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Mining and Industry

Everything in XETODUS that isn't a relic or a pirate's trophy was built by someone. Ore comes out of the belts, the refinery turns it into metals, factories turn metals into components, and components become modules, ammunition and whole hulls. You can work one link of that chain or all of it, and every link trains its own skill.

ContentsMining and industry: 7 sections

On this page

  1. Mining
  2. Ores
  3. Refining
  4. Manufacturing
  5. Blueprints
  6. Ordnance: ammunition and missiles
  7. Salvage

Mining#

Mining is the most relaxed way to earn credits and the start of the whole industry chain. You need a ship with a mining laser fitted and room in your cargo hold. Every new pilot gets a Mining Laser S in the starter hangar, so you can start on your first day.

  1. Fit a laser

    Dock, open Fitting and put a mining laser in a free high slot. Small lasers fit utility or fixed mounts. A dedicated mining hull carries more lasers and a much bigger hold.

  2. Warp to a belt

    Asteroid belts are listed in Tactical and on the system map. Select one and warp. Secure belts are mostly Ferrosite and Silvarite, which need no training.

  3. Mine automatically

    Select an asteroid and click Mine automatically, or press 0. Your ship approaches, locks the rock, runs its lasers and moves on to the next rock nearby when one is worked out.

  4. Let it fill

    Ore goes straight into your cargo hold. A full hold stops the lasers; X stops the assist at any time. Switch on Next ore to let the assist move to any ore you can mine, not just the one you started on.

  5. Sell or refine

    Dock and sell the ore on the market (every station buys every belt ore), deliver it for an Ore Contract on the Job Board, or refine it in Industry.

Rocks you can't cut yet show a lock in Tactical, and the button tells you the level you need. Mining trains the Mining skill with every load, and rarer ores pay more XP per cubic meter. Each Mining level adds 0.5% yield, and the perks on the ladder (see Skills) cut battery use and add yield on top.

Mining lasers
LaserSizeOre per cycleCycleReachMining levelNotes
Mining Laser SS12 m³5 s1.8 km1
Tempered Mining Laser SS14 m³5 s2 km10
Vein Splitter SS18 m³6 s2.2 km20
Cryo-Tuned Laser SS14 m³5 s2 km30+60% on Glacite, -20% on other ores
Seam Cutter MM95 m³9 s3.5 km30
Auric-Tuned Laser SS15 m³5 s2 km50+60% on Aurelium, -20% on other ores
Seam Bore MM165 m³11 s4.2 km55
Void-Tuned Cutter MM110 m³9 s3.8 km60+30% on Voidstone and Xetite, -20% on other ores

Small (S) lasers fit utility or fixed mounts; medium (M) lasers and bores need a medium utility mount. From the game's own data

Named mining lasers

Rarer variants of the standard lasers turn up in wreck fields, Crown strongholds and stranger places. They are tradeable like any other module, and no station sells them.

Named mining lasers (found, never sold by stations)
LaserTierOre per cycleCycleMining levelFound
Exodus-Pattern Mining Laser SEpic16.2 m³5 s40Wreck fields and Crown strongholds
Exodus-Pattern Seam Cutter MEpic128.3 m³9 s40Wreck fields and Crown strongholds
Deepvein CutterLegendary161.5 m³10.4 s60The deepest wreck fields
Penrose CutterLegendary118.8 m³7.7 s60Crossing a Wandering Singularity
Syndicate-Issue Mining Laser SRare14.2 m³5 s20Merit store at Kheper Syndicate stations
Syndicate-Issue Seam Cutter MRare112.1 m³9 s30Merit store at Kheper Syndicate stations

From the game's own data

Ships and ore holds#

Ore is bulky (half a cubic meter a unit), so the size of your hold decides how long you can stay out. Mining ships have a big hold and mounts for several lasers; haulers can carry a pair of small lasers under the nose when you want to mine and haul in one hull. A Hold Extension in a low slot makes any hold bigger.

