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Outworld Station Guide

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Exo-Planet Lifter system flow from unlocking through ship dispatch, surface deployment, and resource return to station

Exo-Planet Lifter system flow from unlocking through ship dispatch, surface deployment, and resource return to station

The Endgame Resource Tap You Have Been Missing

By Station Level 16, you have mined every asteroid in your local cluster and your remote outposts are running at max capacity. But there is one resource source most players ignore: exo-planet surfaces. The Exo-Planet Lifter upgrade in v1.1 gives your ships the ability to land on exo-planet surfaces, deploy extraction equipment, and return with rare resources that cannot be mined any other way.

I started Exo-Planet operations at Level 17 and the first extraction run brought back 22 units of Exotic Matter worth roughly 50,000 credits on the market. The setup cost paid for itself in one trip.

If you are still building out your fleet, start with our Ship Building Guide first.

The Short Version

Unlock Exo-Planet Lifter at Station Level 15 in the Command Tree (3,500 Tech Points). Build an Exo-Planet Ops Centre on your station. Assign a Frigate or Destroyer through CPU Control to ExoPlanet Ops missions. The ship lands on a selected planet, deploys extractors, and returns after 5-10 minutes with surface resources worth 15-50K credits per run.

Unlocking the Exo-Planet Lifter System

RequirementDetail
Station Level15
Tech Cost3,500 Tech Points
Research Time8 minutes
Prerequisite TechEnhanced Containment or Logistics IV
Module NeededExo-Planet Ops Centre (150 Superalloy, 60 Electronics, 20 Titanium)

The Exo-Planet Lifter appears in the Command Tree at Level 15. It requires either Enhanced Containment (Level 13) or Logistics IV (Level 14) as a prerequisite. The Ops Centre module is built on your station – press B, Infrastructure tab, select Exo-Planet Ops Centre.

Cost note: 150 Superalloy is steep for this stage of the game. If Superalloy is tight, prioritize building a second Plasma Forge. Our Superalloy Guide covers the most efficient production chains.

How Exo-Planet Operations Work

StepActionDetails
1Scan for exploitable exo-planetsUse the Long Range Scanner. Exploitable planets have a gold icon and are tagged as [Exo-Planet: Extractable].
2Open Exo-Planet Ops CentreThe new panel shows all extractable planets within scanner range along with their resource potential (Low / Medium / High / Rich).
3Select target and shipClick a planet to see its resources. Assign a ship to the mission. Frigates and Destroyers work best – they have the landing gear and cargo capacity.
4Dispatch missionThe ship flies to the planet (travel time varies from 30s to 3 min depending on distance), lands, and deploys extractors.
5Collect resultsAfter 5-10 minutes of extraction, the ship returns automatically. Unload the resources from the Ops Centre’s output storage.

CPU Control required: Exo-Planet missions use the Ship CPU system. Your ship must be assigned to a CPU slot and the task set to ExoPlanet Ops. See our Ship CPU Control Guide for how to set up CPU assignments.

Quick Tip

Distance tip: The Ops Centre panel shows transit time. I aim for planets under 90 seconds transit – anything longer and the fuel cost eats into profits. A planet with Rich potential at 45 seconds transit is optimal.

Planet Resource Potential and What You Get

Potential LevelResources FoundAverage Haul ValueTransit Time
LowBasic minerals, some Exotic Matter8-12K credits30-60s
MediumExotic Matter, rare gases, Platinum18-25K credits45-90s
HighExotic Matter, Helium-3, Quantum Dust30-40K credits60-120s
RichExotic Matter, Quantum Dust, Dark Matter traces40-55K credits90-180s

Planet quality vs. transit time trade-off: A Low potential planet 30 seconds away might give you 10K credits every 5 minutes (120K/hour equivalent). A Rich planet 3 minutes away gives 50K credits every 10 minutes (100K/hour). The Low planet is actually better for consistent income. I run two Low-to-Medium planets simultaneously for steady cash flow.

ResourceFound OnMarket PriceBest Use
Exotic MatterAll exo-planets~2,200 cr/unitPrimary export
Helium-3Medium+ planets~1,800 cr/unitShip fuel / Endgame
Quantum DustHigh+ planets~5,000 cr/unitEndgame crafting
PlatinumLow+ planets~1,200 cr/unitAdvanced electronics
Dark MatterRich only~12,000 cr/unitSpace Elevator

Best Ships for Exo-Planet Operations

Not all ships can handle surface extraction. Here is my testing:

Ship ClassVerdictReason
FrigateBest all-rounderHas landing gear, 80 cargo, decent fuel capacity
DestroyerBest for Rich planets160 cargo, heavy landing gear, can carry more extractors
FreighterAcceptableCan land but slow deployment, cargo is good
CorvettePoorLow cargo (15-20) means tiny hauls
FighterCannot landNo landing gear for surface ops

The Kestrel Corvette and Vanguard Frigate are the sweet spot. I run two Vanguards on 45-second transit planets and cycle them. While one is extracting, the other is in transit. This gives me continuous income without downtime.

Exo-Planet Ops Centre Upgrades

UpgradeLevelEffectCost
Advanced Landing Gear16-30% transit time, +20% cargo capacity for Exo runs2,800 TP
Multi-Planet Operations17Run 2 simultaneous missions per Ops Centre4,500 TP
Deep Surface Analysis18Unlocks Dark Matter extraction on Rich planets6,000 TP
Automated Resupply19Ships refuel at planet instead of returning for fuel8,000 TP
## Common Miskes with Exo-Planet Operations **Mistake 1: Using the wrong ship class.** I sent a Fighter on my first mission and it could not land. The game does not warn you -- the ship just orbits and deploys nothing. Cargo stays empty. Always check that the ship class has landing gear (Frigate, Destroyer, Freighter listed). **Mistake 2: Over-committing to one Rich planet.** The Rich planet pays well but a single run takes 10 minutes. Meanwhile, two Medium planets running simultaneously might each take 6 minutes but net 35K combined. More is better than bigger. **Mistake 3: Not checking fuel before dispatch.** A ship with low fuel will launch, run out mid-transit, and drift until you manually retrieve it. Check the Ops Centre panel for fuel warnings before dispatching. **Mistake 4: Forgetting to pair Ops Centre output.** The Ops Centre has internal storage of 100 units. When full, the ship unloads but the planet mission is blocked. Set up a paired storage container for automatic offload.
## Exo-Planet Operations vs. Trading vs. Mining How does Exo-Planet income compare to other mid-to-late-game income sources? | Income Source | Time Investment | Credits/Hour | Setup Cost | |--------------|----------------|--------------|------------| | Exo-Planet Ops (2 Vanguards) | 10 min setup then passive | 100-150K | 150 Superalloy + 2 ships | | Auto-Trade (2 freighters) | 15 min setup then passive | 15-30K | 2 freighters + CPU points | | Remote Mining Outpost | 30 min setup then passive | 20-40K in raw materials | 200+ Steel | | Combat Salvage | Active (must fly) | 50-80K | Combat ship + salvage modules | Exo-Planet operations beat every other passive income source by a wide margin once set up. The 150 Superalloy cost is steep but pays back in roughly 3-4 runs (about 30 minutes).
Community Verification

All extraction yields and market prices from v1.1.1.0. Transit times vary by planet position. Fuel consumption based on Frigate-class ships with standard thrusters. Official patch v1.1 reference: Steam News.