EDShipBuilding
This page contains information about ship building in the game Elite: Dangerous, notably building ships suitable for exploration. Most of the information is about upgrading modules via engineering.
TODO lists
Get access to engineers
- Become Dangerous & 25 units of Konnga Ale @ Kongga, Laplace Ring >>> Lori Jameson
- Next time I'm at Colonia, get access to Mel Brandon and pin the Shield Cell Bank modification "Specialised"
Improve modifications
- Improve the 2 Shield Cell Bank modules in the Federal Corvette "Cucumber" build when Lori Jameson or Mel Brandon become available: Modification "Specialised" is currently at G1, but can be improved to G3 (Lori Jameson) or G4 (Mel Brandon)
Update EDEngineering for Power Plant blueprints
- Are positive/negative effects on Heat Efficiency equal to positive or negative numbers?
- The wiki currently has - Heat Efficiency both as positive and negative. Cf. Inara
- https://inara.cz/galaxy-blueprint/13/
- https://inara.cz/galaxy-blueprint/14/
Other
- In the "Ship types vs. module" table below, the jump ranges for all ships except the Mandalay and Cobra Mk V are out of date and do not cover the new pre-engineered SCO FSD modules. Update the data.
- In the "Ship types vs. module" table below, the Coriolis links for all ships except the Mandalay are out of date and do not cover the new pre-engineered SCO FSD modules. Update the links.
Ships
Here's a list of all notable ships that I have built in the past. "Notable" in this case means, I have spent a notable portion of my playing time flying those ships. Ships not on this list are short-lived "throw-away" ships.
| Ship ID | Ship name | Ship type | Description |
|---|---|---|---|
| HRZ-00 | Romancing the Stars | Asp Explorer | The Asp Explorer I flew on my first three journeys outside of the bubble. The ship was destroyed on the third trip while I was on my way to Sagittarius A*. |
| HRZ-01 | Romancing the Stars II | Asp Explorer | A rebuild of my first Asp Explorer with some modifications. This one successfully made the trip to Sagittarius A* and back. Decommissioned afterwards. |
| HRZ-02 | Gaean Reach | Anaconda | An Anaconda with which I travelled more than halfway out to Beagle Point on the Distant Worlds expedition. I blew up the ship during planetary landing. |
| HRZ-03 | Gaean Reach II | Anaconda | A rebuild of the first Anaconda. This version faithfully carried me to Beagle Point and back via parts of the Sagittarius-Carina arm of the galaxy. Decommissioned. |
| HRZ-04 | Bubble Hopper | Asp Explorer | An Asp Explorer with an engineered FSD that I use for fast travelling in the bubble. |
| HRZ-05 | Merchanter's Luck | Imperial Cutter | An Imperial Cutter with an engineered FSD that I use for trading or mining in the bubble. |
| HRZ-06 | Necessary Evil | Python | A combat-equipped Python with an engineered FSD that I use in the bubble whenever a dirty job needs to be done in order to "find" engineering parts. |
| HRZ-07 | Norstrilia | Anaconda | A fully exploration-engineered Anaconda that I'm using for long-range exploration. |
| HRZ-08 | Galaxy Hopper | Asp Explorer | A fully exploration-engineered Asp Explorer that I'm using for medium-range to long-range exploration. |
| HRZ-09 | Caffe Latte | Imperial Clipper | A fully exploration-engineered Imperial Clipper that I'm using for short-range to medium-range exploration, when I'm in the mood for style. |
| HRZ-10 | Not yet christened | Dolphin | A fully exploration-engineered Dolphin that I'm using for passenger missions or other recreation. |
| HRZ-11 | Not yet christened | Federal Corvette | A Federal Corvette with an engineered FSD that I use for potentially heavy combat in the bubble. The build is more or less identical to the "Cucumber" build of content creator D2EA. Links: CMDRs Toolbox, Coriolis, YouTube. |
| HRZ-12 | Starcomber | Mandalay | A fully exploration-engineered Mandalay that I'm using for exobiology excursions and long-range exploration. |
| HRZ-13 | Nesting Season | Corsair | A combat-equipped Corsair with an engineered FSD that I use in the bubble whenever a dirty job needs to be done in order to "find" engineering parts. This is the successor to the Python ship that I used before the Corsair came out. |
| HRZ-14 | Stratum Cumulus | Cobra Mk V | An exploration-engineered ship that is excellent for Exobiology data gathering, because its small size allows it to land almost anywhere, and because it has excellent maneouverability and is very fast. |
| HRZ-15 | The Fat Pug | Panther Clipper Mk II | A hauling vessel for colonisation or trading in the bubble. |
| L9K-53Z | [BPFC] Gravitas Void | Drake Class Fleet Carrier | My first fleet carrier. |
Ship types and modules
Ship types vs. modules
The following table is geared towards showing module information for maximizing each ship type's jump range, to show its worthiness either as an exploration ship, or for fast travel in the bubble.
| Module | Mandalay | Asp Explorer | Anaconda | Cobra Mk V | Dolphin | Imperial Clipper | Imperial Cutter | Panther Clipper Mk II | Python | Corsair | Federal Corvette | Note |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull mass | 230t | 280t | 400t | 150t | 140t | 400t | 1100t | 1200t | 350t | 265t | 900t | |
| Optional internal slots | 1x6 1x5 2x4 2x3 1x2 4x1 |
1x6 1x5 3x3 2x2 |
1x7 3x6 3x5 3x4 1x2 |
1x5 3x4 3x3 1x2 1x1 |
1x5 2x4 1x3 3x2 |
1x7 1x6 2x4 2x3 2x2 |
2x8 3x6 2x5 1x4 1x3 |
1x8 1x7 3x6 2x5 1x4 1x2 1x1 |
3x6 2x5 1x4 2x3 1x2 |
3x6 3x5 1x4 1x3 1x2 2x1 |
3x7 2x6 2x5 2x4 1x3 2x1 |
|
| Reserved compartments | - | - | 1x5 (military) | - | - | - | 2x5 (military) | 1x8 (cargo) 1x7 (cargo) |
- | - | 2x5 (military) | |
| Core internal modules | ||||||||||||
| Power Plant (min A/max) | 2/5 | 3/5 (*4) | 4/8 (*1) | 2/4 (*9) | 2/4 | 3/6 | 4/8 | ?/8 | 3/7 | ?/7 | 4/8 | The first number is the class of the actually equipped Power Plant module (always A rated). The second number is the maximum class supported by the module slot. |
| Thrusters (min D/max) | 4/5 | 4/5 | 5/7 | 4/4 | 4/5 | 5/6 (*6) | 6/8 | ?/8 | 5/6 | ?/7 | 6/7 | The first number is the class of the actually equipped Thrusters module (always D rated). The second number is the maximum class supported by the module slot. |
| Frame Shift Drive (4, 5, 6, 7) | 5 | 5 | 6 | 4 | 4 | 5 | 7 | 7 | 5 | 5 | 6 | Always a pre-engineered SCO FSD. |
| Life Support (4, 5, 7) | 4 | 4 | 5 | 3 | 4 | 5 | 7 | 5 | 4 | 4 | 5 | Always D rated. |
| Power Distributor (min D/max) | 3/5 | 3/4 | 5A/8 | 2/4 (*9) | 2/3 | 5/6 | 6/7 | ?/7 | 6/7 | ?/7 | 5/8 | The first number is the class of the actually equipped Power Distributor module (usually D rated, unless otherwise noted). The second number is the maximum class supported by the module slot. |
| Sensors (3, 5, 6, 7, 8) | 5 | 5 | 8 | 3 | 3 | 5 | 7 | 5 | 6 | 6 | 8 | Always D rated. |
| Fuel Tank | 5 | 5 | 5 | 4 | 4 | 4 | 6 | 7 | 5 | 5 | 5 | |
| Must-have optional internal modules | ||||||||||||
| Fuel Scoop (max/2nd) | 6/- | 6/- | 7/- | 5/4 | 5/4 | 7/- | 7/- (*7) | ?/? | 6/- | 6/5 | 7/- | The first number is the maximum class that can be equipped, which is usually the one that is desired for exploration builds. The second number is the second-highest class that can be equipped and that is still viable, which is the one that could be chosen if a trade-off is desired (e.g. equipping a Guardian FSD Booster in the maximum class slot is more desirable). |
| Guardian FSD Booster (2nd/max) | 5/- | 5/- | 5/- | 4/5 | 4/5 | 5/- | 5/- | ?/? | 5/- | 5/- | 5/- | The first number is the module class that the ship usually equips, the second number is the maximum class that can be quipped if a trade-off is desired (e.g. a higher class Guardian FSD Booster is more desirable than a maximum class Fuel Scoop). If the first number is 5, then the second number is automatically "-", because 5 is already the highest class Guard FSD Booster that exists, so it doesn't compete with the Fuel Scoop (or any other module) for the ship's maximum class slot. |
| Shield Generator (min/max) | 3/6 | 3/6 | 3/7 | 3/5 (*10) | 3/5 | 3/7 | 6/8 | ?/? | 3/6 | ?/6 | 5/7 | The first number is the class of the actually equipped Shield Generator module (always D rated). The second number is the maximum class that the ship can equip (equivalent to the maximum class option internal module slot). |
| Planetary Vehicle Hangar | Always class 2 (1 SRV) rating G (less mass) | |||||||||||
| Detailed Surface Scanner | Always class 1 pre-engineered Detailed Surface Scanner | |||||||||||
| Non-essential optional internal modules | ||||||||||||
| Advanced Docking Computer | Always class 1 | |||||||||||
| Supercruise Assist | Always class 1 | |||||||||||
| Fighter Hangar | - | - | 5 | - | - | - | 5 | ? | - | ? | 5 | Class 5 has room for 1 fighter, class 6 has room for 2 fighters. I usually decide for an all-rounder build (i.e. F63 Condor) with a gimballed weapon (either Gelid G or Rogue G). |
| Passenger Cabin | - | - | - | - | 5B | - | - | - | - | - | - | B rating = Luxury class, C rating = First class, D rating = Business class, E rating = Economy class. |
| Repair Limpet Controller | 1 | - (*2) | 5 | 1 | - | - | - (*5) | ? | 3 | ? | 5 (*8) | Always D rated. |
| Research Limpet Controller | - | - (*2) | 1 | - | - | 1 | 1 (*5) | ? | 1 | ? | 1 | |
| Mining Laser | Always class 1 rate D | |||||||||||
| Cargo Rack | 1x 4E | 1x 3E (*3) | 2x 6E | 1x 3E | - | 1x 4E | 1x 7E (*5) | ? | 1x 6E | ? | 1x 6E | |
| Jump ranges | ||||||||||||
| Laden Unladen Max (regular build) |
84.41 ly 88.17 ly 95.64 ly |
? ly 65.77 ly 70.33 ly |
71.50 ly 85.12 88.52 ly |
64.91 ly 67.18 ly 71.12 ly |
54.24 ly 54.13 ly 57.17 ly |
50.97 ly 52.27 ly 53.33 ly |
? 50.96 ly 52.58 ly |
? | 49.68 ly 55.26 ly 58.26 ly |
? ly ? ly ? ly |
? | The first number is the number in the Outfitting screen for "jump min", it signifies the jump range when the tank is full and any cargo capacity is also full. The second number is the number in the Outfitting screen for "jump current", it signifies the jump range when the tank is full and any cargo capacity is empty. The third number is the number in the Outfitting screen for "jump max", it signifies the jump range when the tank is empty and any cargo capacity is also empty. The second and the third number also appear in the Galaxy map route plotter. |
| Laden Unladen Max (without non-essential modules) |
85.17 ly 89.00 ly 96.65 ly |
? ly ? ly ? ly |
74.37 ly 89.47 93.29 ly |
65.60 ly 67.93 ly 71.97 ly |
59.92 ly 59.78 ly 63.66 ly |
52.63 ly 52.57 ly 53.64 ly |
? ly 51.66 ly 53.34 ly |
? | 55.89 ly 55.80 ly 58.87 ly |
? ly ? ly ? ly |
? | Non-essential modules are: 1D Mining Laser (2t), Research Limpet Controller (1.3t), Repair Limpet Controller (8t), Fighter Hangar (20t), Passenger Cabin (?t). |
| Laden Unladen Max (without non-essential modules and without PVH) |
86.59 ly 90.58 ly 98.55 ly |
? ly ? ly ? ly |
74.95 ly 90.36 94.27 ly |
67.33 ly 69.81 ly 74.12 ly |
61.62 ly 61.47 ly 65.63 ly |
53.17 ly 53.11 ly 54.21 ly |
? ly 51.85 ly / 53.54 ly |
? | 56.52 ly 56.43 ly 59.59 ly |
? ly ? ly ? ly |
? | PVH = Planetary Vehicle Hangar |
| Coriolis links | ||||||||||||
| Regular build | Link | Link (Coriolis inaccurately reports that the build is unable to boost) | Link | Link | Link | Link | Coriolis does not know about pre-engineered modules, nor does it support manually specifying multiple engineering modifications. | |||||
Notes:
- Unless noted, jump ranges are given with fully engineered modules.
