More Free Star Citizen Tools
SC Mining Material Finder
Track the best ore, gem, and refinery routes across Stanton, Pyro, and Nyx before you commit resources to a craft.
Launch ToolShip Loadout Builder
Fit weapons, shields and components to any hull and watch the numbers move before you spend a credit.
Launch ToolFPS Weapon Damage and DPS
Every personal weapon ranked by damage per second at any range, base against best crafted, so you can see what a blueprint is worth before you build it.
Launch ToolWhat Fits Inside This Ship?
Check whether a vehicle or a ship actually fits through the doors and into the larger ships hold, before you attempt to haul it across the system.
Launch ToolShip Development Pipeline
Which ships CIG is actually building and how far each has moved through the art and development gates, quoted from the monthly reports.
Launch ToolStar Citizen Crafting Blueprint Finder For 4.10
Find the contract, then model the craft
Two tools in one. The Blueprints tab shows which contract drops any of the 1606 blueprints in the game, who gives it, what reputation it needs and which system to fly to. The Crafting Bench tab shows what each blueprint consumes and predicts the stats it will produce, with a quality bar for every material slot. Built for Star Citizen Alpha 4.10.
How crafting works in Star Citizen 4.10
Crafting needs three things: the blueprint, the materials it calls for, and a crafting bench. Blueprints are unlocked as contract rewards rather than bought from a kiosk. Materials are refined ores you mine, salvage or buy. The bench turns the two into the finished item after a timer. The build currently ships 1606 blueprints spread across 1606 material slots, and the median craft finishes in about 200 seconds.
Most blueprints ask for three materials. 1074 of them take exactly three slots, 439 take two, 62 take a single material and 31 take four. Both units appear: 3988 slots are measured in SCU and 298 in whole items, so a quantity of 0.04 and a quantity of 2 mean very different things.
Where Star Citizen blueprints come from
Blueprints drop from mission contracts. Each contract carries a reward pool, and finishing it grants one random blueprint from that pool, which is why hunting a specific schematic usually means running the same contract more than once. Most pools are a full armor set plus a handful of weapons, so repeat runs rarely feel wasted.
The Blueprints tab above lists the contract, the mission giver, the reputation gate and the system for every blueprint in the game, across Stanton, Pyro and Nyx. The Grind Route Planner takes a faction and a list of blueprints you want and works out the shortest sequence of contracts that covers them.
What material quality actually does to your stats
Deviations add up within a stat, different stats multiply
This is the rule that decides whether a crafting calculator is right or wrong, and community tools disagree with each other about it. Within a single stat, every slot that moves that stat has its deviation added. Across different stats, the results multiply. DPS is not a stat any slot carries: it is damage multiplied by fire rate.
A worked example: the P4-AR rifle
Built with perfect materials the P4-AR gains 7.5 percent damage and 12 percent fire rate. Add those and you get 19.5 percent, which is wrong. Multiply them, 1.075 by 1.12, and you get 20.4 percent, taking a 162 DPS rifle to 195. Its recoil lands at 0.6 of stock, not 0.64, because the frame and the stock each contribute their own deviation and those two are summed. The same multiplication is applied to every weapon in the FPS weapon DPS table, with the crafted figure shown beside the stock one.
Quality is measured per slot, not once per blueprint
Every slot takes a different material, found at its own quality, and the slots do not move the same stats. On the P4-AR the frame and the stock both shift recoil, and only the barrel touches damage and fire rate. A single quality dial for the whole blueprint would claim a flawless barrel improves your recoil. It does not. The bench gives every slot its own bar and its own entry box for exactly that reason.
Quality 500 is the neutral point. The curves are authored to sit at 1.0 there, so 500 leaves the item at stock, below 500 makes it worse than stock, and 1000 gives the full bonus. A blueprint reading zero across the board at 500 is correct, not broken.
Everything you can craft in Star Citizen
All 1606 blueprints in the build, classified from the game files rather than guessed at from their names. Every one appears in the Crafting Bench tab with its materials and its predicted stat change.
Armor: 880 blueprints
880 armor pieces and full sets. Armor carries the widest spread of modifiers in the build: damage mitigation, heat and cold resistance, radiation capacity and maximum health. It is also where most of the paint variants live, which share their parent's stats. Examples: ADP Arms (Modified), ADP Arms Aqua, ADP Arms Black.
Ship components: 381 blueprints
381 coolers, power plants, shields and quantum drives. Component blueprints move power generation, coolant generation, shield health and quantum speed. These are the crafts that change how a ship flies rather than how it shoots. The Star Citizen Ship Loadout Builder shows what each one does once it is fitted, with power and cooling accounted for. Examples: 5CA 'Akura', 5MA 'Chimalli', 5SA 'Rhada'.
