Spreadsheet time!
I put this together for personal use, then thought it might prove useful for some folks out there.
The Material Trader Helper is a spreadsheet that will tell you what you need and what you can trade, and for what numbers of what, based on your inventory and the exploration mods you want. BE ADVISED that the sheet is made for exploration-oriented engineering modifications as of Beyond Chapter One. Included mods are:
- FSD > Increased Range, Grade 5 + experimental effect (Mass Manager or Deep Charge)
- Power Distributor > Engines Focused, Grade 3 + experimental effect Stripped Down
- Engines > Clean Drive Tuning, Grade 5 + experimental effect Stripped Down
- Armour > Heavy Duty, Grade 5
- Life Support > Lightweight, Grade 4
- Sensors > Lightweight, Grade 5
- Power Plant > Low Emissions, Grade 3 + experimental effect Stripped Down
- Shields Generator > Enhanced, Low Power Grade 5 + experimental effect Stripped Down
Added on Feb 11th:
- Chaff Launcher > Ammo Capacity
- Chaff Launcher > Lightweight
- Collector Limpet Controller > Lightweight
- Detailed Surface Scanner > Fast Scan
- Detailed Surface Scanner > Long Range
- Detailed Surface Scanner > Wide Angle
- Electronic Countermeasure > Lightweight
-Fuel Transfer Limpet Controller > Lightweight
- Heat Sink Launcher > Ammo Capacity
- Heat Sink Launcher > Lightweight
- Hull Reinforcement Package > Lightweight
- Point Defence > Ammo Capacity
- Point Defence > Lightweight
- Power Plant > Overcharged
-Prospector Limpet Controller > Lightweight
The numbers include the rolls needed to rank up the grades (without rep with the Engineer): 1 roll to grade 2, 2 rolls to 3, 3 rolls to 4, 4 rolls to 5; also includes 10 rolls of the highest grade (it could require more to reach the maximum), and one roll of the experimental effect (if any). So you can use the sheet to have an overview of your materials needs, and plan either your grind or your transactions to preserve the needed mats in needed numbers and get something out of the non-needed stuff. If you grab mats on a regular basis, you should have plenty enough to max out one, maybe two ships with transactions only.
To select a lower than max grade, see below how to change values.
How does it work?
1) Column I is your inventory. Start by filling it in Column D carefully. You must sort the list by alphabetical order when filling your inventory. I don't yet have a way to import it by copy-pasting a journal log... so, all by hand. Column G is the list of all materials, with their rarity level (R*) in column F.
2) On the left, you have the modifications list. Pick the ones you want. Choose the FSD mod you want according to its class (see here for more info on this).
3) The list of mats greys out the material that are not need for the selected mods. In column H you have the total amount of each material needed.
4) In Column K are the materials you need and in what numbers. In Column M are the leftovers, if any, of the materials you have more of than you need. Those are the ones you can trade.
5) Columns O to S show you how many materials of a given rarity level you can get for all the items of a given material of your inventory. Those numbers depend on your inventory. For example, say I want to get rid of all my Bromellite (unused in the selected mods), which is a Standard material (rarity level 3): I could then get 369 items of the Very Common material of the same category. Another example: I'm in excess of Flawed Focus Crystals, and I need the R3 material of the same category: I see that I can trade 12 FFC for 2 of the R3.
6) Same principle but the other way: Columns U to Y show you how many items of a given material of each rarity level you have to trade for the amount of the material you need for the rolls. Those numbers depend on what you need and do not have. Example: I need 6 Datamined Wake Exceptions, so I'll have to trade 36 of the lower rarity, or 216 of the next lower rarity.
The simple info
To know at a glance where you stand on your path to all the rolls, I added a TL;DR feature.
