Field Manual // Industry

Ship & Gear Crafting

Salts Command · Build It Yourself

The org is a supply chain. Miners pull the ore, salvagers strip the hulls, refiners process it, haulers move it, and crafters turn it into best-in-slot gear the whole fleet flies. Crafting is how every job SALCOM runs feeds the same loop — here's how it fits together.

01

Why It Matters Now

THE CURRENT META

Crafting is a blueprint game, not a cash game. aUEC gets wiped; blueprints and reputation don't. The crew that comes out of a wipe ahead isn't the one hoarding credits — it's the one that locked in permanent unlocks and the materials to use them.

Chase Unlocks, Not Cash
Crafted military and stealth components outperform what you buy off the shelf. Prioritize the blueprints and reputation that unlock them over short-term grinding.
Wipe-Proof Progress
Once a blueprint is yours it's bound to your account permanently — it survives wipes, deaths, and server gremlins. That makes it the single best long-term investment in the game right now.
Specialize
Crafting rewards picking a lane and going deep. In an org, that means members specialize and trade what they make — a player with a rare blueprint and the mats to run it is worth more than one sitting on credits.
02

The Item Fabricator

YOUR WORKBENCH

The Item Fabricator is the deployable machine that runs the whole system. It both dismantles eligible gear into materials and fabricates new items from blueprints.

Getting One
If you completed certain past events you may already own one. If not, pick one up at any refinery shop.
Don't Lose It
A common tip: keep the fabricator on a freight elevator and stow it when you're done, so it doesn't vanish from a persistent hangar.
Two Functions
Dismantle unwanted gear into raw materials, or fabricate new items when you have the blueprint and the inputs. Both run off the same machine.
03

Blueprints

THE RECIPES

A blueprint is a recipe — it tells the fabricator which materials are required, and at what quality, to build a given item.

Starter Set
Every player begins with a handful of basic blueprints, accessible right from the fabricator's screen. You can start crafting immediately.
Hunting More
Additional blueprints drop — at a low chance — as rewards from completing missions across the board: FPS ops, bounties, hauling, salvage, and event content. Running missions now unlocks production, not just credits.
Permanent
Once acquired, a blueprint is account-bound forever. No losing it to a wipe or a crash. Each new one is real, lasting progression.
04

Materials & Quality

QUALITY 0–1000

This is the part that separates a good craft from a great one. Every resource in the 'verse now carries a quality value from 0 to 1000, and that value directly shapes the stats of whatever you build from it.

Quality In, Quality Out
Higher-quality inputs make higher-stat gear. Sourcing premium materials has a direct, measurable payoff — the hunt itself is worth the effort.
Refining Changed
Refining now yields a primary product plus a secondary byproduct (alloys and composites) instead of a simple one-to-one swap. Input quality drives the primary; it's a deeper supply step than it used to be.
Don't Waste Premium Mats
Still testing a blueprint? Run it with cheap stock first. One of the most expensive mistakes in any crafting economy is burning rare materials on an experiment.
Stay Organized
Once you're juggling multiple qualities of the same material, sloppy storage gets expensive. Sort by type and quality, and don't mix premium stock into the general pile.
05

What You Can Craft

OUTPUTS

Crafting spans both personal gear and ship components. Most parts come in military (raw performance, durability) and stealth (low signature) flavors.

// On Foot

FPS Gear

Weapons, armor, flight suits, and ammo — with handling and performance set by the quality of the materials you feed in.

// Ship Survival

Power & Defense

Power plants, shield generators, and coolers — the components that keep a ship stable and alive. Usually the first crafting priority.

// Ship Performance

Drives & Sensors

Quantum drives for faster travel and radars that sharpen aim assist. Strong quality-of-life and combat upgrades.

// Firepower

Ship Weapons

Craftable too, though their modifiers are less settled than components — worth tracking, lower priority for now.

06

The SALCOM Supply Chain

ORG DOCTRINE

This is where crafting stops being a solo button and becomes an org operation. Every role on the roster maps to a step in one loop:

1

Gather

Miners and salvagers pull raw ore and strip components — the source of every material in the chain.

2

Refine

Raw inputs become alloys and composites. Quality preserved here pays off downstream.

3

Move

Haulers run materials between gatherers, refiners, and crafters so nothing sits idle.

4

Craft & Kit

Crafters with the right blueprints turn it all into best-in-slot gear — and the fleet flies kitted.

// Field Note

The strongest Size 3 components are gated behind Tactical Strike Group content — exactly the kind of organized op SALCOM runs. Solo players can farm most parts, but the top tier is an org reward. Another reason to run with the crew.

07

Live Tools — Use These

DON'T MEMORIZE

Blueprint sources, material recipes, and reputation thresholds change every single patch. Rather than freeze a stale table here, we point you at two community tools that rebuild their data straight from the game files. These are what to actually keep open while you play.

08

Further Reading

SOURCES
// HOW TO USE THIS PAGE. Blueprint sources, recipes, material qualities, and reputation thresholds shift every patch — the live tools above track them; this page explains the system. SALCOM is a player org and is unaffiliated with Cloud Imperium Games.