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Introduction — listen close, greenhorn

Introduction

Well now. Pull up a crate and mind your knee on the bulkhead. Name’s not important — I’ve hauled ore through three bust cycles and I still got all my fingers, which is more than some can say. You’re fixin’ to fly SpaceCrafting, and that means you ain’t a tourist. You’re a prospector in the dark between beacons.

This here’s the radial way of life: rocks drift, belts bite, stations hum like old friends, and your hull remembers every dent you earned honest. You’ll carve ore from asteroids, nurse your fuel and breath like they’re kin, dock when the compass tells you to, and take contracts that pay enough to forgive the grey hairs they cause. Some runs you limp home on fumes and pride; some runs you come back fat with credits and a story the dockhands won’t believe. Both count.

I once tried to “save time” by skipping a station process step — oh, for vacuum’s sake, never again. Spent a week smellin’ recycled oxygen and regret. Point is: the game rewards preparation, not just twitch. Hostile belts scale the farther you drift from safety. Missions got phases like a good tall tale: field work first, then a friendly dock to get paid — unless the contract says otherwise, and brother, read the fine print with your own two eyes.

The chapters below are the ropes I wish someone had tied neat for me back when I was young and shiny. There’s straight talk on missions, cargo, ships, colony kit, and how to keep your kinetics from barkin’ up the wrong asteroid. Study it, fly it, and if somethin’ goes sideways — well, by the Great Drift, at least you’ll know why.

Welcome aboard, up-and-comer. Keep your seals tight and your log honest.

SpaceCrafting is a space mining game. You fly a ship, break rocks for ore, watch your fuel and air, and dock at stations to trade and rest.

This free “radial” version is a good place to start. Danger usually gets worse the farther you go from safe areas. Most jobs have two steps: do something in space, then go to a friendly station to get paid.

This page explains missions, cargo and ore, ships you meet, colony buildings, and weapons. Take it slow. The game rewards planning.

Missions — station paper with teeth

Missions

Everythin’ worth doin’ starts at the station Missions board — proper contracts, not hand-wavy promises scribbled on foil. You accept a slot, the station wakes up the paperwork, and your pay and cargo checks happen at a friendly dock. Try that nonsense at a pirate dock and you’ll earn a lesson, and I don’t mean the kind with a certificate.

What you see in the HUD mission panel matches what I’m tellin’ you here. The game don’t cheat; people cheat. Don’t be people.

Shared rules — the fence posts

  • Pay scaling: farther out from the anchor, meaner space, fatter danger pay. The station ain’t runnin’ a charity — it’s buyin’ your nerve.
  • Phases: phase 0 is boots-on-void work in the field. Phase 1 is you crawlin’ back to a friendly station to get the smell of credits out of your suit. That orange compass target swaps when the story turns — pay attention or you’ll jump a belt for nothin’.
  • Refuel stranded: pays you right out in the black when you finish the job — no dock payout dance for that reward path. I love a contract that pays like it means it.
  • Abandon: station mission UI’ll let you cut a bad deal loose — clears objectives and the spawns tied to ’em. Sometimes the bravest move is admittin’ “this rock’s cursed.”
  • Waypoint repair: if the mission expects you way out yonder but the waypoint’s still sittin’ near zero like a lost pup, the rig may re-roll your offset. Colony relief can hitch itself to the nearest depot that makes sense — saves you cussin’ at empty sky.

Pirate leader

They hang a mission boss on the waypoint like bait on a string — strength tied to tier and how loud you’ve been in combat. Phase 0: send that bully to the recycler. Phase 1: friendly dock, collect credits, reputation, combat record, and career tallies — no extra cargo vanishes; it’s a clean payday if you live.

Rescue capsule

Water-typed capsule on the marker — treat it like mission ore with manners. Phase 0: tractor or love-tap it into the hold. Phase 1: friendly station pays you for bein’ decent. Simple as biscuits.

Refuel stranded

Needs cargo room before you sign — they stuff a little H₂/O₂ in your hold and top your tanks on accept. That freighter moves, bless its rattlin’ hull; waypoint chases it while it’s alive. Phase 0: jettison hydrogen and oxygen so clouds drift close enough to count; when the meters say “full enough,” clouds clear and you get paid in space — no phase-1 dock payout for that path. I once sneezed and jettisoned the wrong tank; mother of meteorites, read the HUD twice.

