Engineers new to engineers.

Hi been playing for a while, stopped then started again. running around in a python for just about all but res site then in my viper.. Got a couple of questions 1 i presume i need to get the guy trust by doing what ever it says then in oreder to get mods i need a bunch of other things . @ I presume I need to be in the ship i want the mods done on when I I get there. any thing else i need to get mods /
 
Hi been playing for a while, stopped then started again. running around in a python for just about all but res site then in my viper.. Got a couple of questions 1 i presume i need to get the guy trust by doing what ever it says then in oreder to get mods i need a bunch of other things . @ I presume I need to be in the ship i want the mods done on when I I get there. any thing else i need to get mods /

Sort of...

Once you get an invitation to an engineer, you will have to provide them with something they ask for (for example, exploration data, combat bonds, gold...). Once you do that the engineer is 'unlocked' and you will be able to have them do mods on your modules, and the more you do, the better grade of mods you will be able to get. You start at grade 1, and most mods have five possible grades.

You don't necessarily need to be in the ship that you want to mod, but you must have the module that you want to engineer, so as long as it fits in the ship you are in you can mod it. So for example, say you want to modify the shield generator for your Viper, you can fit that in the Python, so do it from there, but not the other way round, as the Viper won't be able to accommodate the shield generator you would use in the Python.

At the moment, engineers require a mix of materials / data / commodities, so the ship you are in will need a cargo rack for the commodities. This is going to change in the new year, and commodities won't be required, so it'll be a bit more straight forward.
 
Don't do it now and wait for them to remove the stupid commodities. That will save you a lot of uneccessary busywork.

This! Wait until 2.2.03 is released (should be January). The commodities requirement is what forces you to use a larger ship with more cargo space. Places to buy the commodities always seem to be 100+ LY away from the engineer, and some of them you can't buy but have to get through completing missions. On top of all that, a lot of the blueprints are changing and new ones are being added in 2.2.03 which will likely change which ones you go after. For now I would just focus on unlocking the ones you want, but wait to level up and do mods until 2.2.03.
 
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