E:D Black Box
The Adder mounts a full core-mining hardpoint set on a small pad, so it genuinely cracks rocks for next to nothing. But its seven tiny optionals leave room for only a sliver of ore once the refinery and limpet controllers are aboard, and it can't defend the haul. It's the cheapest way to learn the mining loop, not a way to earn from it — a starter tool, well behind every purpose-built miner.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
Mining rewards two things the Adder doesn't have much of: ore capacity and the muscle to keep pirates off a laden, stationary ship. What it does have is a medium and two small hardpoints — enough to fit a seismic charge launcher, an abrasion blaster and a sub-surface displacement missile, the complete core-mining toolset, on a hull that costs ~41k Cr. So it can prospect a metallic ring, crack a core, and refine the fragments. The problem is what comes after: its seven small optionals barely hold the refinery, prospector and collector controllers, leaving only a few tonnes for the ore itself.
As a small-pad ship it lands anywhere and reaches any ring, and the buy-in is trivial. But its base 60 MJ shield and light hull mean an interdicting pirate ends the session, and a typical run nets a handful of tonnes before you have to dock. The Adder mines the way it does everything — cheaply and a little of everything — but here that breadth runs straight into a hold too small to make the trip pay.
Learning to mine for pocket change: a first prospector-and-collector loop, cracking a core to see how it's done, and topping up materials or a few tonnes of ore between other jobs — never a dedicated earner.
The handful of points the Adder earns as a miner come from:
The hold is the killer: once the mining suite is aboard, only ~16–24 t is left for ore, a fraction of any real miner. The 60 MJ base shield and frail hull mean you flee, not fight, every interdiction. It mines, but a few tonnes per trip behind a paper shield is why it sits near the bottom of the role.
It fits the entire core toolset on a rank-free ~41k Cr small-pad hull, but ~16–24 t of ore behind a 60 MJ shield caps it as a learner, not an earner.
The 48/100 headline is a verdict against the mining role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Effective ore capacity | 7/35 | Seven small optionals (3·3·2·2·1·1·1) hold only ~30 t max, and after refinery plus prospector/collector controllers just ~16–24 t is left for ore. Both Cobras (~64–152 t) and every medium miner (Type-6 ~112, Type-8 ~406) dwarf it; this is bottom-of-field capacity. |
| Tool & slot fit | 16/25 | One medium plus two small hardpoints mount the complete core set — seismic charge launcher, abrasion blaster, sub-surface displacement missile — and a class-1 refinery, both limpet controllers, PWA and DSS all squeeze in. Real toolset completeness, only constrained by sharing seven tiny slots with cargo. |
| Survivability | 3/15 | Base 60 MJ shield and light hull; only a size-2 bi-weave (~250 MJ engineered) and 2 utilities fit. Self-defence is none — flee, don't fight. Any interdicting pirate ends a laden, stationary session. |
| Pad class & access | 14/15 | Small pad lands at every outpost and surface port beside a ring, with no rank or permit gate. Access is role-leading, though small-pad reach is no real edge mining since rings impose no pad limit. |
| Cost & specialisation | 8/10 | ~41k Cr hull, ~1.5M Cr A-rated, ~4M engineered — the cheapest entry to mining with trivial rebuy. Cost is a clear strength, but it's a multi-role generalist, not a dedicated miner, so specialisation adds nothing. |
| Weighted total | 48/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for mining specifically. The role column is the maximum cargo capacity in tonnes — though practical ore capacity is lower once the mining suite (refinery, limpet controllers) is fitted.
| Ship | Class | Max cargo (t) | Pros & cons vs Adder | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~152 | Far larger hold; better shield; combat-capableMuch pricier | 58 |
| Cobra Mk III | Small | ~64 | Bigger hold; can fight back; roomierPricier | 52 |
| Adder this | Small | ~30 | — this hull (baseline) | 48 |
Among small-pad miners the Adder is the cheapest and the weakest. Both Cobras hold more ore and can defend the haul; the Adder's only edge is price. If you intend to actually earn from a small ship, a Cobra is the pick — the Adder is purely the budget-learner option.