Ore delivery

They want a set mass of a named ore — scales with tier. Already carryin’ enough when you sign? You start in phase 1 like a show-off. Phase 1: station peels the mass from cargo, then slides credits across the table.

Passenger transport out

Adds contract passenger mass if you got room. Phase 0: find the cyan Transport; jettison near range if the panel says you can hand off, then watch that hauler kick dust. Phase 1: friendly dock, get paid, try not to grin too wide.

Passenger pickup in

Shuttle wiggles through the dark; get close and a passenger pod pops out like a shy hatchling. Phase 0: scoop the pod. Phase 1: friendly dock — still gotta carry that contract passenger mass to get paid; they deduct on payout, fair square.

Colony relief

Binds to a nearby colony that ain’t independent and already has storage. Phase 0: dock the orange outpost; if you brought the right ore, mass slides from your cargo into their storage and the job advances. Phase 1: main friendly station pays — ore’s already where it belongs, so don’t expect a double dip.

Asteroid core sample

Tagged chunk of the contract ore at the waypoint — size tied to required mass. Phase 0: tractor it like it owes you money. Phase 1: friendly dock pays and trims a fixed chunk mass from cargo — paperwork’s paperwork.

Drone intercept

They send a mission interceptor to posture at the waypoint. Phase 0: reduce it to confetti. Phase 1: friendly dock, credits, maybe you buy the bar a round — if stations had bars, which they ought to.

Pick up missions at the station Missions screen. Pay and cargo checks use a friendly station dock, not a pirate dock.

Rules that apply to many missions

  • Pay can go up when the job is anchored farther away (more danger).
  • Phase 0 = do the job in space. Phase 1 = go to a friendly station to finish and get paid. The orange compass target switches with the phase.
  • Refuel stranded pays in space when done. It does not use a second dock payout for that reward.
  • Abandon clears the mission from the station mission screen.
  • If a waypoint looks wrong, the game may move it. Colony relief can move to a new depot if needed.

Pirate leader

Phase 0: destroy the mission boss at the waypoint. Phase 1: dock at a friendly station for pay and stats.

Rescue capsule

Phase 0: pick up the water capsule. Phase 1: friendly station pays.

Refuel stranded

You need free cargo first. A moving freighter needs fuel gas near it. Phase 0: jettison hydrogen and oxygen so clouds drift close enough. You get paid in space when it is done.

Ore delivery

Deliver a set mass of one ore type. If you already have enough ore, you start in phase 1. Phase 1: station takes the ore from cargo and pays.

Passenger transport out

Phase 0: meet the cyan transport and hand off the passenger. Phase 1: friendly station pays.

Passenger pickup in

Phase 0: pick up the passenger pod from the shuttle. Phase 1: friendly station pays if you still carry the passenger cargo.

Colony relief

Phase 0: dock the orange colony and move ore from your ship into its storage. Phase 1: friendly station pays.

Asteroid core sample

Phase 0: tractor the sample rock. Phase 1: friendly station pays and removes part of the sample from cargo.

Drone intercept

Phase 0: destroy the interceptor ship. Phase 1: friendly station pays.

Ores and cargo — where money hides in dirt

Ores and cargo

Listen, kid: the universe is mostly rock with attitude. The catalog below ain’t poetry — it’s math with a pickaxe. Sell prices, station processing, field drops — all tied to the same honest tables. Try to outsmart ’em and the only thing you’ll mine is humility.

I knew a pilot who thought “close enough” counted as purity. By the rusted rings, the station computer disagreed. Learn the flags: sellable, consumable, what feeds fuel or O₂, what drops where. Your hold ain’t a junk drawer; it’s a ledger.

Selling

Sellable ores pay by mass, base unit price, purity (bulk sell uses a fixed purity at the counter — don’t argue with the machine), and a global economy multiplier. Non-sellables pay zero credits no matter how pretty they look. That’s the rule; cryin’ won’t refine it.

Random field drops

Common rocks roll out weighted by drop chance, not by “whatever pays most.” Rare shiny pulls pick uniformly among high-tier sellables worth chasin’. Fortune favors the prepared hold.

