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Engineering
Everything engineering lives on the ENGINEERING tab (⌬ ENG in the panel rail): your engineers, a complete offline catalog, wishlists and material planning.
Engineers are characters who upgrade your ship's modules far beyond anything you can buy — for example, making your jump drive reach ~50% farther. Upgrades don't cost credits: they cost materials you collect while playing (scan data, ship salvage, planet minerals). Each blueprint climbs grades 1→5, applied several times ("rolls") per grade. Material traders — a service at some stations — swap materials within a family: 6 lower-grade make 1 higher-grade, 1 higher-grade makes 3 lower.
The best first upgrade for almost any ship is FSD Increased Range (applied by Felicity Farseer in Deciat, an easy early unlock).
Every engineer you've met, from your journal: unlocked ones with your grade progress (pips G1–5) and their specialties, invited ones waiting on their unlock task, and known ones with what it takes to meet them — ship and on-foot engineers alike, each with a ◎ plot button to fly there.
A complete offline catalog — 1,100+ recipes: every ship blueprint, every experimental effect, engineer and tech-broker unlock requirements, Odyssey suit/weapon upgrades and synthesis recipes. No wiki-diving mid-play.
- Pick a blueprint and target grade, pin it (or add it to the wishlist — multiple builds' worth of plans roll up together).
- You get a checklist of every material the full climb needs, checked
against your live inventory:
- ● green = covered, ○ red = short, with exact "need N more" counts
- hover a material to see where it comes from (wake scanning, settlement data points, ship salvage, SRV prospecting…)
- shortfalls show material-trader conversion math from your surplus — "swap 2× Pharmaceutical Isolators at a material trader to cover the rest"
- TRADERS NEAR ME lists the nearest raw / manufactured / encoded material traders, one tap from plotting.
- When a pickup completes a pinned list, a voice callout tells you: "Materials complete for FSD Increased Range, grade 5" — your signal to stop farming and fly to the engineer.
- Pinned plans also feed the session planner as plot-ready steps.
Roll counts are community averages — treat totals as a close estimate, not an exact bill.
Your live raw / manufactured / encoded inventory straight from the journal, plus the Odyssey locker (assets, goods, data) for on-foot players.