Hulls that carry mining lasers
HullClassHoldHigh slotsSkills to fly
DelverProspector450 m³2 utility S, 1 fixed SMining 5
HewerProspector1,800 m³3 utility S, 1 fixed SMining 15
QuarrierDredge8,000 m³3 utility M, 2 turret SMining 30
MuleHauler12,000 m³1 turret S, 2 utility STrading 15
TradewindHauler24,000 m³2 turret S, 2 utility STrading 30, Navigation 20, Piloting 15

From the game's own data

Automated mining runs#

At Mining 90 you can start an automated run from the mining panel: when the hold is full your ship docks at the nearest station, unloads into your hangar and flies back to the belt, again and again. It is a convenience for veterans, not a shortcut: ore cut on a run yields 25% less, each account gets 3 hours of runs per day (shared by all its pilots, reset at 00:00 UTC), and the run asks you to confirm you're still at the controls every 30 minutes. A hostile pilot or pirate closing in stops it.

Ores#

Each ore has a Mining level to cut it and a Refining level to process it. Refining levels are gentler, so an ore you can mine you can almost always refine. Rarer ores are worth far more per unit, and they grow in the more dangerous parts of the cluster.

Asteroid ores, from first rock to rarest
OreRarityMining levelRefining levelRefines into (at 100% yield)Where you find itRegrows in
FerrositeCommon115 Ferrium per 10 oreSecure, Contested belts15 min
SilvariteCommon114 Siliqon + 1 Ferrium per 10 oreSecure, Contested belts15 min
CobaltineCommon1514 Cobaltium + 2 Ferrium per 10 oreSecure, Contested, Lawless belts15 min
GlaciteUncommon3055 Cryo Isotopes per 10 oreSecure, Contested, Lawless belts45 min
PyrestoneUncommon40105 Pyronite per 10 oreContested, Lawless belts45 min
AureliumUncommon50204 Aurelite + 2 Ferrium per 10 oreContested, Lawless belts45 min
VoidstoneRare60304 Void Matter + 1 Cobaltium per 10 oreLawless belts2 h
XetiteRare75454 Xetium + 1 Void Matter per 10 oreLawless belts2 h
NovaciteEpic85603 Nova Lattice + 1 Xetium per 10 oreRare motherlode clusters in Lawless beltsIts own timer

Belt mixes are for the core cluster; frontier regions carry their own blends. A rock you cut empty regrows in its belt after the time shown. From the game's own data

  • Ferrosite and Silvarite need no training and fill most of every Secure belt. Ferrium, refined from both, goes into almost everything.
  • Cobaltine, Glacite, Pyrestone and Aurelium are the mid-game ores. Contested belts carry the widest mix.
  • Voidstone and Xetite grow only in Lawless belts. Their rocks are few and slow to regrow, so miners work the common rock between them.
  • Novacite grows in rare motherlode clusters in Lawless belts. It refines into Nova Lattice, which spinal lances and the biggest hulls are built on.
Moon ores

Moons hold deposits of their own, drilled by rigs you build with the Extracting skill (a Vanguard skill). Anyone with the Refining level can refine the ore, wherever it came from. See Planets: moons.

Moon ores (drilled by Extracting rigs, a Vanguard skill)
OreRefining levelRefines into (at 100% yield)
Grayfall Regolith13 Ferrium + 2 Siliqon per 10 ore
Ilmenite Sand54 Ilmenar + 2 Ferrium per 10 ore
Cold-Trap Ice103 Cryo Isotopes + 3 Heavy Water per 10 ore
Helium-3 Fines204 Helium-3 + 1 Siliqon per 10 ore
Rare-Earth Nodules308 Rare Earths + 3 Aurelite per 10 ore
Impact Glass4012 Siliqon + 3 Void Matter per 10 ore
Meteoric Iron-Nickel505 Iridium + 2 Cobaltium per 10 ore
Core Song Crystal603 Xetium + 3 Iridium per 10 ore

From the game's own data

Refining#

Refining turns raw ore into the refined materials that manufacturing uses. It is instant and works at every station: dock, open Industry, choose the Refinery tab and click Refine all next to an ore.