Volatiles and processing

Water, oxygen, hydrogen — you don’t pawn those for pocket change. At the station Process menu, turn cargo volatiles into ship fuel and oxygen when you’re smart. Skip it and you’ll pray to every friendly nebula you pass.

Mission and special cargo

  • 3D printer kit, contract passenger, detainee / survivor — not normal sell stock; they exist for mission and police stories. Don’t list ’em on a yard sale.
  • Turn a detainee / survivor in at a friendly station Police page for a bounty per mass — legal-like, if you’re into that.

Ore catalog — the big chart

Pin this table behind your eyelids. When you’re tired and talkin’ to yourself, it’ll answer back sensible.

Ore is cargo you mine or find. The big table lists each ore type and how the game treats it.

Selling

If an ore can be sold, you get credits from mass, price, and purity. The station uses one fixed purity number for bulk sell. Some ores cannot be sold for credits.

Field drops

Common rocks appear more often based on drop weight, not price. Rare good ores are picked from a smaller high-value list.

Water, oxygen, hydrogen

These are not sold like normal ore. At the station Process screen you can turn them into ship fuel and oxygen.

Special cargo

  • 3D printer kit, contract passenger, and detainee / survivor are for missions. You do not sell them like normal goods.
  • You can turn in a detainee / survivor at a friendly station Police screen for a bounty.

Ore catalog

Use the table to see if you can sell an ore, if it counts as consumable, if it helps fuel or O₂, its base price, and how often it drops.

OreSell?ConsumableFuelO₂Base priceDrop weight
Dust Yes No No No 0.4 220.0
Silicate Yes No No No 0.8 160.0
Acids Yes No No No 1.2 90.0
Iron Yes No No No 1.8 120.0
Copper Yes No No No 3.5 45.0
Magnesium Yes No No No 4.2 35.0
Borite Yes No No No 6.0 22.0
Water No Yes Yes Yes 0.0 38.0
Oxygen No Yes No Yes 0.0 32.0
Hydrogen No Yes Yes No 0.0 30.0
Uranium Yes No No No 85.0 1.2
Plutonium Yes No No No 140.0 0.35
Nickel Yes No No No 2.2 12.37
Zincite Yes No No No 7.18 9.93
Cassiterite Yes No No No 11.26 8.66
Galena Yes No No No 13.94 8.07
Sphalerite Yes No No No 15.4 7.88
Chalcopyrite Yes No No No 16.4 7.06
Pentlandite Yes No No No 17.89 6.9
Millerite Yes No No No 20.6 6.56
Pyrrhotite Yes No No No 24.71 6.09
Pyrite Yes No No No 29.7 5.63
Magnetite Yes No No No 34.67 4.55
Hematite Yes No No No 15.61 7.38
Goethite Yes No No No 18.26 6.98
Limonite Yes No No No 19.71 6.86
Siderite Yes No No No 20.7 6.84
Ilmenite Yes No No No 22.21 6.0
Rutile Yes No No No 24.96 5.76
Chromite Yes No No No 29.1 5.4
Monazite Yes No No No 34.1 5.05
Bastnaesite Yes No No No 39.06 4.79
Xenotime Yes No No No 43.07 3.91
Apatite Yes No No No 45.69 3.89
Fluorite Yes No No No 24.01 6.04
Barite Yes No No No 25.0 6.05
Celestine Yes No No No 26.54 6.0
Dolomite Yes No No No 29.32 5.07
Calcite Yes No No No 33.49 4.8
Gypsum Yes No No No 38.5 4.53
Halite Yes No No No 43.45 4.33
Sylvite Yes No No No 47.43 4.24
Carnallite Yes No No No 50.01 3.5
Borax Yes No No No 51.41 3.58
Trona Yes No No No 52.41 3.68
Amblygonite Yes No No No 30.86 5.36
Spodumene Yes No No No 33.68 5.23
Lepidolite Yes No No No 37.88 4.28
Petalite Yes No No No 42.9 4.07
Pollucite Yes No No No 47.83 3.92
Beryl Yes No No No 51.78 3.86
Aquamarine Yes No No No 54.33 3.89
Topaz Yes No No No 55.71 3.22
Tourmaline Yes No No No 56.71 3.33
Garnet Yes No No No 58.29 3.41
Olivine Yes No No No 61.15 3.45
Jadeite Yes No No No 42.27 4.56
Nephrite Yes No No No 47.3 3.65
Turquoise Yes No No No 52.22 3.54
Azurite Yes No No No 56.14 3.5
Malachite Yes No No No 58.65 3.55
Chrysocolla Yes No No No 60.01 3.64
Dioptase Yes No No No 61.02 3.0
Smithsonite Yes No No No 62.62 3.09
Rhodochrosite Yes No No No 65.51 3.14
Covellite Yes No No No 69.76 3.15
Bornite Yes No No No 74.8 3.15
Chalcocite Yes No No No 56.6 3.18
Scheelite Yes No No No 60.49 3.17
Wolframite Yes No No No 62.97 3.23
Molybdenite Yes No No No 64.32 3.33
Columbite Yes No No No 65.32 3.45
Tantalite Yes No No No 66.95 2.79
Pitchblende Yes No No No 69.87 2.85
Autunite Yes No No No 74.15 2.87
Brannerite Yes No No No 79.2 2.88
Coffinite Yes No No No 84.09 2.92
Thorite Yes No No No 87.95 2.23
Zircon Yes No No No 67.29 2.93
Baddeleyite Yes No No No 68.62 3.04
Corundum Yes No No No 69.63 3.15
Spinel Yes No No No 71.28 3.25
Kyanite Yes No No No 74.24 2.57
Andalusite Yes No No No 78.54 2.6
Staurolite Yes No No No 83.6 2.63
Epidote Yes No No No 88.47 2.67
Zoisite Yes No No No 92.3 2.74
Scapolite Yes No No No 94.71 2.09
Lazurite Yes No No No 96.02 2.22
Realgar Yes No No No 73.93 2.88
Orpiment Yes No No No 75.61 2.98
Cinnabar Yes No No No 78.6 3.05
Stibnite Yes No No No 82.94 2.34
Willemite Yes No No No 88.0 2.38
Smithite Yes No No No 92.86 2.43
Tetrahedrite Yes No No No 96.65 2.51
Enargite Yes No No No 99.03 2.62
Argentite Yes No No No 100.32 1.99
Cerargyrite Yes No No No 101.34 2.13
Proustite Yes No No No 103.04 2.25
3D printer kit No No No No 0. 0.
Contract passenger No No No No 0. 0.
Detainee / survivor No No No No 0. 0.

