Jump Space Blueprints Guide: How to Unlock Ships and Weapons
Master the Jump Space blueprints system to craft elite gear. Learn how to scan weapons, find the DT4 Dart, and upgrade modules in this ultimate guide.
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The latest major update to Jump Space has fundamentally transformed how players interact with their arsenal and fleet. Gone are the days of losing your favorite high-tier gear after a disastrous mission; the introduction of jump space blueprints allows you to permanently record and reproduce your most effective equipment. Whether you are hunting for the elusive DT4 Dart or trying to maximize the DPS of a Superior-rarity SMG, understanding the blueprint and scanning mechanic is now the core of the progression loop.
By utilizing jump space blueprints, you can ensure that your squad is always equipped with the best possible modules and stats, regardless of how many times your ship's core life hits zero. This guide will walk you through the intricacies of the new loot system, the specific steps required to unlock new ship hulls, and how to use the Assembler to keep your loadout at peak performance.
Quick Answer
Blueprints are permanent records of weapons and ship components scanned during missions. Once scanned, these items can be reprinted at the Assembler using credits or ingots. To unlock new ships like the DT4 Dart, you must find specific map fragments or derelict hulls during exploration missions.
Understanding the Blueprint and Scanning System
The transition from a basic "mark" system to a module-based loot system means that every weapon you find in the wild is unique. When you encounter a weapon—whether it’s a VSR Halberd or a MAW-23 Shotgun—it comes with randomized color, scopes, and most importantly, modules. These modules provide critical buffs like damage-over-time viruses or EMP effects.
To save these items, you must use your scanner. Scanning a weapon instantly adds it to your personal jump space blueprints library. This library is stored in the Assembler, a station found on your ship and in the hangar. Once a blueprint is saved, it is yours indefinitely. You can print as many copies as you want, provided you have the necessary resources.
A vital community-reported tip: if you forget to scan a legendary find during the heat of battle, you can check the "Loot History" tab in the Assembler after the mission. This feature tracks every item found by your squad during that session, allowing you to retroactively scan items you might have missed. However, keep in mind that you can only scan items found while you were physically present in the mission; you cannot grab blueprints for items your friends found in a separate session without you.
Weapon Rarities and Upgrade Thresholds
Not all jump space blueprints are created equal. The rarity of the item determines its maximum potential. Higher rarity items not only start with better base stats but also feature more module slots and a higher level cap. When you upgrade a weapon at the Assembler using various ingot types, you increase its base damage and fire rate while earning "upgrade points" to enhance its specific modules.
Weapon Rarity
Maximum Level
Module Potential
Standard
5
Low (0-1 Modules)
Refined
7
Moderate (1-2 Modules)
Advanced
10
High (2-3 Modules)
Superior
12
Maximum (3+ Modules)
Upgrading requires a steady supply of ingots, which can be looted during missions, earned as rewards, or purchased directly from the hangar. Because modules are randomized and cannot be swapped between guns, finding a Superior-rarity weapon with the perfect set of perks is the ultimate goal for any serious "Jumper."
Primary Firearms and Melee Statistics
To make the most of your jump space blueprints, you need to know which base frames are worth the investment. The current meta favors high DPS for close-quarters boarding and high precision for clearing derelict stations. Below are the base stats for the primary firearms currently available in the game (all stats reflect Level 1 values).
Name
Weapon Type
Damage
Fire Rate
DPS
Mag Size
Stinger MP-75
SMG
7.0
20.0
140.0
28
Bulldog-SA7
Assault Rifle
17.5
6.5
112.9
14
CX-305 Sideclip
SMG
7.5
14.3
107.1
28
Ironbelt LMG
Light Machine Gun
8.5
9.1
77.3
45
SR.99 Javelin
Marksman Rifle
46.0
1.1
51.1
5
VSR Halberd
Burst Rifle
10.5
4.5
47.7
26
MAW-23
Shotgun
5.5
1.4
7.9 (per pellet)
5
Melee weapons have also seen a significant rework. According to player experience, the parry mechanic is now essential for survival on higher difficulty missions. Melee weapons also follow the rarity system and can be saved as blueprints.
Melee Name
Type
Damage
DPS
Special Feature
Heat Blade
Medium
60.0
129.7
High cleave potential
Crowbar
Light
45.0
120.0
Fast attack speed
Wrench
Heavy
50.0
111.1
High stagger/impact
How to Unlock New Ship Blueprints
While weapons are found frequently, ship jump space blueprints are rare rewards tied to specific exploration milestones. Unlike guns, you don't just find a ship and scan it; you usually need to recover a "Black Box" or specific map fragments to unlock the ability to pilot a new vessel.
