[h=1]RAWR: Guide to Advanced Crafting[/h]
[h=2]4. Crafting I: How it works[/h] You have gathered your resources and you have refined them – now what?
Here’s an idea: Build something. Something fast! As our example we will use the “Servos II”.
In the printer menu , click on “Common Components” (common because more than one frame uses Servos), then on the “Servos” subgroup, then on “Servos II”.
The submenu you get now has 4 entries, alphabetically sorted: Kinetic Booster II, Servos II, Servo Motors II, Servo Overdrive II.
The second one, “Servos II”, is the actual equipment item and uses the other 3 components listed.
Each of these components is made out of more subcomponents.
Let’s start with the Kinetic Booster II:
By clicking on it, you will be able to see that it requires a “Basic Leap Booster” and a “Basic Power Cell”.
At this point you should probably grab/open a notepad, as the crafting interface is quite raw at the moment and doesn’t show you everything you need in one window.
You can find the nanoprints for these subcomponents by closing the “Common Components” menu (by clicking on it once more), and then opening the “Sub Components” menu.
This will be a very long list, alphabetically sorted. Scroll through it to find the Basic Leap Booster – you will find that it requires 300 “POWER Carbons” (more on that in the next section) and one “Basic Seed Crystite Module” – another subcomponent from the same menu. The Basic Seed Crystite Module requires just one Seed Crystite Hybrid.
So, do this:
- Produce the Basic Seed Crystite Module.
- With the result and 300 Carbon produce the Basic Leap Booster.
- Produce another Basic Seed Crystite Module.
- With that module and 100 Ceramic Dialectrics produce the Basic Power Cell
- In the Common Components menu, use the Leap Booster and Power Cell to produce a Kinetic Booster II.
You now need to repeat that process with the appropriate subcomponents for the Servo Overdrive II and the Servo Motors II, then you can put all 3 together into your actual equipment item – Servos II. Have fun running through Firefall faster and jumping higher!
One small hint, concerning finding specific nanoprints in the molecular printer: Above the selection menu there is a search bar. Type in "boos", and you will only have a few results instead of a giant list - including the "Basic Leap Booster" you had been looking for.
[h=2]5. Crafting II: Quality and Constraints[/h] In the last part of this guide we have produced Mk II Servos without much regard for what materials were used.
That isn’t always a good idea though!
We mentioned that a “Basic Leap Booster” is built using 300 “POWER Carbons”. This means that any carbon can be used, but one with a high Power value should be preferred.
The reason for this is simple – in Firefall, the power value of the material used changes the quality of the Basic Leap Booster. If the material used has a high Power value, you will produce a Basic Leap Booster with a high Quality level.
If you use a Basic Leap Booster with a high Ql to build a Kinetic Booster I, that Kinetic Booster will also have a higher quality. This in turn will grant a bonus to the Servos built with it – you can jump higher with them.
So, in short: If you use a carbon with a higher Power value for the Leap Booster subcomponent, your produced Servos will let you jump higher.
If you don’t have a high powered carbon though, don’t worry – the produced Servos do have base stats which you get regardless of what materials you use – so the result might not be ideal, but it will be usable.
As previously noted, there is one carbon that has Mass as its main stat, one that has Cores as its main stat, and one that has Power as the main stat – this would be “Energized Carbon” as suggested by the name.
If you have multiple carbons with a similar Power value, it’s recommended that you use Energized Carbon, for the following reason:
The stats of your material don’t just affect quality of produced items, but also the toll using these items will take on your battleframe in Firefall.
Each battleframe has a limited amount of available power, a limited amount of mass it can carry, and a limited number of CPU cores.
The values of the materials you use to produce your servos determine how much of these constraints is taken up by the servos.
2 Examples:
A - You decide to build your servos with Energized Carbon Ql 499 – Power 499, Mass 165, Cores 329.
The servos produced will have a high Power consumption, medium demand of CPU cores and low mass/weight. The servos will allow you to jump quite high.
B – You decide to build your servos with Carbon Composites QL 785 – Power 523, Mass 785, Cores 262.
The servos produced will have a marginally higher Power consumption than Version A, but will weigh MUCH more than Version A, with similar CPU demands. Even though these servos jump a small bit higher, they are worse than Version A, because they take up a lot more of your battleframe’s constraints.
Of course there are situations in which you would still use version B – for example, if you have finalized your other gear and found that you have a lot of CPU cores left free, or when you don’t have any other carbons and absolutely can’t/don’t want to get them.
[h=2]6. ALTERING YOUR EQUIPMENT[/h] While reading this guide you probably asked yourself: “Why should I bother crafting at all if it’s this complicated?”.
Part of that is already answered in the guide – crafted items can be significantly better than stock items. For example, in the first 3 hours of play after the patch introducing the new crafting system the author of this guide produced jumpjets with 50% more energy and plating that regenerates 9hp/s instead of 1hp/s.