Ships and craft — who’s who in the void

Ships and craft

Out here, “ship” means somethin’ with pride and a transponder. Bullets and mining missiles ain’t ships — they’re rude guests. Keep your categories straight or you’ll salute the wrong hunk of metal.

Player

Your ship is home: hull, shield, energy, fuel, oxygen, cargo grid, upgrades, credits, shield toggle, weapon cooldowns, and a systems mask that decides which subsystems get to wake up. Treat her like family — family that can explode.

NPC miners

Ambient miners with their own hull, shield, AI, maybe tractor, RCS, cargo. They chew rocks for a livin’ and sling kinetics when riled — at you, or at whoever’s pickin’ a fight. I used to wave; now I nod. Respect keeps teeth where they belong.

Enemies

Same skeleton, different sins — flags and balance tables paint the picture:

  • Patrol / zone fighter: bread-and-butter trouble from zone tables, randomized look, combat kit scales with distance. The belt’s way of sayin’ hello.
  • Pirate raider: lighter, twitchier, random aggro. If they ain’t mad and you ain’t flagged pirate, they’ll hold fire — piracy with manners, stars and storage bays what a concept.
  • Dreadnought: big radius, fat HP/shield, slow turn, capped hull speed, extra loot. Only shows when you’ve grown enough to look like dessert and the timer says “surprise.”
  • Mission pirate boss: tied to pirate leader work — won’t truly engage till you’re near the waypoint or the boss. Patience ain’t virtue; it’s math.
  • Mission interceptor: drone intercept job — kill it, advance the contract, try not to cuss too loud if you scrape paint.

Mission vessels

  • Stranded freighter (refuel stranded): wobbles through space; waypoint follows. Your tossed H₂/O₂ clouds count when they snuggle close enough.
  • Transport (passenger transport out): cyan-outline hauler; deliver the passenger per HUD flow, then cash in at a friendly dock.
  • Shuttle (passenger pickup in): drops a pod when you cozy up — like a taxi if taxis were meaner.