  • Refining works on ore in the station hangar, in batches of 10 units. Unload your cargo into the hangar first; leftovers under a full batch stay as ore.
  • A pilot with no training gets about 70% of the full output. Every Refining level adds 0.3%, and the Careful Refining perks add another point each. At Refining 90 Flawless Refining brings you to 100%: nothing is lost.
  • Assayer's Eye, the synergy of Mining and Refining, adds up to 2% more yield once both skills reach 90.
  • Refining trains the Refining skill by the volume of ore you process.
Refining yield by level
Refining levelYieldWith Assayer's Eye (Mining at the same level)
170.3%70.3%
1073%73%
2076%76.5%
3079%79.5%
4083%84%
5086%87%
6090%91.5%
7094%95.5%
8098%99.5%
90100%100%
99100%100%

Yield never goes above 100%. Fractions of a unit are lost, so refine in large batches. From the game's own data

A Monolith departs a large Accord trade hub station
Every station has a refinery and factory floor for its pilots.

Manufacturing#

Manufacturing turns refined materials into components, and components into modules, ammunition and ships. Like refining, it works at every station. Open Industry and choose Manufacturing.

  1. Get the blueprint

    You need the item's blueprint in the station hangar or in your docked ship's cargo. Blueprints are reusable: a job does not use it up.

  2. Gather the materials

    Materials are taken from this station's hangar. The Manufacturing tab shows what each run needs and how many you have.

  3. Start the job

    Choose how many runs (1 to 100) and click Start manufacturing. Jobs run in real time, also while you are offline.

  4. Deliver

    When a job is done, dock at the station where it ran and click Deliver on the Jobs tab. The products go to that station's hangar.

Every job trains Industry, and longer jobs train more. Each Industry level takes 0.3% off job times, and every ten levels add a manufacturing slot, so a veteran runs many jobs in parallel. Batch Production at Industry 60 speeds up jobs of 10 or more runs.

Manufacturing slots and speed by Industry level
Industry levelJobs at onceJob time (1 run)Job time (10+ runs, each)
1299.7%99.7%
10397%97%
20494%94%
30591%91%
40688%88%
50785%85%
60882%73.8%
70979%71.1%
801076%68.4%
901273%62.1%
991270.3%59.8%

Job time is shown as a share of the blueprint's listed time. Clean Feedstock (Refining and Industry) takes up to a few percent more off. From the game's own data

Components#

Almost every module and hull is built from six components. Some need planetary materials as well, which you gather on planet surfaces or buy at spaceports (see Harvesting).

Components: the parts every module and hull is built from
ComponentMaterials per runTime per runIndustry level
Hull Plating20 Ferrium, 4 Cobaltium30 s1
Quantum Processor6 Siliqon, 2 Aurelite, 1 Rare Earths45 s1
Power Cell6 Pyronite, 4 Ferrium, 1 Magmatic Salts40 s1
Thruster Assembly10 Ferrium, 5 Pyronite, 3 Cryo Isotopes1 min1
Shield Emitter3 Aurelite, 2 Void Matter, 2 Siliqon, 1 Heavy Water1 min1
Warp Coil2 Xetium, 4 Cryo Isotopes, 2 Void Matter2 min10
Guidance Package1 Quantum Processor, 6 Siliqon, 2 Aurelite1 min1

