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- RoLnD79
Ok so I found a great website for everyone to use, it's set up great and has the engineers, what mods they do, what the mods do, conditions on unlocking that engineer, and how to gain reputation with the engineers besides crafting mods. It also gives the blueprints for each mod, and where to get a lot of the materials/commodities you will need.
Some of the engineers can't be leveled up by anyway besides crafting mods, but some you can turn in exploration data, or bounties etc to level them up. Each engineer can be leveled to level 5 I think, but some engineers only sell level 2 or 3 mods, so you would just have to get them to level 3, to get their best mod.
The graphs when you click on the mods, shows a range of percentages. Your not guaranteed a certain stat number on a mod, you may have to craft the mod several times before you get the outcome you want. I think I've read that now you don't have to keep giving materials over and over, if you don't like the mod, they can retry, but it gives a negative on their reputation with you.
After looking at all the mods, I'm not really impressed with a lot of them. Even on the best possible outcome, the negatives of that mod are pretty big in some of them. There are a couple of mods, that the negatives they give are negligible, like hull armor for example. But like on distributor, you can make a distributor that had a lot more capacity for weapons/system/engine, but it kills the recharge rate. You can make a distributor that specializes in weapons, your weapons capacity and recharge rate get great, but it brings down engine/system capacity and recharge.
On PowerPlant, you can make an overcharged PowerPlant, gives you a lot more power, but even on the best possible outcome it is more prone to taking damage. You will see what I mean when you look at some of it. It's almost like you have to decide what route you want to go, and specialize a few categories together. You can make a pulse laser that's overpowered and does more damage, but it uses up a lot more of your weapons capacity, so you would probably have to mod a distributor specialized for weapons, which would bring down your sys/eng capacity and recharge. I guess a system distributor mod would make your shields better, and engines would make you faster.
There are some like FSD, that give you longer jump range, that will be worth the minor negatives. Thrusters too, but I don't really know if some of them would be worth it.
I did read that if you go to start doing level 3-4-or 5 mods, to do them on a un modded part. You don't have to get level 1, then 2 Etc. Once you unlock the engineers level 5, by crafting upgrades or doing other activities to get rep up. You can put a level 5 mod on an un modded part. And for some reason, they say you have a better chance at a good outcome on the higher mods, on a part that's not modded.
I also read you can "grind" a mod that's easy to get materials for, to level up an engineer. Say you want a certain level 5 mod from an engineer, if the level 1
Mod is really easy to get materials for, just keep doing that one, until they get to level 5, and get the materials for the level 5 mod, and try that one until you get a mod with great percentages. That way you don't have to get materials for the other levels.
Anyways there's a lot of information on frontier forums as well, and honestly it's all confusing as 🤬. There's way too much randomness with everything about this operation, and you shouldn't have to be a god damn rocket scientist to figure all this out.
One thing about frontier though, they listen to the community, and are always updating and patching. Engineers has only been out a week, so I'm sure in a couple months it will be a lot better, and have things for this modding we should already have (like commodity storage for engineering commodities, and a way to search in game where engineering materials can be found, instead of letting the community do all the work making there own spreadsheets and websites. You basically have to google anything to do with this engineering as far as material locations etc, it would take 60 :censored:ing years to find anything If you just flew around aimlessly). You do get a lot of data scans and materials by just playing the game, but some of them don't do anything. There's a list of the useless ones on frontier forums. Well 🤬, let me get that too.
Here's the best one found. It has the best setup, and all the percentages on grafts I was talking about in chapter one of this novel I just wrote:
http://inara.cz/galaxy-engineers
Make sure to bookmark that one.
And here's a link to a frontier page, that has a bunch of links to other pages that deal with engineers, it has the material lists etc:
https://forums.frontier.co.uk/showthread.php?t=258113
Probably going to want to bookmark that one too.
Let me know who you guys think about some of those mods, I only see a few that I really want, a lot of the the negatives aren't worth the positives, even in the best outcome, IMO.
