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Guides // Engineering

How Engineering Works

Unlocking engineers, what a grade costs, experimental effects, pinning, and the order to modify a ship in.

01

What Engineering Is

Engineers modify modules. You take a ship to their workshop, pick a blueprint — Increased Range for a Frame Shift Drive (Frame Shift Drive: The drive that does both jobs: hyperspace jumps between systems, and supercruise inside them.), Dirty Drives for thrusters — and pay in materials rather than credits. The module keeps its class and rating and gains a large boost to what the blueprint targets, at a cost to something else.

That trade is the whole system. A long-range drive burns more fuel. Dirty drives run hot. Nothing here is free, and nothing here is permanent: a module can be re-rolled onto a different blueprint whenever you change your mind.

Engineer the ship you are keeping. Materials spent on a hull you are about to sell are gone with it. Fly a ship stock until you are sure it is the one you want, then come back.
02

Unlocking an Engineer

Every engineer is locked behind the same four steps. None of them are hard; they are just rarely explained in order.

01

Meet the requirement

Each engineer wants something before they will talk — an exploration rank, a distance from your starting system, a number of bounties, a faction standing. Felicity Farseer wants Exploration rank Scout; Elvira Martuuk wants 300 ly of travel.


02

Take the invitation

Meeting the requirement mails you an invitation with the workshop location. The system stays permit-free — the invitation is the permit.


03

Deliver the gift

Turn up with what they asked for. Farseer wants one Meta Alloy, bought at Darnielle's Progress in Maia for about 80k credits. Others want commodities, data, or a bounty total.


04

Commission the first job

One modification of anything unlocks them properly. From there their reputation climbs as you work, and reputation is what opens the higher grades.

Engineers refer you to other engineers. Working with one until their reputation is high enough unlocks an invitation to the next — Farseer refers Juri Ishmaak, Martuuk refers Marco Qwent and two others. The Engineers guide draws the whole referral tree; follow it rather than unlocking at random.
03

Grades and Rolls

A blueprint has five grades (How rare a material or blueprint is, from 1 to 5. Higher grades store fewer units and cost more.). Each grade is a separate recipe with its own material cost, and you climb them in order — there is no jumping to grade 5. Grade 5 is expensive twice over: the recipes want higher grade materials, and you need maximum reputation with that engineer before the grade is even offered.

Inside a grade you apply the blueprint repeatedly. Each application is a roll (Engineering Roll: One application of a blueprint to a module. Each roll spends materials and improves the result a little.), spends the recipe once, and moves the module a little further toward that grade's ceiling.

Engineer reputationApplications for a G5 recipeWhat to budget
Just unlocked the grade5Five of everything the recipe lists — the safe assumption
Maxed with that engineer5Same at G5; lower grades finish faster
Maxed, working a G1 recipe1One application is the whole grade
Reputation is the discount. At the rank where a grade first unlocks, budget five applications. As reputation climbs, the same grade takes fewer. The Shopping List tool costs a build the safe way and assumes five.
04

Experimental Effects

An experimental effect is a second modification layered on top of the blueprint — Stripped Down on a drive, Thermal Cascade on a weapon. One per module, paid for in materials like everything else, and applied at the workshop of an engineer who offers it.

Not every engineer offers every effect, and the effect you want is often the reason to unlock a particular engineer rather than the blueprint grade. Check who offers what before you fly.

The effect survives a re-roll of the same blueprint. Changing the blueprint underneath it does not — swap Increased Range for Shielded and the experimental goes with it.
05

Pinning a Blueprint

Each engineer lets you pin one blueprint. A pinned blueprint can be applied from the Remote Workshop in your ship's modules panel, anywhere in the galaxy, without flying back — up to the grade that engineer has unlocked for you.

That makes the pin worth spending on the blueprint you will re-apply on every new hull, not the one with the biggest number. Frame Shift Drive range on Farseer is the classic first pin: every ship you ever buy wants it, and none of them want to fly to Deciat for it.

One pin per engineer, changeable at the workshop. You can re-pin whenever you are there, so a pin is a convenience, not a commitment.
06

What to Engineer First

Materials are finite and rolls are cheap only in hindsight. This order gets the most out of the fewest materials on almost any hull.

01

Frame Shift Drive

Increased Range, every time. It shortens every trip you will ever make, and it is the one modification that improves a ship you have not bought yet — the jump range follows you to the next hull. Farseer at grade 5 with Mass Manager is the standard result.


02

Thrusters

Dirty Drives for speed and handling, Clean Drives if heat is the problem. Speed is survival: it decides whether you can leave a fight, hold a firing angle, or land without bouncing.


03

Shields

Reinforced for raw strength, Thermal Resistant if you fly near stars or Thargoids. Shield boosters take the same treatment and are cheap by comparison — engineer those before you re-roll the generator again.


04

Weapons and utilities

Last, because they are the most specialised and the most likely to change with your build. A weapon modification is worth little on a ship that cannot get into position, which is why thrusters come first.

Power plant and distributor are easy to forget. Neither shows up in a stat you look at often, and both decide whether the rest of the build runs at all. Engineer them when a module will not fit in the power budget or the capacitor drains before the fight is over.