Guides/Plan

Planner

Turn “I want to make X” into a production tree, a shopping list and a schedule across your characters.

Last updated 2026-11-07

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In this guide
  1. 1What the Planner is for
  2. 2Planning a product
  3. 3Sizing a job to finish on time (Fit to…)
  4. 4The summary strip and warnings
  5. 5Tree: every step of production
  6. 6Raw inputs: your shopping list
  7. 7Jobs: what to install
  8. 8Schedule: who starts what, and when
  9. 9Realization: when the profit arrives
  10. 10Checklist: your to-do list in game
  11. 11Saving the plan
  12. 12Common questions

1. What the Planner is for

Tell it what you want to make and how much; it works out everything else.

Planner turns “I want to make X” into a full production plan: every reaction (and, if you want, fuel block and planetary step) needed to make it, the jobs to install, what you still have to buy, what it costs, what it should earn, and which character starts which job when. Nothing is saved until you press Save plan, so you can try as many options as you like.

The page has two parts:

Configure
The panel on the left: product, amount, facility, skills and options. Press Plan to work it out.
Results
On the right: a summary strip, any warnings, and six tabs: Tree, Raw inputs, Jobs, Schedule, Realization and Checklist.

Two buttons at the top right act on the current result: Save plan stores it so the app can track its jobs (see Plans), and Schedule ▸ jumps to the Schedule tab. Both stay greyed out until you have a result with no blocking warnings.

Before you start
The Planner needs at least one registered facility with a reactor service (Composite, Hybrid or Biochemical) online. Without one the page shows Register your reaction structure first and an Add facility button. See the Facilities guide.

Every option you choose is kept in the page address, so you can bookmark a plan or send the link to yourself. Other pages open the Planner for you: Plan this on an item in Stock or Pipeline, a free slot on Slots (Plan a job for …), or a product name in the plan's Tree. A Plan this link plans 100 runs straight away; change the amount afterwards.

2. Planning a product

Four choices are enough for a first plan; the rest have sensible defaults.

  1. 1
    Pick the product
    Type in Product (Search formulas and products…) and pick from the list. Each entry shows its family colour, family, the Reactions level it needs (R4) and the most runs one job can take (/job). Under the box you then see, for example, Composite · Intermediate, Reactions 4, 1 run = 200 units and max 1,000 runs/job.
  2. 2
    Enter the amount
    Switch between Runs and Quantity next to Amount. In Runs, the line under the box shows how many units that makes (= 20,000 units). In Quantity, enter the units you want; runs are rounded up, and after planning the line shows → 100 runs (ceil). The default is 100 runs. Not sure how many? Use Fit to… (next section).
  3. 3
    Choose the reaction facility
    Reaction facility lists your active facilities with a reactor service, with the services in brackets. The line below shows the rig bonuses and tax for this product's family, for example −2.4% time · −2.4% material · tax 0.5%, or No reactor rig bonus for this family. The app remembers the facility you used last.
  4. 4
    Press Plan
    Press Plan or ⌘↵ (Ctrl+Enter on Windows) from anywhere on the page. The results appear on the right. After the first result, any change you make re-plans by itself after a short pause; Re-planning… shows while it works.

Every option in Configure

Product
What you want to make. Only products of reaction groups switched on in Settings are listed, plus fuel blocks and planetary products.
Amount
Runs of the product, or units wanted (Quantity).
Max runs per job
Leave empty to use the formula's own limit. Enter a smaller number to split every reaction step into smaller jobs, so the work spreads over more slots and finishes sooner. After planning the help line reads, for example, → 3 jobs of Fullerides. You can also set this for one step only, in the Tree (see below). Compare the two on the Realization tab.
Reaction facility
Where the reactions run. Its rigs set the time and material bonuses, its tax goes into the install cost.
Skills from
Whose Reactions skill sets the job times. Auto (highest Reactions level) picks your best character. A character whose level is too low for this product shows (needs R5). After planning, the help line names the character used, for example Planned with Ana Vex, Reactions 5.
Use stock
On (the default): materials you already hold are taken off what you need to buy. The extra list under it chooses whose stock counts: All characters or one character. Off: the shopping list is everything the plan needs.
Make fuel blocks
Off: fuel blocks are bought. On: they become manufacturing steps of the plan, and two more fields appear: Mfg facility (where you build them) and Blueprint ME (0 to 10; leave empty to use the best fuel block blueprint your characters own, or 0 if they own none). These two fields also appear when the product itself is a fuel block.
Expand PI
Stock covers raw inputs only
Use stock takes stock off the things you buy (moon materials, fuel blocks, gas and so on). Intermediate products the plan makes itself are always planned in full, even if you already hold some. The stock counted is the app's own record of your lots, wherever they are, not what is in one hangar. If the shortfall looks wrong, check Reconciliation.