Unlocking the DT4 Dart
The DT4 Dart is a fan-favorite for solo players or duos who prefer speed over bulk. It is a nimble heavy fighter with a compact, single-floor layout.
Collect Map Fragments: You must complete missions in specific sectors to find map fragments.
Access the Tivian Expanse: Once you have three fragments, the Tivian Expanse region unlocks on your star map.
Locate the Derelict: Look for "Active Events" like a "Drifting Hull" in longer missions (e.g., Hazardous Salvage Run).
Secure the Black Box: Enter the derelict Dart, clear the enemies, and locate the Ship Black Box (Data Recorder).
Escape: You must successfully extract with the Black Box to add the Dart to your hangar.
Unlocking the Hammerhead
The Hammerhead is the opposite of the Dart—a massive, slow-moving fortress designed for a full four-person crew. It features four gunner stations and no pilot-controlled weapons, relying entirely on its crew for defense. You can find the broken hull of the Hammerhead in specific galaxy regions, similar to the Dart questline, though it typically appears in higher-threat sectors.
Ship Name
Role
Health / Shields
Key Feature
Catamaran
Balanced Starter
Medium / Medium
Versatile, pilot-controlled turrets
DT4 Dart
Interceptor
Low / High
High speed, compact layout, solo-friendly
Hammerhead
Heavy Gunship
Very High / High
4 Special weapon slots, 4 gunner stations
Ship Combat and Component Blueprints
The blueprint system extends to ship components as well. Shield generators, engines, and special weapons now feature randomized modules. For example, a "Thunderhead Burst Cannon" might drop with a module that increases damage against shields or one that reduces heat buildup.
Manual Weapon Control
You can now manually control any ship's special weapon by walking up to the console located near the weapon on the hull's exterior. This is particularly effective on the Hammerhead, where the pilot cannot fire weapons directly.
Ship Health and Core Lives
The update introduced a "Core Life" system to make combat more forgiving yet strategic.
Ship Health: When your ship health reaches zero, you lose one Core Life.
Core Lives: If you run out of Core Lives, the mission fails and the ship is destroyed.
Repairs: You can restore standard ship health using Hole Repair Kits found throughout the ship. Core Lives can only be restored using rare Core Repair Kits found as mission loot.
For more official details on the latest patches and ship stats, visit the Jump Space Steam Page.
Advanced Crafting: Using the Assembler
The Assembler is the heart of your progression. When you use your jump space blueprints to print a weapon, you aren't just getting a stock version; you are getting a replica of the exact item you scanned, including its specific modules and scope.
Printing for Friends: You can print "loaner" copies of your favorite guns for your squadmates. These copies last for the duration of the session. If your friend wants to keep the gun, they must scan it themselves to add it to their own personal library.
Module Upgrades: You cannot swap modules between weapons. If you find a gun with a great "Viral Damage" module but low base stats, you must use the Assembler to level up the gun's base stats rather than trying to move the module to a different frame.
Naming Your Gear: The Assembler allows you to give your blueprints custom names. This is helpful for distinguishing between a "Shield-Breaker SMG" and a "High-DPS Boss Killer."
FAQ: Frequently Asked Questions
How do I get more jump space blueprints for heavy weapons?
Currently, heavy weapons like the Handheld Railgun, Rocket Launcher, and Minigun are considered "Expendable Firearms." These are consumables and cannot be scanned or saved as blueprints. You must find them as loot during each mission or purchase them as one-time-use items.
Can I share my ship blueprints with my squad?
Ship hulls are tied to individual player progression. While you can invite friends to play on your Hammerhead or Dart, they will not be able to select those ships as their primary vessel until they complete the respective recovery missions and secure the Black Box for themselves.
What happens if I lose a weapon I printed from a blueprint?
If you die or drop a weapon printed from a blueprint, don't worry! The blueprint remains in your Assembler library forever. You simply need to spend the required credits or ingots to print a new copy before your next jump.
Why can't I see the modules on my Multi-tool?
The developers have stated that the Multi-tool is handled differently to ensure players always have a functional utility item. While it doesn't currently support modules or the blueprint system in the same way firearms do, special updates for the Multi-tool are planned for future expansions.
By mastering the use of jump space blueprints, you turn the chaotic randomness of space scavenging into a structured path toward becoming the most powerful Jumper in the galaxy. Keep scanning, keep upgrading, and never leave a derelict ship without checking its loot history.