If you have a green inventory, you don't need any more mats, you are clear. If not, the sheet calculates a Trading Points amount to give you any idea of how comfy or short you are to perform all the needed transactions. To quote the sheet: "Trade points are an unreliable unit based on the number of mats you have or need multiplied by their rarity level. They give an indication of your trading power, but do NOT take into account trading across material categories." What it means is that if you have more TP than you need, you *should* theoretically be able to do all your transactions. But as stated, trading across categories is not taken into account. FYI, trading accross categories adds another *6 multiplier to the maths, so it costs 6 times more and earns 6 times less (broadly put). /!\ Confirmation by math heads would be appreciated. So to be safe, it's best to have 6 times more TP than you need.
N.B.: the number of rolls needed to rep up or reach the maximum improvement can vary, so it's good to plan an extra 20% on your rolls. That being said, the more rep you stack with the engineer, the faster you rep up the mods.
How to tweak the reference data
Go to the Data sheet.
To change the number of rolls needed (add extra 20% for safety, etc.), change the values in Column D.
To change the grades to your liking (only need G2 instead of G5, etc.), simply add or remove 1 in Column C (roll quantity requirement) where needed.
Feedback is welcome!
UPDATE 02/27/3304
Added Lead and Boron, fixed Raw mats grades, on the printable sheets as well as the spreadsheet.
UPDATE 02/11/3304
Added a bunch of new mods and cleaned up the Mods section of the Data sheet.
UPDATE 02/08/3304
- Removed all non-engineerable materials (CMM Composites, HN Shock Mounts etc.)
- You can now sort the materials list by: alphabetical, mats you neex for the selected mods on top (see screenshot ^), type/category (Encoded > Wake Scans, etc.) for easier trading overview.
UPDATE 02/05/3304
Printable material categories sheets, with the most important materials highlighted in green (FSD Increased Range Grade 5 + ExpEff, Engines Stripped Down ExpEff, Power Distributor Stripped Down ExpEff, Life Support Lightweight Grade 4, Power Plant Stripped Down ExpEff, Sensors Lightweight Grade 5, Shields Generator Enhanced Low Power Grade 5 + Stripped Down ExpEff).
I put this together for personal use, then thought it might prove useful for some folks out there.
The Material Trader Helper is a spreadsheet that will tell you what you need and what you can trade, and for what numbers of what, based on your inventory and the exploration mods you want. BE ADVISED that the sheet is made for exploration-oriented engineering modifications as of Beyond Chapter One. Included mods are:
- FSD > Increased Range, Grade 5 + experimental effect (Mass Manager or Deep Charge)
- Power Distributor > Engines Focused, Grade 3 + experimental effect Stripped Down
- Engines > Clean Drive Tuning, Grade 5 + experimental effect Stripped Down
- Armour > Heavy Duty, Grade 5
- Life Support > Lightweight, Grade 4
- Sensors > Lightweight, Grade 5
- Power Plant > Low Emissions, Grade 3 + experimental effect Stripped Down
- Shields Generator > Enhanced, Low Power Grade 5 + experimental effect Stripped Down
Added on Feb 11th:
- Chaff Launcher > Ammo Capacity
- Chaff Launcher > Lightweight
- Collector Limpet Controller > Lightweight
- Detailed Surface Scanner > Fast Scan
- Detailed Surface Scanner > Long Range
- Detailed Surface Scanner > Wide Angle
- Electronic Countermeasure > Lightweight
-Fuel Transfer Limpet Controller > Lightweight
- Heat Sink Launcher > Ammo Capacity
- Heat Sink Launcher > Lightweight
- Hull Reinforcement Package > Lightweight
- Point Defence > Ammo Capacity
- Point Defence > Lightweight
- Power Plant > Overcharged
-Prospector Limpet Controller > Lightweight
The numbers include the rolls needed to rank up the grades (without rep with the Engineer): 1 roll to grade 2, 2 rolls to 3, 3 rolls to 4, 4 rolls to 5; also includes 10 rolls of the highest grade (it could require more to reach the maximum), and one roll of the experimental effect (if any). So you can use the sheet to have an overview of your materials needs, and plan either your grind or your transactions to preserve the needed mats in needed numbers and get something out of the non-needed stuff. If you grab mats on a regular basis, you should have plenty enough to max out one, maybe two ships with transactions only.