- *1 = When I started outfitting the Anaconda with non-essential modules, a vanilla 3A Power Plant was not sufficient to simultaneously power all modules, so I upgraded to a 4A Power Plant. After I had finished applying engineering modifications to everything, especially the Power Plant with the Overcharged blueprint, I realized that the modified 4A Power Plant now supplies so much energy that it's probably possible to downgrade to an also modified 3A Power Plant.
- *2 = In an Asp Explorer, to make room for a limpet controller you need to throw out one of the quality of life modules (Supercruise Assist or Advanced Docking Computer).
- *3 = In an Asp Explorer, instead of a cargo rack you might wish to take an AFMU or a passenger cabin module.
- *4 = The unmodified 3A Power Plant is barely capable of supplying enough power when the mining laser is not deployed. The overcharged 3A Power Plant on the other hand has too much power - a modified 2A Power Plant might be sufficient, but the mass gain is very small (down to 1.3t from 2.5t).
- *5 = The Imperial Cutter does not have enough module slots to fit both limpet controllers and a cargo rack. To take all of them you could throw out the Fighter Hangar or one of the quality of life modules (Supercruise Assist or Advanced Docking Computer), but assuming that I will use the Cutter merely for short-range to mid-range exploration trips I don't think I will need the Repair Limpet Controller, so I'm deciding to take the Research Limpet Controller. Also note that it's not possible to fit the 8E cargo rack into the remaining class 8 slot, because that would exceed the maximum mass limit imposed by the 6D thrusters.
- *6 = If you don't install any Cargo Rack into the Imperial Clipper, you can downgrade from a 5D to a 4D Thrusters module by a hair's width. This downgrade shaves off another 4t of mass, from 8t down to 4t, and gains about 0.35 ly jump range. The usual "Clean Drive Tuning" modification can no longer be applied to the 4D Thrusters module because this would give it a lower Optimal Mass value. The same goes for "Dirty Drive Tuning". It is possible, however, to apply the "Reinforced" modification so that the "Stripped Down" experimental effect can also applied - this combination reduces the Thrusters module mass by another 0.22t.
- *7 = The Imperial Cutter could equip a class 8 Fuel Scoop, but this is very expensive (289 MCr, surpassing even the base ship price). Initially I couldn't afford it, then practical experience showed that the class 7 Fuel Scoop is also sufficient.
- *8 = The Federal Corvette could equip a 7D repair limplet controller, but this weighs 32t, whereas a 5D module only weighs 8t. The difference in jump range is about 0.5 ly.
- *9 = I have not tried out whether a 1A Power Plant or 1D Power Distributor would be possible for the Cobra Mk V. Even if they were, the difference in jump range for a lower class Power Plant and Power Distributor would be minor.
- *10 = It might be possible to run the Cobra Mk V with a 2D Shield Generator, but the primary purpose of the ship is Exobiology, which means lots of landings on planetary surfaces, so a Shield Generator that has a slightly higher class than the bare minimum is welcome. Experience on a first Exobiology excursion has shown that the 3D shield is quite capable, but also that it is needed, because many times landings are rough. Once I accidentally crashed into the planet's surface but survived with 48% shield because I was able to soften the crash just in time. In the future I might in fact try out a 4D Shield Generator because the internal module slot would support it.
General module notes
The following general notes are a shameless copy from the Elite:Dangerous Astrometrics site. I found these general recommendations only after I wrote up my own module-specific notes in the next section, and I find them so well written that I simply have to include a copy here.
Most core and optional modules (but not weapons or utilities) follow a standard pattern of:
- A,C,E modules are the "standard" mass modules, with B being the heaviest, and D being the lightest (+/- 60%).
- A = Most expensive, highest performance, and in some cases the coolest heat.
- B = Most durable, heaviest.
- C = Average capability, average cost, sometimes considered "best value".
- D = Lightest, least durable, relatively cheap.
- E = Cheapest, worst performance.
There are rarely any times that you will want to equip anything other than A or D modules. The exceptions are for massless modules (AFMU or Fuel Scoops), where you will be limited more by cost, and the mass doesn't factor in. Otherwise, "A" for performance or "D" for light mass are usually the best choices.
Weapons and utilities follow different rules for the letter ratings.
- For weapons, all that matters is the size-number, and the type (fixed, gimbal, or turret). The letter-rating is derived from a combination of those two.
- Utilities often only have one variant. If there are more than one, it may affect power-usage and range, rather than mass or performance.
Specific module notes
Power Plant
- You always want to equip the the lowest possible class of Power Plant whose A rated module is still providing sufficient energy to power all modules. The A rating is important because it provides the best power / mass ratio.
- Engineering blueprint = Overcharged Power Plant (grade 5). Dramatically increases the Power Capacity so that you may be able to equip a lower class Power Plant, thus saving further mass.
- Engineering experimental effect = Stripped Down. Reduces mass by -10%.
Thrusters
- Unless you plan to land on high gravity planets you won't need powerful thrusters, so in order to save mass you will usually want to equip the lowest possible class of thrusters whose D rated module is still capable of maneouvering your ship.
- Thrusters have a maximum mass, so in order to find the lowest possible thruster module class, you first have to equip all the other modules in their low-mass version so that the overall ship mass comes down. For instance, 5D thrusters in an Anaconda are possible only after you have equipped D rated life support and sensors, and possible made other optimisations.
- 8D = 64t, 7D = 32t, 6D = 16t, 5D = 8t, 4D = 4t, 3D = 2t, 2D = 1t
- Engineering blueprint = Clean Drive Tuning (grade 1). Exactly one single modification roll must be done so that the experimental effect can be applied.
- Engineering experimental effect = Stripped Down. Reduces mass by -10%.
Frame Shift Drive
Note: You will usually want to use a Frame Shift Drive of the SCO variety because it has a greater jump range than the regular Frame Shift Drive module. See the next section for details. Read on if you really want to use a regular Frame Shift Drive module.
General notes:
- You always want to equip the A rated module with the highest possible class for your ship, because it gives you the greatest jump range for your ship.
- Engineering blueprint = Increased FSD Range (grade 5). Increases the "Optimised Mass" value by +20% to +50%.
- Engineering experimental effect = Either "Deep Charge" for class 4 and lower FSD (increases maximum fuel consumption per jump), or "Mass Manager" for class 5 and higher FSD (increases the "Optimised Mass" value).
Engineered FSD V1
- A unique class 5 Frame Shift Drive module can be purchased at Human Technology Brokers. In-game module names:
- In the Broker screen the module is listed as "Engineered FSD V1 (Class: 5)".
- In the Outfitting screen the module is listed as "Frame Shift Drive (Pre-Engineered)".
- The module has two engineering modifications: "Increased FSD Range" and "Faster Boot Sequence". This is not normally possible - regular player actions can only apply a single engineering modification to a ship module.
- The module is available only in a class 5 variant, so only ships that require a class 5 FSD can profit from this.
- Because it's a class 5 FSD, you will ususally want to apply the "Mass Manager" experimental effect. This is a safe operation because adding (or replacing) an Experimental Effect does not touch existing engineering modifications.
- The module has been superseded by the newer "V1 Pre-Engineered SCO Drive" module which has a greater jump range.
- See section Pre-engineered modules for further general notes.
Frame Shift Drive (SCO)
General notes:
- SCO is the abbreviation for "Supercruise Overcharge".
- The module is capable of traveling faster in supercruise mode than a regular FSD, notably by quickly overcoming the gravity well of celestial bodies.
- The module also has a higher jump range than a regular FSD due to its better values for the "optimised mass" and "max fuel per jump" stats. When fully engineered, its jump range even surpasses the one from the "Engineered FSD V1" module.
- A ship can equip only a full size FSD SCO module. For instance, a ship with a class 6 FSD slot cannot equip class 5 or lower FSD SCO modules.
- While SCO mode is active a number of negative effects come into play. See below for details.
- A number of ships are designed for SCO capabilities and suffer less from the negative effects. At the time of writing these are: Python MkII, Type-8 Transporter, Mandalay, and Cobra Mk V.
How to use the module:
- The "boost" function is used to activate and deactivate the overcharge mode. An interdiction will automatically deactivate SCO mode.
- While SCO mode is active the ship's speed gradually and automatically increases. This cannot be regulated via throttling.
- Upon deactivation the ship's speed decelerates to normal supercruise speed. The rate of deceleration can be regulated via throttling.
- There is a cooldown between activations of SCO mode. Other commanders can see when a ship is on cooldown.
- If a ship drops out of SCO mode due to an emergency drop (e.g. because it runs out of fuel), the ship hull and modules will suffer severe damage.
While SCO mode is a number of detrimental effects come into play:
- SCO mode consumes large amounts of fuel. If SCO mode is active for longer periods, then the ship should carry additional fuel tanks.
- SCO mode generates a thermal load which can overheat and severely damage the ship and its modules. If SCO mode is active for longer periods, then the ship should carry heat sink launchers.
- The ship's controls suffer interference, similar to what is experienced during interdiction.
V1 Pre-Engineered SCO Drives
- Pre-engineered SCO Frame Shift Drive modules can be purchased at Human Technology Brokers. In-game module names:
- In the Broker screen the module is listed as "Engineered FSD (SCO) V1 (Class: <n>)".
- In the Outfitting screen the module is listed as "Frame Shift Drive (SCO) (Pre-Engineered)".
- Unlike pre-engineered regular Frame Shift Drive modules, for which only class 5 models are available, pre-engineered SCO FSD modules can be purchased in all sizes!
- Pre-engineered SCO FSD modules are always A rated.
- A pre-engineered SCO FSD module has two engineering modifications: "Increased FSD Range" and "Faster Boot Sequence". This is not normally possible - regular player actions can only apply a single engineering modification to a ship module.
- For class 4 modules or below, you will usually want to apply the "Deep Charge" experimental effect, for class 5 modules or above it will usually be the "Mass Manager" experimental effect. This is a safe operation because adding (or replacing) an Experimental Effect does not touch existing engineering modifications.
- See section Pre-engineered modules for further general notes.
Life Support
- You are forced to equip the module with the class for your ship, you cannot equip anything else. Since life support doesn't really matter for exploration (if your canopy is breached 10'000 ly from home it is pretty irrelevant whether you have 1 minute or 25 minutes of oxygen), you will always want to equip a D rated module to save mass. D rated modules always have 7:30 minutes of oxygen.
- 8D = 64t, 7D = 32t, 6D = 16t, 5D = 8t, 4D = 4t, 3D = 2t, 2D = 1t, 1D = 0.5t
- Engineering blueprint = Misc Lightweight (grade 5). Reduces mass by -70% to -80%.
- The grade 3 blueprint is available in the bubble from Bill Turner.
- The grade 4 blueprint is also available in the bubble from Lori Jameson, but gaining access to this engineer requires Combat rank Dangerous or higher.
- The grade 5 blueprint is available only in Colonia from Etienne Dorn.
- The advantage of a grade 5 modification over a grade 3 modification is very small, and in general grade 3 is quite sufficient. Examples:
- The weight of the 7D module for the Imperial Cutter is reduced from 11.20t at G3 to 4.80t at G5. Because the Imperial Cutter is such a huge ship, the mass reduction results only in a jump range gain of 0.17 ly when unladen but with full fuel tank.
- Similarly, the 5D module for the Anaconda is reduced from 2.80t to 1.20t, resulting in a jump range increase of 0.21 ly.
- Engineering experimental effect = None available.
Power Distributor
- Usually the lowest possible class of Power Distributor whose D rated module still allows to boost the ship. In some cases it might be better to equip an A rated module, though, because it has lower mass than the next possible D rated module.
- I don't yet understand how boost capability can be calculated, and the in-game Outfitting screen provides no help whatsoever, so in order to find out which Power Distributor module is suitable you'll have to consult Coriolis or E:D Shipyard.
- In a combat ship, you should always use an A rated Power Distributor, because this has the best power output / weight ratio.
- Engineering blueprint = Engine Focused Power Distributor (grade 3). Increases engines capacity of the Power Distributor, thus allowing to boost even though you use a smaller (and thus lighter) Power Distributor.