Messages you may see

Pick a product
No product chosen yet.
Pick a reaction facility
No facility chosen.
Runs: a whole number ≥ 1
Also Quantity: a whole number ≥ 1 and Runs per job: a whole number ≥ 1.
Pick a manufacturing facility
Make fuel blocks is on, or the product is a fuel block, but no Mfg facility is chosen.
0 to 10
Blueprint ME must be between 0 and 10.
Plan refused
The server could not plan it; the message underneath says why. When it is about a disabled reaction group, an Enable the group in Settings → link appears.
Not found
The product, facility or character in the page address no longer exists. Pick again.
Backend unreachable
The app's server did not answer. Try again in a moment.

3. Sizing a job to finish on time (Fit to…)

Make a job end just before you log in, so its slot does not sit idle waiting for you.

A reaction slot only frees when you deliver the job in game. A job that finishes while you are asleep keeps its slot busy until you log in. Fit to…, next to Amount, works out the most runs of one job that finish by a time you choose. It is there for reactions only, and needs a product and a reaction facility first.

  1. 1
    Press Fit to…
    A small window opens and fits to the selected target straight away.
  2. 2
    Choose the target
    Next downtime
    Finish before the next daily downtime (11:00 EVE time). The default.
    Next login
    Finish by your usual login time. Set it first in Settings→Display→Next login (EVE time); until then this choice is greyed out. The time is kept in this browser.
    Custom time
    Enter Finish by (EVE time) and press Fit.
    Within hours
    Enter Longest job (hours) and press Fit.
  3. 3
    Read the answer
    For example 412 runs · finishes 11-08 10:52 (23h 52m). A chip says what limited it: Limited by time, or Limited by run limit 1,000 when even the formula's maximum finishes in time. It also shows the seconds per run and the Reactions level used (from Skills from).
  4. 4
    Press Use N runs
    The amount switches to Runs with that number, and the plan updates. Not even one run fits before that time. means the target is too close.
It sizes the final job, not the whole plan
The fit assumes the job starts now and uses the time of one job of this product. Jobs that make its inputs come first, so in a multi-step plan check Start and Finish on the Schedule tab.

4. The summary strip and warnings

The numbers above the tabs, and what to do about each warning.

Output
Units of the product the plan makes, and their value at your valuation market.
Buy (shortfall)
What the raw inputs you still need cost at market value now. The small line says after stock or stock not used, or how many inputs have no price and are left out.
Install
Job installation costs. Reaction install costs are estimates, marked est.; the real cost comes from ESI once the job starts. Manufacturing install costs are not worked out, so they are left out.
Projected margin
Output value minus every raw input at market value (stock included, because stock you use could have been sold) minus install cost. Shows A price is missing when the product or an input has no price.
Margin / slot-hour
Projected margin divided by the reaction slot-hours the plan uses. Slots, not ISK, limit how much you can make, so this is the best figure for comparing products.
Critical path
The shortest time the plan can take if every job gets a free slot the moment its inputs are ready, with roughly when that would be (finishes ~). Your real finish depends on your slots: see the Schedule tab.
Serial time
Every job one after another in a single slot. Your real time lies between the critical path and this.
Jobs
How many jobs to install, and the runs of the product.

Prices come from your valuation market and price in Settings→Costing. A note explaining the est. marker appears once per browser session; close it with its ×.

