In order to create an object in a nanofabricator (whether a cornucopia machine, fabber, or maker), three things are needed: raw materials, blueprints, and time.
==Raw Materials== 
Raw materials are generally easy to acquire, as most nanofabricators are equipped with disassembler units that will break down just about anything into its constituent molecules. Feedstock may also be purchased (at a cost of Trivial). Many habitats route their recycling and waste products directly into disassemblers.
==Blueprints== 
Most nanofabricators are pre-loaded with blueprints for general purpose items: food, simple clothing, basic tools, etc. Blueprints for other goods may be acquired in several ways:
* They may be purchased online (legally or on the black market).
* They may be found for free online (see below).
* They may be acquired with Rep, following the usual rules for social networking.
* They may stolen (usually by hacking a mesh site or a nanofabricator containing such plans).
* They may be self-programmed (see below).
Once the blueprints are acquired, they are simply loaded into the nanofabricator.
===Open Source Blueprints=== 
Blueprints for many goods may be found for free online, disseminated by an active open source software movement. The availability of such plans typically depends on the local mesh. In autonomist habitats, a simple [[Research]] Test is likely to turn up the open source blueprints you need (applying modifiers for unusual items). In more restricted habitats, open source blueprints may be harder to fnd, as they will be securely hidden from the prying eyes of the authorities. In this case, the character will need to use their Rep to gain access, bribe a local hacker group, or do something similar.
Note that restricted nanofabricators may not accept open source blueprints (see Blueprint Restrictions).
===Blueprint Restrictions=== 
Some nanofabricators are equipped with preprogrammed restrictions not to accept blueprints for restricted items (such as weapons) or non-licensed items (such as black market or open source blueprints). These restrictions may be circumvented by hacking the nanofabricator and reprogramming it, following normal hacking rules.
===Programming Blueprints=== 
A dedicated character may simply decide to program their own blueprints, though this is a time-consuming endeavor. To do so, the character must make a [[Programming]] (Nanofabrication) Test with a timeframe of one week per cost level of the item. For example, a Trivial cost item takes 1 week, a Low cost item takes 2 weeks, a Moderate item 3 weeks, and so on. [[Academics]]: Nanotechnology skill or a skill appropriate to the object’s design may be used as a complementary skill (p. 173) for this test. A fork or muse may also be assigned to such a programming task.
==Time== 
Once the raw materials and blueprints are in, most nanofabrication is simply a matter of time. The exact timeframe to create an object varies, but roughly approximates 1 hour per cost category of the item (1 hour for Trivial, 2 for Low, 3 for Moderate, etc.). The gamemaster may feel free to modify this period as appropriate for the object.
==The Programming Test== 
Nanofabrication is typically handled as a Programming (Nanofabrication) Test. In most cases, this can be treated as a Simple Success Test, with a failed roll simply indicating that the item has some minor imperfections, or perhaps took longer to make. In some cases, the gamemaster may call for an actual Success Test, meaning that failure is more of a possibility. This should only be done for items that are exotic, extremely complicated, or for which the blueprints are incomplete or otherwise suspect. This test can also be made if the raw materials are limited.
The character operating the nanofabricator can make this test or it can be left up to the nanofabricator’s built-in AI. Most such Such AIs have a Programming (Nanofabrication) skill of 30.

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