- Engineering experimental effect = Stripped Down. Reduces mass by -10%.
Note: There are also Guardian Power Distributor modules available from Technology Brokers. I have not deeply investigated these, but at first glance they do not look like they are suitable for exploration builds, because only A rated modules are available and even at one class lower than the D rated regular counterpart they have higher mass. In addition, the documented advantage that Guardian Power Distributor modules have over their regular counterparts is power-related, not mass related. So for the moment I'm ignoring these completely.
Sensors
- You are forced to equip the module with the class for your ship, you cannot equip anything else. Since sensors are not really important for exploration (AFAIK sensors are pretty irrelevant in supercruise), you will always want to equip a D rated sensor to save mass.
- 8D = 64t/6km, 7D = 32t/5km, 6D = 16t/5km, 5D = 8t/5km, 4D = 4t/5km, 3D = 2t/5km, 2D = 1t/5km, 1D = 0.5t/5km
- Engineering blueprint = Light Weight Scanner (grade 5). Reduces mass by -61% to -80%.
- Engineering experimental effect = None available.
Shield Generator
- A shield generator is useful for exploration only to prevent accidental damage while landing on a planet. Since a shield cannot prevent destruction when a major accident happens, you will usually want to equip only a shield generator of the smallest possible class that is still able to protect your ship, and you will always want to equip a D rated shield generator to save mass. http://elite-dangerous.wikia.com/wiki/Shield_Generator
- In a combat ship, use a class A Shield Generator instead as this has the best protection / weight ratio.
- Engineering blueprint = Enhanced, Low Power Shields (grade 5). Reduces mass by -16% to -40%.
- Engineering experimental effect = Stripped Down. Reduces mass by -10%.
Fuel Scoop
- Fuel Scooping is something you do very frequently when you're out exploring, so you will always want to install an A rated Fuel Scoop because it has the best scoop rate (i.e. fastest scooping).
- For the same reason you will usually want to install the Fuel Scoop in the internal module slot with the best class your ship has to offer.
- There are two exception to this rule:
- In a smaller ship you might prefer a Guardian FSD Booster in the best class module slot. In an exploration ship jump range is of prime importance, so sacrificing fuel scooping time to gain increased jump range might be a valid trade-off.
- In a larger ship you might lack the credits for buying a best class Fuel Scoop. For instance, an 8A Fuel Scoop for an Imperial Cutter costs a whopping 289 MCr, surpassing even the base ship price!
- Also note that a Fuel Scoop is required for supercharging the FSD at a White Dwarf or Neutron star.
- 8A = 1.68t/s, 7A = 1.25t/s, 6A = 0.88t/s, 5A = 0.58t/s, 4A = 0.34t/s, 3A = 0.18t/s, 2A = 0.08t/s, 1A = 0.04t/s
Guardian FSD Booster
- The Guardian FSD Booster is usually installed in a class 5 slot because that's the maximum module class which also gives the maximum jump range.
- If the class 5 slot is already occupied by the Fuel Scoop, it might be an option to sacrifice some jump range in exchange for faster fuel scooping.
- 5H = 10.5 ly, 4H = 9.25 ly, 3H = 7.75 ly, 2H = 6 ly, 1H = 4 ly
Detailed Surface Scanner
General notes:
- Engineering blueprint = Expanded Probe Scanning Radius Scanner (grade 5). Increases Probe Radius by 50%, from 20% to 30%.
- Engineering experimental effect = None available
- This engineering modification is no longer very useful. Before the exploration mechanics changes in game version 3.3 (Beyond Chapter Four) the distance from which you could surface-scan a planet varied greatly.
Engineered Detailed Surface Scanner V1
- A pre-engineered Detailed Surface Scanner module, called "Engineered Detailed Surface Scanner V1", can be purchased at Human Technology Brokers. In-game module names:
- In game in the Broker screen the module is listed as "Engineered Detailed Surface Scanner V1".
- In the Outfitting screen the module is listed as "Detailed Surface Scanner (Pre-Engineered)".
- The module has the same engineering modification applied twice: "Expanded Probe Scanning Radius". This is not normally possible - regular player actions can only apply a single engineering modification to a ship module.
- See section Pre-engineered modules for further general notes.
Repair Limpet Controller
- It might be useful to take this with you in order to repair not only your own ship but also other ships. If you do, take a D rated module because that is the one with the least mass within its class.
- The drawback is that you need an additional slot for a cargo rack to carry some limpets. Also the controller has mass, but an AFMU has not.
- You can synthesize limpets, so you don't have to take any of them with you when you set out.
- The alternative to a Repair Limpet Controller is an AFMU. With this you only need one module slot, but the drawback is that you can't repair other ships and a single AFMU can't repair itself, so if the AFMU becomes damaged you lose your repair capability.
- Larger ships should equip a higher class controller because these have limpets with a higher repair capacity (which is required because large ships have much more hull integrity to repair than small ships).
Research Limpet Controller
- You may wish to take this with you so that you can take samples from Notable Stellar Phenomena.
- The drawback is that you need an additional slot for a cargo rack to carry some limpets.
- You can synthesize limpets, so you don't have to take any of them with you when you set out.
- But you probably need cargo space as well to carry the samples you take, so after some time you won't be able to take any more samples because your cargo hold has filled up. Additionally your jump range will suffer.
Bulkheads
- Bulkheads are used to protect a ship's hull. The default bulkheads that are installed in every ship for free are the Lightweight Alloys module. This module has zero mass!
- Heavier bulkheads modules (Reinforced Alloys, Military Grade Composite) provide more resistance to collisions, but they have mass. This can be mitigated by the Engineering modification "Leightweight Armour", which provides a -56% mass reduction when maximized at grade 5, but overall it's not worth the jump range penalty.
- What can be done is applying the Engineering modification "Heavy Duty Armour" to the default Lightweight Alloys bulkheads module. When maximized at grade 5, this modification increases the module's hull strength boost by 30% at the cost of increased mass. But since the Lighweight Alloys module has no mass, there is effectively no penalty.
- The grade 5 blueprint for the "Heavy Duty Armour" modification is available from Selene Jean.
- Engineering experimental effect = None available.
Other
Some "nice to have" engineering notes/ideas:
- Heatsink
- Lightweight (grade 4 or 5)
- AFMU
- Apply "Shielded" for increased integrity, at the price of increased power draw. Because of the increased integrity you no longer need to take 2 AFMU, a single one should be enough to last through the trip
- Blueprint grade 3 @ Bill Turner or Lori Jameson
- Blueprint grade 4 @ Lori Jameson
| Module | Class/grade | Modification | Grade | Experimental effect | Used by ships | Remarks |
|---|---|---|---|---|---|---|
| Power Plant | 2A | Overcharged Power Plant | 4 | Stripped Down | Mandalay, Cobra Mk V, Dolphin | |
| Power Plant | 3A | Overcharged Power Plant | 4 | Stripped Down | Asp Explorer, Imperial Clipper, Python | |
| Power Plant | 4A | Overcharged Power Plant | 4 | Stripped Down | Anaconda, Imperial Cutter, Federal Corvette | |
| Power Plant | 8A | Overcharged Power Plant | 5 | Thermal Spread | Federal Corvette | "Cucumber" combat build (*3). |
| Thrusters | 4D | Clean Drive Tuning | 1 | Stripped Down | Mandalay, Asp Explorer, Cobra Mk V, Dolphin | |
| Thrusters | 5D | Clean Drive Tuning | 1 | Stripped Down | Anaconda, Imperial Clipper, Python | |
| Thrusters | 6D | Clean Drive Tuning | 1 | Stripped Down | Imperial Cutter, Federal Corvette | |
| Thrusters | 7A | Dirty | 5 | Drag Drives | Federal Corvette | "Cucumber" combat build (*3). |
| FSD (SCO) (Pre-Engineered) | 3A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Deep Charge | - | This is the class 3 version of the "V1 Pre-Engineered SCO Drive" special module that can only be bought from Technology Brokers. This module is currently not in use. I purchased the module only because I happened to find a surplus Titan Drive Component. At the time of writing, the only ships that have a class 3 FSD module slot are the following: Adder, Eagle, Viper Mk III, Imperial Courier, Imperial Eagle. |
| FSD | 4A | Increased FSD Range | 5 | Deep Charge | Cobra Mk V, Dolphin | |
| FSD (SCO) (Pre-Engineered) | 4A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Deep Charge | Cobra Mk V, Dolphin | This is the class 4 version of the "V1 Pre-Engineered SCO Drive" special module that can only be bought from Technology Brokers. |
| FSD | 5A | Increased FSD Range | 5 | Mass Manager | Mandalay, Asp Explorer, Imperial Clipper, Python, Corsair | |
| FSD (Pre-Engineered) | 5A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Mass Manager | Mandalay, Asp Explorer, Imperial Clipper, Python, Corsair | This is the "Engineered FSD V1" special module that can only be bought from Technology Brokers. |
| FSD (SCO) (Pre-Engineered) | 3A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Mass Manager | Mandalay, Asp Explorer, Imperial Clipper, Python, Corsair | This is the class 5 version of the "V1 Pre-Engineered SCO Drive" special module that can only be bought from Technology Brokers. |
| FSD | 6A | Increased FSD Range | 5 | Mass Manager | Anaconda, Federal Corvette | |
| FSD (SCO) (Pre-Engineered) | 6A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Mass Manager | Anaconda, Federal Corvette | This is the class 6 version of the "V1 Pre-Engineered SCO Drive" special module that can only be bought from Technology Brokers. This module is also used for the Federal Corvette "Cucumber" combat build (*3). |
| FSD | 7A | Increased FSD Range | 5 | Mass Manager | Imperial Cutter | |
| FSD (SCO) (Pre-Engineered) | 7A | Increased FSD Range, Faster Boot Sequence (*1) | 5 | Mass Manager | Imperial Cutter | This is the class 7 version of the "V1 Pre-Engineered SCO Drive" special module that can only be bought from Technology Brokers. |
| Life Support | 3D | Misc Lightweight | 3 | - | Cobra Mk V | |
| Life Support | 4D | Misc Lightweight | 5 | - | Mandalay, Asp Explorer, Dolphin, Python | |
| Life Support | 5D | Misc Lightweight | 5 | - | Anaconda, Imperial Clipper, Federal Corvette | This module is also used for the Federal Corvette "Cucumber" combat build (*3). |
| Life Support | 7D | Misc Lightweight | 5 | - | Imperial Cutter | |
| Power Distributor | 2D | Engine Focused Power Distributor | 3 | Stripped Down | Cobra Mk V, Dolphin | |
| Power Distributor | 3D | Engine Focused Power Distributor | 3 | Stripped Down | Mandalay, Asp Explorer | |
| Power Distributor | 5A | Engine Focused Power Distributor | 3 | Stripped Down | Anaconda | |
| Power Distributor | 5D | Engine Focused Power Distributor | 3 | Stripped Down | Imperial Clipper, Federal Corvette | |
| Power Distributor | 6D | Engine Focused Power Distributor | 3 | Stripped Down | Imperial Cutter, Python | |
| Power Distributor | 8A | Charge Enhanced | 5 | Super Conduits | Federal Corvette | "Cucumber" combat build (*3). |
| Sensors | 3D | Light Weight Scanner | 5 | - | Cobra Mk V, Dolphin | |
| Sensors | 5D | Light Weight Scanner | 5 | - | Mandalay, Asp Explorer, Imperial Clipper | |
| Sensors | 6D | Light Weight Scanner | 5 | - | Python, Corsair | |
| Sensors | 7D | Light Weight Scanner | 5 | - | Imperial Cutter | |
| Sensors | 8D | Light Weight Scanner | 5 | - | Anaconda, Federal Corvette | |
| Sensors | 8D | Long Range | 5 | - | Federal Corvette | "Cucumber" combat build (*3). |
| Shield Generator | 3D | Enhanced, Low Power Shields | 5 | Stripped Down | Mandalay, Asp Explorer, Anaconda, Cobra Mk V (*1), Dolphin, Imperial Clipper, Python | (*1) On the next trip consider equipping the Cobra Mk V with a 4D Shield Generator to better safeguard it against accidental crash landings. |
| Shield Generator | 5D | Enhanced, Low Power Shields | 5 | Stripped Down | Federal Corvette | |
| Shield Generator | 6D | Enhanced, Low Power Shields | 5 | Stripped Down | Imperial Cutter | |
| Shield Generator | 6D | Enhanced, Low Power Shields | 5 | - | Imperial Cutter | The modifications are from the legacy Engineering system. In order to apply the Stripped Down experimental effect the module first needs to be converted to the new Engineering system, which includes downgrading to G4. The main expense for upgrading again to G5 in the new Engineering system is 10 Military Grade Alloys. |
| Detailed Surface Scanner | 1I | Expanded Probe Scanning Radius | 5 | - | All | |
| Detailed Surface Scanner (Pre-Engineered) | 1I | Two times Expanded Probe Scanning Radius (*2) | 5 | - | All | This is the "Engineered Detailed Surface Scanner V1" special module that can only be bought from Technology Brokers. |
| Lightweight Alloy | 1C | Heavy Duty Armour | 1 | - | ? (currently equipped on Imperial Clipper) | |
| Reactive Surface Composite | R | Thermal Resistant | 5 | Deep Plating | Federal Corvette | "Cucumber" combat build (*3). |
| Multi Cannon, Gimballed | 4A | Overcharged | 5 | Auto Loader | Federal Corvette | "Cucumber" combat build (*3). |
| Multi Cannon, Gimballed | 4A | Overcharged | 5 | Auto Loader | Federal Corvette | "Cucumber" combat build (*3). |
| Multi Cannon, Gimballed | 1G | High Capacity | 5 | Corrosive Shell | Federal Corvette | "Cucumber" combat build (*3). |
| Multi Cannon, Gimballed | 1G | High Capacity | 5 | Emissive Munitions | Federal Corvette | "Cucumber" combat build (*3). |
| Beam Laser, Gimballed | 3C | Long Range | 5 | Thermal Vent | Federal Corvette | "Cucumber" combat build (*3). |
| Beam Laser, Gimballed | 2D | Long Range | 5 | Thermal Vent | Federal Corvette | "Cucumber" combat build (*3). |
| Beam Laser, Gimballed | 2D | Long Range | 5 | Thermal Vent | Federal Corvette | "Cucumber" combat build (*3). |
| 8x Shield Booster | 0A | Resistance Augmented | 5 | Force Block | Federal Corvette | "Cucumber" combat build (*3). |
| Prismatic Shield Generator | 7A | Thermal Resistant | 5 | Force Block | Federal Corvette | "Cucumber" combat build (*3). |
| 2x Shield Cell Bank | 7B | Specialised | 1 | Boss Cells | Federal Corvette | "Cucumber" combat build (*3). This can be improved to grade 3 as soon as Lori Jameson becomes available. It could even be improved to grade 4 if Mel Brandon in the Colonia region were unlocked. |
| Hull Reinforcement Package | 4D | Heavy Duty | 5 | Deep Plating | Federal Corvette | "Cucumber" combat build (*3). |
| Hull Reinforcement Package | 3D | Heavy Duty | 5 | Deep Plating | Federal Corvette | "Cucumber" combat build (*3). |
| Hull Reinforcement Package | 1D | Heavy Duty | 5 | Deep Plating | Federal Corvette | "Cucumber" combat build (*3). This module currently does not exist - instead of this module I prefer to have an Advanced Docking Computer installed. |
Notes:
- *1 When a pre-engineered FSD modules is examined in the Outfitting screen, the "Faster Boot Sequence" modification is not listed.
