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Industrial

Mining, salvage and hauling, with the accounting handled for you.

Everything here lives under Industrial & Economy in the sidebar.


Mining sessions

A session is a live lobby for a run. The crew joins from the web, logs what they pull as they pull it, and the payout is computed when you close.

Starting one. An officer runs /mining start in the channel the run belongs to. The bot posts a thread with a join link a moment later, and the session opens on the web.

Running one. Everyone on the crew opens the session and picks a role. From there it's live — yields, expenses and crew changes appear for everybody as they happen, with no refreshing. Scouts push rock scans in, miners log SCU, logistics logs the fuel and the repairs.

Logging an entry. Manual Entry asks for the Type first. An Expense needs only an amount and a note saying what it was for. A Yield adds the ore fields: commodity, quality, SCU, mining method and processing. Auto-calculate price sits next to Amount. It stays off until you've picked a commodity and entered SCU, and the reason is shown under it. Once it's on, Amount is greyed out and the price is worked out when you add the entry.

Guest preview. Guest preview is read-only: you can open a session and watch it, but the Join Crew button is replaced by a Members only note. To join a crew, sign in with Discord as a member of the org running the session.

Two switches change how a run behaves:

  • Locked — no new participants may join
  • Org run — the takings belong to the org rather than the crew, and pay into the Treasury

Closing one. Closing is the payout. Star Org Labs totals the gross yield, subtracts logged expenses, splits the net by each member's share ratio, and posts a receipt to Discord. There's no separate "pay out" step, and the org-run switch locks the moment you close — by then the crew has been paid on the strength of it.

How long sessions are kept. Free servers keep 30 days of history: each night, finished sessions older than that are deleted (a session still active is never removed). Supporters sponsoring your server add to the window (see the FAQ), and the sessions list says so on a free server.


RSIG Decoder

Point it at a scan and it reads the rock for you. Screenshot the in-game scanning UI, paste it into the decoder, and it extracts the signature, works out mass and composition, and tells you whether the rock is worth the trip.

The OCR runs in your browser — the screenshot never leaves your machine.

In Discord, /mining rock <signature> [laser_power] does the same from a signature string: validity, mass, composition, instability, resistance — and with a laser power, whether you can actually crack it.


Rock Calculator

The physics sandbox. Build a fleet of mining ships, fit lasers, modules and gadgets, feed it a rock's mass, resistance and instability, and get a crackability verdict with the exact power numbers behind it.

Use it to answer "do we need a second Mole for this?" before you fly out, not after.

An empty fleet offers + MOLE, + Prospector and + Golem, and three presets to start from (Solo Prospector, Full MOLE crew, Prospector pair). Your fleet and gadgets are saved in this browser, so they're still there after a reload. Hover or focus the i next to Resistance, Instability, Scanned with gadgets, Crafting Quality Bonus or a station's active box to see what it means.


Cargo Optimizer

Hauling contracts, routed properly. Enter your contracts — or screenshot the contract UI and let the in-browser OCR read them — then the optimizer solves the route: which pickups and drop-offs in which order, given your ship's capacity, as a step-by-step flight plan.


Work Orders

A job board for the org. Create Order opens a form: give the job a title, an optional description, a category (Mining, Salvage, Hauling, Security, Crafting or Other) and an optional aUEC reward. Members claim it and status tracks through to done. (Opening orders to other orgs is planned; the form does not offer it yet.)

Accept claims an open job and makes you its assignee; after that, the assignee can mark it Complete. Editing the job, reassigning it, reopening or cancelling it, or completing a job someone else holds is for whoever posted it, or an officer — the board only shows Complete to those people. Reopening a job clears its assignee, so anyone can claim it again. The poster or an officer can Cancel an open or in-progress job — it stays on the board under the Cancelled filter. Only an officer can Delete a job outright, after a confirmation, which erases it.

Material targets, deliveries and approval

Rolling out server by server. If your board has no Awaiting Approval filter, your server doesn't have it yet.

Posting. The form gains a Material target section: pick the material from the catalogue, how many SCU the org needs, an optional minimum quality (the material's quality band is shown as you type) and where to deliver. Under Payout, choose aUEC from the treasury (needs a reward), Material from the stockpile, aUEC and material or No payout. A material payout names the material, how many SCU it pays and, optionally, the minimum quality the paid stock must have.

Delivering (members). On an open or in-progress material order, Log delivery records what you brought: SCU, the quality (required when the order sets a minimum), where it is and a note. A delivery below the minimum is still logged — it's flagged amber and an officer decides whether it counts. Deliveries shows everyone's deliveries on the order; you can Withdraw your own until it's reviewed. Numbers are what members report: the game can't verify them, so your org's officers do.

From Discord: /workorder deliver logs the same delivery — start typing in order to pick one of your org's open material orders, then the SCU and (if the order asks for one) the quality. The reply is only visible to you.