There is another reason as well though:
If you craft extra versions of an accord frame item, you can use it in the faction versions of that battleframe. This goes for everything – weapons, abilities, passives, ultimates, armor.
For example, by default the Accord Engineer has a Sticky Grenade Launcher, a heavy turret, passive regeneration for his turrets, an energy field and a supply station.
By default the Bastion Engineer has a Tesla Rifle, 3 small turrets, an energy wall, a sentinel that repairs turrets and does damage, and some other things.
Now, if you craft an extra Sticky Grenade Launcher and heavy turret, you can replace the Bastion’s Tesla Rifle with the Grenade Launcher and the energy wall (or any other ability) with the heavy turret.
Once again, the author currently plays a Bastion with Sticky Grenade Launcher, heavy turret and 3 small turrets, and he is also planning to add the ultimate Anti-Personnel-Turret from the Accord frame.
[h=1]Bugs and other things to be aware of[/h]

These are just some things that you should keep in mind - some helpful hints as well as current bugs etc.
- The displayed manufacturing times are currently broken: The required time displayed for manufacturing 167 Bio-Organic Stintergels (example) is 167 seconds or 2m47s, and that is correct. As soon as you click on “Manufacture” though, the display often breaks and shows a much shorter time – in my example it was 1m36s. If you believe that time and click on Unload when it’s completed, you only get a SIN error, and your crafting interface breaks. Show patience and make a note of the actual time before you start a process
- The best way to fix your interface when it broke as described above is to type “/rui” into the chat. This reloads your complete interface and only takes a second (no loading screens or anything). This command also helps with many other interface problems.
- You may be able to create MK II items from the beginning, but you can’t equip them immediately: When you mouse over the nanoprint for the Heavy Turret II, you will see that it requires “Nanoprocessors”. This is a technology unlock that you get for unlocking the 6[SUP]th[/SUP] CPU level in your Bastion’s garage. This in turn requires 10,000 Hi-Strength Polymers of any quality in addition to XP. Every frame has their own material requirements, check them out in the garage!
- The resource group colours for ceramics and biomaterials are behaving a but funky at the moment. For example, ceramics give green crystite hybrids, but surface deposits are yellow – for biomaterials it’s the other way around.
Is this list missing anything? Let us now on our forums!
[h=1]RAWR: Guide to Advanced Crafting[/h]
[h=2]4. Crafting I: How it works[/h] You have gathered your resources and you have refined them – now what?
Here’s an idea: Build something. Something fast! As our example we will use the “Servos II”.
In the printer menu , click on “Common Components” (common because more than one frame uses Servos), then on the “Servos” subgroup, then on “Servos II”.
The submenu you get now has 4 entries, alphabetically sorted: Kinetic Booster II, Servos II, Servo Motors II, Servo Overdrive II.
The second one, “Servos II”, is the actual equipment item and uses the other 3 components listed.
Each of these components is made out of more subcomponents.
Let’s start with the Kinetic Booster II:
By clicking on it, you will be able to see that it requires a “Basic Leap Booster” and a “Basic Power Cell”.
At this point you should probably grab/open a notepad, as the crafting interface is quite raw at the moment and doesn’t show you everything you need in one window.
You can find the nanoprints for these subcomponents by closing the “Common Components” menu (by clicking on it once more), and then opening the “Sub Components” menu.
This will be a very long list, alphabetically sorted. Scroll through it to find the Basic Leap Booster – you will find that it requires 300 “POWER Carbons” (more on that in the next section) and one “Basic Seed Crystite Module” – another subcomponent from the same menu. The Basic Seed Crystite Module requires just one Seed Crystite Hybrid.
So, do this:
[list=1]
[*]Produce the Basic Seed Crystite Module.
[*]With the result and 300 Carbon produce the Basic Leap Booster.
[*]Produce another Basic Seed Crystite Module.
[*]With that module and 100 Ceramic Dialectrics produce the Basic Power Cell
[*]In the Common Components menu, use the Leap Booster and Power Cell to produce a Kinetic Booster II.[/list]
You now need to repeat that process with the appropriate subcomponents for the Servo Overdrive II and the Servo Motors II, then you can put all 3 together into your actual equipment item – Servos II. Have fun running through Firefall faster and jumping higher!
One small hint, concerning finding specific nanoprints in the molecular printer: Above the selection menu there is a search bar. Type in "boos", and you will only have a few results instead of a giant list - including the "Basic Leap Booster" you had been looking for.
[h=2]5. Crafting II: Quality and Constraints[/h] In the last part of this guide we have produced Mk II Servos without much regard for what materials were used.
That isn’t always a good idea though!
We mentioned that a “Basic Leap Booster” is built using 300 “POWER Carbons”. This means that any carbon can be used, but one with a high Power value should be preferred.
The reason for this is simple – in Firefall, the power value of the material used changes the quality of the Basic Leap Booster. If the material used has a high Power value, you will produce a Basic Leap Booster with a high Quality level.