- *2 When the pre-engineered Detailed Surface Scanner module ist examined in the Outfitting screen, the second "Expanded Probe Scanning Radius" modification is not listed. When you compare the stats with another Detailed Surface Scanner that was modified by regular means, you see that the pre-engineered module has a higher probe radius (+40% instead of +30%, i.e. the probe radius of +20% of an unmodified module is increased by 100% instead of by 50%).
- *3 The Federal Corvette "Cucumber" combat build made by D2EA: Coriolis link and YouTube video.
Special modules
Pre-engineered modules
Technology Brokers provide access to certain special pre-engineered modules with unique abilities. The following special notes are important to keep in mind when purchasing such modules:
- Unlike unlocking other Technology Broker items, which makes them permanently available for purchase with credits at station outfitting services, pre-engineered modules must be purchased repeatedly in order to obtain multiple copies. In game this is still called "unlocking", but it effectively means "purchasing".
- The purchase price is not credits, but a given combination of materials, commodities, goods, etc.
- Purchasing a pre-engineered module places the module in local Outfitting storage of the current station. This means you can purchase the module even when your current ship is not capable of equipping the module. The module can then later be transferred to some other station, or you can come back with the correct ship to the station to retrieve the module from storage.
- Warning: You can, if you so choose, apply an engineering modification of your own to the pre-engineered module, but as is usual any existing engineering modifications, including any Experimental Fffect that is in place, will be overwritten by this. This means that you will effectively lose all bonuses that the pre-engineered module has.
- Adding or replacing an Experimental Effect can be safely done.
Guardian FSD Booster
Overview
- The Guardian FSD Booster (ED wiki link is an optional internal module that boost the currently installed FSD's jump range by a fixed number of light years. The exact number varies with the module class.
- Also important is that the jump range increase does not affect fuel consumption, i.e. you get those extra light years (almost) for free! The module has three other costs, though: A little bit of of added power draw (varying with the module class), a small amount of additional weight (1.3t), and most importantly another optional internal module slot.
- Before you can buy a Guardian FSD Booster module you must unlock access to this technology by "donating" certain components to a technology broker. Tech brokers are contacts that can be found on some stations.
- There are at least two types of tech brokers: Brokers in human tech and brokers in Guardian tech. Obviously you have to find a Guardian tech broker to unlock access to the Guardian FSD Booster module. The ED wiki lists at least Jameson Memorial in the Shinrarta Dezhra system.
- Once you have obtained access you must still buy the module in the Outfitting screen. The price varies, again, with the module class. At the time of writing this, the best available module was a 5H module that cost me 5'688'921 credits to buy at Jameson Memorial.
List of components needed to unlock module access
- 1 Guardian Module Blueprint Fragment (ED wiki link)
- 21 Guardian Power Cell
- 21 Guardian Technology Component
- 24 Focus Crystals
- 8 HN Shock Mount
Item sources
- HN Shock mounts can be easily bought at many commodity markets on Industrial stations.
- Focus Crystals can be found quite easily at Dav's Hope. According to Inara, they can also be found in USS in high security systems, or salvaged after destroying combat oriented vessels.
- The Guardian materials can only be found at Guardian Structures - this is the exact name as it appears in the navigation panel. So do NOT go to a "Guardian Ruin" or "Ancient Ruin", it must be a "Guardian Structure". To see the site in the navigation panel, your ship needs to be within 1000 ls of the destination planet.
Overview of how to obtain Guardian materials
Not all Guardian Structure sites yield a Guardian Module Blueprint Fragment. A list of known locations is on this ED wiki page, here is an excerpt:
- SYNUEFE PX-J C25-8, planet 7 A (nearest to the bubble, may require a small ship)
- COL 173 Sector GS-J B25-4, planet D 2 (reportedly large ships can easily land here)
- SYNUEFE GT-H B43-1, planet C 4 (reportedly difficult to find landing nearby; avoid if you have anything larger than a Diamondback Explorer)
- HD 63154, planet B 3 A
The Guardian Module Blueprint Fragment must be obtained by successfully activating an Ancient Data Terminal and scanning its core. The procedure is a "mini-game" which includes light combat (for me: heavy combat!) and a time limit. Useful links:
- An excellent YouTube video by Down to Earth Astronomy.
- Another good video by CMDR Dituri, showing the whole thing in somewhat abbreviated form.
- This ED wiki page also explains the procedure in textual form.
Detailed procedure of how to obtain Guardian materials
Here's my own summary of the steps, based on the YouTube video linked above, its comments and my personal experience:
- Equip a point defense at the top of the ship.
- Equip Cargo Racks that give you at least 8t of cargo space.
- Land as close as possible to the site. Power up the shields and assign two pips to WEP before you deploy the SRV. The ship's point defense will help you in combat later on by shooting down some or even all the missiles fired at your SRV.
- Deploy the SRV and drive to the site's main altar via the main alleyway. Warning: Sentinels might already attack you if you get close to a trigger location.
- Before you start with the main activity that at the end will yield a Guardian Module Blueprint Fragment, it is advisable to gather the other required Guardian Materials (21 Guardian Power Cells and 21 Guardian Techonology Components). These materials drop when you shoot destructible panels attached to pillars that are located around the site. The map in this video shows the locations of 3 such pillars that are guaranteed to drop the right materials. You will likely need to log out and log in again to respawn the destructible panels - repeat until you have the needed materials. Below there's more information about driving around the site.
- At the main altar there are two triangular structures on the ground, each with a hole in it. When you get close to the altar, it automatically activates and two pylons start to rise from the ground, out of the holes of the two triangular structures.
- There are 4 more of those pylons scattered around the site, for a total of six. The goal of the first part of the mini-game is to find and activate them all, and then to charge them (more how this is done later on). Charging all 6 pylons will open up the second part of the mini-game, which takes place back at the main altar. If like me you are challenged by combat situations of any kind, then I strongly recommend that you split the first part of the mini-game in two phases.
- Phase 1: Go round the site and activate all pylons (i.e. make them come up from the ground) but do NOT charge them yet. Sentinels will spawn and attack you at this stage, either alone or in pairs. Take your time to dispatch them as soon as they spawn so that you can go into phase 2 with a minimum of combat. In my case I had to defeat 6 sentinels in total. Important: Activate the altar and its neighbouring two pylons first. I have read somewhere that if you activate a different pylon first, the mini-game will not work.
- Note that you activate a pylon simply by driving close to a triangular structure on the ground. The activated pylon automatically rises from the hole in that structure. If you happen to look in the wrong direction you can still hear a distinct sound of the pylon emerging.
- Sentinels also spawn when you get close to certain trigger locations. These locations are probably close to the pylons, but the spawning is definitely not tied directly to a pylon being activated.
- While you drive around the site you will see two types of towers or pillars: The first type is relatively straight pillar with a distinctly glowing top, the second type is a leaning structure that has three destructible panels in the middle and upper part.
- Type 1: When you first enter the site these pillars are initially hidden underground, but when you drive around and cross certain boundary lines they emerge, just like the pylons do. When you get close to a type 1 pillar you can target its glowing top. Shoot it a few times. An Ancient Relic will fall down to the ground. There are several type 1 pillars on a site, but you need to pick up only one Ancient Relic (it's a canister so it takes up cargo space). You will need the Ancient Relic later on to initiate part two of the mini-game. Type 1 pillars
- Type 2: These pillars are always visible, even when you enter the site for the first time. When you get close to the pillar you can target its destructible panels. Shoot each panel a few times. A piece of useful Guardian material will fall down (e.g. Guardian Power Cell, Guardian Technology Component). Collect as many of these as you can, they are required later on for trading with the tech broker to unlock access to the Guardian FSD Booster module.
- A few destructible panels may also be set into the walls of other ruined structures. Whenever you see a panel, shoot it and gather the resulting material.
- Scattered around the site you'll find some items that you can pick up (they are canisters so they takes up cargo space): Ancient Totem, Ancient Casket, Ancient Urn, Ancient Tablet. These items are not relevant for activating the Ancient Data Terminal. You can leave them where they are, or pick them up and sell them back in the bubble.
- Phase 2: Go round the site and visit all pylons a second time, but this time you have to charge each pylon. When you charge the last pylon you will probably be attacked again - in my case I was attacked by a pack of three sentinels! Again, dispatch the enemies ASAP. Now you are ready to start the second part of the mini-game.
- Note that you charge a pylon by firing at it. It is important that you fire rapidly, heating the pylon up without giving it time to cool down between individual shots. The easiest way to do this is to put 4 pips into WEP and shoot it from turret mode. You have to shoot at the glowing part that is inset into the pylon, and you should shoot at it as directly as possible. Shooting from an angle is less effective or may not charge the pylon at all. You can't target-lock the glowing part, you have to shoot at it visually.
- When you fire the first shot at the first pylon a countdown activates. You have to charge all 6 pylons before the countdown reaches zero. Every time you charge another pylon the countdown is topped up with extra time, so overall you should have more than enough time, particularly because in phase 1 you already have found all the pylon locations and destroyed all defending sentinels.
- Return to the altar. In front of it there is a glowing structure in the ground which has an opening in it. Navigate the SRV over the opening, then jettison the Ancient Relic that you collected earlier. When the Ancient Relic falls into the opening it will activate the Ancient Data Terminal - watch the altar and you can see an electric-blue sphere emerging above it.
- Target the terminal and scan it with your datalink scanner (usually secondary fire). Don't shoot the terminal! When the scanning process completes you will finally be awarded the desired Guardian Module Blueprint Fragment. At the same time you will be attacked a final time - in my case it was a pair of sentinels. Either dispatch them or escape combat by driving away fast.
