
Learn how Starfield's research and crafting systems work, from unlocking recipes to building the best gear at every workbench.

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Starfield's crafting system is one of those things that looks simple on the surface and then quietly becomes the backbone of your entire build. You need it for weapon mods, spacesuit upgrades, outpost equipment, food, medicine — basically everything that makes your character feel genuinely powerful rather than just leveled up. The catch is that crafting is gated behind a research system that most players stumble through without fully understanding. This guide breaks down exactly how both systems work, where to find every workbench, and which skills you actually need to invest in.
Research is the prerequisite layer sitting beneath all crafting. Before you can make most useful items, you need to complete research projects at a Research Lab, which unlocks the recipes you then execute at the relevant workbench. Think of it as the unlock tree, and the workbenches as where you spend those unlocks.
Research is split across five distinct categories:
| Research Category | What It Unlocks |
|---|---|
| Pharmacology | Chems, healing items, and other aid consumables |
| Food and Drink | Edible aid items and beverages |
| Outpost Development | Fabricators, storage units, and decorations |
| Equipment | Helmet, Spacesuit, and Pack mods |
| Weaponry | Weapon mods and attachments |
Each category contains multiple individual projects. To complete a project, you deposit the required materials at a Research Lab. One thing that trips up new players: you don't have to deposit everything at once. Materials can be added incrementally as you collect them across different planets and moons, so there's no pressure to grind everything before starting.

Research lab project overview
Completing one project often unlocks additional projects within the same category, so the tree expands the further you push into it. Some higher-tier projects are locked behind both earlier research completions and specific skill requirements.
Not all research is available from the start. Starfield's skill system governs access to higher-level content across most systems, and crafting is no exception.
Two skills are worth prioritizing early:
Other crafting categories have their own gating skills, so check the requirements on any locked project before assuming you need more materials. Sometimes the blocker is a skill rank, not resources.
Once you've completed the relevant research project, crafting happens at a specific workbench. Each workbench type handles a different category of items, and you need to bring the right raw resources to execute the recipe. Here's what each station does:

Weapon workbench mod screen
The easiest place to access all of these is the basement of the Lodge in New Atlantis, which has every workbench type in one location. You'll also find workbenches scattered across other locations in the Settled Systems, and you can add them to your ship using the right ship modules.
The range of craftable items is wider than most players realize. Crafting covers:
The Research Lab specifically expands your crafting capabilities, which in turn expands what your character can do across health, combat, and base building.

Spacesuit mod upgrade menu
The practical upshot: a fully researched character can self-sustain through difficult encounters with crafted medicine, run a productive resource-generating outpost, and field weapons tuned to their exact playstyle. Players who skip research end up relying entirely on vendor stock and random loot, which is a noticeable disadvantage on higher difficulties.
A few habits make the research and crafting loop much less frustrating:
For players who want to go deeper into the systems connecting crafting to the rest of the game, browse more Starfield guides at games.gg/guides/ to find breakdowns on skills, outposts, and more.