Overview
This site is a wormhole mass tracking tool for EVE Online. It helps you plan and execute wormhole rolling with precision by tracking every ship pass and computing tight bounds on remaining mass. Or maybe you really don't want to get rolled out, track your pvp or pve ships through wormholes.
What You Can Do
- Track mass passing through wormholes — record each ship pass and the observed state change to build up a picture of how much mass remains.
- Plan and execute rolling — use the draft preview to see whether your next pass will push the hole across a state boundary before you commit.
- Handle uncertainty — log estimated mass ranges for passes you didn't witness (intel, previous traffic). The engine carries that uncertainty forward correctly.
Key Features
- Wormhole mass variance — every wormhole has ±10 % mass variance. The engine tracks all possible true sizes simultaneously.
- Uncertain ship masses — ships can have a mass range (e.g. with prop mods). The engine handles ranges, not just fixed values.
- Virtual Hangar — save ship templates with named travel modes so you can quickly assign ships to either side of a wormhole.
- Sessions — save up to 25 wormhole tracking sessions that persist across browser reloads. Switch between them at any time.
- Draft & Calculate — draft ships to preview the mass impact, then calculate the pass to record the observed state.
- Geometry chart — a live 2D chart showing the feasible region of (cumulative passed, total mass) with state boundary lines and draft overlays.
Virtual Hangar
The Virtual Hangar is your personal fleet library. It stores ship templates so you can quickly assign ships to either side of a wormhole without re-entering mass values every time. Templates persist in your browser via IndexedDB, so they survive page reloads.
There are three template types, each suited to different tracking scenarios:
- Ship — A single hull with named travel modes (Entangle, Cold, Hot). Each mode has its own mass or mass range. When you draft a ship, you pick which mode it's travelling in.
- Quick Mass — A simple numeric mass entry for one-off passes when you don't need a full ship template. Great for scouts or throwaway rolling ships.
- Fleet — Represents a group of ships as a single mass range. Useful when an entire fleet jumps at once and you only care about the combined total.
Working with the Hangar
- Click + New Ship to open the template form. Fill in a name, pick the type, and enter mass values for each mode.
- Use the ◀ L and R ▶ buttons on a template card to place a copy on the left or right side of the wormhole. You can place multiple copies of the same template.
- Edit or delete templates at any time — existing copies on the sides are not affected.
- Hit Restore Defaults to re-add the starter ship templates if you've deleted them.
Tips
- If you enter only a min value and leave max blank, the max will be set to the same value — handy when you know the exact mass.
- You can use decimal places for accuracy (e.g. 301.5 Gg).
- Consider replacing the default ship templates with your own fits. The defaults are a starting point — your actual ship masses may differ.
Sessions
Each wormhole you track is stored as a session. Sessions persist in your browser, so you can close the tab and come back later. You can have up to 25 saved sessions at a time.
Starting a Session
- Click + New Session to open the wormhole selection screen.
- Use the filters to find your wormhole — type a code directly, or filter by Appears In (where the hole spawns), Destination (where it leads), and Max Ship Size.
- Star your frequently used wormholes to add them to the favourites bar at the top of the selection screen for quick access.
- After selecting a wormhole, choose the current state: Stable and Fresh (you saw it spawn), Stable, Destabilized, or Critical. This tells the engine how much mass may have already passed.
Managing Sessions
- Session tiles appear in the bar below the hangar. Click a tile to switch to that session.
- Rename a session by clicking its name in the tile — it becomes editable inline. Press Enter or click away to save.
- Delete a session using the × button on its tile.
- The tile shows the wormhole code, number of passes, and when the session was created.
- If you have many sessions, the bar scrolls horizontally.
Calculating Ship Passes
After ships have passed through the wormhole in EVE and you've noted the new state, you record that information here. Place ship templates on a side panel, then draft the ships that passed by clicking their mode buttons (e.g. "Cold", "Hot"). Each drafted ship highlights and its mass is added to the draft total in the Calculate Pass bar below the chart.
As you draft ships, a translucent blue overlay appears on the geometry chart showing where the cumulative mass would land — useful for planning future passes before they happen in-game.
Recording a Pass
A pass records two things together: the mass that went through and the wormhole state you observed afterwards. The solver needs both — the mass narrows the remaining range, and the observed state constrains which part of that range is actually possible. That's why the Calculate Pass bar requires drafted ships and a selected state before you can commit.
- Draft the ships that passed by clicking their mode buttons on the side panels.
- Select the observed state after the pass — Stable, Destabilized, Critical, or Gone — using the radio buttons in the Calculate Pass bar.
- Click Calculate Pass to commit. The solver recalculates the feasible region and the chart updates with a new event polygon.
- Ships that passed move to the opposite side automatically.
- Use Clear to un-draft all ships without calculating, or click individual mode buttons to toggle ships on/off.
Tips
- You can draft ships from both sides in the same pass — the solver treats it as one combined mass event.
- Watch the draft preview overlay to see if your pass might push the wormhole past a state boundary before you commit.
- Rename a ship instance by clicking its name on the side panel — it becomes editable inline. Handy for labelling which pilot is flying which ship.
- If you make a mistake, you can undo events by clicking the × button next to them in the Event History panel.
Results & Graph
After each pass the constraint solver recomputes the feasible region and renders it on the geometry chart.
Reading the Axes
- X axis (horizontal) — Cumulative mass passed through the wormhole so far, in Gg. This grows with every pass you send.
- Y axis (vertical) — Total original mass of the wormhole, in Gg. Because the game only tells you a range (e.g. 2,700–3,300 Gg), the chart plots every possible value in that range.
Coloured Areas
Each event pass draws two overlapping polygons on the chart:
- Translucent dashed outline — The possible region. This is the broadest area where the true cumulative + wormhole-mass point could lie, given everything observed so far.