Combat
- A single sentinel is not too difficult to dispatch even if you are harmless at combat. A pair of sentinels can already be a challenge. Three of them are almost too much, for me at least.
- So-far untested: When combat starts, put the handbrake on to avoid your SRV from being pushed around by enemy fire.
- A sentinel has two modes of attacks:
- It shoots salvos of energy bolts at you, which push you around a bit but are relatively harmless.
- Occasionally it charges up and then fires two missiles at you. These missiles do more damage than the energy bolts, but even more annoyingly they severely pummel your SRV so that it becomes very difficult to keep the sentinel in focus to shoot back. Also a missile hit may push you over an edge, causing additional fall damage when you hit the ground with your shields off.
- If several sentinels combine their attacks you will be hit by missiles almost all the time, making combat very difficult. If they gang up on you it is therefore imperative that you dispatch one or two sentinels as soon as you can so that you remain in control of the situation.
- It is best to shoot at sentinels from turret mode because the turret gimbal compensates for the SRV base moving around.
- Once you have locked onto a sentinel and have it in clear sight, put 4 pips to WEP and shoot at it until it's dead.
- If you see a sentinel charging up you can quickly put 4 pips to SYS for maximum shield in order to prepare for the missile impact.
- Occasionally you may also have to put a temporary pip to ENG so that you can trigger your boosters. Good power management is half the battle.
- Don't forget to pick up the materials a destroyed sentinel drops.
- If your ship is parked close enough and you brought a point defense, the point defense may be able to shoot down missiles before they hit you.
Corrosion Resistant Cargo Rack
To acquire certain things that are relevant for the exploration occupation (notably purchasing pre-engineered SCO FSD modules from a Technology Broker), you need to collect various corrosive Thargoid commodities (e.g. Titan Drive Components).
To be able to safely transport such corrosive Thargoid commodities, a Corrosion Resistant Cargo Rack is needed. If a ship has only regular cargo racks installed, a corrosive Thargoid Commodity will cause damage to the ship's modules.
How to get a Corrosion Resistant Cargo Rack:
- Class 1 modules with a capacity of 1 or 2 are sold for credits in two places:
- Abel Laboratory on Arque 4 e, i.e. the workshop of engineer Ishmael Palin.
- Cinder Dock on Shenve A 6, i.e. the workshop of engineer Chloe Sedesi. The workshop is located in the Witch Head Nebula.
- Class 4 modules with a capacity of 16 can be unlocked through a Human Technology Broker. After unlocking they are then sold for credits at any station where a Human Technology Broker is present. These are the costs to unlock:
- 16 Meta-Alloys
- 26 Iron
- 18 Chemical Manipulators
- 22 Radiation Baffle
- 12 Neofabric Insulation
Exploration ship engineering
Required engineers
Engineers marked with an "x" provide grade 5 access to the desired modification. An "(<n>)" suffix says that the engineer provides only grade <n> access.
| Elvira Martuuk (Khun) | Bill Turner (Alioth) | Lei Cheung (Laksak) | Professor Palin (Maia) | Lori Jameson (Shinrarta Dezhra) | Selene Jean (Kuk) | Hera Tani (Kuwemaki) | Ram Tah (Meene) | Etienne Dorn (Colonia) | |
|---|---|---|---|---|---|---|---|---|---|
| Power Plant | x | ||||||||
| Thrusters | x (1) | x | |||||||
| Frame Shift Drive | x | ||||||||
| Life Support | x (3) | x (4) | x | ||||||
| Power Distributor | x (3) | ||||||||
| Sensors | x | x | |||||||
| Shield Generator | x | ||||||||
| Detailed Surface Scanner | x | x | |||||||
| Bulkheads | x | ||||||||
| Heatsink | x |
Notes:
- Elvira Martuuk: In practice you only need grade 1 access to be able to apply the "Mass Manager" or "Deep Charge" experimental effect to your FSD or FSD (SCO) ship module. Rationale: Nowadays pre-engineered FSD or FSD (SCO) ship modules can be obtained from a Tech Broker, and these are always better than regular modules that were "manually" engineered.
- Lei Cheung: Must have grade 5 access because he is the only one who has grade 5 Shield Generator blueprints.
- Synergy 1: Grade 5 Sensors blueprints.
- Synergy 1: Grade 5 Detailed Surface Scanner blueprints.
- Etienne Dorn: Must have grade 5 access because he is the only one who has grade 5 Life Support blueprints.
- Alternative 1: Bill Turner. Provides Lightweight Life Support blueprints up to grade 3. Unlocking to Bill Turner is super simple compared to traveling to Colonia for unlocking Etienne Dorn. Only grade 3 access is needed, because the G5 modifications Bill Turner provides are also provided by Lei Cheung.
- Alternative 2: Lori Jameson. Provides Lightweight Life Support blueprints up to grade 4. Unlocking Lori Jameson is not something I pursue because it requires me to grind Combat rank, and I don't like any kind of combat.
- Hera Tani: Must have grade 5 access because she is the only one who has grade 5 Overcharged Power Plant.
- Professor Palin: Nice to have grade 5 access because he is the only one who has grade 5 thrusters.
- Selene Jean: Nice to have grade 5 access because she is the only one who has grade 5 Lightweigt Armour and Hull Reinforcements.
Material Traders
Material traders can be found by search on Inara under "Stations" with the filter criteria "Station Services" set to "Material Trader" and "Economy" set to one of the following:
- Raw = Refinery, Extraction
- Manufactured = Extraction, Industrial
- Encoded = High Tech, Military
Here's a list of material traders in locations that I found useful in the past:
| System | Station | Raw | Manufactured | Encoded | Remarks |
|---|---|---|---|---|---|
| Indri | Shelley Mines | x | Near Alioth (Bill Turner) | ||
| Mimisina | Daqing Gateway | x | Near Kuwemaki (Hera Tani) | ||
| Ngugirawa | Hadfield Enterprise | x | Near Laksak (Lei Cheung) | ||
| BD+50 1864 | Rothman Dock | x | Near Alioth (Bill Turner) | ||
| NLTT 34715 | McAllaster Terminal | x | Near Alioth (Bill Turner) | ||
| No Cha | de Seversky Port | x | Near Kuwemaki (Hera Tani) | ||
| Wulganda | Cassidy Orbital | x | Near Laksak (Lei Cheung) | ||
| CD-28 12950 | Keyes Port | x | Near Laksak (Lei Cheung) | ||
| Diaguandri | Ray Gateway | x | My home system. | ||
| Yi Trica | Tshang Vision | x | Nearest to Khun (Elvira Martuuk) |
Materials shopping list
This section lists the amount of materials required to fully engineer all modules of an exploration-specced vessel.
But first there's a list with the number of rolls that are needed to apply all 5 grades of a modification to a module, based on the assumption that you already have grade 5 access to the engineer. The materials list further down is based on this number of rolls.
| Modification Grade | Number of rolls to complete the modification | Remarks |
|---|---|---|
| 1 | TODO | |
| 2 | TODO | |
| 3 | TODO | |
| 4 | 4 | |
| 5 | 5 |
Note: If you are starting with grade 1 access to an engineer, then applying all 5 grades of a modification to a module requires more rolls and costs more materials, but you will end up with grade 5 access to the engineer. So these additional costs are one-time only. The calculation is quite simple: You need 5 rolls per modification grade to complete that modification grade, for a total of 5x5 = 25 rolls. After 3 rolls you will reach the engineer's next access grade, then another 2 rolls are needed to complete the modification.
And here is the materials list. It's based on the number of rolls in the previous table.
This list/table is severely out of date! The number of rolls that are needed to complete grade 5 of a modification has been reduced a lot at some during one of the Odyssey updates.
Important: If you plan to buy a pre-engineered Frame Shift Drive (regardless of whether it's a regular FSD or an FSD of the SCO variety), which is almost certainly the case because these offer better jump ranges than what you can achieve with "manual" engineering, then you can ignore the materials in the "Frame Shift Drive" column. Instead, consult the special purchase tables further down.
| Material | Material Grade | Total | Power Plant | Thrusters | Frame Shift Drive | Life Support | Power Distributors | Sensors | Shield Generator | Detailed Surface Scanner | |||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Blueprint | Experimental | Blueprint | Experimental | Blueprint | Experimental (<= class 4) |
Experimental (>= class 5) |
Blueprint | Experimental | Blueprint | Experimental | Blueprint | Experimental | Blueprint | Experimental | Blueprint | Experimental | |||||||||||||||||||||||||||||||||||
| G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | G1 | G2 | G3 | G4 | G5 | ||||||||||||
| Modification information | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Modification | Overcharged Power Plant | Stripped Down | Clean Drive Tuning | Stripped Down | Increased FSD Range | Deep Charge | Mass Manager | Misc Lightweight | N/A | Engine Focused Power Distributor | Stripped Down | Light Weight Scanner | N/A | Enhanced, Low Power Shields | Stripped Down | Expanded Probe Scanning Radius Scanner | N/A | ||||||||||||||||||||||||||||||||||
| Modification Grade | G3 (*1) | G1 | G5 | G5 | G3 | G5 | G5 | G5 | |||||||||||||||||||||||||||||||||||||||||||
| Raw materials | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Arsenic | G2 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Cadmium | G3 | 3 (*1) | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Chromium | G2 | 4 | 4 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Germanium | G2 | 6 | 1 | 2 | 1 | 2 | |||||||||||||||||||||||||||||||||||||||||||||
| Iron | G1 | 5 | 5 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Manganese | G2 | 9 | 3 | 1 | 2 | 1 | 2 | ||||||||||||||||||||||||||||||||||||||||||||
| Niobium | G3 | 6 | 3 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||
| Phosphorus | G1 | 9 | 2 | 1 | 5 | 1 | |||||||||||||||||||||||||||||||||||||||||||||
| Selenium | G4 | 2 (*1) | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Sulphur | G1 | 3 | 1 | 1 (*2) | 1 | 1 | |||||||||||||||||||||||||||||||||||||||||||||
| Tellurium | G4 | 10 (*1) | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Tin | G3 | 20 | 10 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||
| Vanadium | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Manufactured materials | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Chemical Distillery | G3 | ? | 1 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Chemical Manipulators | G4 | 10 + 10 (*1) | 10 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||
| Chemical Processors | G2 | 3 | 1 | 2 | |||||||||||||||||||||||||||||||||||||||||||||||
| Conductive Ceramics | G3 | 24 + 13 (*1) | 3 | 10 | 2 | 10 | 2 | 10 | |||||||||||||||||||||||||||||||||||||||||||
| Conductive Components | G2 | 7 + 3 (*1) | 1 | 2 | 3 | 1 | 3 | ||||||||||||||||||||||||||||||||||||||||||||
| Electrochemical Arrays | G3 | 2 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Flawed Focus Crystals | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Galavanising Alloys | G2 | 3 | 3 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||
| Grid Resistors | G1 | 5 | 5 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Heat Conduction Wiring | G1 | 3 (*1) | 1 | 2 | |||||||||||||||||||||||||||||||||||||||||||||||
| Heat Dispersion Plate | G2 | 3 (*1) | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Heat Resistant Ceramics | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Hybrid Capacitors | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Mechanical Components | G3 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Mechanical Equipment | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Mechanical Scrap | G1 | 4 | 1 | 1 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||
| Military Grade Alloys | G5 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Phase Alloys | G3 | 8 | 3 | 3 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||
| Precipitated Alloys | G3 | 2 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Proto Light Alloys | G4 | 33 | 1 | 1 | 3 | 10 | 1 | 3 | 10 | 1 | 3 | ||||||||||||||||||||||||||||||||||||||||
| Proto Radiolic Alloys | G5 | 30 | 10 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||
| Salvaged Alloys | G1 | 6 | 1 | 2 | 1 | 2 | |||||||||||||||||||||||||||||||||||||||||||||
| Thermic Alloys | G4 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Worn Shield Emitters | G1 | 5 | 5 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Encoded materials | |||||||||||||||||||||||||||||||||||||||||||||||||||
| Anomalous Bulk Scan Data | G1 | 2 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Atypical Disrupted Wake Echos | G1 | 12 | 1 | 1 | 5 | 5 | |||||||||||||||||||||||||||||||||||||||||||||
| Datamined Wake Exceptions | G5 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Distorted Shield Cycle Recordings | G1 | 4 | 1 | 1 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||
| Eccentric Hyperspace Trajectories | G4 | 5 | 3 | 1 | 1 | ||||||||||||||||||||||||||||||||||||||||||||||
| Inconsistent Shield Soak Analysis | G2 | 3 | 3 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Strange Wake Solutions | G3 | 2 | 2 | ||||||||||||||||||||||||||||||||||||||||||||||||
| Untypical Shield Scans | G3 | 10 | 10 | ||||||||||||||||||||||||||||||||||||||||||||||||
Notes:
- (*1) = Actually the Overcharged Power Plant grade 4 and 5 modifications would be interesting, but the materials required are rather rare and overlap with other grade 5 modifications that increase jump range (Increased FSD Range, Light Weight Scanner). Because jump range has top priority, Overcharged Power Plant is currently modified only to grade 3. So far the modified Power Plant has always provided more than enough energy to power the ship.