If you use a Basic Leap Booster with a high Ql to build a Kinetic Booster I, that Kinetic Booster will also have a higher quality. This in turn will grant a bonus to the Servos built with it – you can jump higher with them.
So, in short: If you use a carbon with a higher Power value for the Leap Booster subcomponent, your produced Servos will let you jump higher.
If you don’t have a high powered carbon though, don’t worry – the produced Servos do have base stats which you get regardless of what materials you use – so the result might not be ideal, but it will be usable.
As previously noted, there is one carbon that has Mass as its main stat, one that has Cores as its main stat, and one that has Power as the main stat – this would be “Energized Carbon” as suggested by the name.
If you have multiple carbons with a similar Power value, it’s recommended that you use Energized Carbon, for the following reason:
The stats of your material don’t just affect quality of produced items, but also the toll using these items will take on your battleframe in Firefall.
Each battleframe has a limited amount of available power, a limited amount of mass it can carry, and a limited number of CPU cores.
The values of the materials you use to produce your servos determine how much of these constraints is taken up by the servos.
2 Examples:
A - You decide to build your servos with Energized Carbon Ql 499 – Power 499, Mass 165, Cores 329.
The servos produced will have a high Power consumption, medium demand of CPU cores and low mass/weight. The servos will allow you to jump quite high.
B – You decide to build your servos with Carbon Composites QL 785 – Power 523, Mass 785, Cores 262.
The servos produced will have a marginally higher Power consumption than Version A, but will weigh MUCH more than Version A, with similar CPU demands. Even though these servos jump a small bit higher, they are worse than Version A, because they take up a lot more of your battleframe’s constraints.
Of course there are situations in which you would still use version B – for example, if you have finalized your other gear and found that you have a lot of CPU cores left free, or when you don’t have any other carbons and absolutely can’t/don’t want to get them.
[h=2]6. ALTERING YOUR EQUIPMENT[/h] While reading this guide you probably asked yourself: “Why should I bother crafting at all if it’s this complicated?”.
Part of that is already answered in the guide – crafted items can be significantly better than stock items. For example, in the first 3 hours of play after the patch introducing the new crafting system the author of this guide produced jumpjets with 50% more energy and plating that regenerates 9hp/s instead of 1hp/s.
There is another reason as well though:
If you craft extra versions of an accord frame item, you can use it in the faction versions of that battleframe. This goes for everything – weapons, abilities, passives, ultimates, armor.
For example, by default the Accord Engineer has a Sticky Grenade Launcher, a heavy turret, passive regeneration for his turrets, an energy field and a supply station.
By default the Bastion Engineer has a Tesla Rifle, 3 small turrets, an energy wall, a sentinel that repairs turrets and does damage, and some other things.
Now, if you craft an extra Sticky Grenade Launcher and heavy turret, you can replace the Bastion’s Tesla Rifle with the Grenade Launcher and the energy wall (or any other ability) with the heavy turret.
Once again, the author currently plays a Bastion with Sticky Grenade Launcher, heavy turret and 3 small turrets, and he is also planning to add the ultimate Anti-Personnel-Turret from the Accord frame.
[h=1]Bugs and other things to be aware of[/h]
[url=http://www.rawr4firefall.com/?q=DE-bugs-etc][img]http://www.rawr4firefall.com/nanodb/icons/Germanflag.png[/img][/url]
[url=http://www.rawr4firefall.com/?q=hints-and-current-bugs][img]http://www.rawr4firefall.com/nanodb/icons/britishflag.jpg[/img][/url]
These are just some things that you should keep in mind - some helpful hints as well as current bugs etc.
[list]
[*]The displayed manufacturing times are currently broken: The required time displayed for manufacturing 167 Bio-Organic Stintergels (example) is 167 seconds or 2m47s, and that is correct. As soon as you click on “Manufacture” though, the display often breaks and shows a much shorter time – in my example it was 1m36s. If you believe that time and click on Unload when it’s completed, you only get a SIN error, and your crafting interface breaks. Show patience and make a note of the actual time before you start a process
[*]The best way to fix your interface when it broke as described above is to type “/rui” into the chat. This reloads your complete interface and only takes a second (no loading screens or anything). This command also helps with many other interface problems.
[*]You may be able to create MK II items from the beginning, but you can’t equip them immediately: When you mouse over the nanoprint for the Heavy Turret II, you will see that it requires “Nanoprocessors”. This is a technology unlock that you get for unlocking the 6[SUP]th[/SUP] CPU level in your Bastion’s garage. This in turn requires 10,000 Hi-Strength Polymers of any quality in addition to XP. Every frame has their own material requirements, check them out in the garage!
[*]The resource group colours for ceramics and biomaterials are behaving a but funky at the moment. For example, ceramics give green crystite hybrids, but surface deposits are yellow – for biomaterials it’s the other way around.[/list]
Is this list missing anything? Let us now on our forums!