Ok it comes out in 3.5 hours. Time to sleep some.![Sly :sly: :sly:](/wp-content/themes/gtp16/images/smilies/sly.svg?v=3)
Some of the engineers can't be leveled up by anyway besides crafting mods, but some you can turn in exploration data, or bounties etc to level them up. Each engineer can be leveled to level 5 I think, but some engineers only sell level 2 or 3 mods, so you would just have to get them to level 3, to get their best mod.
The graphs when you click on the mods, shows a range of percentages. Your not guaranteed a certain stat number on a mod, you may have to craft the mod several times before you get the outcome you want. I think I've read that now you don't have to keep giving materials over and over, if you don't like the mod, they can retry, but it gives a negative on their reputation with you.
After looking at all the mods, I'm not really impressed with a lot of them. Even on the best possible outcome, the negatives of that mod are pretty big in some of them. There are a couple of mods, that the negatives they give are negligible, like hull armor for example. But like on distributor, you can make a distributor that had a lot more capacity for weapons/system/engine, but it kills the recharge rate. You can make a distributor that specializes in weapons, your weapons capacity and recharge rate get great, but it brings down engine/system capacity and recharge.
On PowerPlant, you can make an overcharged PowerPlant, gives you a lot more power, but even on the best possible outcome it is more prone to taking damage. You will see what I mean when you look at some of it. It's almost like you have to decide what route you want to go, and specialize a few categories together. You can make a pulse laser that's overpowered and does more damage, but it uses up a lot more of your weapons capacity, so you would probably have to mod a distributor specialized for weapons, which would bring down your sys/eng capacity and recharge. I guess a system distributor mod would make your shields better, and engines would make you faster.
There are some like FSD, that give you longer jump range, that will be worth the minor negatives. Thrusters too, but I don't really know if some of them would be worth it.
I did read that if you go to start doing level 3-4-or 5 mods, to do them on a un modded part. You don't have to get level 1, then 2 Etc. Once you unlock the engineers level 5, by crafting upgrades or doing other activities to get rep up. You can put a level 5 mod on an un modded part. And for some reason, they say you have a better chance at a good outcome on the higher mods, on a part that's not modded.
I also read you can "grind" a mod that's easy to get materials for, to level up an engineer. Say you want a certain level 5 mod from an engineer, if the level 1
Mod is really easy to get materials for, just keep doing that one, until they get to level 5, and get the materials for the level 5 mod, and try that one until you get a mod with great percentages. That way you don't have to get materials for the other levels.
Anyways there's a lot of information on frontier forums as well, and honestly it's all confusing as 🤬. There's way too much randomness with everything about this operation, and you shouldn't have to be a god damn rocket scientist to figure all this out.
One thing about frontier though, they listen to the community, and are always updating and patching. Engineers has only been out a week, so I'm sure in a couple months it will be a lot better, and have things for this modding we should already have (like commodity storage for engineering commodities, and a way to search in game where engineering materials can be found, instead of letting the community do all the work making there own spreadsheets and websites. You basically have to google anything to do with this engineering as far as material locations etc, it would take 60 :censored:ing years to find anything If you just flew around aimlessly). You do get a lot of data scans and materials by just playing the game, but some of them don't do anything. There's a list of the useless ones on frontier forums. Well 🤬, let me get that too.
Here's the best one found. It has the best setup, and all the percentages on grafts I was talking about in chapter one of this novel I just wrote:
http://inara.cz/galaxy-engineers
Make sure to bookmark that one.
And here's a link to a frontier page, that has a bunch of links to other pages that deal with engineers, it has the material lists etc:
https://forums.frontier.co.uk/showthread.php?t=258113
Probably going to want to bookmark that one too.
Let me know who you guys think about some of those mods, I only see a few that I really want, a lot of the the negatives aren't worth the positives, even in the best outcome, IMO.
Ok it comes out in 3.5 hours. Time to sleep some.
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