Engineers Has anyone managed to make a mod yet?

I'm genuinely curious, because I've spent 4 hours in-game tonight actively looking for stuff to make any of the five low-level mods (which have more downsides than positives!) available at Farseer, and so far I'm coming up short on all of them. I've got worn shield emitters and various varieties of focus crystals coming out of my ears, but it seems that the ones that are actually useful are damn-near impossible to find. I'm talking about specialised legacy firmware, conductive components, atypical disrupted wake echoes, grid resistors etc.

Funnily enough, these are exactly the ones that people were complaining about being unobtainium in the beta...FD said they'd sort it out and promptly turned the requirements to fish so there was no way to test the distribution of them. Now, I know they've removed a few materials - this was apparently their solution to the problem, but it doesn't address that actual problem which is that these things are like rocking horse poo; when 4 hours of constant searching, dropping into countless signal sources, scanning everything that moves and refreshing mission boards yields nothing (I haven't even got as far as heading down to planets to get the minerals required yet), I'm not filled with confidence that this is going to be a fun experience.

Please don't write this off as another moan - I genuinely want Engineers to be something positive. The issue is RNG-related, but it's not the spinny things that are the problem here - it's that the randomness of the materials themselves is biased in such a way that even getting to that stage is far too punishing.

I'm happy to accept the possibility that I've just been incredibly unlucky, but I'd take a fair bit of convincing on that score given that this was precisely my experience in the pre-fish stages of the beta.

I'm forced to wonder...do FD test this stuff as a real player, or from the perspective of somebody being paid to play the game? In the latter case, having to play for 8/12/16 hours just to find the materials for a single low-level mod is probably acceptable. In the former...not so much.

I was really looking forward to spending the long weekend playing with Engineers, but frankly...it feels so much like work that I'm probably going to do some actual work instead.

tl;dr - sort the distribution of the materials out, FD. Please.
 
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Yaffle

Volunteer Moderator
The FSD one is pretty easy for stage 1. I already had the materials, so scan a couple of things. Job done.
 
Kind of hard to say as I was really just farming all day yesterday(after work) waiting on a fix to the FSD. Killing ships and testing out the AI. But honestly once you know how to farm particular mats it would be about a weekends worth of work to try and max out an engineer.
 
and this is a guy who doesn't like grinde

I'm happy to grind, if it feels like I'm making some kind of progress. At the moment...it really doesn't.

Given the responses so far, I'll probably give it another few hours tomorrow morning and see what the score is. If there's nothing doing, then I'm probably just going to write it off for a couple of weeks until either there's more clarity on where to get this stuff (ie I'm doing it wrong), or FD have tweaked the distribution like they said they were going to in the first place.
 
I'm happy to grind, if it feels like I'm making some kind of progress. At the moment...it really doesn't.

Given the responses so far, I'll probably give it another few hours tomorrow morning and see what the score is. If there's nothing doing, then I'm probably just going to write it off for a couple of weeks until either there's more clarity on where to get this stuff (ie I'm doing it wrong), or FD have tweaked the distribution like they said they were going to in the first place.

Each blueprint has a list of materials needed. Each material in that list tells you how you can find each when you select it.
 
Heh, I was hunting some unrespectable trading folk over at the nearest anarchy system at the nav beacon in my vulture equipped with frame shift wake scanner. Got a bunch of stuff, not only from them but also from the bigger scum and hypocritical shoot first, ask questions later so-called 'bounty hunters', and I'm now rank 3. I got to rank 2 by hopping between the different salvage USS types (still required for certain materials even if you do combat). So it's definitely possible. My Asp explorer is slightly better now thanks to it. I just mustn't forget to put the 5d thruster on to make the modification actually be beneficial... Anyway, that was my day so far. Tomorrow I'll try to get the elusive firmware data - apparently it can be found in surface POI's and data points, so I guess I'll go baseraiding!
And yes, I was justifying my murder spree by saying they were all awful people. You did read that correctly.
 
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Tomorrow I'll try to get the elusive firmware data - apparently it can be found in surface POI's and data points, so I guess I'll go baseraiding!
.

Found some in USS. Just have to keep doing it.

To be specific it was modified consumer firmware.
 
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Each blueprint has a list of materials needed. Each material in that list tells you how you can find each when you select it.

I'm aware of that. The problem I'm finding is that even paying attention to those hints, they're just not popping up.

For example - in four hours, I had a single USS with a data beacon in it. One. At that rate, given the variation in data materials, it's going to take a bloody long time to get anywhere ;)
 
I'm aware of that. The problem I'm finding is that even paying attention to those hints, they're just not popping up.

For example - in four hours, I had a single USS with a data beacon in it. One. At that rate, given the variation in data materials, it's going to take a bloody long time to get anywhere ;)

Well this is where some of the BGS might come in to play I think. Anarchy and low security might have more data nodes from destroyed ships and what not. People are still compiling data on all of this right now.
 
I'm genuinely curious, because I've spent 4 hours in-game tonight actively looking for stuff to make any of the five low-level mods (which have more downsides than positives!) available at Farseer, and so far I'm coming up short on all of them. I've got worn shield emitters and various varieties of focus crystals coming out of my ears, but it seems that the ones that are actually useful are damn-near impossible to find. I'm talking about specialised legacy firmware, conductive components, atypical disrupted wake echoes, grid resistors etc.

Funnily enough, these are exactly the ones that people were complaining about being unobtainium in the beta...FD said they'd sort it out and promptly turned the requirements to fish so there was no way to test the distribution of them. Now, I know they've removed a few materials - this was apparently their solution to the problem, but it doesn't address that actual problem which is that these things are like rocking horse poo; when 4 hours of constant searching, dropping into countless signal sources, scanning everything that moves and refreshing mission boards yields nothing (I haven't even got as far as heading down to planets to get the minerals required yet), I'm not filled with confidence that this is going to be a fun experience.

Please don't write this off as another moan - I genuinely want Engineers to be something positive. The issue is RNG-related, but it's not the spinny things that are the problem here - it's that the randomness of the materials themselves is biased in such a way that even getting to that stage is far too punishing.

I'm happy to accept the possibility that I've just been incredibly unlucky, but I'd take a fair bit of convincing on that score given that this was precisely my experience in the pre-fish stages of the beta.

I'm forced to wonder...do FD test this stuff as a real player, or from the perspective of somebody being paid to play the game? In the latter case, having to play for 8/12/16 hours just to find the materials for a single low-level mod is probably acceptable. In the former...not so much.

I was really looking forward to spending the long weekend playing with Engineers, but frankly...it feels so much like work that I'm probably going to do some actual work instead.

tl;dr - sort the distribution of the materials out, FD. Please.

Yes 7 or 8 mods on shield booster and other bits to increase my rating with the a few of the engineers
 
Right, so it's clearly just me. I can accept that - more work required on my part.

(that's right, I did just admit to being wrong on a forum...it really can happen!)
 
I've opened up 4 engineers and gotten two of them to level 3 and the others to level 2 in one day of playing 2.1.

Only head start was preloading with 2.0 materials,which just seemed like common sense.

It ain't that hard.
 
Level 1 mods seem to be just materials for the most part.

I have modded a few systems, only not I am targeting level 2 and 3 do I need to actively seek out the materials and commodities, but most are where they say they are on the description box
 
Nope. Working on mats for level 5 FSD upgrade. Currently hoping to get polonium by randomly mining asteroids. Probably won't happen, so far the highest grade elements dropped from asteroids have been grade 2...
 
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