SC NOMADS
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CRAFTING / VISUAL FIELD GUIDE

Craft your first item

Use a blueprint, choose materials and collect a finished item.

Getting startedSolo; suppliers can help8 min read
No special ship required for a hangar fabricator
01
STEP 1 OF 7

Retrieve and place your Item Fabricator

The Item Fabricator is bought at selected shops and moved through freight storage. Its screen is the entry point for blueprints and jobs.

Our first-job recommendation: place it in a familiar hangar, keep access clear and use a low-cost item so you can learn the complete process before committing valuable resources.

  1. 1

    Check the fabricator and its accessible storage

    Separate controls: F

    Interact with the Item Fabricator. Identify where it can take ingredients from and where it will deliver the result. At a hangar, inspect the available location inventory rather than assuming remote materials are reachable.

    What you should see

    The machine sees a usable input supply and has an output destination.

    That did not happen

    Move required material into accessible storage before troubleshooting the recipe itself.

    CIG Crafting Gameplay Guide, 4.7 introduction
Read the complete guide as text

The same published instructions in one readable view. Use the steps above for controls and practice panels.

Retrieve and place your Item Fabricator

The Item Fabricator is bought at selected shops and moved through freight storage. Its screen is the entry point for blueprints and jobs.

Our first-job recommendation: place it in a familiar hangar, keep access clear and use a low-cost item so you can learn the complete process before committing valuable resources.

Check the fabricator and its accessible storage

Separate controls: F

Interact with the Item Fabricator. Identify where it can take ingredients from and where it will deliver the result. At a hangar, inspect the available location inventory rather than assuming remote materials are reachable.

Expected result: The machine sees a usable input supply and has an output destination.

If it did not work: Move required material into accessible storage before troubleshooting the recipe itself.

First job: make a small order ledger

SC Nomads practice, source-reviewed 19 October 2026; not an in-game playtest. Begin with one already-owned low-cost recipe, not a promised universal starter item. The existing fabricator illustration is a UI reference, not a current shop or ingredient list.

Check the fabricator and its accessible storage

Separate controls: F

Interact with the Item Fabricator. Identify where it can take ingredients from and where it will deliver the result. At a hangar, inspect the available location inventory rather than assuming remote materials are reachable.

Expected result: The machine sees a usable input supply and has an output destination.

If it did not work: Move required material into accessible storage before troubleshooting the recipe itself.

Name one result before selecting materials

SC Nomads practice checkpoint

Record the exact item variant, intended quantity and where the result should be delivered. Read the requirements in your own machine. Limit the first attempt to stock you can afford to lose.

Expected result: You can name the intended output and the trial budget.

If it did not work: An unavailable recipe or an unclear output is a reason to stop before spending. No named recipe or numeric threshold is guaranteed here.

Prove where every input is accessible

SC Nomads practice checkpoint

Compare the displayed required amount and quality with the selected stacks. Record their current container and remaining reserve. Check the machine can actually see them before treating owned stock as usable input.

Expected result: Every displayed requirement has an identified accessible input.

If it did not work: A local inventory at another port is not your current supply. Resolve access, quantity and displayed quality separately instead of repeatedly confirming.

Choose an unlocked blueprint

Select an available blueprint and read its required materials. Starter blueprints exist, while other recipes come from activities such as contracts.

Confirm you want the exact variant. A locked blueprint is not made usable simply by owning its materials.

Find an owned blueprint

Open BLUEPRINTS, search for the desired item and inspect the Owned and Affordable filters. Select the recipe and read its requirements before switching to materials.

Expected result: The selected recipe shows the item you intend to make and its required ingredients.

If it did not work: Clear restrictive filters if a known blueprint is hidden. An unowned recipe is not unlocked by repeatedly pressing Fabricate.

Preview once, then commit one job

The CIG introduction documents a 0-1000 resource-quality scale and possible averaging when qualities are mixed. It supplies no universal neutral value or output-stat formula. This drill reads the live preview rather than calculating one.

Find an owned blueprint

Open BLUEPRINTS, search for the desired item and inspect the Owned and Affordable filters. Select the recipe and read its requirements before switching to materials.

Expected result: The selected recipe shows the item you intend to make and its required ingredients.

If it did not work: Clear restrictive filters if a known blueprint is hidden. An unowned recipe is not unlocked by repeatedly pressing Fabricate.

