Industry — Your Supply Chain in Space
You can play SPAR Sector as a pure trader: buy low, ship far, sell high. You can also play it as an industrialist: deploy autonomous robots, mine the raw material, refine it, manufacture finished goods, and bring those to market. This page is the field manual for the second path — the M-SPAR / R-SPAR / X-SPAR / MULE supply chain.
The chain at a glance
RAW MATERIAL REFINED MATERIAL FINISHED GOOD
( ELM / GAS / ICE ) ( ingots / gases / ( FGN turrets / FGW power /
deuterium ) FGE electronics / etc. )
M-SPAR → → R-SPAR → → X-SPAR
extracts refines assembles
at a body (module-typed) (blueprint-gated)
↑ ↑
└────────── MULE routes ───────────┘
(haul material between assets,
or to a Trade Floor to sell)
Each step is a separate autonomous asset you own, deploy, and route to. The chain is mobile — you can buy more assets, position them in different systems, and rearrange your supply lines as the markets shift.
Step 1 — Buy your assets
At any Ship Yard (PLT-SM) or Starport (PLT-SP) hub, open /ssmenu → Storefront →
Assets. The assets you’ll see for sale:
- M-SPAR — Self-contained Processing Autonomous Robotic module for mining. Deploys to a body and extracts raw materials over turns.
- R-SPAR — Refines raw material into intermediates. Comes with a fitted module that determines its recipe family (Smelter for ores, Chemical Reactor for water / volatiles, Gas Purifier for helium-3, Isotope Separator for deuterium).
- X-SPAR — Manufactures finished goods. Blueprint-gated: you must own the matching BPT material in your inventory for the X-SPAR to run a given recipe.
- MULE — Mobile haUL Expediter. The hauler. Routes material between assets and to Trade Floors. FTL-capable.
- WHISKER — Sensor probe for exploring new systems. Separate role; not part of the production chain.
All four come in Std (smaller) and Exp (expanded) sizes, plus +S shielded variants for hauling shielded-class cargo.
Step 2 — Deploy and position
M-SPAR is the only asset that deploys to a body:
/ssdeploy asset_name:"M-SPAR Alpha" body_name:"Mercury"
It parks at the body and starts extracting raw materials each turn into its
cargo_output hold. Mining yield depends on the body type (16 ratio tables —
asteroids, gas giants, ice worlds, etc. all give different mixes).
R-SPAR and X-SPAR don’t deploy to a body. They sit in a system (and optionally
at a hub) and process whatever you put in their cargo_input hold. They have no
special deploy verb — just buy them and they live wherever you bought them.
MULE doesn’t deploy either — it travels along the route you configure.
Step 3 — Engage your R-SPAR and X-SPAR
The production phase of every turn compile only runs SPARs whose status is operating. R-SPARs and X-SPARs ship from the Ship Yard idle by default. Two ways to engage them:
Automatic. The moment a MULE delivers feedstock to a SPAR’s cargo_input, the
SPAR auto-flips to operating. No action needed for the common case — set up your
routes and let the chain wake itself up.
Manual. If you want to engage a SPAR before feed arrives (or to override):
/ssengage asset_name:"R-SPAR Alpha"
Or click the ⚡ Engage button on the asset’s card in Console → Comms → Asset Comms (or Console → Assets → Remote Comms — same view, two doors).
M-SPARs do not need engagement — /ssdeploy already starts them. MULEs engage when
you set their route. WHISKERs engage when you launch them as a probe.
Step 4 — Route MULEs to feed the chain
The MULE is the hauler. Its route has four parameters:
- Origin — where to pick up (a system name, a hub, or another asset).
- Destination — where to drop off.
- Material — what to haul.
- Pickup / deliver type —
trade_floor(a hub’s market) orspar(the runtime pulls from the origin SPAR’s output hold on pickup, and delivers to the destination SPAR’s input hold on drop-off, picking the correct side from context). Both default totrade_floorif you omit them.
The three patterns you’ll use most:
The pickup_type and deliver_type arguments each take one of two values:
trade_floor (a system’s market) or spar (any SPAR — the runtime figures
out output-hold for pickup, input-hold for delivery from context). Both default to
trade_floor if you omit them.
Trade Floor → SPAR (feed your refinery)
/ssmuleroute mule_name:"MULE Alpha" origin:"Sol" destination:"R-SPAR Alpha"
material_id:"ELM003" deliver_type:"spar"
The MULE buys iron ore at Sol’s Trade Floor, ferries it to R-SPAR Alpha, drops it
in the input hold. R-SPAR Alpha auto-engages and smelts ingots next turn.
pickup_type is omitted because the default trade_floor is what we want.
SPAR → SPAR (chain the supply line)
/ssmuleroute mule_name:"MULE Bravo" origin:"R-SPAR Alpha" destination:"X-SPAR Alpha"
material_id:"ELM006" pickup_type:"spar" deliver_type:"spar"
The MULE picks ingots out of R-SPAR Alpha’s output hold and drops them in X-SPAR Alpha’s input hold. The blueprint-loaded X-SPAR Alpha consumes them and produces a finished good next turn.
SPAR → Trade Floor (cash out)
/ssmuleroute mule_name:"MULE Charlie" origin:"X-SPAR Alpha" destination:"Sirius"
material_id:"FGN003" pickup_type:"spar"
The MULE picks the finished module out of X-SPAR Alpha and sells it at Sirius’s
Trade Floor. deliver_type is omitted because the default trade_floor is what we
want.
Multi-leg milk runs
A single MULE can run a multi-leg circuit (up to 10 legs). Pass the legs as a
semicolon-separated string; each leg is origin,destination,material:
/ssmilkrun mule_name:"MULE Delta"
legs:"Sol,Kepler,ELM001;Kepler,Sirius,RFA021;Sirius,Sol,ELM006"
The MULE cycles through the legs in order, hauling each material along its leg. Useful for circular trades that exploit price spreads across three or more systems.
