EvE Blueprint - highly customizable production platform

Hey capsuleers,

I’ve been building a free, web-based industry planning tool called EvE-Blueprint and wanted to share it here. It started as a way to stop juggling spreadsheets for my own manufacturing, and it’s grown into a fairly complete build planner that tries to reflect your actual production setup rather than giving generic numbers.

No account, no install — just open it in a browser: eve-blueprint.com

What it does

You build a Bill of Materials tree — pick a top-level item, expand any component you’d rather build than buy, and it recalculates the whole tree live. Unlike a plain blueprint calculator, it actually tracks:

  • Material and time efficiency research on your blueprints

  • Structure and rig bonuses (NPC Station, Raitaru, Azbel, Sotiyo, Athanor, Tatara)

  • Your connected characters’ industry skills, with a warning badge on anything none of them can actually build

  • Your own hangar inventory, offsetting what you already own from what you still need to buy or build

Multiple production locations, properly modeled

If you build across several structures — different systems, different rigs, different owner-set Facility Tax rates — you’re not stuck with one global setup. Switch to Table view and assign any individual component to its own structure. You can even look one up directly by system (NPC stations resolve instantly; your corp’s own structures resolve via ESI if you’re a Director), which pre-fills the real name, type, and system for you.

ESI integration

If you connect your character (all read-only):

  • Corp industry jobs show up next to your plan as a live reference for who’s building what — this never auto-changes anything, marking things complete is always a manual, deliberate action on your end.
  • Inventory import pulls your personal hangar or a corp hangar division directly, instead of copy-pasting from the client, and filters down to only what’s actually relevant to the current build.
  • Skills import for accurate ME/TE and job-time calculations per character on your roster.

One thing to note is that your tokens are never stored. Once information is collected from ESI, the token is deleted, so there is minimal risk of someone gaining access to your information.

Project tracking

A separate Project tab breaks the same build into tiers (what has no prerequisites, what depends on what), calculates batch counts against your actual “runs per blueprint copy,” and flags it clearly if your roster doesn’t have enough manufacturing slots to cover what’s planned. Progress per component is a simple three-state flow you control directly: Start → In Progress → Completed.

Also included

  • Cost & Profit/Loss breakdown — material cost, job fees (SCC surcharge + your structure’s own Facility Tax), broker fees, sales tax, and an opportunity-cost check (is building this actually worth it vs. just selling the inputs?)
  • Multiple named, switchable projects, each with its own inventory and progress
  • Shareable build links
  • English UI (I plan on adding more languages once I fix as many bugs as I can)

What it isn’t (yet)

It doesn’t model PI Customs Office taxes, and Facility Tax has to be entered manually per structure — ESI genuinely doesn’t expose that value (it’s been an open, unimplemented feature request on CCP’s own tracker for close to a decade, if anyone’s curious).

It’s under active development and I’m happy to hear what’s missing or wrong. Bug reports, feature requests, and “this number looks off” reports are all welcome.

Fly safe, build efficiently o7

1 Like

o7,

Quick update on EvE-Blueprint since the initial post — v2.0 is live at https://eve-blueprint.com. Here’s what’s new.

Invention support (the big one)

Any T2 component anywhere in your build tree with a known invention recipe now gets its own card automatically. It calculates:

  • Real success chance from your connected characters’ actual skills (or type them in manually if you’d rather not connect)
  • Cost per success, factoring in datacores and your chosen decryptor
  • The resulting BPC’s actual ME/TE/runs
  • New: set the component’s own Runs to what you actually want to build, and it estimates how many separate BPCs — and invention attempts — you’ll really need to get there. That estimated cost now flows straight into your P&L, instead of only ever pricing a single success.

Structure profiles

Save named, reusable structure setups (system, structure type, rigs) and assign them per-component in Table View — no more re-entering the same Raitaru every time it shows up in a different build. Corp structures and NPC stations can be looked up and assigned directly too.

Sharing got a lot more complete

Share links and pre-auth snapshots used to only carry the basic material tree. They now carry everything — job progress, runs-per-BP overrides, structure assignments, and invention settings — so a shared build actually reflects the full plan, not just a starting point.