- (*2) = We're not really interested in the modification, we want the experimental effect. To be able to apply the experimental effect, we only need to perform a single modification roll.
The following list shows the materials that it costs to buy one pre-engineered module from a Technology Broker.
| Material | Engineered FSD V1 | V1 Pre-Engineered SCO Drives | Engineered Detailed Surface Scanner V1 | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Name | Grade | 5A | 2A | 3A | 4A | 5A | 6A | 7A | 1I |
| Raw materials | |||||||||
| Tellurium | G4 | 26 | 14 | 16 | 20 | 24 | 28 | 28 | |
| Niobium | G3 | 24 | |||||||
| Germanium | G2 | 22 | |||||||
| Manufactured materials | |||||||||
| Electrochemical Arrays | G3 | 26 | 6 | 9 | 9 | 12 | 12 | 14 | |
| Chemical Processors | G2 | 28 | 9 | 11 | 13 | 14 | 16 | 18 | |
| Propulsion Elements | G5 | 4 | 5 | 6 | 7 | 8 | 12 | ||
| Mechanical Components | G3 | 28 | |||||||
| Mechanical Scrap | G1 | 32 | |||||||
| Encoded materials | |||||||||
| Datamined Wake Exceptions | G5 | 18 | 10 | 12 | 13 | 15 | 15 | 16 | |
| Salvage Commodities | |||||||||
| Titan Drive Component (corrosive) | - | 1 | 1 | 1 | 1 | 1 | 1 | ||
Materials sources
Raw materials
General notes
- Use Inara to find landable planetary bodies near your location that have the desired characteristics.
- Regardless of how you acquire raw materials, if you don't find the desired material in sufficient quantitites you may instead have found other raw materials that you can then trade at a material trader. Note that it must be a raw material trader.
The traditional way to farm raw materials is to land on a planet that has the desired material(s) and drive around the planet surface with your SRV, to find various kinds of nodes which can be shot with the SRV weapon and which will then yield a number of materials that can be collected by driving over them with the SRV cargo scoop deployed.
- Outcrop: Yield non-metal materials. Wave scanner: Two bars far apart.
- Mesosiderite: Yield G1, G2 and G4 materials. Wave scanner: 1 bar close to the bottom.
- Bronzite Chondrite: Yield mostly G1 and G2 materials, rarely G3 or G4. Wave scanner: Two close bars near the bottom.
- Metallic Meteorite: Always spawns in triples. Yield high-grade materials. Wave scanner: Two fuzzy bars near the bottom.
Other sources of raw materials
- Koli Discii C 6 A (only 150 ly from Sol). At coordinates 28.577, 7.219 there is a "Crashed Ship" POI where a large number of cargo racks are lying around. Some cargo racks are listed with a specific commodity content - these are not interesting. Many cargo racks do not have any content listed - when you shoot these with the SRV weapon they explode and spawn mostly G3 and G4 materials. The annoying and time-consuming part is to navigate the SRV among the debris to collect the materials, but all things considered the time is much better spent than randomly driving around a planet surface and hoping to find a Metallic Meteorite that spawns the right materials. Notes: The materials cannot be collected on foot - if you disembark from the SRV any materials still lying around will be gone (even after jumping back into the SRV). After using the Detailed Surface Scanner to map the planet the crash site will appear in the navigation panel.
- Crystalline Shards are sources rich in high-grade materials. The closest apparently are about 1500 ly away from the bubble. The [[edwiki:Crystalline_Shard|ED wiki article] has a list of systems and bodies where Crystalline Shards can be found. Somewhere on Reddit I have found this list with only two systems providing access to all G5 materials:
- Polonium: HIP 36601 C 1 a
- Ruthenium: HIP 36601 C 1 d
- Tellurium: HIP 36601 C 3 b
- Technetium: HIP 36601 C 5 a
- Antimony: Outotz LS-K d8-3 B 5 c
- Yttrium: Outotz LS-K d8-3 B 5 a
- Brain Trees apparently also provide interesting materials. The ED wiki as well as the this Canonn spreadshit have lists of systems and bodies where Brain Trees can be found.
- From the Buur Pit Discord I got the recommendation to visit HR 3230 3 A A, which is somewhat close to the bubble. It supposedly has a good Selenium yield.
Datamined Wake Exceptions
Sources according to Inara:
- High wake scanning
- Mission reward
- USS (Encoded emissions)
Sources according to personal experience:
- Go to the Jameson crash site and farm G5 encoded materials that you can then trade. Although the 6:1 trade ratio is not very favourable, the farming is quick and stress-free and you'll be able to gather the equivalent of 10 Datamined Wake Exceptions (or any other G5 encoded material) in about 30 minutes.
- High wake scanning in Distribution Centre signal sources in Famine systems (if you can find such a system) is also a viable source and a peaceful activity. See the section High wake scanning for details how this works. The last time I measured (May 2021, just before the release of the Odyssey), this actually had a 50% better yield than farming at the Jameson crash site. In about 2 hours I collected 39 Datamined Wake Exceptions and 114 Excentric Hyperspace Trajectories (EHT). The 50% better yield comes from the 114 EHTs because these can be traded into 19 DWEs with a 6:1 trade ratio. In total I therefore collected the equivalent of 58 DWEs in about 2 hours of play time, which makes for roughly 15 DWEs in 30 minutes.
Chemical Manipulators
Sources according to Inara:
- Ship salvage (Transport ships)
- Surface POI
- USS (Convoy dispersal pattern)
- Higher chance in Anarchy and Outbreak systems
Sources according to personal experience:
- Farming at Dav's Hope.
- An alternative is to kill refugees at convoy beacons in outbreak systems, but apart from being an outrageous act of violence this can also be tedious and frustrating.
Conductive Ceramics
Sources according to Inara:
- Ship salvage (Transport ships)
- USS (Degraded emissions/Anarchy)
Sources according to personal experience:
- Farming at Dav's Hope.
Proto Radiolic Alloys
Sources according to Inara:
- USS (High grade emissions)
- Higher chance in Boom system states
Sources according to personal experience:
- HGEs in Boom systems.
Proto Light Alloys
Sources according to Inara:
- USS (High grade emissions)
- Mission reward
- Higher chance in Boom system states
Sources according to personal experience:
- HGEs in Boom systems.
Military Grade Alloys
Sources according to Inara:
- USS (High grade emissions)
- Mission reward
- Higher chance in War or Civil war system states
Sources according to personal experience:
- If you can find them: HGEs in Civil War systems.
- Otherwise just gather whatever G5 materials you can (e.g. from HGEs in Boom systems) and trade them into Military
Salvaged Alloys
Sources according to Inara:
- Ship salvage (Combat ships)
- USS (Combat aftermath)
Sources according to personal experience:
- Rarely in USS (Encoded Emissions Detected)
- Much more frequently in USS (Weapons Fire Detected) where you need to kill one or more of the ships that have "wanted" status. Usually the cops are also around and will help you once you start shooting.
- Also possible: Let yourself be interdicted, then kill the ship that pulled you out of hyperspace (it will inevitably have "wanted" status)
- I never got a Salvaged Alloy from destroying a ship in a Conflict Zone or in a Resource Extraction Site!
Polymer Capacitors
Sources according to Inara:
- Ship salvage (Military & authority ships)
- USS (Convoy dispersal pattern)
- Mission reward
- Higher chance in Outbreak system states
Sources according to personal experience:
- Farming at Dav's Hope.
Abnormal Compact Emissions Data
Sources according to Inara:
- USS (Encoded emissions)
- Ship scanning (Combat ships)
- Mission reward
Sources according to personal experience:
- Scanning Anacondas
- Scanning the private Data Beacon in an Encoded Emissions Detected signal source
Untypical Shield Scans
Sources according to Inara:
- Ship scanning (Combat ships)
Sources according to personal experience:
- Scanning all sorts of ships, not just combat ships. For instance, Type-6 transporters can also yield this.
Cracked Industrial Firmware
Sources according to Inara:
- Surface data point
- Mission reward
Sources according to personal experience:
- ?
Pharmaceutical Isolators
Sources according to Inara:
- Mission reward
- USS (High grade emissions)
- Higher chance in Outbreak system states
Sources according to personal experience:
- ?
Propulsion Elements
Sources according to Inara:
- Thargoid Caustic Generator (Thargoid Maelstroms)
- Thargoid Titan debris field (Thargoid Maelstroms with destroyed Titans)
Sources according to ED wiki:
- Obtained by damaging or destroying a Thargoid Interceptor, Thargoid Scout, or Thargoid Caustic Generator.
- They can also be found around the wreckage of a destroyed Thargoid Titan.
Sources according to personal experience:
- The dead Thargoid Titan "Cocijo", which is in orbit around Earth in the Sol system. See section Dead Thargoid Titans for details.
Titan Drive Component
Sources according to Inara:
- Can be obtained from the Thargoid Titan remains.
- It seems like this item may sometimes also be available for sale in a market. At the time of writing this, Inara listed 1 item having been bought recently at this fleet carrier's market for 26 MCr.
Sources according to ED wiki:
- They appear very rarely around the corpse of a dead Thargoid Titan. Use collector limpets or manually gather the drives with a cargo scoop open.
Sources according to personal experience:
- The dead Thargoid Titan "Cocijo", which is in orbit around Earth in the Sol system. See section Dead Thargoid Titans for details.
- See section Corrosion Resistant Cargo Rack for information how to obtain such a rack in order to be able to safely transport Titan Drive Components (which are corrosive commodities).
Meta-Alloys
Sources according to Inara:
- It seems like this item may sometimes be available for sale in a market. At the time of writing this, Inara listed 10 fleet carriers as sources which sometimes stock dozens of items. Sale price seems to be 1-2 MCr per item.
Sources according to ED wiki:
- Darnielle's Progress on Maia A 2 a is the only Surface Port that consistently offers Meta-Alloys for sale, but its available supply allocation is usually limited to only 2 units.
- They can be found in abundance around Titan corpses.
Sources according to personal experience:
- I was able to purchase 16 of these for around 2 MCr per piece from a fleet carrier listed on Inara.
- Later I found quite a few of them also spawning at the dead Thargoid Titan "Cocijo", which is in orbit around Earth in the Sol system. See section Dead Thargoid Titans for details.
Radiation Baffle
Sources according to Inara:
- Can be bought for credits in markets near the Heget system. See the Inara site for current sources.
Sources according to personal experience:
- Searched Inara, then went to Trujillo Dock in Kokonjekodi to buy. They had tens of thousands of the item in stock.
Neofabric Insulation
Sources according to Inara:
- Can be bought for credits in a few markets. See the Inara site for current sources.
- Can also be obtained as a reward from completing missions.
Sources according to ED wiki:
- Produced exclusively by Surface Ports and Settlements in Industrial systems.
Sources according to personal experience:
- Searched Inara, then went to Correia Depot in LTT 4337 to buy.
Occupied Escape Pods
Sources
- For obtaining the 25 Occupied Escape Pods to unlock Etienne Dorn, see the section on the Bulk Cargo Ship in Luchtaine.
- TODO: Find general sources
Special locations
Dav's Hope
Overview
- Location of Dav's Hope: Hyades Sector DR-V c2-23, planet A 5, coordinates 44.818 / -31.389.
- Forum post with list of materials.
Encoded materials:
- Accessing the data point at one end of the settlement yields some data materials, but only the first time the data point is accessed.
- There are a few more terminals scattered around the settlement, reportedly these can be scanned again after each relog. I have not tested this.
