All guides// Mining Guide

Mining & Crafting

From a scanned rock in the asteroid belt to a finished crafted item on the workbench. This guide covers the Mining & Crafting window, the in-game Mining Scanner overlay, the Mining Loadout Builder, and the shopping list popout for at-a-glance material lookups while you mine.

What's inside

  1. Opening the mining tools
  2. The Mining & Crafting window at a glance
  3. Looking up RS values
  4. Scanning rocks with the Mining Scanner overlay
  5. Browsing Mission Blueprints
  6. Tracking a blueprint and gathering materials
  7. Material quality adjustments
  8. The Mini Shopping List while mining
  9. The Mining Loadout Builder
  10. Equipment Reference and where to buy
  11. Tips & common pitfalls
1Step 1

Opening the mining tools

SC DataHub has three separate windows that all work together for mining and crafting:

  • Mining & Crafting — the main window. RS lookup, mission blueprints, tracked projects, and scan history.
  • Mining Scanner — a transparent screen-capture overlay with two capture regions (RS panel and rock readout) that reads your in-game mining HUD and shows the results as compact chips.
  • Mining Loadout Builder — a separate window for building and shopping for laser + module + gadget setups.

Open them from the Main Menu, the Floating Toolbar (⛏ / ◎ / ⚒ icons), or your configured hotkeys. All three are always-on-top and hidden from Alt+Tab.

2Step 2

The Mining & Crafting window at a glance

The Mining & Crafting window has four tabs along the top, plus a SCANNER button in the top-right corner that launches the screen-capture overlay.

The Mining & Crafting window on the RS Values tab, with the Quick Reference — Ship Mining table visible.
  • RS VALUES — enter an RS number (e.g. 3,170 or 6,400) to identify what rock it belongs to. Below the search is a Quick Reference table listing every ship- and hand-mineable signature with its primary/secondary materials, instability, resistance, density, and estimated value.
  • MISSION BLUEPRINTS — a searchable catalogue of every in-game mission that rewards blueprints. Click a mission to see the possible drops.
  • TRACKED BLUEPRINTS — your active crafting projects, with per-material progress, quality adjustments, inline shopping list, and mark-complete controls.
  • SCAN HISTORY — every rock you've scanned this session, saved for reference.
  • SCANNER (top-right) — opens the Mining Scanner overlay that reads your in-game mining HUD.
3Step 3

Looking up RS values

The fastest way to identify a rock without scanning is to type its RS value into the RS VALUE field on the RS Values tab, then click FIND. The window highlights matching signatures and tells you what the rock is made of.

The Quick Reference table below the search is sortable — use it as a cheat sheet for deciding whether a rock is worth extracting. For each signature you see:

  • RS — the exact signature value
  • PRIMARY / SECONDARY — what materials it contains
  • INSTAB. — instability rating (how fiddly it is to break)
  • RESIST. — how resistant it is to laser power
  • DENSITY — affects yield
  • EST. VALUE — ballpark aUEC value per extracted SCU

The footer of the tab shows how many signatures are in the current dataset (e.g. 26 ship signatures, 8 hand-mineable) and the patch version the data is drawn from.

4Step 4

Scanning rocks with the Mining Scanner overlay

If you're already in the game with a rock in your sights, the Mining Scanner overlay is faster than typing the RS value. It's a transparent always-on-top window with two capture regions — one for the RS panel on the left of your HUD and one for the rock readout on the right — and a small dark chrome stack that holds the buttons and shows the scan results as compact chips.

The Mining Capture overlay — two bracketed capture regions (RS SCANNER on the left, ROCK SCAN on the right) plus the chrome stack with the action buttons. Edit mode is on, so each region shows its drag and resize handles.

Opening it

Launch the overlay from the Mining Scanner icon on the floating toolbar, from the Main Menu, or with your Mining Scanner hotkey. The window is fully transparent except for the two capture brackets and the chrome stack, so you can see the game underneath.

The two capture regions

Each region is marked by a pair of light-blue sci-fi brackets running down its sides. What sits inside the brackets is the only thing the scanner reads — anything outside is ignored.