Quality of life

  • Every side panel (P&L, Invention, Inventory, Shopping List, Facility Settings, Share) is now collapsible, and remembers how you like it arranged — across sessions and every project
  • Canvas zoom-out range increased significantly for large builds
  • Click any node while zoomed out to edit it at full, readable size in a popup — no more zooming in and out repeatedly on a huge BOM
  • Inventory import fixes for corp hangar offices, plus station names shown instead of raw IDs

As always, it’s free, runs in your browser, and doesn’t need an account. Feedback and bug reports still go through GitHub (link on the site).

Fly safe, build smart.

1 Like

o7,

Bigger update this time, mostly centered on a full rework of the PI screen — https://eve-blueprint.com

Multi-planet PI

PI is no longer a single canvas trying to represent every planet at once. Each planet now gets its own named tab, shown as a row above the canvas — create, rename, or delete them freely. Every tab has its own completely independent tree, inventory, and Customs Office/Broker Fee/Sales Tax rates, so working on one planet never touches another.

Planet linking

The part that actually makes multi-planet chains useful: click “build yourself” on a material, and if another one of your planets already produces that exact item, it automatically links to it instead of expanding a redundant local copy. The linked material gets its own node on the canvas showing exactly where it comes from — click it and you’re taken straight to that planet — and it pulls its real cost from the source planet’s own P&L rather than guessing at a market price. If the source planet doesn’t produce enough to cover demand, you get a clear shortfall warning right on the node.

Chain P&L

The P&L panel on the PI screen now combines every planet’s own profit and cost into one chain-wide total, not just whichever tab happens to be open. A linked material’s cost is counted exactly once across the whole chain — no double-counting between the planet that makes it and the planet that uses it.

PI Customs Office tax

PI’s actual real-world cost — Customs Office tax — is now modeled, in both directions: exporting your final product off the planet, and importing any bought materials onto it. 10% is the default for an unmodified, NPC-controlled office; edit it per-planet if yours charges differently.

Independent PI sharing

Each planet can now be shared with its own link, completely separate from the BOM tab’s existing sharing. Opening a shared planet link always adds it as a new tab — it never overwrites a planet you already have set up.

Also in this update

  • “Fit to Build” — paste a ship fitting straight from the game (standard EFT export), and every module, charge, and drone on it gets added to the canvas as its own build in one go, quantities included.
  • P&L discard button — a small trash icon next to each product in the P&L breakdown table lets you drop an underperforming build without hunting for it on the canvas.

As always, free, browser-only, no account. Feedback and bug reports on GitHub (link on the site).

Fly safe, build smart.

o7

A few new pieces landed since the last update, all aimed at the same thing: getting the numbers to match your actual production setup, not a generic assumption.

Live Jita 4-4 blueprint contracts

The Contracts panel now pulls real, current BPO/BPC listings straight from Jita 4-4 for any component in your tree — sortable and filterable by ME/TE/runs/price. Mark one bought and that component locks into Build with its real ME/TE/runs, and the ISK cost flows straight into your P&L. No more guessing what a copy would actually cost you.

Import your own blueprints via EVE SSO

Already own the BPO or BPC? The new Import Blueprints panel pulls your own owned blueprints directly from the game — personal, or (with Director access) a corp hangar, with a picker to choose which division to bring in. Anything that matches a component in your tree gets applied automatically:

  • A BPO covers any amount of runs on its own — own even one and it’s set.
  • BPCs fill in largest-first until the runs you need are covered.

No manual matching required — import once, and the tool figures out what covers what.

Named, reusable structure profiles

Facility setup got a rework. Instead of one global Station/rig/system setting, you now define named structure profiles — each with its own type (NPC Station, Raitaru, Azbel, Sotiyo, Athanor, Tatara), rig bonuses, system, and Facility Tax. Useful if you actually build across more than one real structure.

Check “Set as Global” on one and it becomes the default every new component picks up automatically. Only one can be Global at a time, so switching it changes the default going forward without touching anything already in your tree — and any individual component can still be assigned to a different profile via Table View, same as before.


As always: runs entirely in your browser, nothing gets stored on a server, and character data used for these features never leaves your session. Full walkthrough is on the About page if you want the step-by-step.

