How to move stuff in EVE Online
Consider not moving stuff. Even if you do everything right you can still get a random disconnect. You can pay someone to assume the risk and get collateral if they fail.
- never move PLEX, Skill Injectors/Extractors, or and SKIN licenses! they can be remotely activated. find a buyer in a trade Discord or forum and sell them via contracts
- beware scammers & con artists. price checkers like Janice exist, but all are vulnerable to manipulation, especially for rare items and those with low trade volumes
- if it's anything else, consider paying your corp/alliance pros if you have those. if you don't, use GHSOL or PushX or RedFrog and always use appropriate collateral!
- alternatively, buybacks pay 60-90% of Jita buy for most items. I've used touble man's since HSBB died and he's never done me wrong
If you really got a fever and the only prescription is space truckin', you best not fool around! Two sections of general advice first, then sections for specific areas of space.
Alts and Cloaks
If you can't afford a scout alt, wait until you can. In the meantime, hold onto your stuff or pay pros to move it. Ignore me if you enjoy pointless, easily-preventable losses.
Cloaks are essential for most subcap hauling. Covert ones are generally preferable. If using a non-covert cloak, use a fit that can do the cloak trick and practice before hauling.
- here's a quick video tutorial on how to use pyfa to determine if a fit can do the trick. it can if its cloaked speed after 10 full seconds of MWDing ≥ 75% of its base speed
- the Occator fit in the clip is only just able to do it; an extra Inertial Stabilizer would give some insurance against poor execution
- WARNING: no cloak of any type is immune from gatecampers who place dozens or hundreds of objects in a sphere around a gate to prevent cloaking
- this is a cheesy tactic from my PoV but it is not against the ToS unless a GM decides the number of objects was high enough that it seemed to be lag-inducing
- instead of debauching GMs with hateful rants about your lost goodies, just use a scout or pay somebody else to assume the risk of hauling your stuff
Preamble & 2 Rules
These are max-caution guides. They're what I'd do if I were moving tens of billions or more in assets. Cut corners only if you've done a sober risk/benefit analysis.
Rule #1 of moving valuables is separate buyers from haulers. Make big purchases with throwaway alts and contract or trade them to the pilot/hauler.
- note that moving lots of ISK around newly-created characters looks suspicious to corp/alliance leaders. either have your ESIs linked or talk to them ahead of time
- why do this? because everything you buy which doesn't come from an NPC came from another human being, and they'll necessarily be notified of your purchase
- that other person is possibly a PvPer, and they're definitely playing in the same single-shard universe as you, and you're not immune from PvP if you're undocked
- if you can't fathom the risk here, read about Locator agents and use your imagination. if you can't see the problem, close this guide and do something else
Rule #2 of moving valuables is if you'll be in LS/NS, ponder the existence of Lancer Dreadnaughts. They disable docking and all jumping and are regularly used for that purpose.
- if docking in LS/NS or jumping between LS/NS and HS, always warp first to an off-grid perch and then to the gate/station
- if you're non-covert, just pay attention as you land at your perch. if a cyno appears on your outgate or you notice a Lancer on dscan, dock up and leave some other time
- if you're covert, you still need to use use an on-grid perch to juke lancers
- lancers regularly kill Blockade Runners who cloak properly simply by timing their lance and firing it at the landing zone of the gate. cloaks don't grant lance immunity!
- check that "regularly used" link just above if you're doubtful; all the BRs caught are a few KM from a stargate
Click to show/hide some broad cautionary material about why you should take me seriously.
If I were moving tiny cargo worth a quarter-trillion ISK, I would never move it in a shuttle because mid-warp smartbombers exist.
For similar reasons, I would never move cargo or valuable pods in a Leopard, a shuttle which does 20 AU/s. On average, regular smartbombers gank several of them daily.
If I'm moving precious stuff and have a nullifier, I always use it when warping off a gate in JS or NS (or LS if it's under Insurgency).
Why? Because crafty cloaked campers delay bubble, i.e. they wait until you decloak then they decloak & bubble you.
If you don't activate your nullifier because you don't see a threat, you die to them because nullifiers only work if they're active at the moment of warp initiation.
The point I'm making here is that that EVE is complex. If I don't include your favorite moving method, that might be because I'm ignorant of it! I don't know everything.
However, your preferred method might also be risky due to game mechanics you have never encountered or thought about.
That's why I wrote all this! I'm not perfect, but I've thought carefully about how to sneakily move things in EVE. I really enjoy space truckin' and skulking around.
Traversing J-Spaceany system accessible only via wormholes or Pochven
Use a ship with a cloak, and Interdiction Nullifier, and no burst jammer (nullifiers are disabled if you fit burst jammers). I won't cover moving freighters/JFs through JS.
- two procedures depending on whether your hauler has a covert or non-covert cloak:
- covert:
- get your scout alt ~2,000-500 km from the outhole or the triangle gate. on-grid probes make this quick & easy, but be fast (others can BM them too)
- 150 km is the minimum warp distance, but with a saved on-grid probe formation, there's no good reason to be overly close
- if you wanna be super-cautious, pick a probe that's as out-of-line with other objects in the system as possible (check on the Solar System Map)
- activate nulli on the hauler then warp it at range to the alt and cloak immediately after decloaking
- non-covert:
- two minutes in advance of your hauler, use your alt to make a safe BM in every system of your chain. make it in dscan range of the hole
- you can't just make them on the fly in front of your hauler because there's a two-minute delay between a BM's creation and its Shared Folder availability
- you use BMs because you can't reliably manually align to off-grid alts, e.g. in small systems or when both holes are close together. however, you can align to BMs!