  • RS region — covers the left panel of the in-game mining HUD where the compass bearing, distance, RS signature and rock count appear.
  • Rock region — covers the right panel where the per-rock breakdown appears (mass, difficulty, ore composition, quality).

The chrome stack

The dark column to the right (or left, see below) of the capture regions is the chrome stack. It has up to three small panels:

  • Actions panel (always visible) — the move handle (⠇⠇), the MOVE / RESIZE TARGET WINDOWS edit-lock checkbox, and the buttons: RS SCAN, ROCK SCAN, DETAILS, CLR, (alignment toggle) and (close).
  • RS chip panel (appears after an RS scan) — compact chips for MATCH, RS, ROCKS, BEARING, and DIST.
  • Rock chip panel (appears after a rock scan) — two rows of chips for the rock's mass, difficulty, top ore and refining yield, plus the lower-quality breakdown and total value.
The chrome stack after a scan — RS SCANNING (MATCH, RS, ROCKS, BEARING, DIST) and ROCK SCANNING (MASS, DIFFICULTY, HIGHER QUALITY, Q, APPROX AFTER REFINING, LOWER QUALITY, VALUE) chips fill in next to the action buttons.

Running a scan

  1. In-game, scan a rock so the prospector HUD appears.
  2. Click RS SCAN. SC DataHub reads the RS region and fills the RS chip panel: compass bearing, distance, RS signature, rock count and the matched material.
  3. Click ROCK SCAN. The Rock region is read and the rock chip panel fills with the rock's mass (with SCU in brackets), difficulty, top ore and quality, the approximate refining yield, the lower-quality ore breakdown and the total estimated value.
  4. Click DETAILS to open a separate popup with the full per-ore breakdown. This window can now be closed on its own — closing it does not close the scanner.
  5. Use CLR to clear both chip panels before scanning the next rock. Each scan is also saved to SCAN HISTORY in the main Mining & Crafting window.
// Tip

"HIGHER QUALITY" / "LOWER QUALITY" labels

On the rock chip panel, the top row labels the headline ore as either HIGHER QUALITY (when its quality value is above 500, i.e. crafting grade) or simply ORE. The second row groups everything else under LOWER QUALITY with the total VALUE at the end so you can decide at a glance whether a rock is worth extracting.

Lining the regions up with your HUD

HUDs vary by ship and resolution, so the two capture regions can be moved and resized independently. Tick MOVE / RESIZE TARGET WINDOWS in the actions panel to enable the handles. While edit mode is on, each region shows three handles:

  • ≡ (top edge) — drag up or down to move the region vertically. The cursor switches to a vertical resize arrow while you drag.
  • ⋮ (left edge) — drag left or right to move the region horizontally.
  • Diagonal stripes (bottom-right corner) — drag to resize the region. Width and height change together so the brackets stay proportional.

Untick the checkbox once you're happy and the handles disappear, locking the regions in place. All offsets, sizes and the lock state are saved automatically and restored next time you open the scanner.

Edit mode close-up — three handles per region: ≡ on top for vertical, ⋮ on the left for horizontal, and a diagonal grip in the bottom-right for resize.

Window position, alignment and resize

  • Move the whole overlay — drag the actions panel by the ⠇⠇ handle on its left.
  • Resize the whole overlay — drag any window edge. The window resizes from the top-centre, so the chrome stack stays where you put it on screen.
  • Switch sides — click in the actions panel to flip the chrome stack between the right and left of the capture regions. Useful if the game HUD on your ship reads better the other way around.
  • Close in the actions panel closes the overlay. Window position, region offsets, region sizes, lock state, and alignment all persist between sessions.
// Important

Keep the capture regions clear

The scanner reads pixels from inside the bracketed regions. Make sure no other overlays, tooltips, or pop-ups (Star Citizen's or otherwise) sit over either region while you scan. If any of the in-game HUD text is hidden, the scan will miss fields.
5Step 5

Browsing Mission Blueprints

The MISSION BLUEPRINTS tab is a searchable catalogue of in-game missions and the blueprints they can reward. Use it to plan a mining run around a specific item you want to craft.

Every mission that rewards a blueprint, with source org and drop confidence.
  • Search box — filter by mission name (e.g. qv for QV Breaker Station missions).
  • Two dropdown filters — narrow by org / faction and mission type.
  • Mission row — mission name, source org, and drop confidence percentage.

