Fabrication is where raw materials become real gear. You refine ore into metals (see Mining), then a Fabricator turns those metals — plus a web of intermediate components — into the actual ship and station modules. This page is the fabrication side: the fabricator block, the per-craft job model, and the standing-order queue that lets you build a self-running factory.
The Fabricator (the MANUFACTURING module) is the workbench of the tech tree. It installs like any other module: place the module block in an open slot inside a host's interior. A "host" is either a ship or a rented room — both share the same fabrication code, so you can run a fabricator on your own ship or inside a station Faction Hall room.
In the world the fabricator renders as a dispenser-style block. You operate it by right-clicking it.
A fabricator runs one job at a time, mirroring the refinery's produce → buffer → collect loop:
processingSeconds — a real-time timer. It only advances while the owner is online. Times range from ~20s for a basic component up to 1200s (20 min) for a Dreadnought shipkit.Important: inputs are read from and outputs are written to the host's GENERAL hold, not the ore hold. Refined metals, components, and raw silica need to be in the general hold before a craft will start. (Raw ore sits in the ore hold and feeds the refinery; refined output is what the fabricator eats.)
Each fabricator placement tracks its own job and output buffer independently, and that state persists across restarts.
Every recipe has a tier (1–5), and so does every fabricator module (Mk I–Mk V). The rule:
So a Mk I fabricator builds T1 and T2 recipes; a Mk IV builds up to T5. The "+1 reach" means you don't have to own the top-tier fabricator to build the top-tier item — but you do have to climb. A handful of capstone recipes are flagged to require a fabricator of exactly their tier (no +1 reach); those need the matching top-tier fabricator.
Where you can install a high-tier fabricator is itself gated by the host platform — small ships cap low, capital ships and stations cap high — so the install gate plus the tier rule together form the progression ladder.
Low- and mid-tier recipes need only materials. The high end needs a Blueprint Copy (BPC) as well:
requiredBpc) consume one matching BPC from the GENERAL hold per craft — e.g. manufacture.cannon_t5 needs bpc.cannon_t5. The capital shipkits (Battlecruiser Guardian, Colossal Dreadnought) need their own BPCs too.MISSING_BPC outcome).BPCs are not sold by NPC vendors. They come from:
bpc.manufacturing_t4). See Quests.This makes the endgame craftable only by players who also fight or quest for the blueprints — gear can't be bought straight to the top.
Between refined metals / mining feedstock and the final modules sits a layer of six intermediate components. You fabricate these first, then feed them into module recipes. They're the real chokepoints of the T3+ tree because their feedstock is gated by where you mine.
| Component | Tier | Inputs |
|---|---|---|
| Circuit Board | 3 | refined.copper ×2 + ore.silica.raw ×2 |
| Focusing Lens | 3 | refined.platinum ×1 + ore.silica.raw ×2 |
| Magnetic Coil | 3 | refined.iron ×2 + mineral.rare_earth ×1 |
| Munitions | 3 | refined.copper ×1 + mineral.oxidizer ×2 (yields ×2) |
| Reinforced Composite | 4 | component.structural_plating ×2 + mineral.carbon ×2 |
| Coolant Cell | 4 | refined.titanium ×1 + mineral.cryo_salt ×2 |
How they slot in:
structural_plating component) feeds the largest cargo holds and tier-3 drone miners.The gating feedstock is the part you can't buy:
ore.silica.raw) is a mining drop only — it's the feedstock for Circuit Boards and Focusing Lenses. See Mining.mineral.rare_earth, mineral.oxidizer, mineral.carbon, mineral.cryo_salt — drop only from surface mineral deposits when you land on a planet. They are the gate on coils, munitions, composites, and coolant. See Planets.So the component layer is what forces the full mine → refine → fabricate journey instead of a credit shortcut.
A fabricator can hold a standing order: a recipe it re-runs automatically on a timer while the owner is online. Set it by shift-clicking a recipe in the fabricator UI (shift-clicking the already-queued recipe clears it). A background ticker then re-attempts the order roughly every couple of seconds:
Standing orders are online-gated (offline owners never tick) and survive a server restart, so a factory you set up keeps running session to session.
Each fabricator also has an auto-deposit toggle (default ON):
The cascade is how you build a real factory. Put several fabricators in one host and chain them through the shared hold:
This is the difference between hand-crafting one item at a time and operating a production line that turns feedstock into finished modules while you go do something else.
Access is gated: you need MODULE_USE rights on the host to operate its fabricators (see Stations → ACL).