Spacecraft Knowledge Permit: Complete Requirements & Components

Spacecraft Knowledge Permit: Complete Requirements & Components

I remember the moment I first clicked a permit and watched a string of technology open like a closed closet revealing more boxes. You sit there with credits blinking in the corner and feel the same small panic: which branch will actually move your base forward? I’ll walk you through what each Knowledge Permit gives you and why certain choices feel expensive but pay off fast.

I’ve played and read dozens of Steam threads and Moyens I/O posts, and I’ll give you the blunt map: what each permit contains, what it costs in credits, and the practical trade-offs you face. You’ll see the permit tree not as a maze but as a subway map where every stop has a fare you must weigh.

Complete Knowledge Permit requirements in SpaceCraft

Observation: On community forums, people argue over whether to grab mining or factory tech first.

In SpaceCraft, Knowledge Permits are the game’s way of gating progression. Each permit is a bundled module: buy it and you get every component inside. That means one purchase can change how you play—granting new ship parts, base furniture, or production lines. Below I’ll show what each module includes and the credit cost so you can plan purchases instead of gambling.

Knowledge permits in SpaceCraft
Screenshot by Moyens I/O
Permit Module Components Cost (Credits)
Modular Systems Scanalyzer AlphaSmall Module KitNut and BoltWire N/A
Electromagnetism Simple Mining LaserOverclocked Mining LaserSimple Resource DetectorMagnetic Coil 100
Cargo Accomodation Small Cargo HoldSpot LightLight StripHeadlightMetal Sheet 100
Ship Coating Decoration Access 50
Electric Motors Flywheel BatteryMotorConcrete 150
Brand Management Advanced Dectoration access 50
Personal Factory Construction Toolbase Command CenterExtractorSmelterPylonCableBase Deploy KitStainless Plate 300
Chemical Explosives Single-Tube Missile LauncherBlasting MissileSmall CartridgeSmall Missile AirframeSolid Explosive 800
Asteroid Mining Small Reactive ShieldReactive ShieldElmerium Engine 1000
Modular Structures Structure accessBrick CockpitCart Pusher ThrusterHall Alternator 300
Solar Panel Small Sonar PanelMedium Solar PanelSolar PlantSolar Cell 300
Modular Systems 2 Cargo HoldHi-Pi LaserOverclocked Hi-Pi LaserModule KitStrong Metal Sheet 2000
Automated Factories AssemblerWarehouseLandingPadDrone DispatcherDroneSteel IngotStructural BeamMicrochip 450
Customized Controls Booster Control ModMining Laser Control Mod 400
Ship of Steel ShipyardSteel 4x3x2Steel 4x3x1Steel 6x3x2Steel 6x3x1Steel 8x3x2Steel 8x3x1Nimbus SpolerWarden WingSmall Steel Part CasingSupport Hardware 3000
Plumbing Chemical FactoryCisternSimple House PumpSmall Liquid TankPumpWatertight Pipe 2500
Chemical Battery Battery ModuleChemical Battery 3000
Liquid Logistics Liquid ExtractorBottling PlantStainless Bottle 800
Better Titanium Titanium 4x3x1Titanium 6x3x1Titanium 8x3x1Titanium 4x3x2Titanium 6x3x2Titanium 8x3x2Titanium 8x6x2Condor WingSmall Titanium Part CasingTitanium Part CasingHeavy-Duty BeamInert PlateB-Titanium Ingot 10000
Modular Systems 3 FactoryLarge Cargo HoldLarge Module KitHydraulic ActuatorHigh-Grade Metal SHeetUnbendinium Ingot 25000
Advanced Frames Solid Frame 4x3x1Solid Frame 6x3x1Solid Frame 8x3x1Solid Frame 8x6x2Solid Frame 12x6x2Solid Frame 16x6x2Small Solid Frame CasingUnbending Beam 50000
Very Light Alloys Levinium 4x3x2Levinium 6x3x2Levinium 8x3x2Small Levinium Part CasingVery Light PlateLevinium IngotMercury 50000

How the bundles change your base and ship

Observation: I watch players patch holes in their bases with whatever the permit gives them that session.

Every permit grants components grouped by theme: mining, construction, defense, logistics, materials, or ship modules. Buy a mining permit and you get lasers and detectors. Buy factory tech and your production chain can go from raw ore to finished components. The math is simple: one permit, many parts; the strategy is where you spend your credits.

How do Knowledge Permits work in SpaceCraft?

The permit is an access purchase. You pay credits and receive all listed items in that module. Sometimes the most valuable part is not obvious—Microchips from Automated Factories or Steel beams from Ship of Steel can be the bottleneck for later builds. If you use Steam Workshop mods that add parts or alter costs, check mod descriptions—some creators rebalance permit yields.

Price brackets and what they mean for you

Observation: Players pause and count credits like a grocery list before clicking buy.

Credits act as the single price marker, but think in tiers. Small permits (50–300 credits) are cheap experiments; medium ones (800–3000) reshape gameplay loops; the super expensive permits (10,000–50,000) are late-game investments. The big-ticket modules pull a lot of weight but require time to farm credits, so plan around what will unblock your next build.

How much do permits cost and which are cheapest?

Use the table above as your ledger: 50-credit permits (Decoration, Brand Management) are trivial buys. 100–450-credit options give useful early jumps—Electromagnetism, Cargo, Automated Factories. If you’re short on credits, prioritize the 100–450 range for steady value.

Which permits to choose first

Observation: I’ve advised new players who want a quick power spike to ignore flashy parts and buy steady producers.

If you want raw progression, I tell players to start with mining or small factory tech; they turn into revenue generators. If you favor ship upgrades, pick Electromagnetism or Modular Systems 2 depending on whether you need lasers or cargo. Choosing is like stitching together a suit of armor made from starlight—each piece matters when combat or hauling shows up.

Which permits should you buy first?

Practical orders:

  • Begin with 100–450 credit modules for mining and basic factories.
  • Invest in cargo and power (solar) next for logistic stability.
  • Save for 3000+ permits once you’ve automated income streams.

Practical notes and community tips

Observation: Modders and Reddit threads constantly suggest swapping priorities depending on playstyle.

Check the SpaceCraft Steam page, the Moyens I/O thread for visual examples, and popular modders on Steam Workshop for variants that change permit yields. If you use analytics tools like GitHub-hosted spreadsheets or Discord calculators made by community figures, you can plan exact credit targets for each permit.

There are trade-offs: a single high-cost permit can feel satisfying, but repeated moderate purchases often accelerate growth faster. Which approach fits your playstyle and the mod list you run—aggressive expansion or careful consolidation—will determine how you spend credits and time?