Warnings

The Warnings (N) bar lists what the app noticed, grouped by kind. Click a kind to Show its messages; a message about one step has a Show step S3 link that opens the Tree at that step. Warnings marked Blocking (red, with an N blocking count) stop you scheduling and saving until you fix them; the buttons then say Fix the warnings first.

Reactions level too low
Blocking. The character in Skills from cannot run one of the formulas. Choose a character with a higher Reactions level, or Auto.
Facility cannot run this formula
Blocking. The facility has no online reactor service for that family (for example a Biochemical step in a Composite-only refinery), or a manufacturing step's facility has no manufacturing service. Pick another facility, or tick the service on the facility. The Tree marks the step Unsupported.
Recipe not plannable
Blocking. A step belongs to a reaction group switched off in Settings → Reaction groups. Switch it on.
Cycle in the production tree
Blocking. An input is needed to make itself; it is treated as bought.
Reactor service unverified
Not blocking. The app is not certain which reactor service runs this formula in game. Check in game that your structure can run it.
Install cost is an estimate
Not blocking. Shown on almost every plan: reaction install costs are estimated until a real job reports its cost.
No market price
Not blocking. An input you need to buy has no price at your valuation market, so it is left out of the buy cost. Track its price or pick another valuation market.
Duration not modelled
Not blocking. Manufacturing job times are not worked out, so they are left out of the times.
Install cost not modelled
Not blocking. Manufacturing job costs are not worked out, so they are left out of the install cost.
Tree depth limit reached

5. Tree: every step of production

The product at the top, and under it every step that makes one of its inputs.

Each row is a step: one product made by one activity (Reaction, Manufacturing or Planetary). Steps are numbered S1 (the product), S2 and so on. Click the arrow to open or close a step's inputs; the first two levels are open to begin with. Click the list icon (or press Enter on a row) to see the step's materials: each one either says made in S4 ↓ (click to jump there) or has a buy chip, red with short 1,200 when you need to buy more, or covered when stock covers it. Click a product name to plan that product on its own. Use the arrow keys to move through the rows.

Step
The product, its activity, an unverified chip when the reactor service is not confirmed, and the step number.
Runs
Total runs of this step.
Jobs
How many jobs the runs are split into, because of the formula limit or your runs per job. Hover to see the split, for example 1,000 + 1,000 + 412.
Runs / job
The most runs in one job. In the Planner this is a box: type a number to split this product only into smaller jobs, or × to clear it. Empty means it uses Max runs per job, or the formula limit.
Output, Units needed
What the step makes, and what the plan needs of it. Output can be higher because runs are whole numbers.
Longest job
Duration of the step's longest job.
Install
The step's install cost, marked est.; Not modelled for manufacturing.
Facility
Supported, Unsupported (see the warning), or – for planetary steps.
Material factor
The material saving applied: rig ME for reactions, mfg multiplier for manufacturing.
Why smaller jobs can need a few more units
EVE rounds materials up per job. Splitting a step into several jobs can add a few units of input; the Realization tab shows how much.

6. Raw inputs: your shopping list

Everything the plan buys rather than makes, and how much you are short.

The tab's number turns red when anything is short. The list is sorted by buy cost, largest first; click a heading to sort by it.

Item
The material. Fuel blocks show racial: Nitrogen (or Helium, Hydrogen, Oxygen) so you buy the right one of the four.
Needed
Units the whole plan uses.
In stock
Units the app has recorded for you (all characters, or the one chosen under Use stock).
Shortfall
Needed minus in stock: what to buy. 0 means stock covers it. With Use stock off, shortfall equals needed.
Unit price, Buy cost
Price at your valuation market, and shortfall × price.
… (row menu)
Record purchase (opens the purchase form with the item and shortfall filled in), Plan this item (for items the app can make, opens a plan for the shortfall) and Open in stock.

Buying what you need

  1. 1
    Press Copy shortfall as multibuy
    A window shows one line per item you are short of, ready for EVE. The button shows the count; it is greyed out when nothing is short.
  2. 2
    Press Copy
    The list goes to your clipboard.
  3. 3
    Paste it in game
    Open the Multibuy window in the market and paste. EVE fills in every item and quantity.
  4. 4
    Record what you bought
    Market buys arrive from ESI by themselves. Anything bought another way (contract, from a friend) needs recording: use Record purchase in the row menu. See Recording a purchase.