Much more important are the canisters with manufactured materials that are lying around, waiting to be picked up with the cargo scoop. On each relog a new set of canisters appears with a random selection of the following materials (important ones in bold):
- Chemical Manipulators
- Chemical Distillery
- Compound Shielding
- Conductive Ceramics
- Conductive Components
- Conductive Polymers
- Configurable Components
- Electrochemical Arrays
- Focus Crystals
- Galvanising Alloys
- Heat Dispersion Plate
- Heat Exchangers
- High Density Composites
- Hybrid Capacitors
- Mechanical Components
- Phase Alloys
- Polymer Capacitors
- Refined Focus Crystals
- Shield Emitters
- Shielding Sensors
Jameson's Demise
Overview
- Location of Jameson's Demise: HIP 12099, planet 1 B, coordinates -54.36 / -50.36.
- After using the Detailed Surface Scanner to map the planet the crash site will appear in the navigation panel.
Jameson's Demise is the site of a crashed Cobra Mk III. The ship's logs tell an interesting story about how the legendary CMDR Jameson crashed here after conducting a covert operation related to Thargoids. The practical value of the site, though, are the several beacons that are located around the crashed ship, because they can be farmed very effectively for high-grade (G4 and G5) data materials.
- Station your SRV in a convenient spot in front of the ship from which you can access 4 of the beacons simultaneously. The maximum distance from which beacons can still be accessed is 49 meters.
- Switch to turret mode (key "T").
- Swivel the turret around, select each beacon and press the Datalink Scanner button (secondary fire button "C" on my HOTAS stick) until the data materials are collected
- Logout and login again to repeat the process. It should take 2-3 minutes between collections.
Materials that can be found:
- G5
- Adaptive Encryptors Capture
- TODO: Several more
Using the farmed data materials you can then go to a data material trader to convert the farmed materials into those that you actually need. The nearest Data material trader is at Ray Station in Diaguandri. Note: The conversion rate of the materials you receive at Jameson's Demise into Datamined Wake Exceptions is very bad. Because there is a storage limit of 100 items per data material, you will need several visits to the Jameson's Demise to obtain a substantial amount of Datamined Wake Exceptions.
Koli Discii Crashed Ship
Overview
- Location of the crashed ship: Koli Discii (only 150 ly from Sol), planet C 6 A, coordinates 28.577, 7.219.
- After using the Detailed Surface Scanner to map the planet the crash site will appear in the navigation panel.
After landing at the site deploy the SRV and drive to the crashed ship. A large number of canisters and cargo racks are lying around. The canisters with a specific commodity (Gold, Palladium, Bertrandite, etc.) are not interesting. What is interesting are the cargo racks with unspecified content. When you shoot these with the SRV weapon they explode and spawn mostly G3 and G4 raw materials. Materials that can be found:
- G2
- Zirconium
- G3
- Tungsten
- G4
- Antimony
- Tellurium
- Ruthenium
The annoying and time-consuming part is to navigate the SRV among the debris to collect the materials, but all things considered the time is much better spent than randomly driving around a planet surface and hoping to find a Metallic Meteorite that spawns the right materials. To spawn new cargo racks, just logout and login again.
Important: The materials cannot be collected on foot! If you disembark from the SRV any materials still lying around will disappear, and they will be gone even after jumping back into the SRV.
Bulk Cargo Ship in Luchtaine
Luchtaine is a system near Colonia. It contains a permanent POI that is Bulk Cargo Ship in distress from which it is super easy to obtain Occupied Escape Pods. 25 of these are needed to unlock ship engineer Etienne Dorn. The information in this section mostly comes from this forum thread and this YouTube video illustrating the method.
Get equipment
- At Jacques Station, in Colonia
- Hatch Breaker Limpet Controller.
- Cargo Racks to provide enough cargo space to hold 25 Occupied Escape Pods (Ogmar does not have these).
- At Whirling Station, in Ogmar
- 3A Collector Limpet Controller (Colonia does not have these).
- Anywhere: 30-40 limpets.
Find the Bulk Cargo Ship
- Jump to Luchtaine.
- Fly to planet A 1. When you are near a POI (Point of Interest) named "Distress Call" will appear in the Navigation Panel.
- Important: This is NOT a signal source, and you do NOT have to go to the Navigation Beacon to make it appear. All you have to do is to navigate close to planet A 1.
- A comment in the YouTube video mentions that they needed to perform a surface scan of the planet to make the POI appear, but I highly doubt that this is necessary because the POI is in space and not on the planet surface.
- Jump into the POI. Inside you will find a megaship labeled "Banner-class Bulk Cargo Ship".
- Make sure there are no hostile actions ongoing, otherwise leave the POI and jump back in.
Getting the Occupied Escape Pods
- Navigate close to the ship.
- Deploy hardpoints (and keep them deployed).
- Scan the ship with the ship's Data Link Scanner.
- In the Navigation Panel on the "Contacts" tab select the entry labeled "Escape Hatch 3".
- Navigate the ship to the Escape Hatch. The distance should be about 300 meters.
- Scan the Escape Hatch with the ship's Data Link Scanner.
- In the Navigation Panel, go to the "Target" tab and select the sub-target "Limpet Docking Point".
- Activate the fire group with the Hatch Breaker Limpet controller in it and fire a limpet.
- The limpet attaches to the Escape Hatch. It takes a moment until the Escape Hatch opens and a few Occupied Escape Pods are starting to come out.
- In the Navigation Panel, make sure that all the materials that you don't want to be collected are on the ignore list.
- Activate the fire group with the Collector Limpet controller in it and fire a limpet. Fire two limpets if the controller supports it to make the collection process go faster.
- Fire another Hatch Breaker Limpet to release more Occupied Escape Pods. Repeat this until the Escape Hatch is "exhaused" and spawns no more pods.
- Wait until all pods have been collected.
- If your cargo hold becomes full, eject some limpets to make space. Make sure the limpets are on the ignore list, otherwise they will be immediately collected again.
- Note that sometimes a pod may become caught in the Escape Hatch and will not be collectible. If a collector limpet becomes obsessed with the stuck pod it will eventually expire and you need to fire a new limpet to replace the expired one.
- If you need more pods, jump out of the POI and then back in again to repeat the process.
High Grade Emissions (HGE)
High Grade Emissions (abbreviated to HGE) are Unidentified Signal Sources (USS) that contain high grade (G4 and G5) materials.
HGEs are relatively rare and can be difficult to find. As a general rule, HGEs are more likely to spawn in systems with high populations - the more the better. Populations of 1 billion and more are the best. Once you have jumped into a system, there are three ways to find HGEs:
- The worst and most time consuming method is to randomly fly around the system in supercruise in the hope that you happen to stumble over an HGE. Forum thread sources say that HGEs seem to spawn above or below the orbital plane - the "region" should show you as being in 'Deep Space' (instead of 'Shipping Lane'). I have never been able to verify this claim.
- The second method is to use the FSS to scan all signal sources in the system. Especially in a high-population system with dozens of signal sources this can also be quite time consuming.
- The best way to quickly identify any HGEs is to go to the system's navigation beacon and scan it - this instantly reveals all signal sources that are in the system and what type they are. After scanning the nav beacon, you must jump back into supercruise, only then are the signal sources shown in the nav panel. Quickly scroll through the list and you instantly know whether there are any HGEs in the system.
HGEs are interesting simply because they contain G4 and G5 materials. Scooping up everything that comes across should quickly fill up your inventory so that you can then visit a materials trader to get the actual material that you want. To minimize the amount of trades you have to do, you can locate HGEs that you already know to contain the correct materials. The content of a HGE is determined by several factors:
- Probably the most important factor is the system state
- Some materials are also faction specific. Notably, you will find Imperial Shielding only in HGEs that are in Empire-controlled systems.
- Generally speaking, if a desired material is not faction (Federation, Empire, Alliance) specific, go to Independent systems because there HGEs will have no faction-specific drops, thus increasing the chance for finding the desired material.
System state notes:
- Boom: Proto Light Alloys (G4), Proto Radiolic Alloys (G5), Imperial Shielding (G5, only in Imperial systems)
- Civil War: Military Grade Alloys
Dead Thargoid Titans
The following notes were written in April 2025. The experience is from the dead Thargoid Titan "Cocijo", which is in orbit around Earth in the Sol system.
- The Caustic Cloud surrounding the dead Titan, which is mentioned in many articles and videos on the net, has dissipated and there is no need to take countermeasures such as equipping Caustic Sinks.
- NPCs
- The majority of NPCs that are flying around are AX pilots and rescue ships (Type-7 transporters). These are no danger to you.
- You do have to be on guard against pirates scanning you and, if you have valuables in your cargo hold, demanding some of your cargo. Flying around the outskirts of the dead Titan, while being aware of and avoiding any ongoing battles, is quite safe.
- If you are near the center of the debris field, sometimes you will be notified of a "Frame Shift Anomaly". This means that somewhere in the vicinity a Thargoid has jumped in. If you are close enough you will see them as "Unknown" in the navigation panel. If I'm not mistaken the AX pilots will eventually engage them, but so far I have been successful in avoiding them.
- In case you plan to go near the center of the dead Titan, make sure of the following:
- Have thrusters equipped that allow you to boost.
- Keep the cargo scoop retracted for as long as possible, because when the cargo scoop is deployed you cannot boost!
- This is a risk management method so you can quickly flee the scene should you be scanned or approached by a Thargoid.
- Mass inhibition will prevent you from going to supercruise until you're 25km away from the Dead Titan.
- Many of the things to be found floating around in the debris surrounding the Dead Titan are commodities that need to be stored in the Cargo Hold of your ship. These commodities are often corrosive, i.e. they are damaging your modules over time. To safely store such corrosive commodities, your ship needs to have one or more Corrosion Resistant Cargo Racks equipped.
- Unlike commodities, materials are not stored in the Cargo Hold of your ship, which means they cannot damage your ship modules - even if their names indicate they are corrosive. Things that are materials are shown with "Material" in their name in the Contacts list of your nav panel.
- Commodities are found single, while materials are found in quantities of 3.
Commodities nd materials to be found:
- Titan Drive Component (corrosive commodity)
- You need one of these for each pre-engineered SCO drive you want to purchase from a Technology Broker.
- Finding Titan Drive Components is pure RNG. I found them both on the outskirts of the dead Titan, but also in the very center. Sometimes I found them immediately after jumping in, at other times it took 15 minutes until one spawned, and in many occasions I spent 1 or even 2 hours without finding anything.
- Cocijo (Sol): Visited many times, found 2 drives in quick successon on the very first visit, but none afterwards.
- Raijin (Pegasi Sector IH-U b3-3) and Indra (HIP 20567): Both visited once but found nothing.
- Indra (HIP 20567): Visited 3 times, found 1 drive about 5 minutes after jumping in on the first visit.
- Taranis (Hyades Sector FB-N b7-6): Visited 2 times, found 2 drives in quick succession about 15 minutes after jumping in on the second visit.
- Meta-Alloys (non-corrosive commodity)
- 16 of these are needed (together with other materials) to unlock Corrosion Resistant Cargo Racks from a Technology Broker. This is a one-time unlock.
- These can be found relatively often, both on the outskirts of the Titan and in the center.
- Propulsion Elements (G5 material)
- These are needed to purchase pre-engineered SCO drives.
- In a session of about 1.5 hours I found these 9 times, i.e. about 27 items.
- Thargoid Organic Circuitry (G5 material)
- Caustic Shard (G2 material)
- Corrosive Mechanisms (G3 material)
- Wreckage Components (G3 material)
- Caustic Crystals (G4 material)
- Thargoid Carapace (G2 material)
- Protective Membrane Scrap (commodity, not clear whether it is corrosive or not)
- Thargoid Resin (corrosive commodity)
- Thargoid Bio-storage Capsule (non-corrosive commodity)
- Thargoid Bio-Storage Capsules can be handed in to a Search and Rescue Agent for a credit reward.
- Thargoid Orthrus Tissue Sample (corrosive commodity)
- Thargoid Heart (corrosive commodity)
- You need one of these, together with 10 Meta-Alloys, to unlock the Thargoid Bobblehead from a Technology Broker.
- Titan Partial Tissue Sample (corrosive commodity)
- Various others not listed here.
High wake scanning
How does High wake scanning work?
- You need to equip a Frame Shift Wake Scanner module to perform High wake scanning.
- You should work with a class A scanner module because this has the highest range (4 km), which means you waste less time flying around.
- Important: You must deploy hardpoints for the scanner module to work!
- When hardpoints are deployed you select a High wake (I usually do this from the Contacts panel) and press the fire button (or whichever control you mapped in your fire groups) for several seconds until the scan is complete.
- When the scan is complete 3 pieces of a randomly selected Encoded material from the Wake Scan category are placed into your inventory. Sometimes you also gain nothing at all.