Compare a preview without spending twice

SC Nomads practice checkpoint

Note the selected stack and the displayed result. Change only one candidate input in the preview, compare, then restore the intended selection. Keep valuable reserved stock out of autofill.

Expected result: The intended inputs and the preview agree before a job starts.

If it did not work: If the result changes unexpectedly, recheck selection and the recipe requirement. A higher number in one slot is not proof of every output stat improving.

Identify the actual queue entry

SC Nomads practice checkpoint

Use the existing fabrication card after checking output destination. Read the newly queued item and wait for its recorded completion before starting another trial.

Expected result: Exactly the intended job is identifiable in the queue and later history.

If it did not work: A waiting job is not a finished item. Cancellation, disconnects and storing the fabricator have no verified refund guarantee in this lesson.

Inspect quality and start the job

Material quality affects the resulting item. Inspect manually selected materials or the autofill result before confirming; mixed-quality inputs can average together.

Watch the queue and retrieve the completed result. Keep a note of the inputs so your next experiment changes one variable at a time.

Choose ingredients deliberately

Open MATERIALS and select the required resources for each recipe ingredient. Inspect quantity and quality, including any automatic best- or worst-material selection, before committing valuable stock.

Expected result: Every requirement is met and the preview shows the result of your chosen inputs.

If it did not work: Autofill can consume material you meant to reserve. Review each ingredient before starting the job.

Confirm the output and start production

Read the result preview and Delivery destination, then press FABRICATE. Watch the queue for the new job rather than immediately starting another.

Expected result: One intended job appears in the fabrication queue.

If it did not work: If the button is unavailable, recheck blueprint access, missing ingredients and output/storage requirements. Dismantle is a different operation.

Collect and inspect the finished item

When the job completes, open the indicated delivery inventory and inspect the created item. Compare its quantity and attributes with the result you previewed.

Expected result: The finished item is present and you know where it is stored.

If it did not work: A completed queue entry is not proof the item is on your character. Check the selected delivery destination.

  • Unlocked recipe
  • Correct resources
  • Quality reviewed
  • Finished item collected
Material quality
A property of crafting resources, on the documented 0 to 1000 scale. A 975-quality material is not a claim that every resulting item has the same final statistic.
Blueprint
The recipe access needed to fabricate the item. Having ingredients alone does not unlock a recipe.

Finish with output, equipment and remaining stock

The 9 October 2026 4.10.2 advisory still says improved crafted stats may need the item equipped before they display. Earlier fixes do not justify a universal all-clear. Dismantling is a separate lossy operation, not an undo button.

Collect and inspect the finished item

When the job completes, open the indicated delivery inventory and inspect the created item. Compare its quantity and attributes with the result you previewed.

Expected result: The finished item is present and you know where it is stored.

If it did not work: A completed queue entry is not proof the item is on your character. Check the selected delivery destination.

Count the result and the stock actually retained

SC Nomads practice checkpoint

Inspect the selected delivery destination, identify the item and count what remains of each input. Keep a small before/after record; do not treat a completed history row alone as accessible output.

Expected result: The output is physically accounted for and remaining stock is known.

If it did not work: Missing output? Record recipe, build, queue state and delivery location. Do not spend the reserve on repeated jobs or promise restoration.

Inspect before deciding the craft failed

SC Nomads practice checkpoint

Equip the item where supported and recheck its description. Compare the actual item and the preview you recorded. Keep dismantling out of the first success check.

Expected result: The learner distinguishes an item, its display state and any actual discrepancy.

If it did not work: An unchanged inventory description alone is not proof that materials had no effect. Do not derive a refund percentage or a quality formula from a single attempt.

Before you commit

Dismantling does not return the full quantity used to make an item. Do not treat it as a lossless undo button.

The 4.10.2 known issues page says crafted stat improvements may not display until the item is equipped. Check the equipped description before deciding the job failed.

Version history

Sources & guide information

Sources checked 13 October 2026. Not gameplay verified on Alpha 4.10.2.. Reference information, not a claim of current-patch playtesting.

CIG Crafting Gameplay Guide, 4.7 introductionRSI Daily Life in the Verse, updated 27 Jul 2026RSI Alpha 4.10.2 Known Issues, updated 9 Oct 2026CIG Alpha 4.10.2 release notes, LIVE 9 October 2026; checked 19 October 2026RSI Equipping Your Character, updated 10 June 2026; checked 19 October 2026