To select a lower than max grade, see below how to change values.
You need to make a copy of the sheet in order to use it (File > Make a copy...). Sheet happens here!

How does it work?
1) Column I is your inventory. Start by filling it in Column D carefully. You must sort the list by alphabetical order when filling your inventory. I don't yet have a way to import it by copy-pasting a journal log... so, all by hand. Column G is the list of all materials, with their rarity level (R*) in column F.
2) On the left, you have the modifications list. Pick the ones you want. Choose the FSD mod you want according to its class (see here for more info on this).
3) The list of mats greys out the material that are not need for the selected mods. In column H you have the total amount of each material needed.
4) In Column K are the materials you need and in what numbers. In Column M are the leftovers, if any, of the materials you have more of than you need. Those are the ones you can trade.
5) Columns O to S show you how many materials of a given rarity level you can get for all the items of a given material of your inventory. Those numbers depend on your inventory. For example, say I want to get rid of all my Bromellite (unused in the selected mods), which is a Standard material (rarity level 3): I could then get 369 items of the Very Common material of the same category. Another example: I'm in excess of Flawed Focus Crystals, and I need the R3 material of the same category: I see that I can trade 12 FFC for 2 of the R3.
6) Same principle but the other way: Columns U to Y show you how many items of a given material of each rarity level you have to trade for the amount of the material you need for the rolls. Those numbers depend on what you need and do not have. Example: I need 6 Datamined Wake Exceptions, so I'll have to trade 36 of the lower rarity, or 216 of the next lower rarity.
The simple info
To know at a glance where you stand on your path to all the rolls, I added a TL;DR feature.
If you have a green inventory, you don't need any more mats, you are clear. If not, the sheet calculates a Trading Points amount to give you any idea of how comfy or short you are to perform all the needed transactions. To quote the sheet: "Trade points are an unreliable unit based on the number of mats you have or need multiplied by their rarity level. They give an indication of your trading power, but do NOT take into account trading across material categories." What it means is that if you have more TP than you need, you *should* theoretically be able to do all your transactions. But as stated, trading across categories is not taken into account. FYI, trading accross categories adds another *6 multiplier to the maths, so it costs 6 times more and earns 6 times less (broadly put). /!\ Confirmation by math heads would be appreciated. So to be safe, it's best to have 6 times more TP than you need.
N.B.: the number of rolls needed to rep up or reach the maximum improvement can vary, so it's good to plan an extra 20% on your rolls. That being said, the more rep you stack with the engineer, the faster you rep up the mods.
How to tweak the reference data
Go to the Data sheet.
To change the number of rolls needed (add extra 20% for safety, etc.), change the values in Column D.
To change the grades to your liking (only need G2 instead of G5, etc.), simply add or remove 1 in Column C (roll quantity requirement) where needed.
Feedback is welcome!
UPDATE 02/27/3304
Added Lead and Boron, fixed Raw mats grades, on the printable sheets as well as the spreadsheet.
UPDATE 02/11/3304
Added a bunch of new mods and cleaned up the Mods section of the Data sheet.
UPDATE 02/08/3304
- Removed all non-engineerable materials (CMM Composites, HN Shock Mounts etc.)
- You can now sort the materials list by: alphabetical, mats you neex for the selected mods on top (see screenshot ^), type/category (Encoded > Wake Scans, etc.) for easier trading overview.
UPDATE 02/05/3304
Printable material categories sheets, with the most important materials highlighted in green (FSD Increased Range Grade 5 + ExpEff, Engines Stripped Down ExpEff, Power Distributor Stripped Down ExpEff, Life Support Lightweight Grade 4, Power Plant Stripped Down ExpEff, Sensors Lightweight Grade 5, Shields Generator Enhanced Low Power Grade 5 + Stripped Down ExpEff).
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