Notes on High wake scanning:
- High wake scanning in general is an exceedingly tedious method to obtain Datamined Wake Exceptions. The method depends on RNG and, in order to be viable, requires that you can scan as many high wakes as possible in quick succession, because you only have a very small chance per scan to gain a DWE.
- You can try to park in front of a busy station (e.g. Jameson Memorial in Shinrarta Dezhra), but personally I never had any success with this method - the rate of finding DWEs is simply too abysmal to be worth the time.
- The highest rate of High wakes by far can be found by visiting a Famine system and jumping into a persistent signal source called "Distribution Centre".
- The only problem with this method is that with the changes to the BGS in version 3.3 of the game, Famine systems have become quite rare - at times there might even be none around.
- If you do manage to find a Famine system (either via Inara or by panning through the Galaxy map), then it works like this:
- Jump into the system and search for signal source entries named "Distribution Centre". If you find none, or if those you find are too far away, then you can log out and log in again to regenerate the signal sources. I'm not sure about this, but if the system has a low population there might be no Distribution Centres.
- Fly to the signal source and jump into it. A number of transporter ships are waiting in the Distribution Centre to hand out food to famished pilots, so there is a continuous bustle going on with ships jumping in and out. As a result there will be a continuous stream of High wakes that you can scan.
- Datamined Wake Exceptions are quite rare, so it usually takes a while before your first success, so don't give up if you haven't found any DWEs after 5 minutes. After a long stretch of not finding DWEs I was usually compensated by finding 2 or 3 DWEs in a row.
Collecting items with limpets
Safety note: While the cargo scoop is deployed you cannot use your thruster's boost to flee from a pirate.
Now the actual notes:
- Assign the limpet controller to a button in one of your fire groups, then have that fire group active to be able to deploy a limpet by pressing the appropriate button.
- When you deploy a new limpet, make sure that you don't have a target! If you have a target the limpet will fetch the item and then expire immediately. If you don't have a target, the limpet will start fetching items in range, but will then remain alive and fetch other things, until it reaches its expiry time (which is determined by the class and/or rate of the limpet controller module).
- Deploy the cargo scoop to let limpets deposit the item they fetched into your cargo hold.
- If a limpet does not seem to do anything, it might have fetched an item before and is now blocked because your cargo scoop is retracted. Deploy your cargo scoop to let it deposit the item into your cargo hold.
- Your ship's scanner indicates whether a limpet is idle or is waiting: An idle limplet is circling around below your ship, while a waiting limpet stays in place.
- The cargo scoop can be safely retracted and deployed again to fly around quickly. Deployed limpets will not expire when the cargo scoop is retracted.
- A limpet that is bound to your ship (i.e. idle or waiting for you to deploy the cargo scoop so it can deposit something into your cargo hold) can keep up with your ship moving at any speed. If needed you can even boost.
- However, if you move around while a limpet goes fetching an item, you may lose the limpet when it gets out of range of your limpet controller.
- In the contacts list of your navigation panel you can put items on the ignore list. This will prevent limpets from collecting items of that type. Unfortunately the contacts list will still show the item, so you cannot use the function to reduce the amount of listed items.
Signal sources
Types of USS that I have encountered so far
- Combat Aftermath Detected (Threat 0)
- Degraded Emissions Detected (Threat 0)
- Encoded Emissions Detected (Threat 0)
- High Grade Emissions Detected (Threat 0)
- Convoy Dispersal Pattern Detected (Threat 1)
- Convoy Dispersal Pattern Detected (Threat 2)
- Convoy Dispersal Pattern Detected (Threat 3)
- Convoy Dispersal Pattern Detected (Threat 4)
- Distress Call (Threat 2)
- Distress Call (Threat 3)
- Weapons Fire Detected (Threat 1)
- Weapons Fire Detected (Threat 2)
- Weapons Fire Detected (Threat 4)
- Ceremonial Comms Detected (Threat 0)
What can you find in USS?
Here is a collection of advices that I have found floating around the net, mostly in the ED forums.
Advice 1:
- Generally speaking: More population = more USS
- Boom State systems have more HGE
- If a desired material is not faction (Federation, Empire, Alliance) specific, go to Independent systems because there USS will have no faction-specific drops, thus increasing the chance for finding the desired material. Specifically, in Empire systems USS seem to drop Imperial Shielding.
Advice 2:
- Degraded emissions usually have distilleries and processors etc.
- High Grade Emissions usually have radioactive alloys and other rares
- Encoded emissions have data scan stuff
Advice 3:
- Degraded Emissions: Common USS that contains common mats whether it's a few of the low grade manufactured or two and a data beacon.
- Encoded Emissions: Higher chance of finding a data beacon and two mats.
- Combat Aftermath: Large number of mats. Low to mid grade resources with higher chance for some "combat only" rare grade mats
- High Grade Emissions: Moderate number of rare ("high grade", G4 and G5) materials.
Examples of what I found in USS
Combat Aftermath Detected
- Instance 1: 6 materials (2 Chemical Distillery, 1 Mechnical Components, 1 Heat Exchangers, 1 Conductive Ceramics, 1 Conductive Polymers)
- Instance 2: 8 materials (2 Mechanical Scrap, 1 Chemical Processors, 1 Chemical Distillery, 1 Heat Exchangers, 2 Heat Dispersion Plate, 1 Conductive Ceramics)
- Instance 3 (in Civil War system, Independent): 6 materials (1 Mechanical Scrap, 1 Mechanical Equipment, 1 Chemical Processors, 1 Chemical Manipulator, 2 Conductive Ceramics)
- Instance 4 (in Civil War system, Independent): 9 materials (2 Mechanical Components, 2 Chemical Processors, 1 Heat Conduction Wiring, 1 Heat Vanes, 2 Conductive Polymers, 1 Conductive Components)
- Instance 5 (in Civil War system, Independent): 9 materials (1 Mechanical Equipment, 1 Configurable Components, 1 Chemical Processors, 1 Mechanical Scrap, 1 Heat Vanes, 2 Conductive Components, 1 Conductive Ceramics, 1 Conductive Polymers)
- Instance 6 (in Civil War system, Independent): 10 materials (2 Mechanical Equipment, 2 Mechnical Components, 1 Chemical Processors, 1 Heat Exchangers, 1 Heat Conduction Wiring, 2 Conductive Components, 1 Conductive Ceramics)
Encoded Emissions Detected
- Instance 1
- 2 Materials (Worn Shield Emitters, Grid Resistors)
- 1x Private Data Beacon > Irregular Emission Data
- Instance 2
- 1 Material (Chemical Processors)
- 1x Private Data Beacon > Strange Wake Solutions, Decoded Emission Data
- Instance 3
- 1 Material (Heat Conduction Wiring)
- 1x Private Data Beacon > Atypical Disrupted Wake Echoes, 2x Irregular Emission Data
- Instance 3
- 2 Materials (Shield Emitters, Worn Shield Emitters)
- 1x Private Data Beacon > Eccentric Hyperspace Trajectories
- Instance 4 (in Boom system, Independent)
- 3 Materials (Shield Emitters, Worn Shield Emitters, Grid Resistors)
- 1x Private Data Beacon > Abnormal Compact Emissions Data
- Instance 5 (in Boom system, Independent)
- 1 Material (Mechanical Scrap)
- 1x Private Data Beacon > Modified Consumer Firmware
- Instance 6 (in Boom system, Independent)
- 3 Materials (Compound Shielding, Shielding Sensors, Shield Emitters, Focus Crystals)
- NO Private Data Beacon
- Instance 7 (in Boom system, Independent)
- 1 Material (Heat Conduction Wiring)
- 1x Private Data Beacon > 1x Decoded Emission Data, 1x Datamined Wake Exceptions
- Instance 8 (in Boom system, Independent)
- 4 Materials (Chemical Processors, Worn Shield Emitters, Hybrid Capacitors, Salvaged Alloys)
- 1x Private Data Beacon > 1x Decoded Emission Data
- Instance 9 (in Boom system, Independent)
- 1 Material (Salvaged Alloys)
- 1x Private Data Beacon > 1x Unexpected Emission Data, 1x Irregular Emission Data, 1x Modified Consumer Firmware
- Instance 10 (in Boom system, Independent)
- 5 Materials (Chemical Distillery, Chemical Manipulators, Shield Emitters, Refined Focus Crystals, Flawed Focus Crystals)
- NO Private Data Beacon
- Instance 11 (in Boom system, Independent)
- 2 Materials (Heat Dispersion Plate, Grid Resistors)
- 1x Private Data Beacon > 1x Modified Consumer Firmware
- Instance 12 (in Boom system, Independent)
- 4 Materials (Mechanical Scrap, Mechanical Equipment, Heat Dispersion Plate, Grid Resistors)
- 1x Private Data Beacon > 1x Atypical Disrupted Wake Echoes, 1x Decoded Emission Data, 1x Eccentric Hyperspace Trajectories
- Instance 13 (in Boom system, Independent)
- 6 Materials (Chemical Distillery, Chemical Manipulators, Shielding Sensors, Compound Shielding, Focus Crystals, Flawed Focus Crystals)
- NO Private Data Beacon
- Instance 14 (in Boom system, Independent)
- 3 Materials (Heat Dispersion Plate, Heat Conduction Wiring, Grid Resistors)
- 1x Private Data Beacon > 1x Modified Consumer Firmware, 1x Unexpected Emission Data, 1x Specialised Legacy Firmware
- Instance 15 (in Boom system, Independent)
- 4 Materials (Chemical Distillery, Chemical Manipulators, Chemical Processors, Refined Focus Crystals)
- NO Private Data Beacon
- Instance 16 (in Boom system, Independent)
- 4 Materials (Worn Shield Emitters, Grid Resistors, Hybrid Capacitors)
- 1x Private Data Beacon > 1x Modified Consumer Firmware, 1x Datamined Wake Exceptions
- Instance 17 (in Boom system, Independent)
- 4 Materials (Chemical Distillery, Chemical Manipulators, Chemical Processors, Flawed Focus Crystals)
- NO Private Data Beacon
- Instance 18 (in Boom system, Independent)
- 4 Materials (Salvaged Alloys, Chemical Processors, Heat Conduction Wiring)
- 1x Private Data Beacon > 1x Eccentric Hyperspace Trajectories
High Grade Emissions Detected (Threat 0)
- Instance 1: 3x Military Grade Alloys (in Civil War system)
- Instance 2: 5x Military Supercapacitors (in Civil War system)
- Instance 3: 4x Military Grade Alloys (in Civil War system)
- Instance 4: 3x Military Supercapacitors (in Civil War system)
- Instance 5: 4x Proto Heat Radiators (in Boom system, Federation)
- Instance 6: 3x Core Dynamic Composites, 3x Proprietary Composites (in Boom system, Federation)
- Instance 7: 3x Proto Heat Radiators (in Boom system, Federation)
- Instance 8: 1x Core Dynamic Composites, 3x Proprietary Composites (in Boom system, Federation)
- Instance 9: 5x Proto Heat Radiators (in Boom system, Federation)
- Instance 10: 2x Proto Radiolic Alloys, 4x Proto Light Alloys (in Boom system, Federation)
- Instance 11: 5x Proto Heat Radiators (in Boom system, Independent)
- Instance 12: 3x Proto Heat Radiators (in Boom system, Independent)
- Instance 13: 2x Proto Radiolic Alloys, 1x Proto Light Alloys (in Boom system, Independent)
- Instance 14: 2x Proto Radiolic Alloys, 2x Proto Light Alloys (in Boom system, Independent)
- Instance 15: 5x Proto Heat Radiators (in Boom system, Independent)
- Instance 16: 2x Proto Radiolic Alloys, 4x Proto Light Alloys (in Boom system, Independent)
- Instance 16: 3x Proto Radiolic Alloys, 3x Proto Light Alloys (in Boom system, Independent)
Convoy Dispersal Pattern Detected (Threat 4)
- 3 Type-9 Heavy (not hostile)
Distress Call (Threat 2)
- 1 ship out of fuel
- 3 pirate ships in a wing that do nothing to the fuel-less ship, scan me, then jump away
Distress Call (Threat 3)
- 5 canisters (illegal salvage)
- 3 ships
Weapons Fire Detected (Threat 1)
- Instance 1
- 1 System Authority Vessel that scans me
- 1 other ship that scans me for "something good in your hold"
- Instance 2
- Some friendly ships
- 2 wanted ships, one of them an Eagle that I was able to kill. It dropped 1x Salvaged Alloys.
Ceremonial Comms Detected (Threat 0)
- 1 Funeral Ship (Type-9 Heavy)
- 3 Type-6 Transporters
- 2 Sidewinders
- All in a wing