| Ship | Class | Max cargo (t) | Pros & cons vs Adder | Rating |
|---|---|---|---|---|
| Type-11 Prospector | Large | ~288 | Dedicated miner; exclusive Mk II mining modulesLarge pad; vastly pricier | 95 |
| Type-8 Transporter | Medium | ~406 | Huge ore hold for the moneyMedium pad; can't fight | 84 |
| Keelback | Medium | ~98 | Bigger hold; SLF for defenceMedium pad; slower | 68 |
| Asp Explorer | Medium | ~128 | Bigger hold; versatile; good viewMedium pad; pricier | 64 |
| Type-6 Transporter | Medium | ~112 | Far more ore; cheap-ishMedium pad; can't fight | 62 |
Step up one pad class and the gap is stark: even the budget Type-6 and Keelback carry three-to-four times the ore, and the dedicated Type-11 and Type-8 are in another league. The Adder's small pad isn't even an advantage here — mining rings don't need it. It survives this table only as the learner's first tool.
At ~41k Cr the Adder is almost free, with no rank or permit gate. A full mining fit — seismic launcher, abrasion blaster, refinery, prospector and collector controllers, DSS and a token shield — comes in around 1.5M Cr A-rated, and a few million engineered. The whole loop costs less than a single decent ore find on a bigger ship.
That cheapness is the entire case. The Adder lets you try mining without committing to a real miner; the moment you want to earn from it, the price difference to a Cobra or a Type-6 is a few hours of any other activity — and they pay it back in a single trip.
Under 2M Cr to learn the entire mining loop — prospect, crack, refine, collect. Just don't expect the ore it holds to fund the next ship; that's what the upgrade is for.
A complete (if tiny) core-mining fit on the cheapest hull that takes one. Initial is buy-only; A-rated is the working baseline; Engineered focuses on range and cool running so the small frame travels well. The mining tools themselves are not meaningfully engineered. For pure laser mining, swap the seismic launcher for a mining laser and drop the missile.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Medium 1 | 2D Mining Laser (Fixed) | 2B Seismic Charge Launcher (Fixed) | (No blueprint available) | Core-mining's main tool — lob a seismic charge into a fissure to crack the rock; a fixed medium warhead is the only size the hull mounts, and mining tools carry no weapon blueprint. |
| Small 1 | — | 1D Abrasion Blaster (Fixed) | (No blueprint available) | Abrasion Blaster shears surface deposits off a cracked core for the limpets to scoop; mining tools aren't engineerable. |
| Small 2 | — | 1B Sub Surface Displacement Missile (Fixed) | (No blueprint available) | Sub-surface Displacement Missile reaches the deep deposits the blaster can't; no blueprint applies. |
| Utility Mounts | ||||
| Utility 1 | — | 0C Pulse Wave Analyser | (No blueprint available) | Pulse Wave Analyser lights up mineral-rich rocks and core fissures; held at class 3 so it doesn't swamp the tiny power budget, and scanners carry no blueprint. |
| Utility 2 | 0I Heat Sink Launcher | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | One Heavy-Duty booster roughly doubles the small bi-weave's raw MJ — the cheapest survivability gain on the hull. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Lightweight Alloy | G5 Lightweight (no experimental effect) | |
| Power Plant | 3E Power Plant | 3A Power Plant | G5 Low Emissions + Thermal Spread | A-rate it to run lasers, the seismic launcher and the limpet swarm together; Low Emissions + Thermal Spread keep heat down through long sessions. |
| Thrusters | 3E Thrusters | 3A Thrusters | G5 Clean Drive Tuning + Drag Drives | A-rated thrusters with Clean Drive Tuning + Drag Drives so the light hull can boost clear of interdictions it can't fight. |
| Frame Shift Drive | 3E Frame Shift Drive | 3A Frame Shift Drive | G5 Increased Range + Mass Manager | Increased Range + Mass Manager stretch every jump so the short-legged hull reaches distant rings and hauls ore home in fewer hops. |
| Life Support | 1E Life Support | 1D Life Support | G5 Lightweight (no experimental effect) | D-rated and Lightweight — life support is mass to shed on a hull this small, and it has no experimental effect. |
| Power Distributor | 2E Power Distributor | 2A Power Distributor | G3 Engine Focused (no experimental effect) | A-rate the class-2 distributor first or the tools and limpets brown out together; Engine Focused at G3 feeds the boost you escape pirates with. |
| Sensors | 3E Sensors | 3D Sensors | G5 Lightweight (no experimental effect) | Dropped to D and Lightweight — a miner needs no sensor range, so save the mass; sensors have no experimental effect. |
