Once everything is unlocked, you will be able to craft any Apparel, Spacesuit, Helmet, Backpack or Weapon. You will also be able to Enhance any looted, purchased or crafted item into a Mk.II version, which will allow you to customize Quality, Linings and Legendaries on those Mk.II items. Ballistic weapons can also be upgraded from Mk.II to Mk.III at a Vile Weapon workbench, which will convert it into a Particle Beam weapon.
NOTE: In order to unlock full features, you will need to complete all DarkStar research or enable VIP Mode!
- Tools (wrenches, hammers, etc) are now craftable at the Industrial workbench.
- Ammunition crafting was moved out of the Industrial bench into the Ammo Crafting bench.
- DarkStar Quantum Harnesses (used quite a lot) are craftable at the Weapon Crafting workstation.
- Weapon Particle Cores, used to create "Vile" Mk.III particle weapons are craftable at the Weapon Crafting station.
- Apparel may be crafted at the Apparel Crafting bench.
- Apparel can be converted to Mk.II at the Apparel Enhancement bench.
- Armor may be crafted at the Armor Crafting bench.
- Armor can be converted to Mk.II at the Armor Enhancement bench.
- Weapons may be crafted at the Weapon Crafting bench.
- Weapons can be converted to Mk.II at the Weapon Enhancement bench.
- Mk.II Weapons can be converted to Mk.III at the Vile Weapon Crafting bench.
- Volatile Ammo, for Mk.III weapons, can be crafted at the Ammo Crafting bench.
- NEW VIP mode that allows you to disable DarkStar Research requirements. Note: Does not forget your progress. If you toggle VIP mode back off, it will still be how you left it.
- NPC's CAN NOW WIELD, AND DROP Superior, Unrivaled and Relic weapons!
** this can be very hurty on Extreme difficulty if you aren't prepared. So... get prepared.
- DarkStar Quantim Harness can be purchased at DarkStar Terminus from the DarkStar Astrodynamics mod
** the TA Kiosk on the Terminus sells several sets of Boss Chest leveled lists for inventory
- DarkStar Quantum Harness has a 75%+ chance to drop in Boss chests & Elite NPC loot.
** used in a lot of DarkStar crafting
- Vile weapons have a 25%+ chance to drop in Boss chests & Elite NPC loot.
** this means they can use these weapons against you.
- NEW Cargo Links added to Outpost builder with 100k storage capacity, and 10k capacity unique cargo ships linked to them.
Note: If you do not see a item available for crafting, you likely have not done the proper research, acquired the required skills, or attained the proper level.
Base-game Weapon crafting is locked for each weapon until you reach Relic-appropriate level for that weapon (see Weapon Quality Unlocks slate). This is due to how the base game generates Weapons, and applies Quality tiers. The base game weapons spawn completely random quality when crafted, and without completely overwriting every weapon in the game, that could not be controlled through this system. Since the goal of DarkStar is to always avoid overwrites whenever possible, and in order to prevent unwanted overpowered access to end-game quality weapons, you must reach the Relic level for a given weapon in order to make one from scratch. This means, for example, that the Kraken will not be craftable at a Weapon Crafting station until level 81.
Quality levels are locked by your level to match the drop level of each quality already available in game. You cannot bypass this condition through mod-supported means. In general, each piece of equipment has a specific level that Calibrated unlocks in the base game. Weapons then scale up Quality every 10 levels from there in the base game. Armor tends to scale up every 6 levels, with a couple exceptions. So, if a weapon becomes Calibrated at level 10, you should expect Refined at 20, Advanced at 30, the new Superior at 40, Unrivaled at 55 (15 higher), and Relic at 85 (30 higher). This pattern was applied to all weapons and armor in the game, one by one, to adhere to how the base game scales this equipment as you level.
Legendary modules cost 1, 2 or 3 DarkStar Quantum Harness and can be unlocked by individual Research per legendary. If you want to be able to install Instigating on a weapon, for example, you must complete the Instigating research under Weapons in your Research Station. The harnesses phase the Legendary module into existence upon your gear... effectively stealing a clone of your gear with that module attached from an alternate universe version of yourself. They... won't mind... or know. Their loss is your gain!
PLEASE NOTE: that any attached mods installed on equipment that you trade in at an Enhancement or Vile workbench WILL BE STRIPPED AND LOST. For basic gear that has nothing special installed, such as Apparel, this might not be a big deal to you. However, you might want to reconsider if the starting equipment you plan to trade has things you'd rather not lose.
WARNING: Since you must use an existing piece of equipment to craft an Enhanced version at an Enhancement workbench, the game WILL TAKE the FIRST COPY alphabetically sorted in your inventory (or your ship's inventory, if nearby). This means that if you are--for example--making a new NeuroBoost and are already wearing one, the Enhancement workbench MIGHT TAKE the one you are wearing. It is highly recommended that when you FIRST start using these features, you place any non-enhanced, default gear you wish to keep into a chest that is NOT ACCESSIBLE by your outpost, ship or crafting location BEFORE you use the Enhancement workbench. There is no way to return consumed gear.