Space Haven Guide

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Last updated: July 2, 2026

Space Haven Resource Guide

Resources are the lifeblood of your space colony. Every hull block, every meal, every bullet, and every research breakthrough starts as a raw material floating in the void of space. Understanding which resources to mine first, how to process them efficiently, and when to trade instead of mine is the difference between a thriving self-sustaining ship and a floating coffin.

Mining Strategy & Sector Selection

Prioritize asteroid fields with high Iron Ore density first. Secondary priority is Water Ice. Carbon and Silicon come next. Uranium and Hyperium are late-game priorities.

Sector "Safe" zones have lower yields but no pirate threats. "Dangerous" zones have double resource density but frequent raids. Only mine dangerous zones once you have shields and at least "4" turrets installed.

Resource Priority & Stockpile Targets

ResourceSourceUsesScarcityStockpile Target
Iron OreAsteroid mining, derelict salvageInfra Blocks, hull repair, basic toolsCommon100 units
CarbonAsteroid mining, CO2 recyclingTech Blocks, electronics, life support filtersCommon-Medium80 units
SiliconRare asteroid nodes, tradingTech Blocks, computer components, electronicsMedium60 units
Water IceIce asteroids, water recyclerDrinking water, grow beds, O2 generationMedium — critical shortage if neglected120 units
UraniumDeep asteroid mining, salvageNuclear fuel, advanced weapons, hyperdrive fuelRare30 units
HyperiumNebula mining, enemy salvageHyperdrive jumps, shield booster, advanced researchVery Rare15 units
Bio MatterAlien debris, organic salvage, tradingBio Blocks, medicine, food enhancementMedium-Rare40 units
Energy CellsCrafted (Carbon+Silicon)Portable power, weapon ammo, emergency systemsCrafted50 units
Tech BlocksCrafted (Carbon+Silicon)Advanced construction, electronics, researchCrafted — high demand40 units
Infra BlocksCrafted (Iron Ore)Hull construction, basic machinery, repairsCrafted — constant consumption80 units

Production Chains & Efficiency

Input → Machine → OutputPower CostEfficiency
Iron Ore (Mined) → Ore Processor30 kW3 Iron Ore = 2 Refined Iron (66% yield)
Refined Iron (x3) → Assembler50 kW3 Refined Iron = 2 Infra Blocks
Carbon + Silicon → Electronics Bench40 kW2 Carbon + 2 Silicon = 2 Tech Blocks
Water Ice (x3) → Water Purifier25 kW3 Ice = 5 Water (166% yield)
Bio Matter (x2) → Grow Bed10 kW2 Bio Matter = 4 Food (200% yield)
Carbon (x4) + Iron (x2) → Assembler60 kW6 inputs = 3 cells
Uranium (x1) + Tech Blocks (x2) → Assembler80 kW1 Rod = 500 kW for 5 days
Hyperium (x2) + Energy Cell → Refinery100 kW1 Fuel = 1 sector jump

Trading Strategy

Sell surplus crafted goods (Infra Blocks, Tech Blocks, Energy Cells) and buy rare raw materials (Uranium, Hyperium). An Infra Block sells for "35-50" credits while Uranium costs "200-300" per unit.

Never trade away your last "20" Infra Blocks. Build a trade surplus first by over-producing one high-value item.

Frequently Asked Questions

Q: How do I stop running out of Infra Blocks?

You need at least "2" ore processors and "2" assemblers dedicated to Infra Block production staffed by crew with Industry "3+". Keep at least "100" Iron Ore in storage and set continuous production.

Q: When should I switch from solar to nuclear?

Switch when power demand exceeds "400 kW" and you have at least "20" Uranium stockpiled. Solar produces only "150-200 kW" while Nuclear produces "500 kW" per fuel rod for "5" days.

Q: What resources should I never trade away?

Never trade Hyperium (rarest resource, needed for sector jumps). Never trade your last "20" Water Ice. Never trade medical supplies unless you have "15" in reserve.