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.
Every table rates ships for mining specifically, split by landing-pad class. The Max cargo column is maximum ore-hold tonnage; the rating is the same 1–100 suitability verdict used across the site.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Cobra Mk V | Small | ~110 t | Higher-rated; pad access; tool fitOre hold | 58 |
| Cobra Mk III | Small | ~64 t | Higher-rated; pad access; valueSurvivability | 52 |
| Adder this | Small | ~30 t | — this hull (baseline) | 48 |
3 small-pad mining hulls carry a rating, led by Cobra Mk V (58). Every same-pad rival lands where this one does — the direct field to shop.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Imperial Cutter | Large | ~794 t | Higher-rated; tool fit; survivabilityPad access | 92 |
| Type-9 Heavy | Large | ~790 t | Higher-rated; ore hold; valueSurvivability | 90 |
| Anaconda | Large | ~470 t | Higher-rated; tool fit; survivabilityPad access | 86 |
| Type-7 Transporter | Large | ~310 t | Higher-rated; value; tool fitSurvivability | 78 |
| Panther Clipper Mk II | Large | ~662 t | Higher-rated; ore hold; tool fitValue | 77 |
| Imperial Clipper | Large | ~250 t | Higher-rated; value; survivabilityPad access | 70 |
| Type-10 Defender | Large | ~534 t | Higher-rated; survivability; tool fitValue | 70 |
| Federal Corvette | Large | ~618 t | Higher-rated; survivability; ore holdValue | 64 |
| Caspian Explorer | Large | ~434 t | Higher-rated; tool fit; survivabilityValue | 60 |
The large-pad mining field (9 rated), led by Imperial Cutter (92) — bigger pads and bankrolls. They out-muscle this hull on the numbers, but sit a pad class away.
| Ship | Class | Max cargo | Pros & cons | Rating |
|---|---|---|---|---|
| Type-11 Prospector | Medium | ~288 t | Higher-rated; tool fit; pad accessValue | 95 |
| Python | Medium | ~294 t | Higher-rated; tool fit; survivabilityOre hold | 90 |
| Krait Mk II | Medium | ~230 t | Higher-rated; survivability; pad accessOre hold | 84 |
| Type-8 Transporter | Medium | ~406 t | Higher-rated; ore hold; tool fitSurvivability | 84 |
| Krait Phantom | Medium | ~190 t | Higher-rated; pad access; tool fitSurvivability | 70 |
| Corsair | Medium | ~318 t | Higher-rated; survivability; pad accessValue | 68 |
| Keelback | Medium | ~98 t | Higher-rated; survivability; pad accessOre hold | 68 |
| Asp Explorer | Medium | ~130 t | Higher-rated; tool fit; pad accessSurvivability | 64 |
| Type-6 Transporter | Medium | ~114 t | Higher-rated; value; pad accessSurvivability | 62 |
The medium-pad mining field (9 rated), led by Type-11 Prospector (95) — cheaper hulls and tighter pads. They undercut this hull on the numbers, but sit a pad class away.
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 | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| Size 3 | 3E Cargo Rack | 3E Cargo Rack | (No blueprint available) | Optional — adds cargo space; worth it for dedicated haulers. Cargo racks aren't engineerable. |
| 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.