Engineers: Difference between revisions
| Line 222: | Line 222: | ||
== Crafting == | == Crafting == | ||
[[Materials]] are required by the Engineers to upgrade modules on the player ship. Each blueprint specifies which materials are needed, and how to get them; material sources include (but are not limited to) destroyed ships, mission rewards, ship/wake scans, signal sources, mining, planetary surface resources, and more. Different Engineers require different materials, meaning not all materials gathered can be used by the same Engineer. Up to one blueprint can be pinned per Engineer; pinned modifications can be crafted at any station equipped with a [[Remote Workshop]], but a modification crafted remotely will not contribute to reputation with its Engineer. | === Ship Modifications === | ||
[[Materials]] are required by the Engineers to upgrade modules on the player's ship. Each blueprint specifies which materials are needed, and how to get them; material sources include (but are not limited to) destroyed ships, mission rewards, ship/wake scans, signal sources, mining, planetary surface resources, and more. Different Engineers require different materials, meaning not all materials gathered can be used by the same Engineer. Up to one blueprint can be pinned per Engineer; pinned modifications can be crafted at any station equipped with a [[Remote Workshop]], but a modification crafted remotely will not contribute to reputation with its Engineer. | |||
Before upgrading a module, an information screen lists the materials needed for the modification, and the range for applied effects. Negative effects are static for a given grade and will only increase with higher grades, while positive effects increase per grade as more materials are spent on them. Eventually, a grade will be increased to a maximum value, at which point the only way to upgrade that modification further is to advance to the next grade. As modifications are purchased, reputation with the Engineer increases, unlocking access higher grades of modifications. | Before upgrading a module, an information screen lists the materials needed for the modification, and the range for applied effects. Negative effects are static for a given grade and will only increase with higher grades, while positive effects increase per grade as more materials are spent on them. Eventually, a grade will be increased to a maximum value, at which point the only way to upgrade that modification further is to advance to the next grade. As modifications are purchased, reputation with the Engineer increases, unlocking access higher grades of modifications. | ||
| Line 231: | Line 232: | ||
Please note that only one Engineering modification can be installed per module. Installing a new modification will overwrite the old modification as well as the currently applied Experimental Effect permanently. It is only possible to obtain [[#Double-modified Modules|modules with two modifications]] under certain circumstances. This limitation should not be confused with the number of stat changes and effects a modification has, as these are determined by the particular modification and can be numerous. | Please note that only one Engineering modification can be installed per module. Installing a new modification will overwrite the old modification as well as the currently applied Experimental Effect permanently. It is only possible to obtain [[#Double-modified Modules|modules with two modifications]] under certain circumstances. This limitation should not be confused with the number of stat changes and effects a modification has, as these are determined by the particular modification and can be numerous. | ||
=== Pilot Equipment Modifications === | |||
Modifications for [[Suits]] and [[Handheld Weapon]]s are applied differently from ship modifications. All Suits and Handheld Weapons can be upgraded to have up to four modification slots. While equipment can occasionally be purchased with pre-installed modifications at [[Pioneer Supplies]] locations, the most straightforward way of installing a specific mod into a specific piece of gear is to seek out the Engineer who specialises in that mod. Equipment mods offered by Engineers are purchased with a selection of [[Components]], [[Data]], and [[Goods]], and a payment of [[Credits]]. Unlike ship mods, equipment mods are only available in a single quality grade, and require only a single transaction with the Engineer to fully apply it. Once a mod is installed on a particular Suit or Handheld Weapon, it cannot be removed or replaced by another mod. | |||
== Engineer Summary == | == Engineer Summary == | ||