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Engineering

Tanner edited this page Jul 13, 2026 · 2 revisions

Engineering

Everything engineering lives on the ENGINEERING tab (⌬ ENG in the panel rail): your engineers, a complete offline catalog, wishlists and material planning.

New to engineering? The 60-second version

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).

Engineers card

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.

The catalog

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.

Wishlist & planner

  1. Pick a blueprint and target grade, pin it (or add it to the wishlist — multiple builds' worth of plans roll up together).
  2. 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"
  3. TRADERS NEAR ME lists the nearest raw / manufactured / encoded material traders, one tap from plotting.
  4. 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.
  5. 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.

Materials & Odyssey locker cards

Your live raw / manufactured / encoded inventory straight from the journal, plus the Odyssey locker (assets, goods, data) for on-foot players.

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