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
| Resource | Source | Uses | Scarcity | Stockpile Target |
|---|---|---|---|---|
| Iron Ore | Asteroid mining, derelict salvage | Infra Blocks, hull repair, basic tools | Common | 100 units |
| Carbon | Asteroid mining, CO2 recycling | Tech Blocks, electronics, life support filters | Common-Medium | 80 units |
| Silicon | Rare asteroid nodes, trading | Tech Blocks, computer components, electronics | Medium | 60 units |
| Water Ice | Ice asteroids, water recycler | Drinking water, grow beds, O2 generation | Medium — critical shortage if neglected | 120 units |
| Uranium | Deep asteroid mining, salvage | Nuclear fuel, advanced weapons, hyperdrive fuel | Rare | 30 units |
| Hyperium | Nebula mining, enemy salvage | Hyperdrive jumps, shield booster, advanced research | Very Rare | 15 units |
| Bio Matter | Alien debris, organic salvage, trading | Bio Blocks, medicine, food enhancement | Medium-Rare | 40 units |
| Energy Cells | Crafted (Carbon+Silicon) | Portable power, weapon ammo, emergency systems | Crafted | 50 units |
| Tech Blocks | Crafted (Carbon+Silicon) | Advanced construction, electronics, research | Crafted — high demand | 40 units |
| Infra Blocks | Crafted (Iron Ore) | Hull construction, basic machinery, repairs | Crafted — constant consumption | 80 units |
Production Chains & Efficiency
| Input → Machine → Output | Power Cost | Efficiency |
|---|---|---|
| Iron Ore (Mined) → Ore Processor | 30 kW | 3 Iron Ore = 2 Refined Iron (66% yield) |
| Refined Iron (x3) → Assembler | 50 kW | 3 Refined Iron = 2 Infra Blocks |
| Carbon + Silicon → Electronics Bench | 40 kW | 2 Carbon + 2 Silicon = 2 Tech Blocks |
| Water Ice (x3) → Water Purifier | 25 kW | 3 Ice = 5 Water (166% yield) |
| Bio Matter (x2) → Grow Bed | 10 kW | 2 Bio Matter = 4 Food (200% yield) |
| Carbon (x4) + Iron (x2) → Assembler | 60 kW | 6 inputs = 3 cells |
| Uranium (x1) + Tech Blocks (x2) → Assembler | 80 kW | 1 Rod = 500 kW for 5 days |
| Hyperium (x2) + Energy Cell → Refinery | 100 kW | 1 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.