From the game's own data

What each Industry level lets you build
Industry levelBlueprint groupExamples
1Components & ammunitionHull Plating, Quantum Processor, Power Cell, Thruster Assembly, Shield Emitter and 30 more
1Small modulesPulse Emitter S, Mass Driver S, Missile Launcher S, Mining Laser S, Scrap Reclaimer and 53 more
10Advanced componentsWarp Coil, Field Nanogel, Barrier Charge, Overcharge Coil, Thruster Stim and 12 more
15Medium & advanced modulesPulse Emitter M, Mass Driver M, Missile Launcher M, Seam Cutter M, Sensor Jammer and 40 more
35Large modulesPulse Emitter L, Mass Driver L, Siege Launcher L, Horizon Stabilizer, Helion Beam L and 9 more
70Flagship weaponsSpinal Lance, Keelbreaker Torpedo Silo XL, Farreach Cruise Silo XL

From the game's own data

Building ships#

Hulls are the biggest jobs in the game. Each tier needs a higher Industry level, its blueprint (trade hubs license the early hulls, the capital trade hubs the big ones) and a mountain of components. The largest hulls take days to build.

Hull construction by tier
Hull tierIndustry levelHulls you can buildLongest build (1 run, before skills)
11Sparrow, Dartwing, Fairwind, Delver, Nightjar, Wayfarer12 min
25Palisade, Peregrine, Halberd, Hewer, Suture, Gleaner, Furrow25 min
315Bulwark, Mule, Quarrier, Carrion, Lifeline, Quiver, Longsight1.5 h
430Ironclad, Herald, Tradewind3.5 h
545Monolith6 h
655Colossus1 d
765Hegemon2 d
875Asterion, Nacre, Borealis, Ophion7 d
980Meridian14 d

From the game's own data

  • Behemoths are too big for a planetary berth: they are built at orbital stations.
  • The Hegemon's blueprint is never sold. Twelve Ark Schematic Fragments, dropped by world bosses and Crown Warlords, assemble into one at any station.
  • The worldship is laid down with a Keel Charter, a single-use blueprint won from world bosses, and never in Secure space.
  • Vanguard hulls have no blueprint: they come finished from the Vanguard store and Vanguard berths.
A ship resting in a station hangar bay
Finished hulls are delivered to the hangar of the station that built them.

Blueprints#

A blueprint is a reusable original: keep it and it builds as many runs as you have materials for. It is never consumed (except the few single-use charters that say so), never learned, and never copied.

Station markets
Trade hubs sell blueprints for components, small, utility and medium modules, ammunition and the early hulls. The big capital trade hubs license the large weapons and the bigger hulls. Garrisons and foundries carry the blueprints for their own specialties.
Other pilots
Blueprints trade on the market and in contracts like any item. Stations never buy them back, so a player is your only buyer.
Drops and assembly
Some blueprints exist only as finds: beyond a Wandering Singularity, from world bosses, or assembled from relic fragments.

A blueprint's tooltip shows the Industry level it needs, and the market shows requirements before you buy. Check them, along with the materials list, before you spend: a large blueprint is an investment that pays back over many runs.

Ordnance: ammunition and missiles#

Energy weapons run on your battery, but mass drivers, coilguns, plasma lances and every launcher burn ammunition. Ammunition is cheap to make, made in big batches, and always in demand: every fight eats it. It is one of the best first things to build.

