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Fabrication

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 module

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.

The craft loop: start, process, collect

A fabricator runs one job at a time, mirroring the refinery's produce → buffer → collect loop:

  1. Start. Right-click an idle fabricator to open its recipe UI. Click a recipe whose inputs you have. The inputs (and a blueprint, if the recipe needs one) are consumed from the host's shared GENERAL cargo hold, and a timed job begins.
  2. Process. The job runs for the recipe's 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.
  3. Collect. When the timer elapses, the output lands in the fabricator's own buffer. Right-click the fabricator again to dump the buffer into the GENERAL hold (capacity-aware: if the hold is full, output stays safely buffered, nothing is lost).

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 all already live in the GENERAL hold: refining outputs land there, and mining secondary drops (silica, flux, Tritanium) deposit straight to the GENERAL hold too, so there's no transfer step before a craft. (Only the primary raw ore sits in the ore hold, where it feeds the refinery; the fabricator eats the refined output and the GENERAL-hold feedstock.)

Each fabricator placement tracks its own job and output buffer independently, and that state persists across restarts.

Module tier gates which recipes you can run

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.

Blueprint gating (BPC): T4 and T5

Low- and mid-tier recipes need only materials. The high end needs a Blueprint Copy (BPC) as well:

BPCs are not sold by NPC vendors. They come from:

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.

The intermediate components

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.

ItemTierInputs
Circuit Board3refined.copper ×3 + ore.silica.raw ×3
Focusing Lens3refined.platinum ×2 + ore.silica.raw ×3
Magnetic Coil3refined.iron ×3 + mineral.rare_earth ×2
Munitions3refined.copper ×2 + mineral.oxidizer ×3 (yields ×2)
Reinforced Composite4component.structural_plating ×3 + mineral.carbon ×3
Coolant Cell4refined.titanium ×2 + mineral.cryo_salt ×3

How they slot in:

The gating feedstock is the part you can't buy:

So the component layer is what forces the full mine → refine → fabricate journey instead of a credit shortcut.

Role sub-assemblies: the layer that makes factories worth it

Base components don't feed modules directly any more. Between them and the finished gear sits a second layer of role sub-assemblies, so each kind of module pulls its own distinct part:

ItemTierInputsFeeds
Machined Part2refined.iron ×5 + refined.copper ×3every T2 module
Weapon Mount3component.structural_plating ×3 + component.munitions ×2 + component.machined_part ×2cannons, missile launchers
Drive Assembly3component.structural_plating ×3 + component.magnetic_coil ×2 + component.machined_part ×2engines, warp drives, wings
Sensor Array3component.structural_plating ×3 + component.focusing_lens ×2 + component.machined_part ×2mining lasers, salvage arms, shields
Armor Segment3component.structural_plating ×3 + alloy.steel ×2cargo holds, industry modules
Composite Frame4component.reinforced_composite ×2 + component.armor_segment ×2 + component.power_capacitor ×2T4/T5 capital modules

The point: one capital module now pulls from several different sub-assembly chains at once, so building it quickly means running several parallel fabricators, each making a different sub-assembly, feeding a final assembler. That's exactly what the standing-order cascade below is for, and why a single fabricator is no longer enough for serious production.

Standing orders: turning a fabricator into a factory

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.

Auto-deposit and the cascade

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:

  1. Upstream fabricators run standing orders for the base components and the role sub-assemblies (Machined Parts, Weapon Mounts, …), auto-depositing them to the shared hold.
  2. A downstream fabricator has a standing order for the final module, which needs those sub-assemblies. It sits idle until they arrive, then auto-resumes.
  3. Feed raw refined metals and mining/planet feedstock into the hold, and the whole multi-stage chain runs end to end on its own.

Because a capital module pulls from multiple sub-assembly chains, a real factory is several fabricators deep. That's the difference the deeper tree makes: a standing-order line is now genuinely worth configuring instead of click-crafting one item at a time.

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.

Where to put a fabricator

Access is gated: you need MODULE_USE rights on the host to operate its fabricators (see Stations → ACL).

What can go wrong

See also