Stacey’s combat booster guide: Producing combat boosters

Posted: March 5, 2014 in Other eve related things

Booster production seems complicated and it is. CCP made it almost impossibly complicated for the wannabe drug lords and ladies. For instance, why is a General Storage a Silo, but not under the Silo tab on the market? Or why do you need General Storages for all the boosters besides the Strong ones, where you suddenly need special Catalyst Silo’s, which can be found under the Silo tab?

Also, why do we get for example 12 pills after a reaction, but need 14 to make a booster? Not to mention all the different reactions and reactors, bpc’s, types of Gas and different materials you need. And don’t forget the special roles you need to have too.

That’s why I decided to create a small combat booster production guide and hope that his guide will help you new drug lords and ladies trough most of the production process or at least make you aware of what little drug lady Stacey has to go trough before using your little combat boosters.

Pills 3

Producing combat boosters

1. Skills
2. Roles
3. Tower
4. Materials needed
5. Setting up the reaction
6. Synth pill reaction
7. Standard pill reaction
8. Improved pill reaction
9. Strong pill reaction
10. Turning pills into combat boosters

1. Skills

There are several skills that are a must for a drug lord or lady and there are several skills that are handy for a drug lord or lady. The must have skills:

• Anchoring 2 (For setting up your tower and her modules)
• Drug Manufacturing 1 (Needed to produce Synth or Standard combat boosters)
• Drug Manufacturing 3 (Needed to produce Improved combat boosters)
• Drug Manufacturing 5 (Needed to produce Strong combat boosters)

Other skills that are handy:

• Anchoring 4 (Needed for the Starbase Control skill)
• Starbase Control 4 (So you can control up to 4 defenses like e-war modules or guns on your tower)
• Industry (To produce your boosters 4% faster per level)
• Mass Production (To create more boosters at the same time)
• Material efficiency (Less pills needed for the boosters)
• Supply Chain Management (If you want to produce your boosters from far away)

Gas is a key component for your boosters and very expensive. So if you happen to be near Gas sites, these skills will be awesome to have:

• Mining 5 (Needed for the Gas Cloud Harvesting skill)
• Gas Cloud Harvesting 5 (For T2 harvesters. They are are 50% faster as normal Gas Cloud Harvesters)
• Skills for a prober (Gas sites are anomalies and even hard to probe)
• Skills for a tanky cruiser (Most gas pockets deal damage when you mine them)
• Skills for a hauler (1 Gas is 10 m3 and a site has 250 gas or more)

2. Roles

Before we can set up a tower we need certain roles. You will need to be a director within your corporation for starters, but you will also need access to a corp wallet with 0 isk or more to be able to set up your reactions and gain access to the lab hangar to produce your boosters.

3. Tower

Depending on which boosters you want to make you are able to set up a medium or large tower. Personally I would suggest a large tower, unless you are in a pretty secure space with a lot of friends that can get your tower out of trouble when it is being attacked. I would put the tower in guarded 0.0 space or inside an empty wormhole. You can put her elsewhere, but drug towers are a great target. Booster production is expensive and you don’t want someone to take all your stuffs before you can produce any boosters.

The silo’s and Medium Biochemical Reactor Array needed to make pills for your boosters need to be in 0.4 space or lower. That means that you can’t produce base materials for any of the booster types in highsec. However, producing the combat boosters themselves can be done in highsec because the Drug Lab can be placed in any system. That means that if you have produced all the materials you can move them to highsec and produce the boosters there. Customs officers will not attack you for carrying materials, because they are not illegal.

If you want to produce a lot of combat boosters and are not online a lot I recommend a Gallente Tower with its 100% silo bonus or an Amarr Tower with its 50% silo bonus and reasonably good defense bonuses. If you want to produce just a few combat boosters and are in hostile space I recommend a Minmatar Tower which has no silo bonus, but does have excellent defense bonuses.

I won’t go into much detail about tower defenses, but never put missile batteries or small blaster batteries on your tower. Also never ever put your shield hardeners outside the shield and always put a Warp Disruption or Warp Scrambler Battery and some small guns on your tower to scare away bomber fleets and frigates.

4. Materials needed

At all level 4 skills you will be needing the following materials to produce 50 Synth combat boosters. The modules will use 1,650 FT and 450,000 MW from your tower.