Ammunition recipes (one run makes a batch)
AmmunitionBatchMaterials per runTime per runIndustry levelFired by
Kinetic Slugs1006 Ferrium, 1 Cobaltium20 s1Mass Driver S, Mass Driver M, Mass Driver L, Coilgun S, Coilgun M, Coilgun L, Rail Repeater S, Rail Repeater M
Missiles204 Pyronite, 3 Ferrium, 1 Siliqon30 s1Missile Launcher S, Missile Launcher M, Siege Launcher L, Seeker Launcher M, Seeker Launcher L
Flares202 Pyronite, 1 Magmatic Salts20 s1Countermeasure Launcher
Micro-Missiles803 Pyronite, 2 Ferrium, 1 Siliqon30 s1Swarm Pod S, Swarm Pod M
Torpedoes1610 Pyronite, 6 Ferrium, 2 Cobaltium, 1 Siliqon45 s1Breaker Torpedo Bay L, Keelbreaker Torpedo Silo XL, Torpedo Rack S, Torpedo Tube M
Plasma Cells403 Cryo Isotopes, 2 Pyronite, 1 Ferrium30 s1Plasma Lance M, Plasma Lance L
Hail Rockets602 Pyronite, 2 Ferrium25 s1Hail Rocket Pod S, Hail Rocket Pod M
Cruise Missiles1214 Pyronite, 8 Ferrium, 2 Aurelite, 1 Guidance Package1 min1Farreach Cruise Launcher L, Farreach Cruise Silo XL
Cluster Missiles2412 Pyronite, 6 Ferrium, 3 Siliqon, 1 Guidance Package50 s1Bloomburst Cluster Launcher M, Bloomburst Cluster Launcher L
Picket Darts602 Pyronite, 2 Siliqon, 1 Ferrium30 s1Picket Dart Rack S, Picket Dart Battery M
Disruptor Warheads244 Cryo Isotopes, 3 Pyronite, 1 Aurelite40 s1Quench Disruptor Launcher S, Quench Disruptor Launcher M
Thermal Missiles206 Pyronite, 3 Ferrium, 1 Siliqon30 s1
Penetrator Missiles203 Pyronite, 3 Cobaltium, 3 Ferrium, 1 Siliqon30 s1
Precision Missiles204 Pyronite, 3 Ferrium, 2 Siliqon, 1 Aurelite30 s1
High-Velocity Missiles205 Pyronite, 3 Ferrium, 2 Cryo Isotopes, 1 Siliqon30 s1
Ion-Tipped Missiles203 Pyronite, 2 Ferrium, 3 Cryo Isotopes, 1 Aurelite30 s1
Thermal Micro-Missiles804 Pyronite, 2 Ferrium, 1 Siliqon30 s1
Penetrator Micro-Missiles802 Pyronite, 2 Cobaltium, 2 Ferrium, 1 Siliqon30 s1
Tandem-Charge Torpedoes168 Pyronite, 6 Cobaltium, 6 Ferrium, 1 Siliqon45 s1
Plasma-Core Torpedoes1612 Pyronite, 3 Cryo Isotopes, 5 Ferrium, 1 Siliqon45 s1
Incendiary Rockets603 Pyronite, 2 Ferrium25 s1
Flechette Rockets602 Pyronite, 1 Cobaltium, 2 Ferrium25 s1
Terminal-Guided Cruise Missiles1214 Pyronite, 8 Ferrium, 3 Aurelite, 1 Guidance Package1 min1
Sprint Cruise Missiles1216 Pyronite, 8 Ferrium, 3 Cryo Isotopes, 1 Guidance Package1 min1

From the game's own data

All ammunition recipes need only refined metals (Flares add a planetary material), so a miner with a refinery can supply themselves. Every station sells the basic three types and their blueprints; trade hubs carry the rest.

Launchers#

Missile launchers are built like any module. The Missiles skill decides which ones you can fit; Industry decides which ones you can build.

