
Industry in EVE Echoes serves as the game's crafting system through which various materials are processed and combined to make an end result. Mining, Planetary Production, Salvaged Materials and Blueprints all contribute to Industry. Industry can be lucrative to pilots that deeply skill into it, allowing them to reprocess ore more efficiently and produce ships quicker.

Opening the Industry page will present the screen shown on the right. On the left side of the screen is your Manufacturing Jobs, and on the right side is your Reverse Engineering Jobs. By default one Manufacturing Job slot and two Reverse Engineering Job slots are available. More can be gained by training Manufacturing and Invention Principle skills. A maximum of 10 jobs can be started per Manufacturing slot, and 1 job can be started per Reverse Engineering slot.
Manufacturing[]

Manufacturing takes Blueprints and combines them with Minerals and Planetary Production materials to make ships and modules, or Salvaged Materials to make rigs. The screenshot to the right shows an example of a Rig being Manufactured.
- Left side of screen: The Blueprint being used, how many you have available to use, and the required Tech Level to produce the item
- Right side of screen: Material Efficiency (based on skills, in this case, Rig Manufacture) and items required to produce the item
- Note: Material Efficiency dictates the amount of materials needed. A lower number is better.
- Middle lower of screen: The product name and Manufacturing Quantity (tap to increase)
- Lower right of screen: The manufacturing time, cost to produce, and ISK available in wallet.
- Note: Manufacturing Time and Cost to Produce are also based on skills, in this case Rig Manufacture
Jobs can be started by pressing the Start Job button. If you manufacture multiple items in a single slot, then all items will become available once the timer expires. Tapping the item in the job slot once it is complete will move the item into the Item Hangar of your current station.
Reverse Engineering[]

Reverse Engineering takes ship wrecks and data cores and produces ship Blueprints as an end result. The screenshot on the right shows an example of attempting to reverse engineer a Nereus High Mobility Blueprint.
- Left side of screen: The type and number of wrecks being used in the job and the required Tech Level to start the job. To increase the number of wrecks being used slide the green bar with the precentage to the right.
- Note: In this example it is possible to add another debris to increase the Success Rate of the job. Higher tech level ships require more debris to have a good chance at succeeding. It is impossible to reach 100% success rate when attempting to reverse engineer certain ships, such as Faction Cruisers or Faction Battleships. Success rate is also influenced by skills, in this case InterBus Invention Principles.
- Right side of screen: The Datacores required to start the job.
- Middle lower of screen: The product name and Success rate. Tapping the exclamation mark next to the percentage will explain your current success chance. (Skills affects time and cost in a multiplicative way. For example, having 20% success rate bonus multiplies the base rate by 20%.)
- Lower right of screen: The reverse engineering time, cost to start the job and total ISK available in wallet.
- Note: Reverse Engineering time and cost are also based on skills, in this case InterBus Invention Principles. Tapping the exclamation mark next to the cost will explain how your skills affect the time and cost.
Reverse Engineering jobs can be started by pressing the Start Job button. Tapping the item in the job slot once it is complete will move the item into the Item Hangar of your current station. If the job success rate is not 100%, then you may fail the job and get a a Job Failed message displayed. No items are returned if the job fails.
Maths[]
The expected profit of a RE job is described by the formula:
n = [number of debris] c_d = [cost of debris] c_c = ["constant costs", i.e. sum of the datacore costs and the RE cost] c_p = [cost of blueprint] P = [success rate] profit = (c_p * P) - (n * c_d + c_c)
For example, for a Venture III blueprint using 5 ORE Hulls we may have:
n = 5 c_d = 16900 c_c = 15000 + 2 * 5600 + 2 * 1010000 c_p = 850000 P = 0.73
Putting these values into a browser console gives the profit as -1510200 ISK, meaning the job is not worth the input. (If you are buying cores, you will also need to add transaction tax to the amounts.)