• 1 Medium Biochemical Reactor Array (For your Synth reaction)
• 1 Biochemical Silo (For gas)
• 1 General Storage (For garbage)
• 1 Hazardous Silo (For your Synth Pills)
• 1 Drug Lab (For producing your Synth combat boosters)
• 1 Synth Combat Booster Reaction
• 1 Synth Combat Booster Blueprint (Only available on contracts with 1.000 runs)
• 50 Megacyte
• 1,140 Mykoserocin Gas
• 570 Garbage
• 57 Hours / About 2.5 days

At all level 4 skills you will be needing the following materials to produce 50 Standard combat boosters. The modules will use 1.900 FT and 500,000 MW from your tower.

• 1 Medium Biochemical Reactor Array (For your Standard reaction)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water)
• 1 Hazardous Silo (For your Standard pills)
• 1 Drug Lab (For producing your Standard combat boosters)
• 1 Standard Combat Booster Reaction
• 1 Standard Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 1.140 Cytoserocin Gas
• 250 Water (Always bring more)
• 114 Hours / About 5 days

At all level 4 skills you will be needing the following materials to produce 50 Improved combat boosters. The modules will use 3.650 FT and 850,000 MW from your tower.

• 1 Biochemical Reactor Array (For your Improved reaction)
• 1 Medium Biochemical Reactor Array (For your Standard reactions)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water and later on for Spirits or Oxygen)
• 3 Hazardous Silo (For your Standard and Improved pills)
• 1 Drug Lab (For producing your Improved combat boosters)
• 2 Standard Combat Booster Reaction (One for standard pill A and one for standard pill B)
• 1 Improved Combat Booster Reaction
• 1 Improved Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 300 Spirits or Oxygen (Always bring some more)
• 1,180 Cytoserocin Gas (For standard pill A)
• 1,180 Cytoserocin Gas (For standard pill B
• 600 Water (Always bring some more)
• 351 Hours / about 15 days

At all level 4 skills (besides Drug Manufacturing) you will be needing the following materials to produce 50 Strong combat boosters. The modules will use 4.150 FT and 950,000 MW from your tower.

• 1 Biochemical Reactor Array (For your Improved and Strong reactions)
• 1 Medium Biochemical Reactor Array (For your Standard reactions)
• 1 Biochemical Silo (For gas)
• 2 General Storages (For water and later on for Spirits or Oxygen)
• 3 Hazardous Silo (For your Standard and Improved pills)
• 2 Catalyst Silo (For hydrochloric acid)
• 1 Drug Lab (For producing your Improved combat boosters)
• 3 Standard Combat Booster Reaction (One for standard pill A, B and C)
• 1 Improved Combat Booster Reaction (For improved pill D)
• 1 Strong Combat Booster Reaction
• 1 Strong Combat Booster Blueprint (Only available on contracts with 50 runs)
• 200 Megacyte
• 300 Hydrochloric Acid (Always bring some more)
• 250 Spirits or Oxygen (Always bring some more)
• 1,000 Cytoserocin Gas (For standard pill A)
• Cytoserocin Gas (For standard pill B)
• Cytoserocin Gas (For standard pill C)
• 750 Water (Always bring some more)
• 530 Hours / About 22 days

With bringing more I mean like 15.000 of it. You won’t have to refill the Silo’s after almost every hour if you do. There are dual and even triple reaction setups to prevent this, but there are different types of those and the guide will get overly complicated.

5. Setting up the reaction

Step by step: Anchor the modules right next to the Medium Biomechanical Reactor Array. If you place them too far away the reaction won’t work. Right click the tower and select Manage. Now select the Processes and Production tab. You will see all your anchored production modules there and with red indicated that they are anchored and not online. You won’t see the Drug Lab. Although the Drug Lab will be used for producing the combat boosters it is not part of the reaction we will be making.

Put the reaction you want to make into the Medium Biochemical Reaction square and select for every silo which type of goods they should be used for. This can be done easily with the Change Type button they all have. When done put the stuffs in the designated silo’s and start onlining everything. Now comes the tricky part and that is making the reaction. You can drag the icons on the right on top of the icons on the left to make the modules link with each other. Chapter 6 to 9 shows what you should drag where for each booster type.

Once you got all the modules linked it should look like something like this:

sbpb_thumb%255B1%255D

The reaction will start automatically by showing Starting Up in red on the Medium Biochemical Reactor Array. It takes an hour for the process to start and if everything is hooked up correctly it should say Active after awhile and the silo’s should have some stuffs removed for the reaction.