Missile launchers you can build
LauncherSizeFiresMissiles to fitIndustry to buildMaterials per run
Missile Launcher SSMissiles112 Hull Plating, 2 Quantum Processor
Hail Rocket Pod SSHail Rockets512 Hull Plating, 1 Quantum Processor, 4 Pyronite
Swarm Pod SSMicro-Missiles1012 Hull Plating, 2 Quantum Processor, 4 Siliqon
Quench Disruptor Launcher SSDisruptor Warheads2511 Hull Plating, 2 Power Cell, 2 Quantum Processor, 4 Cryo Isotopes
Torpedo Rack SSTorpedoes3013 Hull Plating, 2 Quantum Processor, 6 Cobaltium
Missile Launcher MMMissiles25156 Hull Plating, 5 Quantum Processor
Hail Rocket Pod MMHail Rockets30156 Hull Plating, 3 Quantum Processor, 12 Pyronite
Swarm Pod MMMicro-Missiles35156 Hull Plating, 6 Quantum Processor, 10 Siliqon
Torpedo Tube MMTorpedoes45159 Hull Plating, 5 Quantum Processor, 18 Cobaltium
Seeker Launcher MMMissiles45156 Hull Plating, 7 Quantum Processor, 4 Aurelite
Quench Disruptor Launcher MMDisruptor Warheads50154 Hull Plating, 5 Power Cell, 5 Quantum Processor, 2 Void Matter
Bloomburst Cluster Launcher MMCluster Missiles70156 Hull Plating, 5 Quantum Processor, 3 Guidance Package, 10 Siliqon
Breaker Torpedo Bay LLTorpedoes403524 Hull Plating, 10 Quantum Processor, 4 Guidance Package, 40 Cobaltium
Siege Launcher LLMissiles553520 Hull Plating, 14 Quantum Processor, 4 Void Matter
Farreach Cruise Launcher LLCruise Missiles603518 Hull Plating, 12 Quantum Processor, 8 Guidance Package, 8 Aurelite
Seeker Launcher LLMissiles703520 Hull Plating, 18 Quantum Processor, 5 Void Matter, 10 Aurelite
Bloomburst Cluster Launcher LLCluster Missiles803520 Hull Plating, 14 Quantum Processor, 8 Guidance Package, 4 Void Matter
Keelbreaker Torpedo Silo XLLTorpedoes8570160 Hull Plating, 60 Quantum Processor, 20 Guidance Package, 300 Cobaltium, 20 Void Matter
Farreach Cruise Silo XLLCruise Missiles9070140 Hull Plating, 70 Quantum Processor, 30 Guidance Package, 24 Void Matter, 6 Xetium

From the game's own data

Salvage#

Every destroyed ship leaves a wreck. Besides the loot you can take from it, a wreck holds parts you can only recover with a salvage tool. Fit a Scrap Reclaimer, target a wreck and run it: each cycle has a chance to recover salvage, and once it succeeds the parts drop into the wreck for you to loot.

Salvage tools
ToolSizeReachCycleSalvaging levelMounts
Scrap ReclaimerS2.5 km6 s1utility, fixed, turret
Salvage Rig MM5 km5 s25utility, turret

From the game's own data

Bigger wrecks need more Salvaging, and pay more: the larger the hull, the more Salvaged Tech it gives. Salvage often brings up Hull Plating or Power Cells, sometimes a Quantum Processor. Crown Alloy, which Carrion shipwrights need, comes from Hollow Crown wrecks. Each wreck can be salvaged once.

Wreck tiers
Wreck tierSalvaging levelHull lengthTypical hulls
Light wrecks1up to 40 mskirmishers, outriders, strike craft
Medium wrecks10up to 120 mgunships, couriers, dredges
Heavy wrecks30up to 400 mwarships, haulers, heavy warships
Capital wrecks50over 400 mships of the line, tenders, flagships

From the game's own data

Hulls with a salvage bonus
HullClassSalvage bonusHoldSkills to fly
WayfarerPathfinder+15%260 m³Exploration 20
GleanerPathfinder+25%900 m³Salvaging 10, Piloting 5
LongsightPathfinder+15%520 m³Exploration 40, Navigation 20

From the game's own data

  • Every Salvaging level adds 0.5% salvage chance, and the perks add components, rare processors, twin recoveries and, at 70, the odd Exodus Fleet Databank from heavy wrecks.
  • Scrap to Spec (Salvaging and Industry) adds component finds; Ruin Reader (Exploration and Salvaging) helps crack the sealed caches you find in wreck fields.
  • Salvaged Tech sells to every station, and components feed straight into your own manufacturing.
  • Battle sites, belts after a pirate attack and the edges of big fights are the best hunting grounds.
A Halberd trading fire with a Carrion raider at close range
Every fight leaves wrecks behind, and wrecks are a salvager's harvest.

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