Feedback and bug reports welcome, as ever — fly safe o7

o7,

A batch of smaller fixes this time, mostly centered on the BOM canvas actually behaving the way it should.

Canvas layouts actually stick now

If you’ve spent time arranging your tree just how you like it, only to have it jump back on you — that’s fixed, on three fronts:

  • Dragging a node now actually keeps it where you put it, even after adding or expanding something elsewhere in the tree.
  • Switching to the Project tab and back no longer resets your layout.
  • Your layout now survives a full page reload or browser restart, same as the rest of your build.

Fullscreen canvas mode

A new fullscreen toggle on the BOM canvas — top-left corner — for working on larger builds without the rest of the page in the way. Esc exits it too.

Node buttons now behave correctly at every zoom level

The build/buy toggle and the remove-build button on each component sit right, however zoomed in or out you are:

  • At normal zoom, clicking one does exactly that action and nothing else.
  • Zoomed out far enough that precisely hitting a small button isn’t realistic, clicking it now opens the full node view instead of misfiring — and once you’re in that full view, the same buttons work normally there too.

Imported blueprints: orphaned entries now visible, plus Unuse All

If a blueprint you’d marked as in-use for a build later drops out of your most recent import — moved, used up, or a different owner re-imported — it used to just vanish from the Import Blueprints list with no way to see or clear it, even though your build was still quietly using it. It now shows up with a Not Listed badge in yellow instead of disappearing.

Each component’s section in that list also has a new Unuse All button, clearing every in-use blueprint for that component in one click — including any of these now-visible orphaned ones.

Multi-language support

EvE-Blueprint’s interface is now available in English, Russian, German, Simplified Chinese, Korean, French, and Japanese — switchable from the header. Along with it:

  • Ship, module, and item names now correctly follow your selected language (a Chinese-specific bug had these silently falling back to English).
  • Your chosen language now persists across reloads instead of resetting to English every time.

As always: runs entirely in your browser, nothing gets stored on a server. Feedback and bug reports welcome, as ever —

fly safe, build smart o7

Fullscreen mode, actually fullscreen now

The fullscreen toggle added last update had two problems, both fixed: its button was sitting on top of the lock/add-build buttons in the same corner, and pressing it didn’t properly cover the screen — it just grew from wherever the canvas normally sits. Both are fixed: the button now lives in the top-left corner, and fullscreen actually is fullscreen.

Imported blueprints now catch the ones tied up in a job

If a blueprint was currently installed in an active or paused industry job, it used to show up in Import Blueprints looking exactly like one sitting idle and available — nothing distinguished the two. That’s fixed: a blueprint currently in a job now shows a clear In a Job badge, and it’s excluded from auto-use, so a build can no longer end up silently relying on a blueprint that’s actually busy elsewhere right now.

Imported blueprints and Contracts no longer bleed into each other

A blueprint marked in-use from the Import Blueprints panel was incorrectly also showing up over in the Contracts panel, flagged as a stale “Not Listed” contract — confusing, since it was never a Jita contract in the first place. The two panels are now properly kept separate.

Unbuy All, for Contracts too

Contracts now has the same one-click Unbuy All per component that Import Blueprints already got last update.

Clear All

A new button for restarting a build cleanly: clears your inventory, every bought/imported blueprint and contract, and all tracked job progress in one action — with a confirmation that spells out exactly what’s about to go. Your actual build (tree, ME/TE/runs, facility settings, structure profiles) is left completely alone, since none of that should need to change just because you’re kicking off a fresh batch of the same thing.


A call to industrial/logistics corps (BIG or SMALL)!!!

Freight and courier quoting is on the roadmap for EvE-Blueprint!

I am proud to announce that I am starting work on the logistic section of https://eve-blueprint.com/ . The goal of this section is to offer users the abilaty to collect rates for cargo trasport from source to destination. The way that this would work is using API calls towards logistic corporation backend systems. If you are a logistics corporation and wish to be listed on the logistic section feel free to contact me in game!

Just as a note this connection will be 100% free and I would be happy to have as many corporations as possible!


As always: runs entirely in your browser, nothing gets stored on a server. Feedback and bug reports welcome, as ever —

Fly safe, build smarto7