Click a mission to open its detail popout. You'll see every possible blueprint drop with its required materials.

Mission Detail — possible blueprints with required materials. Click + to start tracking.
// Tip

Click + to track a blueprint

The green + button on each row adds the blueprint to TRACKED BLUEPRINTS. That's where your actual material-gathering progress lives.
6Step 6

Tracking a blueprint and gathering materials

The TRACKED BLUEPRINTS tab is mission control for your crafting projects. Each tracked blueprint becomes a row listing every material you need, how much you've gathered, and how close you are to completion.

An expanded tracked blueprint with the inline shopping list open underneath.

Per-project layout

  • PROGRESS header — the blueprint name and its overall completion.
  • MATERIAL / NEED / GATHERED / REFINED / LEFT / STATUS — per-row material tracking. Type what you've gathered into the input and the rest updates.
  • + (ADD TO LIST) — pushes that single material onto the shopping list at the bottom of the panel.
  • ADD ALL TO LIST — adds every outstanding material in one go.
  • SAVE PROGRESS — stores your updates so you can come back in a later session.
  • MARK COMPLETE — closes the project when you've crafted the item.

The inline shopping list

When you push materials onto the project's shopping list they appear in a panel directly underneath. Each material row shows its RS signatures (so you know which rocks to look for) and the quantity still needed.

  • SHOW MINI — pops the list out into a floating window you can keep visible while you mine (covered in step 8).
  • CLEAR — empties the shopping list.
  • × on a row — removes one material from the list.

Below the materials you can see the wider list of your other tracked projects (e.g. P4-AR Rifle, P6-LR Sniper Rifle) with their gathering progress bars. Click any to expand it.

7Step 7

Material quality adjustments

Some blueprints have a quality slider per material. Quality affects the stats of the finished item — higher quality means better numbers. Click a material on a tracked blueprint to open the MATERIAL QUALITY popout.

Material Quality popout — tweak each material to see how it changes the finished item's stats.
  • QUALITY PRESETS — quick buttons for Min, Base, 50%, and Max. They apply to every material in the blueprint at once.
  • Per-material sliders — fine-grained control (0–1000) per material with a live stat preview.
  • Modifier table — underneath each slider, you see exactly which stats change (e.g. Recoil Smoothness × 1.000 +0.00%) and by how much.
// Tip

Plan for the rocks you'll actually find

Max quality usually needs rare high-RS rocks. If you're realistically going to mine mid-range ore, set the slider to match — the inline shopping list will update to reflect the quantities you need at that quality.
8Step 8

The Mini Shopping List while mining

When you're actually in the game extracting ore, the full Mining & Crafting window is too big. Click SHOW MINI on the inline shopping list to pop out a compact always-on-top panel.

Mini Shopping List — paste or type an RS value at the top and it tells you instantly whether the rock matches something on your list.

The popout shows each material with its RS signatures and how many SCU you still need. The magic bit is the RS search at the top:

  1. Scan a rock in-game and note the RS value (or use the Mining Scanner overlay).
  2. Type the RS number into the search box. In the example above, 6,400 was entered.
  3. The popout instantly tells you whether the rock is useful and at which multiple — e.g. Savrillium (2x of 3,200) — so you know it's a double-rich Savrillium rock.
  4. Matching materials get a green tick; the others stay neutral.

Use CLR to clear the search field between rocks.

// Tip

This is the view to keep open in the cockpit

Small footprint, always-on-top, and the RS search means every rock you scan takes two seconds to evaluate — no digging through tabs.
9Step 9

The Mining Loadout Builder

The Mining Loadout Builder is a separate window for planning your ship's mining gear. It has three tabs: LOADOUT, EQUIPMENT REFERENCE, and SHOPPING LIST.

The Loadout tab — Argo MOLE with three S2 turrets, each with its own laser and module slots.

Picking a ship

Choose your mining ship from the SHIP dropdown. The builder adapts to whatever the ship has — single-turret Prospector, three-turret MOLE, and so on. A short description reminds you of the ship's key characteristics.

The PRESET dropdown lets you apply community-tested loadout templates in one click. Great starting point if you're new to mining.