| Fuel Tank | 3C Fuel Tank | 3C Fuel Tank | (No blueprint available) | Stock class-3 tank; fuel capacity is fixed and cannot be engineered. |
| Optional Internals | ||||
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | G5 Expanded Capacity (no experimental effect) | Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo. |
| Size 2 | 1E Collector Limpet Controller | 1A Collector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys collector limpets. |
| Size 2 | 2E Cargo Rack | 2C Bi-Weave Shield Generator | G5 Reinforced + Fast Charge | A size-2 bi-weave is all that fits; Reinforced + Fast Charge maximise MJ while keeping the bi-weave's quick recharge — enough to survive a clumsy landing, not a pirate. |
| Size 1 | 1E Refinery | 1A Refinery | G5 Shielded (no experimental effect) | Optional / low-priority — Shielded hardens the refinery. Processes mined fragments. |
| Size 1 | 1E Prospector Limpet Controller | 1A Prospector Limpet Controller | G5 Lightweight (no experimental effect) | Optional / low-priority — Lightweight trims the controller's mass. Deploys prospector limpets. |
| Size 1 | 1I Detailed Surface Scanner | 1I Detailed Surface Scanner | G5 Expanded Probe Scanning Radius (no experimental effect) | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
This fits the complete cycle — prospector to find the rock, seismic launcher and abrasion blaster to crack it, collector limpets to gather, refinery to process — into seven small slots. What it can't fit is much ore: two class-3 racks leave ~16 t after the suite, so you'll dock often. Strip the shield and collector for ~30 t max if you only laser-mine in safe space.
A-rating priority for a budget core miner:
The small power plant and class-2 distributor are the tight spot — A-rate both so lasers or a seismic launcher and the limpet swarm don't brown out. Don't expect to run a real combat shield as well. Leave the bulkheads stock Lightweight Alloy — a miner has no business hauling Military Grade weight, and the spend goes on the loop and a token shield instead.
Mining engineering is light and targets the ship, not the tools — the mining hardware isn't meaningfully engineered. On the Adder it's mostly about travel and a little survivability. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Frame Shift Drive (3) | Increased Range (G5) | Mass Manager | Felicity Farseer |
| Power Distributor (2) | Engine Focused (G3) | — | The Dweller |
| Power Plant (3) | Low Emissions (G5) | Thermal Spread | Hera Tani |
| Thrusters (3) | Clean Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Bi-Weave Shield (2) | Reinforced (G5) | Fast Charge | Lei Cheung |
| Shield Booster | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
| Bulkheads | Lightweight (G5) | — | Selene Jean |
Very light — tiny modules and standard mobility blueprints; among the cheapest grinds in the game. With a complete inventory this is trivial spend, not a farm. Ask for exact per-blueprint counts if needed.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Ore per trip (t) | ~8 | ~16 | ~24 |
| Survives pirates | no | barely | flee only |
| Shield (MJ) | ~60 | ~120 | ~250 |
| Hull resist (k/t/e) | 0% | 0% | ~13% |
| Tool mounts | laser | full core set | full core set |
| Pad access | small | small | small |
Engineered, the Adder runs the whole mining loop — prospect, crack, refine, collect — but brings home barely two dozen tonnes behind a shield that still won't survive a determined pirate. The Lightweight Armour blueprint on the bulkheads shaves about half their mass for a little extra jump range to distant rings and adds modest resistances, but it doesn't change the flee-only verdict. It teaches mining perfectly and earns from it poorly; the moment the loop clicks, move the kit to a bigger hull.
Any nearby pristine metallic or icy ring suits it — pick one close to a small outpost so the short hold means a short trip back. The Adder is for the ring you can reach quickly, not the long expedition.
The Adder mines — it fits the complete core toolset and runs the full loop for pocket change — but it earns from it poorly: ~16–24 t of ore per trip behind a shield that won't survive a pirate puts it near the bottom of the role. The 48 reflects exactly that: real capability to learn the craft, almost no capacity to profit from it. Buy one to learn mining cheaply, then graduate the kit to a Cobra, Type-6 or a proper miner.
Figures on this page are verified against the sources below.