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Cult Citizen

Profession: Fabrication/Crafting

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Profession: Fabrication/Crafting

Unread postby icycalm » 27 Mar 2026 17:54

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Crafting Guide: https://robertsspaceindustries.com/en/c ... play-Guide

It's a modest start to the system but if you check the roadmap section at the bottom, it gets impressive.

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And I have to say the fabrication unit itself is very cool. I've seen people install dozens of them in rows in their hangars and it looks industrial as hell. And it's just the first, smallest machine. Amazing also that you can just chuck it around anywhere, on a ship, in a cave, you can prolly use it floating in space too. Unlike in Rust with its strict placement rules.

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Looking forward to getting acquainted with the system and figuring out cool things to do with it. We might even end up needing a Fabricator Spec.


P.S. I wish they would resolve the fabrication/crafting terminology. In the run up to the release over the past couple of years they were using the correct terms, but these latest materials are mixing them up and it bothers me. You don't craft vehicles or buildings dammit.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

Crafting Crash Course

Unread postby icycalm » 29 Mar 2026 03:47

https://www.youtube.com/watch?v=-0vJ8lTpEdA

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Mrkraken wrote:00:00​ Intro to crafting
00:55​ How to get a fabricator
01:15​ Crafting UI
01:40​ Crafed item bonuses
02:00​ Dismantling items
02:43​ New mining guide
03:01​ Mining deposit changes
03:35​ Where to find iron aluminium and hephaestanite
04:13​ Mineral quality chances
04:29​ Higher minimum quality in Pyro
04:46​ Surface mining signature scanning
05:18​ Signatures not showing in scan mode
05:49​ How to know mineral deposits from range
06:02​ Where to find Iron and Ouratite
06:32​ How much ore do you lose when refining
06:43​ How to craft a buffed weapon
06:53​ How to get blueprints
07:03​ How to craft volt weapons
07:24​ Where to get VOLT weapon blueprints
07:54​ Where to get Palatino blueprints
08:03​ How to get P8-SC smg blueprint
08:23​ Do shared contracts award blueprints
09:00​ How to know what contracts award what blueprint


It is the best crafting system I have seen by far, easily beating Rust's. Not in the variety of things to craft, Rust wins there because its base-building is far more granular. But if you look at mining in the two games as a prerequisite to crafting, SC's mining is an order of magnitude more complex. Or blueprint acquisition: again order of magnitude difference; in SC you have to beat entire FPS level megadungeons with puzzles and boss fights to acquire BPs. Nothing like that in Rust.

It's a terrific system and it's just the start!

Too bad that crafted item bonuses don't persist across patches for now, so for now crafting itself is kind of pointless outside Operation Breaker Stations where you have to fabricate the laser lenses, BUT apparently the blueprints do persist, so we have a new category of item to begin amassing: blueprints! Perfect reason to become acquainted with all types of missions across all three solar systems and build our blueprint library so that when crafted bonuses start persisting, we can begin mass fabrication of god-tier gear for the Cult Spec.

Also I suppose we can also start stockpiling 800+ quality materials, which also persist.

Just an insane array of tasks to get done in the verse in 2956. And we haven't even completed all the event missions yet, or dealt a lot with Wikelo, or outfitted our vehicles with upgraded components... Crazy crazy level of breadth and depth. And base-building isn't even in yet!


P.S. And I just love the fabricator model (and extra upcoming skin!), UI, and operating effects. Everything is so large and heavy and slick and futuristic: the exact opposite of Rust's post-apoc DIY aesthetic. Which is still great, don't get me wrong, but after a decade of it we can certainly use a change.

P.P.S. I wonder if we can come up with a Fabricator Spec...
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icycalm
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Joined: 28 Mar 2006 00:08
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