Reviewing (Industry Management). Officers, and ranks granted Industry Management, open Deliveries and Accept or Reject each one. Accepted SCU fills the order's progress bar; when it reaches the target, the order moves to Awaiting approval by itself. The assignee or the poster can also press Mark done at any time. Once an order is awaiting approval, only Industry Management can move it again: they approve it or send it back.

Approving. Approve completes the order and pays the reward from the Treasury to one member — the assignee, or (if nobody took the job) a member with an accepted delivery you pick. If the treasury can't cover it, approval is refused with Insufficient funds; a server admin can force it, with a note saying why, and the overdraft is recorded. Send back returns the order to in progress with a note. Material orders and orders with a reward finish this way — they no longer have a Complete button.

Material payouts. When an order pays material, Approve also asks which stockpile row it comes from — only rows of that material, at or above the promised quality, with enough available are offered. The SCU is reserved for the member (it shows as reserved on the Stockpile page) and they get a notification. Once they have it in game, they press Confirm on the Stockpile page (or an officer does it on the Treasury's Materials tab). Nothing in the game moves by itself — the confirm is the org's record that the hand-over happened. An officer can Void a payout that hasn't been confirmed (with a reason), which puts the stock back. Officers can also pay material by hand from the Treasury's Materials tab with New material payout.


Org Stockpile

Rolling out with Industry v2: the Org Stockpile rail entry appears once your server has it.

The stockpile is the org's record of bulk materials — how many SCU of each material, at which quality, where, and who is holding it. Star Citizen has no org storage and no inventory API, so the stockpile is what your members record: member-entered, org-verified.

Members

  • Deposit logs material you hold for the org: pick the material, the quantity in SCU, the quality (1–1000, kept exactly as you type it — leave it empty if you don't know) and where it sits. Tick I'm holding it if it's in your own hangar. A deposit counts straight away, unless your org asks officers to confirm each one.
  • Balances shows what the org holds, one row per material, quality and location. Different qualities are never merged, just as they don't stack in game. The quality chip shows the material's band ("554 · 400–599"). ≈ Value is an estimate at UEX prices.
  • Movements is the history behind every number: who moved what, and when.
  • Closing an org-run mining session deposits its refined yield automatically, at the run's refinery (whole SCU; quality recorded as unknown). The session screen lists what went in.
  • From Discord: /stockpile deposit — pick the material from the list, then the SCU and, optionally, quality, location and a note. It's recorded as held by you; leave out the location and it's recorded as Unspecified. Your org's confirm setting applies the same way.

Officers (Industry Management)

  • Withdraw and Adjust act on one balance row. Adjust is for recounts: "−20" takes 20 SCU off. Nothing can take a balance below zero.
  • Confirm a member's pending deposit, Void a pending movement (with a reason), or Reverse a confirmed one — mistakes are cancelled with an offsetting line, never deleted. The nightly reconcile's own corrections can't be reversed (the next run would redo them); fix the movement that caused the drift instead. Stock held by someone who has left the org can still be withdrawn or adjusted.
  • Server Settings → Features → Org Stockpile: deposit org-run session yield (on), officers confirm member deposits (off), nightly reconcile corrects drift (on). If your crew sells its haul and deposits it, it counts twice — turn session deposits off if you sell everything.
  • The Global Server Wipe also empties the stockpile and its history.

Reorder thresholds (Industry Management)

The Thresholds tab keeps a material stocked for you. Set a minimum (and, if you like, a minimum quality and one location — leave them empty to count every quality everywhere) and a reorder amount. When the stock that is actually available (what is reserved for a hand-over doesn't count) drops below the minimum, a restock work order is posted on the Work Orders board for the reorder amount, with your reward, in your name, and announced in your industrial channel.

  • Only one restock order per threshold is open at a time. When it is done or cancelled, a new one is posted only if stock is still low.
  • It checks every hour and straight after any withdrawal, so a big withdrawal is caught in seconds. Run now checks a threshold immediately.
  • Last triggered links to the open order. Pausing a threshold never touches an order already posted; deleting one leaves its orders on the board.
  • A location-scoped threshold's order asks for delivery to that location, so the restock lands where the threshold is looking.

Crafting

Early access: shows up under Industrial for servers in the Industry v2 beta.

Crafting is where members ask the org for crafted items and find who can make them. Star Citizen has no crafting or blueprint API, so everything here is what members tell each other.

