From asteroid to starship: a player tutorial
This walkthrough takes one character from finding ore to commissioning a small ship and fitting two player-made industrial modules. It uses the short numbers printed by the game wherever possible. Do not type the database-style IDs you may see in bug reports or old documentation.
The examples use 1, 2, and similar values only as examples. Always use the
number shown in your list; it can be different for another character or at a
different facility.
Before you begin
You need the following:
- A persistent ship in space. To follow Part 1 yourself, it needs an operational mining module; a standard mining emitter is enough. A survey scanner makes choosing a deposit much easier. Parts 3 and 4 explain how to build both modules once you have construction materials.
- A way to fly that ship to an industrial facility with a linked starport. Your ship may remain docked at that starport while you use the facility.
- Enough cargo space for ore and the usual crew access needed to operate the ship. Mining also requires a player operating from engineering or the cockpit.
- Blueprint knowledge. New industrial characters receive starter patterns;
blueprints listshows what you know. At a construction facility,blueprints vendor listshows more patterns you can buy and learn.
If you do not yet have a mining-capable ship, join another player as crew or buy/trade for the first ore. The industry tutorial tracks progress without requiring you to repeat completed steps:
industry missions
The first survey, extraction, and refining objectives award their listed
pattern rewards. The command names used below (mining, refine, and
construct) count toward these missions.
Part 1 — Find and mine an asteroid
Board your ship, launch, and enter normal spaceflight. Mining cannot begin while landed, docked, in combat, or travelling too fast.
List nearby resource contacts:
miningThe list is numbered. Pick a nearby, low-hazard contact for your first run.
The following known nodes provide these resources and grades:
Node name Resource Quality Space sector Hoth System Ice Field Volatile ice Impure Hoth Space Carida Asteroid Field C34 Crystal matrix Impure Coruscant Space Carida Asteroid Field A67 Exotic-element ore Impure Coruscant Space Hoth Asteroid Cluster Carbonaceous silicate Impure Hoth Space Coruscant Asteroid Cluster Conductive ore Impure Coruscant Space Coruscant Outer Systems Asteroid Field Metallic ore Impure Coruscant Space Survey the contact. This reveals its numbered deposits and, with a good survey, their grade, hardness, and remaining reserve:
mining scan 1Set an approach course, fly into your mining module's operating range, and slow to the safe extraction speed shown by the game:
mining approach 1Start a short standard batch against one surveyed deposit. Omitting the mode lets the game choose your first compatible installed miner;
for 5keeps this first batch to five minutes:mining start 1 1 for 5Use
carefulwhen you have a precision cutter, orfastwhen you have a strip-mining array. Those modes require their matching installed modules.Check progress and let the 60-second extraction cycles finish:
mining statusYou can stop safely with
mining stop. A batch also stops safely if you leave range, enter combat, fill the hold, lose the operator, or the deposit becomes unavailable.Confirm the raw resource is in the ship hold:
mining cargo
Repeat this part until you have a useful amount of the raw resource needed by the refining recipes and blueprints you plan to use. The next parts show you how to check the exact requirements before committing materials.
Material grades
Resource grade ranks from lowest to highest as Impure, Common, Pure, then Exceptional. Grade is the quality of the material, not the separate craftsmanship quality of the finished item.
| Grade | Refining yield | Construction-check bonus |
|---|---|---|
| Impure | 75% | +0 |
| Common | 100% | +0 |
| Pure | 115% | +1 configured |
| Exceptional | 130% | +1 configured |
The refining percentage multiplies the normal recipe output, so higher-grade ore produces more refined material from the same batch. When starting a construction project, choose one material grade; every required input must be available at that same grade, and the finished product records that material grade. Finished craftsmanship—Standard, Fine, Exceptional, or Masterwork—is earned separately through the project's milestones and selected optimization.
Pure and Exceptional each have a +1 construction-check modifier in the grade data. That modifier is not currently applied to construction milestone checks, so their active advantage is the higher refining yield.
Part 2 — Dock, unload, and refine the ore
Return to an industrial facility and dock the ship at its linked starport. Enter the facility, then see its warehouse, eligible docked ships, and the transfer instructions:
refine storageThis screen shows the player-facing ship ID required by the transfer commands. It is not a hidden database ID; copy the ship number displayed in this list.
List the resource stacks on that ship, then move the desired numbered stack to your private facility warehouse. Replace
<ship-id>,<cargo #>, and<amount>with the values on your screens:refine cargo <ship-id> refine deposit <ship-id> <cargo #> <amount> refine storageDeposits and withdrawals take five seconds and show the same progress timer used for landing and launching. The final message confirms that the materials are safely in the warehouse. You can reverse a transfer with:
refine withdraw <ship-id> <warehouse #> <amount>List the available refining recipes:
refine recipesChoose a recipe that accepts the ore you deposited. The recipe list shows its number; its output is a standardized construction material rather than raw asteroid cargo.
Start a single batch at Common grade for a low-risk first run.
refine startaccepts a displayed recipe number, an optional grade name or number, and the number of batches:refine start 1 common 1 refine statusOnce the job is ready, collect it:
refine collect <job-id> refine storageThe completed material is now in this facility's warehouse. If the job needs more time,
refine statustells you so; inputs are already reserved, so do not start the same job again.Continue mining and refining until you have a useful stock of construction materials. The next part introduces construction and shows how to inspect the exact material shortfall before refining more.