- Solid filled area — The certain (known) region. Mass that has definitely passed through — there is no uncertainty here. This grows as you send more passes with exact masses.
The colour of these areas reflects the wormhole state reported after that pass:
- Green — Stable (more than 50 % mass remaining).
- Yellow / Amber — Destabilized (between 10 % and 50 % remaining).
- Red — Critical (less than 10 % remaining).
- Dark grey — Gone (the wormhole has collapsed).
State Boundary Lines
Three diagonal lines cross the chart showing where state transitions happen:
- Yellow line — Destabilization boundary (50 % mass remaining). Crossing this line means the hole goes from Stable to Destabilized.
- Red line — Critical boundary (10 % remaining). Past this the hole is in a critical state and could collapse at any time.
- Grey line — Gone boundary (0 % remaining). Reaching this line means the wormhole has fully collapsed.
Draft Preview (Blue Overlay)
When you draft ships for a pass, a translucent blue overlay appears showing where the cumulative mass would shift to if you send that pass. This lets you preview whether the pass will push the wormhole across a state boundary — helping you decide if it's safe to commit.
Example 1 — Stable Passes + Draft
A 2,700–3,300 Gg wormhole. A total of 1,300 Gg has been sent through across multiple passes (all Stable), and a 300 Gg ship is drafted.
▶ Click the event numbers below to see the chart at each step.
- The first pass was a scout (0–10 Gg uncertain). The green dashed outline is very thin — almost no cumulative mass, but the full Y range is possible.
- After 1,300 Gg total has passed, the solid green area shows the certain mass. The dashed outline extends ~10 Gg further to account for the scout uncertainty. Everything is still within the Stable zone (left of the yellow destab line).
- The blue overlay previews a drafted 300 Gg pass. It would push cumulative mass to ~1,600–1,610 Gg — right on the yellow destab line, meaning this pass may or may not destabilize the hole.
Example 2 — Uncertainty + Destabilization
Same wormhole (2,700–3,300 Gg), but this time there's early uncertainty and the hole destabilizes.
▶ Click the event numbers below to see the chart at each step.
- Intel suggests a medium T3C fleet may have passed — you can't be sure, so you log 0–200 Gg. The green dashed outline spans the full 0–200 range on the X axis with no certain region (it's all uncertain).
- You push 1,200 Gg of rolling battleships through and the hole stays Stable. The solid green certain area reaches 1,200 Gg. The dashed possible region extends to ~1,400 Gg because of the 0–200 uncertainty from Pass 1. Notice the possible region clips against the destab line — the solver knows the hole can't be past that boundary while still Stable.
- Another 300 Gg goes through and the hole Destabilizes. The polygons turn amber. The certain and possible regions are now irregular pentagons — constrained by both the destab boundary (must be past 50 % used) and the critical boundary (can't be past 90 % yet).
- The blue draft overlay shows a 300–400 Gg range pass being considered. Because of the accumulated uncertainty, the draft envelope is wider and angled — it follows the shape of the destabilized polygon shifted right.
Rolling Guides
3000 Gg Holes (e.g. H900, B520)
Wormholes with ~3,000 Gg original mass that accept battleships. The goal: push exactly half the mass through to narrow the size by 50%, then finish the roll with the right number of ships.
This Rolling Guide assumes you have Rolling Battleships (Higgs Anchor Fitted) so that you can pass the wormhole cold (prop mod off) for ~200 Gg or hot (prop mod on) for ~300 Gg
Note: Small differences (e.g. your Rolling Battleships are not exactly 300 Gg, or the CovOps scout nudges the numbers) can occasionally produce edge cases where this procedure doesn't close the hole, or rolls you out.
Flow Overview
2 RBS out & back Hot → 1 RBS out Hot → check state:
↳ Destabilized (small hole) — 1 back hot, then 2 out & back hot
↳ Stable (large hole) — 1 back hot, then 3 out cold & back hot
Click the event numbers to see the chart at the time of that event.
Step 1 — Scout & Send Half Mass
- Jump a CovOps through to see what's on the other side (1 Gg). The hole stays Stable.
- Send 2 Rolling Battleships (RBS) out Hot and bring them back Hot — that's 4 × 300 = 1,200 Gg total. Still Stable.
- Draft: send 1 RBS out Hot (300 Gg). The graph shows this send will clearly reveal more about the size of the hole — the blue draft line sits right on the destab boundary.
Step 2 — Read the Result
Send that RBS out Hot. The hole either Destabilizes or stays Stable. This tells you if it's a small or large hole, and determines how many more ships to send.
It Destabilized → Small Hole
- The RBS pass Destabilized the hole — it's a smaller hole (≤ 3,000 Gg). The excluded band at the top confirms larger sizes are ruled out.
- Bring that RBS back Hot (300 Gg). Still Destabilized.
- Send 2 RBS out Hot and bring them both back Hot (4 × 300 = 1,200 Gg):
- Send 2 RBS out Hot (600 Gg). Still Destabilized.
- 1 back Hot (300 Gg) — the hole goes Critical.
- 1 back Hot (300 Gg) — Gone. Hole collapsed.
Still Stable → Large Hole
- The RBS pass stayed Stable — it's a larger hole (≥ 3,000 Gg). The excluded band at the bottom confirms smaller sizes are ruled out.
- Bring that RBS back Hot (300 Gg). This Destabilizes the hole.
- Send 3 RBS out Cold and bring them back Hot (3 × 100 + 3 × 300 = 1,200 Gg):
- Send 3 RBS out Cold (600 Gg total). Still Destabilized.
- 1 back Hot (300 Gg). Still Destabilized.
- 1 back Hot (300 Gg) — Critical.
- 1 back Hot (300 Gg) — Gone. Hole collapsed.