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SpaceCraft liquid resources: Water and Sulfuric Acid from geysers, the Hose Pump, tanks and cisterns, bottling, and Chemical Factory recipes.
Mining in SpaceCraft: scanning systems, extracting raw materials from planets and asteroids, and feeding crafting.
How SpaceCraft progression works: the Permits tech tree starting at Modular Systems, and the Exploration, Technology and Science paths.
Base building in SpaceCraft: building and expanding planetary outposts into automated resource hubs across the universe.
Blueprints in SpaceCraft: buying ready-made ship designs to build instantly and selling your own creations.
Space stations in SpaceCraft: Company-owned hubs like Babylon 7, their instanced areas, dynamic docking, and the refining and trading you do there.
Ship building in SpaceCraft: assembling crafted parts into custom vessels, from nimble ships to heavy cruisers.
Crafting in SpaceCraft: refining raw materials into valuable materials, components, and ship parts.
The player-driven economy in SpaceCraft: a marketplace where every transaction moves prices, plus services, missions, and contracts.
Automation in SpaceCraft: automated mining, interplanetary logistics networks, and supply chains that scale your industry.
Exploring SpaceCraft: real-time flight, seamless space-to-surface transitions, and Faster-Than-Light jumps between systems.
How SpaceCraft plays: the explore, mine, craft, build, trade core loop in a shared player-driven galaxy.
What is confirmed about combat in SpaceCraft: a later Early Access feature, its four roadmap points, and what has never been published.
Power in SpaceCraft: the ship battery and how it recharges, plus the solar, fuel and transmitter buildings that keep a base running.
The modules and tools you fit to a ship in SpaceCraft, how System Support and System Requirement limit a loadout, and the confirmed equipment list.