Configuring turrets

Each turret has its own panel with:

  • Laser — pick from a dropdown. The tooltip summarises the laser's niche (e.g. "MOLE cracker laser. 3 module slots for maximum customization.")
  • Slot 1 / 2 / 3 — module slots (number depends on the laser). Each module tweaks the turret's modifiers. You'll see tags like Passive | Always | ∞ telling you when a module is active.
  • Owned — tick if you already have the item. Anything unticked feeds the Shopping List tab.
  • × — clear the slot.

Gadget

Ship-wide handheld gadget slot for things like tractor beams. Sits below the turrets.

Combined Modifiers

The most important block in the loadout view. It shows the live totals of every modifier across all your turrets:

  • Resistance · Instability — how the rock fights back. Both lower is better.
  • Green Zone — size of the safe "charge" zone. Higher is more forgiving.
  • Opt Charge Rate · Laser Power — how fast/hard you can push power.
  • Inert Filter — reduces unwanted inert material.
  • Overcharge · Clustering — situational modifiers.

Use the ALL / Front Turret / Left Turret / Right Turret toggle to view per-turret modifiers if you're fine-tuning one turret at a time.

Saving and loading

  • Give the loadout a name in the Name: field.
  • SAVE stores it, CLEAR empties the form, DEL removes the current one.
  • Your SAVED LOADOUTS appear in a list at the bottom. Click to load.
10Step 10

Equipment Reference and where to buy

Switch to the EQUIPMENT REFERENCE tab to browse every mining laser, module, and gadget in the game in a sortable, filterable grid.

Equipment Reference — click a row to see where to buy it and how much it costs.

Filters

  • LASERS / MODULES / GADGETS — switch between equipment types.
  • BY LOCATION — flip the view to search by shop instead of by item. Useful when you're at a station and want to know what's available.
  • SIZE: ALL / S0 / S1 / S2 — filter lasers to the mount sizes your ship supports.

Reading the stats

Each row shows the item's Manufacturer, number of module Slots, and its effect on Resist, Instab, Green, Charge, and Min Pw. Colour coding makes good and bad values obvious.

Where to buy

Click any row to open the WHERE TO BUY panel at the bottom. It lists every shop that stocks the item along with the current price (powered by UEX data, with a timestamp so you know how fresh it is).

// Tip

Double-click to add to loadout

Instead of going back to the Loadout tab and using the dropdown, double-click any row in Equipment Reference to push it straight into an empty slot on your active loadout.

The Shopping List tab

The third tab in the Mining Loadout Builder consolidates every item on your loadout that isn't ticked as Owned, grouped by shop location with totals. Use it as a checklist when you're doing a shopping run — fly to a station, buy everything listed for it, tick them as you go.

11Step 11

Tips & common pitfalls

Calibrate the capture regions once, then lock them

Tick MOVE / RESIZE TARGET WINDOWS, line up the two regions with your in-game HUD, then untick it. Window position, both region offsets, both region sizes, the lock state and the chrome alignment are all saved automatically, so the next session opens exactly where you left off.

Use the Mini Shopping List, not the main window, while mining

The popout with the RS search bar is the one real in-flight tool. Keep it small in a corner and you'll evaluate rocks without ever opening the full Mining & Crafting window.

Track blueprints before you fly out

If you go mining without a gathering target, you'll inevitably skip the rock you actually needed. Pick a blueprint, hit ADD ALL TO LIST, and every scan becomes purposeful.

Quality presets save time on common targets

For most crafting you don't need Max quality — Base or 50% is a far more realistic target for the rocks you'll actually find. Set the preset early and work to the shopping list it gives you.

Combined Modifiers is the single most important number

A pretty-looking loadout with bad combined modifiers will still fail to crack rocks. Watch Resistance, Instability, and Green Zone especially; they shape how forgiving the mining feels.

Double-click in Equipment Reference is the fastest workflow

Browse the grid, double-click items into slots. Beats manually drilling into dropdowns on the Loadout tab.

Re-check UEX prices before a shopping trip

The Where to Buy panel shows the timestamp of its last UEX sync. If it's old, hit the refresh button (top-right) for fresh numbers.