Stations and bases

  • Player home station: the origin ring — trade, upgrades, missions, and phase-1 payout targets. Don’t sass the clerks; they remember.
  • Pirate base: red outlaw dock when the world’s gone rough; different prices on some colony unlocks — “discounts” you pay for in reputation.
  • Colony outposts: anchors with printable structures; dock checks use colony radius — eyeballin’ distance is a skill, not a guess.

Other entities

Asteroids and ore drops are scenery and loot. Friendly base guns and colony turrets shoot kinetics with special flags — they’re furniture that fights; not separate ship records. For cryin’ in cosmo, don’t confuse a turret for a taxi.

Your ship is you. Bullets and missiles are not ships.

Your ship

It has hull, shields, power, fuel, air, cargo, upgrades, credits, and switches for systems. Some systems only work if they are turned on in the systems list.

NPC miners

Other miners fly and dig rocks. They can fight with guns if they get angry.

Enemy ships

  • Patrol / zone fighter: common enemy. Gear scales with distance.
  • Pirate raider: lighter pirate. May not shoot if calm and you are not flagged as a pirate.
  • Dreadnought: huge, slow, very tough. Shows up later when you are bigger.
  • Mission pirate boss: waits until you are near the mission point.
  • Mission interceptor: used in a drone mission. Destroy it to move on.

Mission ships

  • Stranded freighter: moves; you refuel it with gas clouds.
  • Transport: cyan ship for passenger drop-off.
  • Shuttle: drops a passenger pod when you get close.

Stations

  • Home station: trade, upgrades, missions, and many mission payouts.
  • Pirate base: outlaw dock with different prices for some buys.
  • Colony outposts: places you can build on; docking uses range rules.

Rocks and guns on bases

Asteroids and ore in space are not ships. Base guns are fixed guns, not ships.

Colony structures — dirt you can build on

Colony structures

An outpost is hope with a foundation list: structures got kind, level, HP, and guns sip local consumables like tea. Field-print a blueprint in range and it snugs to the nearest colony, or spawns a floatin’ colony drone if the world’s feelin’ generous. I once printed sideways on a Tuesday — don’t ask; the hangover lasted longer than the apology.

Hub

Field printer is the heart of a new site. While hydrogen uptime holds, the place can tax tanks for upkeep so the rest of your toys keep hummin’. Unlocks colony UI and where you’re allowed to plonk new prints — oh, for vacuum’s sake, read the range ring before you commit.

Storage and economy

  • Storage depot: communal site storage for chem plants, relief runs, drones. Buy extra pods at stations; when storage exists, orbit layout widens — more elbow room, fewer “pardon me” collisions.
  • Shop: pretty label today; no build path drops one in yet — don’t hunt ghosts.

Defense and mining

  • Defense turret: colony kinetics vs hostiles in range — H₂/O₂ per second, magazine, cooldown. Respect the magazine; dry guns curse louder than miners.
  • Mining turret: same combat hook, mining-biased pull; hostile AI loves shootin’ it first — wear thick paint.

Production

  • Chem plant: timer batch chews water, acids, halite from storage (needs minimum tank H₂), refills colony tanks, sneaks a little H₂ tax each batch — fair trade if you like breathin’.
  • Gas harvester: buy at a friendly station inside a nebula near a colony; excluded from the per-structure H₂ demand sum — lowers structural thirst for everything else.

Logistics and scanning

  • Survey tower: dock in range of a colony that’s got one and your effective asteroid scan radius multiplies — see farther, curse less.
  • Collector / logistics drones: not rows in the structure table; finish those blueprints and you get drones that haul ore to storage or shuttle H₂/O₂/Fe between colonies by need — busy bees with receipts.

Ship services

Dry dock at a colony unlocks the outpost dry dock page while you’re docked there — upgrades for credits plus iron and nickel from cargo, parallel to the main station shop with its own cost flavor. Two menus, one lesson: metal talks.

Reserved placement

Drone dock and shield gen kinds are label art today — pipeline don’t place ’em yet. If you see one in the wild, call me; I’ll buy the tall tale.

Colonies are built from structures. You print blueprints in the field near a colony, or you get a floating drone.