For members

  • New request — name the item, or search for its blueprint (that fills in the name and the category for you). Add a quantity, an optional minimum quality (1–1000), a date you need it by, and tick I'll provide the materials if you will.
  • From Discord: /craft request — pick a blueprint from the list in item (or just type the item's name), the quantity, and optionally a minimum quality, a date (2026-12-31) and notes. It lands on the same board.
  • My crafter profile — tick I craft for this org to join the Crafters roster. Pick the blueprint categories you craft (they come from the game files), the best quality you can reach and where your fabricator is. Untick Taking new requests to pause without leaving the roster. (If you wrote a "blueprints I own" note before, it is still shown there, read-only — My blueprints below replaces it.)
  • Claim — if your server allows it (on by default), you can take an open request yourself when you are opted in, taking requests, your max quality is at least the request's minimum, and you craft its category — or you own its blueprint. The button tells you why when you can't.
  • Once you hold a request: Start, then Mark ready (add the quality you reached), then Mark delivered. Release hands it back to the board if you can't finish it.
  • Recipe shows the blueprint's ingredients from the game files, with "choose N of" where the recipe lets you pick. The person who asked (or an officer) can press Work order next to a material to open a work order already filled in — the amount is scaled to the quantity and rounded up to whole SCU — check it and post it to gather the materials.

For officers (or ranks granted Industry Management)

  • Assign / Reassign any request. The dialog suggests the crafters who fit — the right category and a high enough max quality, best first — or shows everyone.
  • Move, release or cancel any request, and edit it at any stage.
  • Settings → Features → Crafters can claim requests themselves turns self-claim off, so only officers assign.

You get a notification when your request is taken, ready, delivered or put back on the board. If you own the blueprint someone asks for, you get one when they ask.

My blueprints

Crafting → My blueprints is the list of blueprints your account owns — one list for every org you're in. An org sees it only while you're opted in as a crafter there.

  • Import blueprints → Game logs — pick your Game.log and any files from the logbackups folder (in your Star Citizen folder, e.g. StarCitizen\LIVE\), or a .zip of them, all at once. You can drag them onto the box. Your logs are read on your computer and never uploaded: only the blueprints you save are sent.
  • Using a localization mod such as StarStrings? Add its global.ini (data\Localization\…\global.ini) with the logs, so renamed items still match.
  • Review shows what's new, what's already on your list, names that fit more than one blueprint (pick the right one, or leave it), names that didn't match, and what each file found. Press Save to add the new ones.
  • Already track them on Dumper's Repo? Choose Import blueprints → Dumper's Repo and paste your list (or upload it as a .json / .txt file):
  • Signed in: on Dumper's Repo open DevTools (F12) → Network, reload the Blueprints page, filter for acquired_blueprints, right-click the request → Copy response, and paste it.
  • Guest: in the DevTools console run copy(localStorage.acquired_blueprints) and paste the result.
  • A saved Dumper's Repo page (.html) also works, but it only holds the blueprints that were on screen — the dialog tells you how many it found out of your total.
  • You never need your Dumper's Repo password or API key for this.
  • Track them on SCMDB? On scmdb.net open the tracking page → Export, then choose Import blueprints → SCMDB and upload the scmdb-tracking-*.json file. Blueprints you marked completed are imported; SCMDB's default blueprints are saved as Starter.
  • Use Smart Citizen? In its Blueprint Tracker choose Export Owned Blueprints… and save as JSON or CSV, then choose Import blueprints → Smart Citizen and upload the file. Names with Tag Builder tags (like [Mil-S1-A] Norfield) are matched without the tag, and the tag's size picks the right one when a name exists in several sizes.
  • Tracker exports are read in your browser too — only the matched blueprints are sent.
  • Going the other way? Export for Smart Citizen downloads your saved list as owned-blueprints.json in Smart Citizen's Blueprint Tracker format, ready to load there. Save any checklist changes first; only the saved list is exported.
  • Starter blueprints aren't in your logs — the game only logs blueprints you receive. Switch to All blueprints, search or open a category (each has Select all), tick what you own and Save list as Starter. Use Manual fix for anything else, and untick to remove.

Blueprint library (Crafting → Blueprint library) shows what your org can craft and who owns each blueprint — only members who opted in as crafters are listed. Officers assigning a request see the crafters who own its blueprint first.


Materials

Industry v2. A catalogue of every mineable and refined material in the current game build: where to mine it, its quality bands and the crafting recipes that use it. Open a material for the detail.


Industry Hub & the internal market

The Industry Hub is the module's landing surface, and it carries the Internal Org Market: a WTB/WTS classifieds board for your members. List what you're selling, cancel it when it's gone, buy from your own org instead of the trade channels.


Prices and market data

Material prices and refinery estimates come from UEXCorp. Admins can add the org's own UEXCorp API key with /settings set_uex_key — typed into a private pop-up, never into a slash-command option, so it doesn't land in Discord's command history.

/mining materials shows current estimated prices and game stats — base signature, instability, resistance, mining type — sorted by value.

Mining Tracker is a toggle

/mining materials and /mining rock need Mining Tracker enabled for your server (Server Settings → Features → Module Controls; /settings view shows it as Mining Tools). /mining start is officer-only. If a command doesn't appear or answers that your rank lacks access, check with your leadership — see Roles & Permissions.


Next: Org Command · Discord Commands