attractive gank targets. They also have very small cargo holds so the other Exhumers will harvest more simply because they don't need to unload as often. Mackinaw has a huge cargo bay for solo mining but is slow and also a popular gank target. Skiffs are fast and can fit a battleship tank - the safest way to mine.

Note that you will get 80% of the capability for 10% of the cost with a T1 barge - Procurer recommended.
Vex Malleus
Alternative Management Solutions
#20 - 2015-10-30 21:43:18 UTC
Elena Thiesant wrote:

Hulk is a fleet mining ship. It's a pain solo. For solo mining in safe space, get a retriever. For dangerous space (ganking or rats), a procurer or skiff.
And you don't have to mine if your aim is industrialist. Buy your minerals.

I have a Procurer I think (it has really high shields and armor) and one turret hardpoint with 12,000 m3 ore hold.

Agreed, I've bought a lot of stuff already! I also want to get into PI! :)
12Next page