- you can align to the outhole planet if it's far from the inhole planet and in a non-tiny system, but don't risk guesstimating aligns otherwise
- move the scout to your hauler's outhole and cloak it in jump range (2,501-5,000 m)
- align your hauler to the safe BM & initiate the cloak trick procedure
- wait a few seconds, activate the nulli while cloaked, then warp at range to the safe BM on decloak
- wait out the nullifier's cooldown cloaked while aligning to the hole, or to its BM if you're offgrid
- if the hole's clear, jump the scout through, then jump the hauler through
- go back to step 1 and repeat on every hole until you reach K-Spaceany High Security, Low Security, or Null Security system, i.e. any system connected to the main startgate network, i.e. not Pochven or J-Space
- yes, you use the nullifier prior to every warp off an inhole. repeart after me: "There is always a cloaked dictor on every hole!"
- note: non-covert cloaks have a 30-second reactivation delay which is not reset by jumping holes. don't skedaddle off an inhole unless you can cloak!
Habitualize warping at range to your scout. Sometimes random disconnects affect one character but not another, and ships decloak when they disconnect. Max caution.
Traversing Low or Null Security space
Repeat after me: "I will never jump stargates or Ansiblexes while hauling in or between LS and NS." Then use one of these three methods:
- if moving to Jita, use a covert or cloak-trick-capable ship with a nullifier along with a scanning alt to enter Pochven with a filament then scan yourself out
- use JS-style "nullifier-everywhere" caution and don't hang around in space. there are decloak mechanisms in Pochven and lots of players happy to probe & kill AFKers
- use a ship with a Jump Drive to jump there. if you're going to HS, jump nextdoor to it
- the cheapest option is jumping a BLOPs to an industrial cyno lit by a Venture, but the cyno can be warped to by anyone and thus likely results in the loss of the Venture
- it's less conspicuous but pricier to jump to a covert cyno lit by a Covert Ops, a Stealth Bomber or a Force Recon. the first 2 are vulnerable for 60 s, FRs for only 30
- covert cynos can be combat probed, but they don't appear on the overview of everyone in the system like normal and industrial cynos
- it's even less conspicuous to light the covert cyno at a deep safe which is off d-scan (tutorial on how to make deep safes at that link)
- spend some time scanning to find a wormhole route
Traversing purely High Security space
This is the most dangerous space; take suicide gankers seriously. Also, don't haul with characters under war declarations.
- if possible, split up the valuables such that
- it wouldn't be ruinous for you if you lost any given load
- gankers won't be salivating over you, i.e. you have ~1,000 or more EHP for every ~3 million ISK worth of stuff
- note: all Haulers are at a generally increased risk of being ganked compared to other ship classes just because they're Haulers
- haulers are usually only ganked if they stand to be profitable, i.e. you disregarded the above EHP-to-ISK ratio, but don't bank on this
- gankers disregard their profit calculus for:
- plastic wraps which are the result of a courier contract within a courier contract, aka a double-wrap
- they can't see the contents of the plastic wrap with a cargo scanner, so if they see one, they'll gank whatever's carrying it if they can
- Blockade Runners are always gank targets because they cannot be cargo scanned (evidence of this fact)
- Bowheads are also always gank targets if they're carrying any hull because gankers can see the hulls carried but not what those hulls contain or have fitted
- move it in the smallest possible hull from this list that can carry it and use instadock and insta-undock bookmarks
- 0 to 950 m3 - a subsecond Jackdaw like the one at the bottom of this page
- 950 m3 to 13,430 - this specific Viator fit, flown as I suggest. any other Blockade Runner will do if competently fit & piloted
- the Deluge may be a better choice if you're moving stuff which can go into its 45,000 m3 Infrastructure Hold
- always cloak on the first tick after you warp off a gate or you'll find out about ganking priorities really soon
- 13,430 m3 to 62,500 - any Deep Space Transport fit to cloak trick with the rest of the fit dedicated to tank (the Torrent has a 90,000 m3 Infrastructure Hold)
- some people recommend Warp Core Stabilizers, some don't.
- you do not compromise tank for cargo expanders on DSTs unless you were repeatedly dropped on your head in your infancy, in which case, do as you like
- over 62,500 m3 - a Jump Freighter with e-cyno on standby or a regular freighter with webber alt (the Avalanche has a 3,000,000 m3 Infrastructure Hold)
- there are various in-depth guides on freighter use just a search away; they're out of scope for this page
- if you don't know what implants, ganking pipes, webber alts, or e-cynos are, learn or you will soon be appearing on zKillboard and enriching some strangers
Hubris and its Malcontents
If you disregarded this or that piece of advice and nonetheless managed to move five trillion ISK worth of Fedos through Rancer and Tama and Ahbazon
and straight into the bustling safety of 4-4's docking radius, and you inexplicably also feel the urge to tell me about it, consider the following directive:
- pull your lip over your head & swallow
If you wanna chat about any other EVE stuff, though, I'm probably down. I may be a bit snippy from time to time, but I love yakking about this dumb (wondrous) game.