Copy all needed copies every input with the full needed amount. Only shortfall hides the rows stock already covers. The footer shows the total buy cost.

7. Jobs: what to install

Every job of the plan, as you will install it in game.

Key
The job's name in this plan: step and job number, for example S2.1 is the first job of step S2.
Product × runs
What to install and how many runs.
Activity
Reaction, Manufacturing or Planetary.
Output, Duration
Units made, and how long the job runs at the planning character's skills.
Install
Estimated install cost (est.), or Not modelled.
Depends on
The jobs that make this job's inputs. Click one to jump to it. A job can only start once these are delivered.
N materials
Click to list the job's inputs and quantities.

8. Schedule: who starts what, and when

Spreads the jobs over your characters' reaction slots, respecting the order they must run in.

  1. 1
    Open the Schedule tab
    Or press Schedule ▸ at the top.
  2. 2
    Choose the characters
    Under Characters, each chip shows a character, its Reactions level and free slots (R5 · 2/3 free). Click to turn one on or off. Characters with reaction slots are on to begin with.
  3. 3
    Press Schedule
    The app places each job on the slot where it can finish soonest, on a character with a high enough Reactions level, after the jobs that make its inputs. Longer jobs are placed first. Change characters and press Re-schedule to try again.
  4. 4
    Save the plan
    The schedule here is only a preview. Save plan with Also schedule now on puts the jobs on your characters' Slots and Timeline and starts tracking them.
A slot frees only when you deliver
A finished job keeps its slot until you deliver it in game. The schedule assumes you deliver each job the moment it ends; if you are offline then, everything after it slides. Jobs already ready to deliver count as busy until you deliver them (Deliver to free). Paused jobs hold their slot with no end.

Manufacturing and planetary jobs do not use reaction slots, and the app does not track manufacturing slots, so they are estimated to start as soon as their inputs are ready (a note above the schedule says how many). If the pipeline changes after you scheduled (a job started or was delivered), a warning offers Re-schedule.

Reading the schedule

The top line shows All finished by and when you scheduled, a red N unassigned chip if any job could not be placed, and per character the slots free, ready, running and paused. Below it, one lane per character shows the days ahead in EVE time: dashed bars are Planned jobs, solid bars are Running, striped bars are Ready (waiting for delivery), the line is Now and the grey band each day is downtime. A last lane, No reaction slot, holds manufacturing and planetary jobs. Click a planned bar to find its row in the table.

Order
The order the jobs were placed in.
Key, Product × runs
Which job.
Character
Who starts it. No reaction slot for manufacturing and PI; red Unassigned when it could not be placed.
Start, Finish
When to install it and when it ends. Hover Finish to see the duration on that character.
Start reason
Why it starts then: Free now (an empty slot), Deliver to free (deliver a finished job first), After running job, After planned job, or a note that it waits for its inputs. For an unassigned job, the reason it could not be placed.
Deliver first
The job to deliver before this one can start: job 123… (a job in game, click to open) or planned S2.1.
Inputs
Waits for inputs · 14:20 when the start is set by its inputs being delivered, else when its inputs are ready.

Why a job is unassigned

No character has Reactions 5
None of the chosen characters can run it. Add a character with the skill.
No usable reaction slot (all slots held by paused jobs)
Resume or cancel paused jobs in game.
No characters to schedule on
Turn on at least one character.
Depends on S3.1, which could not be scheduled
Fix the job it depends on first.

The preview here does not count slots promised to your other saved plans. Saving with Also schedule now, and scheduling on the plan's own page, do.

9. Realization: when the profit arrives

How long your ISK is tied up, and whether splitting jobs pays.

Margin is only earned when the product is delivered. This tab places the plan on the slots of the characters chosen on the Schedule tab (the same chips appear here) and shows when the money comes back. It recalculates by itself; press Recalculate to refresh prices and slots.

