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feat(Fabrication): started work on fabrication system - #3518

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alexanderson1993 merged 1 commit into
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feat/fabrication
Jul 26, 2026
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feat(Fabrication): started work on fabrication system#3518
alexanderson1993 merged 1 commit into
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feat/fabrication

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@mitchell-foote

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Description

Note: This is just the first iteration, so I want to get some feedback before we move forward. I'm sure we'll need to make some changes. Best way to test this is probably to pull it down and run it, and with the extra Template packs, it should make life a bit easier.

Ok, so this continues the work we were talking about around fabrication. I took a look at your blog post, and tried to match the basics of what you were talking about.

I wanted the system to be as integrated as we could get it, so that the crew member can see it work based on what they're able to do. So here's what I've built out.

  1. Config: So there's a new Fabrication tab on the simulator, which allows FDs to configure recipes that can be created in the Fabricator. These recipes contain the following information.
  • Name
  • Description
  • Type
  • Duration
  • Secret Recipe (which allows the crew to experiment with recipes they don't know)
  • Hint (for secret recipes that FDs can send)
  • Components
  • Output type
  • Output description

The config screen shows all recipes configured, as well as which rooms are configured as "fabrication rooms". Fabrication rooms are where cargo can be pulled from for recipes, so if FDs want, they can set up specific rooms where cargo control needs to move stuff. If they don't set one up, it can be pulled from any room.

  1. Output type: Output type drives the integration. Currently there are 7 output types.
  • Generic Cargo: No integration, just moves back into the room it was created in.
  • Repair: These parts can be selected in the automated fabrication task flows.
  • Coolant: Adds to the coolant tank
  • Torpedo: On complete adds a torpedo to the queue. (The name of the torpedo changes based on components)
  • Shield Booster: Increases shield strength on completion.
  • Railgun Ammo: Adds railgun ammo
  • Countermeasures: Adds countermeasures materials.
  1. Import/Export + Template Packs
  • You can import or export recipes as JSON. If you don't have the correct cargo, it'll auto add based on which room you want to put it in.
  • Template Packs are preconfigured basic recipes that can be added, just to give FDs a good place to start.
  1. Core
    Core contains all recipes, as well as the history.

They can also show a configured hint for secret recipes. It also has a note for recipes that have missing parts, as well as the ability to add them.

  1. Crew card

Crew card has three columns: Available Parts, Fabricator + History, and known recipes.

Clicking a known recipes will auto fill the parts, but if a crew member wants to play around with it, they can select various parts.

Related Issue

#3517

Screenshots (if appropriate):

Screenshot 2026-07-04 at 10 52 03 AM Screenshot 2026-07-04 at 10 47 53 AM Screenshot 2026-07-04 at 10 46 18 AM Screenshot 2026-07-04 at 10 46 01 AM
  • I submitted a pull request or created an issue for documenting this
    feature on the Thorium Docs
    repo. (Include the issue or pull request url below.)

@alexanderson1993

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LGTM. Looks like you've covered a lot of edges. I like the pre-built packs and that you've included a task definition.

@alexanderson1993
alexanderson1993 merged commit a87d8e3 into develop Jul 26, 2026
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@alexanderson1993
alexanderson1993 deleted the feat/fabrication branch July 26, 2026 12:55
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2 participants