Gaming Guide

SpaceCraft Base Building Materials for Every Module (Early Access)

Exact recipes, what each module does, and a build order to get a self-running base started.

Exact recipes, what each module does, and a build order to get a self-running base started.

Once SpaceCraft lets you drop your own base, the work shifts from hand-mining to running a production network that keeps going while you fly off to other planets. The catch is that every structure costs a fixed set of materials, and a missing part can stall an entire build. The recipes below cover every module currently available in the Early Access release.

Quick answer: Build an Extractor first (1 Motor, 4 Concrete), then a Pylon (1 Magnetic Coil) and a Smelter (1 Stainless Plate, 10 Concrete) to start a working chain. Stainless Plate and Concrete are the most-used inputs across nearly every module.


All SpaceCraft base building material requirements

The table lists each module and the materials it consumes. Since the game is in Early Access, the module list may grow with future updates.

Building ModuleRequired materials
Command Tower50 Stainless Plate, 25 Structural Beam, 80 Magnetic Coil, 250 Concrete
Micro-Furnace2 Stainless Plate, 5 Concrete, 1 Calcite
Extractor1 Motor, 4 Concrete
Warehouse50 Metal Sheet, 4 Structural Beam, 4 Stainless Plate, 20 Concrete
Pylon1 Magnetic Coil
Assembler4 Structural Beam, 8 Stainless Plate, 40 Concrete, 3 Motor
Solar Plant1 Structural Beam, 9 Stainless Plate, 36 Solar Cell
Drone Dispatcher1 Metal Sheet, 1 Stainless Plate
Smelter1 Stainless Plate, 10 Concrete
Trading Box10 Metal Sheet
Landing Pad8 Stainless Plate, 40 Concrete
Exploring a planet in StarCraft
Image via Shiro Games

What each base module does

Knowing a module’s job helps you decide what to build and when. Each one fills a specific role in the input, processing, storage, power, and transport flow of a base.

ModuleFunction
ExtractorSits directly on a resource deposit and drills raw ore automatically, online or offline.
SmelterConverts raw ore into ingots continuously, removing the need to refine by hand.
Micro-FurnaceA compact refiner that turns ingots back into ores for specific recipes.
AssemblerCrafts industrial compounds from processed resources for large-scale production.
WarehouseStores solid materials in bulk; drones can move resources in and out.
PylonConnects to the power grid and extends it across the base.
Solar PlantGenerates electricity from radiation with no fuel needed when well placed.
Drone DispatcherDeploys and monitors drones, and organizes logistics routes.
Landing PadActs as a shipping dock so ships can transfer fuel, liquids, and materials.
Trading BoxLets corporation members leave and take resources between bases.
Command TowerDoubles the maximum base footprint and raises the experience cap to 800 points.

Core materials you will need most

Concrete and Stainless Plate appear in almost every recipe, so a reliable smelting and assembly line for those two pays off early. Magnetic Coil is cheap individually but stacks up fast for a Command Tower, which alone needs 80. Solar Cells are unique to the Solar Plant, and Calcite is only used by the Micro-Furnace.

If one material keeps running short, set up an Extractor and Smelter route that feeds it directly rather than waiting on trade. The Command Tower’s 250 Concrete and 80 Magnetic Coil are the biggest single drain, so plan that supply before you start construction.


Place your Base Command Center to anchor the base, then drop an Extractor on every nearby deposit so raw ore starts flowing.
Add Pylons to wire power between your structures. Most automated buildings will not run without a power connection.
Build a Smelter near your Extractors so ore becomes ingots with minimal hauling. This is usually the second production building worth placing.
Once output starts piling up, add a Warehouse for bulk storage, then expand with more Extractors as you find new deposits.
Set up a Solar Plant for steady power, add an Assembler for industrial components, then a Drone Dispatcher and Landing Pad to handle logistics and shipping. Save the Command Tower for a mid-game expansion rather than rushing it.

A first base works best when it stays compact and turns one input into one useful output for a ship, module, or trade route. Place storage close to processing, keep power lines short, and leave room for the next machine before you commit materials to a Command Tower or sprawling expansion.