All output delivered
Time until the last product job is done. 2.3× sooner compares your split with one job per step.
First output
Time until the first product job is done and the first part of the margin lands.
Margin / day
Projected margin divided by the calendar days until all output is delivered.
Peak ISK tied up
The most ISK locked in the plan at once: inputs at market value plus install costs paid, before output pays it back.
Avg days tied up
How long the average ISK stays locked in the plan.

When you have split jobs (Max runs per job, or runs per job on a step), a table compares Your split with One job per step line by line, and the Difference column is green where your split is better. Without a split it says how to set one. Two charts follow (Margin realised and ISK tied up over time), then Deliveries of the final product: each delivery with its units, output value so far, margin so far and ISK still tied up.

Messages: Pick at least one character; a warning when some jobs could not be placed (the figures are then incomplete); and a warning when a price is missing (times are shown, margins are not).

10. Checklist: your to-do list in game

Once you have scheduled, the Checklist tab (greyed out until then, with Schedule the plan first) lists the jobs per character in start order, as instructions: Deliver job 123 first · Install Fullerides × 412 runs at Tatara-01 start now. start now means you can install it straight away; otherwise it says after 14:20. The Name and Runs buttons copy the product name and runs for pasting into the industry window. Tick a line when you have done it.

Ticks here are not saved
On an unsaved plan the ticks live in this browser tab only and the app does not follow your jobs. Save the plan to get a checklist that updates itself from ESI: see Plans.

11. Saving the plan

A saved plan is tracked: its jobs show on Slots and switch to Started and Delivered as you work.

  1. 1
    Schedule first (recommended)
    Schedule on the Schedule tab, so the saved plan gets start times and its checklist order.
  2. 2
    Press Save plan
    A panel opens on the right.
  3. 3
    Name it
    Type a Name, or leave it empty for the default, such as Fullerides × 412.
  4. 4
    Keep Also schedule now on
    Also schedule now on 2 characters schedules the saved plan on the characters you used. Without a schedule the switch is greyed out (schedule first in the Schedule tab) and the plan is saved as a Draft; you can schedule it later.
  5. 5
    Press Save plan
    The plan opens on its own page. A message Plan #12 saved · View confirms it.

The server plans again with the same options and current stock and prices when you save, so a figure can move slightly from what you saw. A plan with blocking warnings cannot be saved. Next: follow it from Plans.

12. Common questions

Click a question to open it.

Planner

The planner says “Register your reaction structure first”.

You have no active facility with a reactor service. Add your refinery on Facilities and tick its reactor services under Services online, then come back.

A product I want is missing from the product list.

Its reaction group is switched off. The list then says No plannable recipe matches. Disabled reaction groups are hidden. Switch the group on in Settings → Reaction groups.

What does “Reactions level too low” mean?

The character in Skills from cannot run one of the formulas in the plan. Pick a character marked with a high enough level, or Auto (highest Reactions level). If no character has the skill, you cannot save or schedule the plan.

Why can I not press Save plan or Schedule?

Hover the button to see why. Plan something first: press Plan. Fix the warnings first: the plan has a blocking warning (red); open the warnings bar to see which.

Why is the install cost marked “est.”?

Reaction install costs are worked out by the app and not yet checked against a real job. The real cost arrives from ESI when the job starts and is used on the job's page and in profit.

How do I make jobs finish when I am next online?

Set your usual login time in Settings → Display → Next login (EVE time). Then press Fit to… next to Amount, choose Next login (or Next downtime, a custom time or a number of hours) and press Use N runs.

I already hold some of an intermediate. Why does the plan still make it?

Use stock only reduces what you buy. To use an intermediate you hold, plan less of the product, or plan the remaining steps separately.

What is the difference between critical path and serial time?

Critical path is the time if every job had a free slot the moment it could start. Serial time is every job one after another in one slot. Your real finish is in between, and the Schedule tab works it out for your actual slots.

Does the Planner start jobs in game for me?

No. EVE does not let apps start jobs. You install them in game following the checklist; a saved plan then notices them through ESI within 5 to 10 minutes.

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Something unclear or out of date? Ask your admin. All guides

Under Planetary. Off: planetary products (for fuel blocks and some biochemical formulas) are bought. On: they become planetary steps of the plan.
Not blocking. A chain is more than 12 steps deep; the deepest input is treated as bought.