Personal weapons: 174 blueprints
174 rifles, pistols, snipers and launchers. Weapons are the clearest case for crafting: damage, fire rate and all three recoil stats are craftable, and recoil improves as the number goes down. The Star Citizen FPS Weapon Damage and DPS table ranks every one of them base against best crafted. Examples: A03 "Canuto" Sniper Rifle, A03 "Lodestone" Sniper Rifle, A03 "Luckbringer" Sniper Rifle.
Ship weapons: 95 blueprints
95 cannons, repeaters, gatlings and scatterguns. Ship weapon blueprints mostly move damage and fire rate, so the derived DPS figure is the one worth sorting on. The Star Citizen Ship Weapon DPS table carries that figure for all 177 hardpoint guns, and the Star Citizen Ship Loadout Builder fits them to a hull. Examples: 10-Series Greatsword Cannon, 11-Series Broadsword Cannon, 9-Series Longsword Cannon.
Ammunition: 36 blueprints
36 magazines and batteries. Ammo is cheap to craft and easy to overlook. It is the fastest way to see the crafting loop end to end before you commit materials to a weapon. Examples: A03 Sniper Rifle Magazine (15 cap), Arclight Pistol Battery (30 cap), Arrowhead Sniper Rifle Battery (16 cap).
Flight suits and undersuits: 36 blueprints
36 helmets, undersuits and racing gear. Worn but not armor. These sit under the armor tree in the game files, which is why some tools file them in the wrong place. Examples: A23 Flight Helmet Woodland, Beacon Undersuit, Calva Racing Helmet.
The materials Star Citizen crafting consumes
Across every blueprint in the build the six most demanded materials are Aslarite, Ouratite, Laranite, Tungsten, Iron, Agricium. Aslarite alone appears in 856 of the 1606 slots, which makes it the single most valuable thing to keep stocked if you intend to craft at any volume. The Star Citizen Mining Material Finder covers where each ore is worth extracting.
Star Citizen crafting FAQ
How does crafting work in Star Citizen?
You need three things: the blueprint, the materials it calls for, and a crafting bench. Blueprints are unlocked as contract rewards rather than bought, materials are refined ores you mine or buy, and the bench turns the two into the item. The build currently ships 1606 blueprints across 1606 material slots, and the median craft takes 200 seconds.
Where do you get blueprints in Star Citizen?
Blueprints drop from mission contracts. Each contract has a reward pool, and completing it grants one random blueprint from that pool, so a specific blueprint usually means repeating the contract. The finder above lists which contract, which faction and which system each blueprint comes from, so you can pick the shortest route to the one you want.
Does material quality change the stats of a crafted item?
Yes, and it is the whole point of crafting rather than buying. Every material slot carries modifiers tied to the quality of the material you put in it. Across the build there are 6521 modifiers moving 24 different stats, including damage, fire rate, recoil, armor mitigation, temperature resistance and power generation.
What quality of material should I use?
Higher is better, but 500 is the neutral point rather than the floor. The curves are authored so a material at quality 500 leaves the stat exactly where it started, below 500 makes the item worse than stock, and 1000 gives the full bonus. A blueprint showing zero change across the board at 500 is behaving correctly.
Is material quality one setting for the whole blueprint?
No, and treating it as one is the most common mistake. Each slot consumes a different material at its own quality, and the slots do not move the same stats. On the P4-AR rifle the frame and the stock both shift recoil while only the barrel touches damage and fire rate, so a flawless barrel does nothing at all for recoil.
How do I work out the real DPS gain from a crafted weapon?
Deviations add up within one stat and different stats multiply together. A P4-AR built with perfect materials gains 7.5 percent damage and 12 percent fire rate, which is not 19.5 percent DPS. It is 1.075 multiplied by 1.12, so 20.4 percent, taking a 162 DPS rifle to 195. The crafting bench above does that multiplication for you and labels the result as derived.
What can you craft in Star Citizen right now?
880 armor pieces, 381 ship components, 174 personal weapons, 95 ship weapons, 36 ammunition types, 36 flight suits and undersuits, and 4 mission items. That is 1606 blueprints in total, every one of them listed in the crafting bench with its materials and its predicted stats.
Which materials does crafting use most?
Aslarite, Ouratite, Laranite, Tungsten, Iron, Agricium. Of the 1606 material slots in the build, 3988 are measured in SCU and 298 in whole items, which matters when you are reading a quantity like 0.04 next to a quantity like 2.
New to the game? Start with the Star Citizen Beginner Guide, or read how to make money in Star Citizen if you need the aUEC to buy materials rather than mine them.
Blueprint and modifier data read from Star Citizen build 4.10.191.2241. Rebuilt every patch.
Veterans: Give a New Recruit a Head Start
Got a referral code collecting dust? Drop it into the Referral Code Randomizer and let a new pilot pull a random veteran code for bonus starting credits and gear. Recruiting for your Org? Use it to hand out codes fairly across your roster instead of playing favorites.
Try the Referral Code Randomizer