Step 5 — Manage assets remotely
You don’t need to fly to each asset to check on it. Open the Remote Comms view:
- Console → 📡 Comms → Asset Comms, OR
- Console → 🤖 Assets → Remote Comms
Both open the same panel: every remote asset grouped by system, filtered by type. Per-asset orders (six buttons):
- 📊 Status — full asset detail
- 🗺️ Locate — star-map with the asset’s system highlighted
- 🚀 Rendezvous — transit the asset to your ship’s current system
- 🎯 Dispatch — transit the asset to any explored system
- 🛣️ Set Route (MULE only) — opens the route editor
- 🏠 Recall — bring the asset to your docked hub (requires you to be docked)
- ⚡ Engage (R/X-SPAR only, when idle) — flip to operating
Transit takes one jump per turn; 1-hop trips land same turn.
X-SPAR Blueprints
X-SPAR recipes are gated by blueprints (BPT materials in your inventory). Today’s catalog:
| Blueprint | Material | Recipe |
|---|---|---|
| BPT001 | Basic Drive Blueprint | Basic Thruster Assembly |
| BPT003 | Advanced Drive Blueprint | Advanced Jump Drive Assembly |
| BPT004 | Weapon Module Blueprint | Heavy Railgun Assembly |
| BPT005 | Electronics Blueprint | Sensor Array Assembly |
| BPT007 | Shield Module Blueprint | Shield Generator Assembly |
| BPT008 | Exotic Containment Blueprint | Exotic Matter Containment Module |
Own a BPT in ss_inventory (quantity ≥ 1) and that recipe unlocks across all of
your X-SPARs. The X-SPAR’s production loop matches recipes by cargo_input — load
the matching feedstock and the right finished good comes out.
R-SPARs have no blueprint requirement — their fitted module determines the recipe.
Strategy — the trader vs the industrialist
Trading is simple and capital-light: spot a price spread between systems, buy low, ferry, sell high. Profit per turn depends on your warp range and license coverage; you can scale by buying bigger holds.
Industry is heavier but compounding:
- Capital cost is upfront. A four-asset chain (M-SPAR + R-SPAR + X-SPAR + MULE) runs you 8k–60k SOL at the storefront depending on tier and shielding.
- The chain produces ~every turn. Once it’s running, your output per turn is roughly (mining yield × refinery throughput × X-SPAR throughput), minus any bottleneck.
- Markup is built in. Finished goods sell for many times the raw value of their inputs. The Trade Floor takes a 2% Guild tax; your net margin is the rest.
- Bottlenecks are real. If your X-SPAR has a 100 IHu / turn assembly rate but your R-SPAR only refines 50 IHu / turn, you waste half your X-SPAR. Match your throughput tiers.
A short list of decisions you’ll make over and over:
- Where to park the M-SPAR. Mineral-rich bodies vary by system. Use a WHISKER to scan unexplored systems before committing.
- Vertical vs horizontal. Run the full chain (own everything) for maximum margin, or skip steps and buy the missing tier at the Trade Floor. Vertical scales harder; horizontal lets you change product mix faster.
- Where to sell. A finished module sells for more in a high-pop system with unmet demand than in the system that produced it. MULE legs are cheap — bring output to where the buyers are.
- Cargo class. Some materials are shielded-only (heavy isotopes, certain exotics). Your MULE, R-SPAR, X-SPAR, and ship hold all need to be the right class to handle them. Mismatch = cargo refused at intake.
- Shielded vs Std assets. +S variants cost ~50% more but unlock shielded-cargo routes. Plan your supply chain’s cargo class before you buy.
- Warp mass. Every kilogram on your ship costs you AP to push through a wormhole jump. Cargo holds full of ore, fitted modules, and SPARs/MULEs clamped in your hangar all add to the mass your StarDrive has to thread through the fold. A bigger drive (T3 over T1) carries 4x as much per push-AP, that’s the cost you pay for capability. Tier-match your hull to your drive (a T3 designed for a Large hull pays no hull mass tax), and lighten the ship for long warps (drop clamped assets off at a hub if you’re not piggy-backing them on purpose).
Common gotchas
- R-SPAR Alpha won’t refine anything. Check its
cargo_input— empty input = no output. Set up a MULE route delivering raw material to it. - My X-SPAR has cargo in but isn’t producing. Confirm you own the matching BPT in your inventory. Without the blueprint, the X-SPAR can’t match a recipe.
- My X-SPAR has a blueprint but isn’t producing. Confirm the cargo class of the input is compatible with the X-SPAR’s hold (regular vs shielded vs exotic).
- My MULE isn’t hauling. Confirm its route_material is one of: a specific
material ID,
ALL(dump-all), or a milk-run config. Also confirm the MULE has a trade license that covers the material’s tier and sector. - The asset is stuck in another system. Use Rendezvous (bring it to me) or Recall (bring it home to my docked hub) from the Remote Comms panel.
Reference — the slash commands
| Command | What it does |
|---|---|
/ssdeploy | Deploy an M-SPAR to a body for mining |
/ssrecall | Pull an asset back to idle (does not move it; see Recall in Remote Comms for transit-to-dock) |
/ssengage | Flip an R-SPAR or X-SPAR from idle to operating |
/ssmuleroute | Set up a MULE trade or supply route |
/ssmilkrun | Set up a multi-leg MULE circuit |
/sswhisker | Launch a WHISKER probe to scan an unexplored system |
/ssassets | List all your assets and their current status |
Most of these are also wired as buttons in /console. If you find yourself typing
slash commands more than clicking buttons, you’re doing it wrong — the UI is the
intended surface.