Field printer (hub)

Start here. It uses hydrogen over time so other buildings can run. It unlocks colony menus and new build spots.

Storage

  • Storage depot: shared storage for the colony. You can buy more pods at a station. The ring gets wider when storage exists.
  • Shop: name only for now. You cannot build it yet.

Guns

  • Defense turret: shoots enemies. Uses hydrogen, oxygen, ammo, and cooldown time.
  • Mining turret: helps mine. Enemies like to shoot it.

Making supplies

  • Chem plant: uses water, acids, and halite from storage to refill colony gas tanks.
  • Gas harvester: buy at a station in a nebula near a colony. It lowers how much hydrogen other buildings need.

Scanning and drones

  • Survey tower: if you dock in range, you can scan asteroids from farther away.
  • Collector / logistics drones: from blueprints, not the main structure list. They move ore or gases between colonies.

Dry dock

Lets you buy ship upgrades at that colony using credits plus iron and nickel from cargo.

Not used yet

Drone dock and shield generator show names only. You cannot place them yet.

Weapons and combat — keep your bark worse than your leak

Weapons and combat

Combat upgrades live in your ShipUpgrades soul, bought at stations or dry docks. The systems panel toggles what’s allowed to run — kinetic, homing, auto turret, point defense, mining missile, the whole noisy family. Flip bits careless and you’ll learn new cusses; I recommend the family-friendly kind like “dagblast the docking clamps!”

Main kinetic cannon

Fires when Kinetic’s on, energy says yes, and cooldown’s rested. Speed, life, energy cost come from the balance sheet, scaled by solar-backed energy. Autoloader-style upgrades make the rhythm friendlier — more dakka, fewer excuses.

Gimbal mount

Tier zero: nose honesty — you point, it goes. Higher tiers let the computer nudge shots inside a forward cone out to auto-target range — enemies first, else maybe an asteroid for the main gun. Missiles borrow gimbal only to pick a reference vector inside a wider cone; rack tier still owns missile stats. Don’t confuse helpin’ aim with doin’ your homework.

Auto turret

Its own kinetic stream — separate cooldown and range per tier, marked slugs, small energy per burst. Prefers enemies, else asteroids, intercept-style. It’s like a little sibling who actually listens sometimes.

Missile rack

Zero rack: no homing toys. Above zero: reload gap, cap on airborne player missiles, tiers add turn, speed, damage, life. Costs energy; needs Homing system bit. Rack up before you talk trash in a fight.

Point defense

On: scans enemy homing missiles in tiered range, eats one per tick when cooldown allows, spends energy, cooldown shrinks with tier. Does not swat enemy slugs — only rude homers. Read that twice; I wrote it twice for a reason.

Mining missile

Toggle in systems — costs credits per launch, cooldown, spawns a forward mining missile that flies till timeout or rock kiss, then detonates in a radius that clears overlapping asteroids wholesale (no tidy salvage split — jumpin’ nebulas, that’s the trade).

Related toggles

Shields, tractor, repel, afterburner share the systems panel — survival and mobility, not weapon racks. They’ll save your bacon if you let ’em.

Dry dock vs station weapons shop

Combat toys buy at the friendly station upgrades page for credits, or at an outpost dry dock for credits plus iron and nickel. Two registers, same hunger — pick your line and mind your receipt.

You buy combat gear at stations or colony dry docks. The systems screen turns weapon types on or off.

Main gun

Shoots when Kinetic is on, you have energy, and the gun is ready. Upgrades can make it shoot faster.

Gimbal

Low tier: you aim with the nose. Higher tiers: the computer helps aim inside a cone. Missiles use a wider cone to pick a lock direction.

Auto turret

Extra gun with its own timer and range. Likes enemies first, then rocks.

Missile rack

Level zero means no homing missiles. Higher levels add damage, speed, and turn rate. Uses energy. Needs Homing turned on.

Point defense

Shoots down enemy homing missiles only. It does not stop normal bullets.

Mining missile

Costs credits each shot. Blows up rocks in an area. You do not keep neat chunks for salvage.

Other systems on the same screen

Shield, tractor, repel, and afterburner are not guns, but they share the same systems list.

Where to buy

Station upgrade shop: credits. Colony dry dock: credits plus iron and nickel.