If the reaction doesn’t want to start clear all links and go to the Fuel tab next to the Production tab. Go back to the Producion tab and start putting in the links again and online everything. Do not select Apply, just wait until the Medium Biochemical Reactor Array says Starting Up again. It can also be that the tower has a delay, in which case you just have to be patient for the game to correct the delay.

If you want to shut down the reactions and clean up the silo’s wait an hour for the last batch to complete. Goods might still be in transfer from the Medium Biochemical Reactor Arrray to the Hazardous Silo and if you interupt that, the reaction will fail and you might lose precious materials you need to make boosters.

All of this applies to the normal Biochemical Reactor Array too.

6. Synth pill reaction

Before putting the reaction here, these are the names I usually give to my Silo’s and Reactors. It makes things a bit easier:

• The Medium Biochemical Reactor Array = MBR
• The Biochemical Reactor Array = BR
• A Biochemical Silo = BS
• A General Storage = GS
• A Hazardous Silo = HS
• A Catalyst Silo = CS

Now for the Synth reaction. It is a simple reaction with just a few modules. You don’t need to run any other reactions to make this one:

• MBR – Drag the Synth pills on the right to the Synth pills on the left from the HS
• BS – Drag the Gas on the right to the Gas on the left from the MBR
• GS – Drag the Garbage on the right to the Garbage on the left from the MBR
• HS – Leave the Synth pills

7. Standard pill reaction

Also a pretty simple reaction, but there is an extra General Storage to catch the leftover Water from the Medium Biochemical Reactor Array.

• MBR – Drag the Standard pills on the right to the Standard pills on the left from the HS
• MBR – Drag the Water on the right to the Water on the left from GS 2
• BS – Drag the Gas on the right to the Gas on the left from the MBR
• GS 1 – Drag the Water on the right to the Water on the left from the MBR
• GS 2 – Leave the Water
• HS – Leave the Standard pills

8. Improved pill reaction

First create Standard pills A and B needed for the improved pill reaction by doing the standard reaction for them.

• BR – Drag the Improved pills on the right on the Improved pills on the left from HS 3
• BR – Drag the Spirits or Oxygen on the right to the Spirits or Oxygen on the left from GS 2
• GS 1 – Drag the Spirits or Oxygen on the right to the Spirits or Oxygen on the left from BR
• GS 2 – Leave the Spirits or Oxygen
• HS 1 – Drag the Standard pills A on the right to the Standard pills A on the left from BR
• HS 2 – Drag the Standard pills B on the right to the Standard pills B on the left from BR
• HS 3 – Leave the Improved pills

9. Strong pill reaction

First create Standard pills A, B and C by doing the standard reaction for them and second create Improved pill D by doing the improved reaction with pill A and B. Remember that you need Catalyst Silo’s instead of General Silo’s to make the Strong pill reaction.

• BR – Drag the Strong pills on the right to the Strong pills on the left from HS 3
• BR – Drag the Hydrochloric Acid on the right to the Hydrochloric Acid on the left from CS 2
• CS 1 – Drag the Hydrochloric Acid on the right to the Hydrochloric Acid on the left from BR
• CS 2 – Leave the Hydrochloric Acid
• HS 1 – Drag the Standard pills C on the right to the Standard pills C on the left from BR
• HS 2 – Drag the Improved pills D on the right to the Improved pills D on the left from BR
• HS 3 – Leave the Strong pills

10. Turning pills into combat boosters

The Drug Lab is the only lab where you can make combat boosters and it doesn’t matter where you put it inside your pos as long as it isn’t too close to the force field, because bombers might try and bomb it for fun.

Step by step: Access the Lab and put all your pills from the Hazardous Silo’s into hangar 1 of the Drug Lab with your blueprint and Megacyte. Right click your blueprint and select manufacture. Pick your lab as installation and select free slot. You will get a production quote automatically. Set the amount of combat boosters you want to make and it will tell you if you have enough materials with the green vee. Select ok and there you go. With level 4 skills your boosters will be done in about 20 hours.

The Synth blueprint, Synth pills and Megacyte will become Synth combat boosters.

The Standard blueprint, Standard pills and Megacyte will become Standard combat boosters.

The Improved blueprint, Improved pills and Megacyte will become Improved combat boosters.

The Strong blueprint, Strong pills and Megacyte will become Strong combat boosters.

Feel free to comment or contact me in game if you have questions or things you like to share about combat boosters.

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Comments
  1. Ray says:

    I want to thank you for this guide. It really helped me get started in booster production. Now we have a POS running double the facilities since we can’t keep up with demand.

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