Part 3 — Choose patterns and plan the builds
Construction turns a learned blueprint into a module or ship hull. It uses the
materials in your private facility warehouse; construct catalog only lists
your choices and construct inspect is a safe preview that spends nothing.
At the same industrial facility, start with a clean overview:
blueprints list
construct catalog
For this tutorial, plan these two modules first:
- A Survey Scanner Mk I.
- A Mining Emitter Mk I (or a different mining module your ship and blueprint knowledge support).
Find their catalog numbers, then inspect each one before building it:
construct inspect <survey scanner catalog #>
construct inspect <mining emitter catalog #>
Each inspection shows the exact materials required, what is already in your
warehouse, and the numbers needed by construct start. If any material is
missing, return to Parts 1 and 2 to mine and refine it, then inspect again.
Only begin construction after the inspection reports that the materials are
complete.
Then plan a Prospector or Excavator hull. If a pattern is missing, use the vendor at the facility:
blueprints vendor list
blueprints vendor buy 1
look <the blueprint item>
blueprints learn <the blueprint item>
blueprints learn permanently records the pattern and consumes the item only
after saving that knowledge. Re-run construct catalog afterwards.
Use the same inspection step for every other planned item:
construct inspect 1
Inspection is the decision screen. It shows numbered material grades, allowed optimization focuses, work estimate, and output destinations. Mine/refine the shortfall first. Do not start until the materials line is complete.
Part 4 — Build the two modules
For each module whose inspection has complete materials, use its own catalog, grade, focus, and output-locker numbers. Choose the facility output locker as the destination for the simplest fitting workflow:
construct start <catalog #> <grade #> <focus #> <locker destination #>
construct status
Starting reserves the exact material stacks in your private facility warehouse. The project has three saved milestones. Up to half of each milestone can advance with time; help it along with one skill-scaled work session:
construct work <project #>
construct status <project #>
Work sessions have a saved 30-second cooldown. Follow the “next action” in
construct status rather than spamming work.
If a milestone needs rework, the first roll is already saved—there is no reroll to chase. Review the additional material cost, obtain it if necessary, and explicitly authorize it:
construct rework <project #>
construct rework <project #> confirm
When all milestones are ready, collect the module exactly once:
construct collect <project #>
construct outputs
It appears in your private facility output locker. Repeat the same process for the second module. Player-made results are at least Fine quality; the selected focus and final quality are displayed by the project and the completed item.
Part 5 — Fit the modules
Remain at the facility with the target ship docked there or at the linked
starport. shipmodules lists your locker modules and eligible ships:
shipmodules
shipmodules inspect <ship #>
Install each module from the locker. The first command is a preview; it selects
a valid mount automatically and shows compatibility, Robotics requirement,
fee, and botch risk. Add confirm only after reading that preview:
shipmodules install <ship #> locker <module #>
shipmodules install <ship #> locker <module #> confirm
Inspect again after each fit. If you need to remove one, it returns to that ship's cargo rather than your character inventory:
shipmodules uninstall <ship #> <installed module #> confirm
You now have a repeatable loop: survey with the scanner, mine with the emitter, bring ore home, refine it, and use the warehouse materials for better projects.
Part 6 — Build and commission your small ship
Use
construct catalogand inspect the Prospector or Excavator blueprint. Refine the exact material shortfall it reports.Start the hull with the displayed grade and hull-focus choices. Hull inspection supplies the correct destination: the completed ship will be claimed at this facility's linked starport.
construct start <hull catalog #> <grade #> <focus #> <starport destination #>Use the same
construct status,construct work, and, only if required,construct reworkloop until the hull becomes ready.Preview commissioning, then claim it under a one-word name:
construct collect <hull project #> construct collect <hull project #> WayfarerThe first command is intentionally a preview. The second claims the ship at the linked starport and saves its name. Use the normal ship commands to board it, then return to the facility to fit the two modules as in Part 5.
A compact repeatable routine
Once the first ship and modules are complete, the everyday production loop is:
mining
mining scan <contact #>
mining approach <contact #>
mining start <contact #> <deposit #> for <minutes>
mining cargo
refine storage
refine cargo <ship-id>
refine deposit <ship-id> <cargo #> <amount>
refine recipes
refine start <recipe #> common <batches>
refine collect <job-id>
construct catalog
construct inspect <catalog #>
construct start <catalog #> <grade #> <focus #> <destination #>
construct status
construct work <project #>
construct collect <project #>
Common snags
| What you see | What to do |
|---|---|
| “No operational component” when mining | Fit the matching mining module, repair it if necessary, or choose a mode supported by an installed module. |
| Mining says the ship is unsafe | Move into range, slow down, leave combat/travel, confirm cargo space, and keep the operator at engineering or in the cockpit. |
| Refining or construction cannot find materials | Dock at the correct facility, use refine storage, and deposit the required ship cargo into that facility's private warehouse. |
| Construction is waiting | Use construct status; wait for passive work, perform construct work, or complete the shown rework step. |
| A completed module is not in inventory | It is in the facility output locker. Use construct outputs and then shipmodules install ... locker .... |
| The hull is ready but not claimed | Preview with construct collect <project #>, then supply a one-word name to claim it at the linked starport. |
| You need another player to build it | Use contracts at the facility. Its numbered quote and delivery screens place modules in the customer's locker and hulls at the linked starport. |
For concise command reference in game, use help space-mining, help refine,
help blueprints, help construction, help shipmodules, and
help industry-missions.
