The Tech Preview of Crafting and Inventory and How it is Going to Change the Game

Daniel Raymond provides an update on Star Citizen’s crafting and inventory tech preview, highlighting the revamped mining system with material quality mechanics and potential gameplay improvements like mining scouts, while cautioning that crafting features may arrive anytime before patch 4.8. Additionally, he discusses Chris Roberts’ prediction of Squadron 42 launching with full VR support, positioning it as a groundbreaking VR space sim that could attract significant interest from the flight sim community.

In this video, Daniel Raymond from Ray’s Guide provides an update on the recent tech preview of the crafting and inventory systems in Star Citizen, along with insights from Chris Roberts’ comments at the Enter Atmosphere esports showcase. Chris Roberts mentioned that crafting and inventory features might be included in the upcoming 4.7 patch, but Daniel advises viewers to treat such statements as aspirational rather than guaranteed. Given Cloud Imperium Games’ approach of two-month releases and mid-patch content drops, the crafting system could arrive anytime before patch 4.8. The current tech preview focuses mainly on crafting armor and personal weapons, with limited examples and no advanced customization, but it functions well within this scope.

A significant highlight from the tech preview is the overhaul of the mining system. Rock clusters now contain one primary material type with other inert materials, and each rock within a cluster has its own percentage and quality of ore. Material quality plays a crucial role in crafting, with different quality levels treated as separate materials. The highest quality found during the preview was 650, with a maximum quality of 800 expected, especially in the Pyro system. Materials below a quality of 200 provide no stat bonuses, so miners will likely divide into commodity miners who collect broadly and artisanal miners who seek high-quality ores, potentially working together to maximize efficiency.

Daniel also points out challenges encountered with mining, particularly the secondary cracking mechanic, which is very sensitive and requires precise power management. The minimum power setting on the Golem mining ship is 20%, which is often too high for effective cracking within the green zone, forcing players to toggle between ineffective zero power and excessive power. This mechanic made some rocks labeled as “easy” surprisingly difficult to mine, leading to wasted resources and frustration during the tech preview.

An important gameplay implication discussed is the limitation of ordinary ship scanners, which currently do not reveal the quality of materials in rocks—only mining ships can see this detail. Daniel suggests adding quality detection to regular ship scanners to create a new player role as mining scouts. These scouts would fly ahead to identify high-quality ore deposits for artisanal miners, fostering organic exploration gameplay and expanding industrial roles beyond just mining and crafting. This small change could significantly enhance player interaction and immersion in the mining profession.

Finally, Daniel touches on Chris Roberts’ prediction that Squadron 42 will launch with full VR support and be a groundbreaking VR title. He highlights the lack of high-quality space sims in VR currently and the strong interest from flight sim communities, suggesting Squadron 42 could fill this niche. With no major competing VR titles expected soon, this could attract significant attention. Daniel also promotes high-end VR headsets like the Pimax Crystal for players interested in immersive VR experiences. He concludes with channel events and giveaways, encouraging viewers to participate and stay engaged with the community.