SC Companion
Star Citizen companion overlay — refinery timers, commodity prices with station buy/sell tracking, mining tools, and a full inventory system. Runs as a frameless, always-on-top window so it stays visible over the game without alt-tabbing.
Download the latest release from the Releases page.
Table of Contents
Features
- Refinery job timers — track multiple active refinery jobs with live countdowns, desktop notifications on completion, and a delivery flow that records exactly what you collected
- Commodity prices — live sell/buy prices from UEX Corp, browsable by commodity or by station
- Station buy/sell tracking — buy a commodity at a station (marks it in-transit automatically) and sell your in-transit stock back, with a summary of what you made
- Mining reference tools — ore location lookup by rock/moon, a signature scanner (both a reference chart and a live RS-signature solver), an Aaron Halo quantum-drop calculator, and a Nyx belts calculator for the Glaciem Ring and the Keeger Belt (distances taken from the game's own system data)
- Refinery profit — every job with a yield shows what it is worth (output × today's best sell price, less the refinery fee), and delivered jobs are kept in a Profit tab with totals, a per-method comparison and history
- Experimental refinery capture — screenshot + OCR the in-game refinery job screen to pre-fill a new job for you to review (for a materials list longer than the terminal window, answer Yes when Capture asks — capture a screenful, scroll the list down in the game, capture again, and press Finish; a row seen in two views counts once), or — from the terminal's PROCESSING screen — import jobs that are already running, skipping any the app already tracks
- Full inventory system — track ore and materials by box, grouped by ore type or by location, with quality, box size, split/merge of stacked boxes, and bulk move/sell/in-transit actions
- Blueprints & crafting — browse craftable items, see what you can craft right now from your stock, plan material quality against the resulting stats, build a shopping list for what you're missing, and craft straight from chosen inventory boxes
- Assets & ships — track everything you own; add your ships and see, swap and exchange their stock components, liveries and component sizes
- Built-in Erkul calculator — the Erkul DPS/loadout calculator runs inside the app
- Illustrated user guide — open it from the ? button in the status bar; every section has annotated screenshots
- User guide in your language — the illustrated in-app guide follows the language setting (English, Deutsch, Français, Español, Polski, Português, Русский, 日本語); screenshots show the English interface
- RSI hangar import — Settings → RSI Hangar: Connect opens RSI's own login page in a window (you log in yourself, captcha and two-factor included; the app never sees your password), Import hangar reads your pledges and adds the ships to My Ships with their insurance and paints, linking ships you already added and marking ones that have left your hangar. Disconnect removes the stored login
Installation
- Download
SC Companion Setup x.x.x.exe from the latest release
- Run the installer — you can choose the install location and whether to create desktop/Start Menu shortcuts
- Launch SC Companion from the desktop shortcut or Start Menu
Windows may show a SmartScreen prompt on first run since the app isn't from a high-volume publisher yet — click More info → Run anyway. The installer itself is code-signed.
First Launch
- The overlay opens at a default size and remembers its position/size between launches
- Show / hide: press Insert (the default hotkey — change it in Settings) at any time, even while Star Citizen has focus
- Tray icon: click it to show/hide the window; right-click it for a quick menu (Show/Hide, Quit)
- Closing the window (✕ in the titlebar) minimizes to tray by default rather than quitting — change this in Settings if you'd rather it quit outright
- The status bar at the bottom shows whether the UEX Corp price feed is connected, how many refinery jobs are active, a window size-lock toggle, and the Settings gear
How to Use
Mining
The Mining tab has three views, switchable via the chips at the top.
Ore Locations
- A searchable list of every mineable ore, each showing the rocks/moons/belts where it's found, with a share percentage and radar signature range per location
- Search filters both ore names and location names at once
- Click an ore row to select it — this cross-filters the Scanner tab's Reference view (below) to only show signatures for ores you've selected here. Click it again to deselect, or use the Clear button that appears once something's selected
Scanner
- Two modes, toggled via the chips: Reference and Scan
- Reference mode shows a table of every mineable signature, grouped by rarity tier (Legendary/Epic/Rare/Uncommon/Common), with the base radar signature and pre-multiplied values for 2–6 rocks in one cluster — handy for reading a scan result without doing math. Filter by tier, by a specific location (using the same location list as Ore Locations), or by ore selections made in the Ore Locations tab
- Scan mode is the reverse: type in the raw RS signature number your ship's scanner reads, and it solves for which mineral(s) it could be and how many rocks are clustered together, ranked by confidence (exact match vs. within a small margin)
Aaron Halo
- A quantum-travel drop calculator for the Aaron Halo asteroid belt
- Pick a From and To station and a Band (1–10), or use one of the preset route buttons for common routes
- Shows the entry/exit/peak HUD countdown numbers for cutting your quantum drive at the right moment, the band's density tier, its top mineable ores, and a step-by-step "how to drop" guide
Refinery
Active Jobs
- Click + Add Refinery Job
- Add one or more ores/materials being refined in this job (each with its own quality % and expected yield in cSCU, both optional but used later for the delivery step)
- Pick the refinery Method used (or leave it as Custom)
- Enter the Duration by copying the countdown shown in the in-game refinery terminal (hours/minutes/seconds)
- Optionally set the Location and any Notes
- Click Start Timer
Jobs count down live in the list. When a job's timer hits zero, you get a desktop notification and the card turns green with a Delivered button.
📷 Capture (experimental): turn it on under Settings → Refinery Job Capture. On the terminal's PROCESSING screen (one panel per running work order) it reads each work order — materials with quality and yield, and the time left — and opens an Import running jobs dialog: jobs already in the app are recognised and left unticked, doubtful numbers are highlighted, and everything is editable before you import. On the job setup screen it works as described below. With the in-game refinery job screen visible, click 📷 Capture — the app checks Star Citizen is running, takes four screenshots in quick succession, about half a second apart (scroll a long material list while it counts), then reads them with OCR — enlarging the material table, method and station name so small text reads cleanly — and pre-fills the Add Job form with whatever it recognised: materials with quality and yield, the method, the duration and the station. It never starts a job by itself — you review and correct the form first. Anything it couldn't read is left blank to fill in by hand.
Collecting a finished job: click Delivered on a ready job. A modal lets you record the actual box sizes and quantities you pulled from the cargo elevator for each ore in that job (pre-filled with a suggested box breakdown if you entered an expected yield when creating the job). Confirming adds those boxes straight into your Hangar → Inventory, automatically tagged with the job's location and marked in-transit, and removes the completed job from the list.
Station Bonuses
- Pick a station from the dropdown to see its refinery yield bonus/penalty per material, sorted best to worst — useful for choosing where to refine a given ore
Prices
Two views, toggled via the Commodity / Station chips at the top.
Commodity view
- Search and browse every tradeable commodity with its best-known sell price
- Filter chips: All, Minerals, Raw Ore, Refined, or In Inventory (only commodities you currently have some quantity of, anywhere)
- Click a commodity to see its top sell locations (ranked, medal icons for the top 3) and the single best buy location above that. Click any location row for a full sell/buy breakdown of every commodity traded at that terminal
Station view
- Pick a specific station from the dropdown to see every commodity it trades, with sell and buy prices side by side
- Each row has Buy and Sell buttons. A button is greyed out and disabled if the station doesn't trade that commodity in that direction (no sell price = they won't buy it from you; no buy price = they don't sell it to you)
- Buy: opens the Add Inventory form pre-filled with the commodity and this station as the location — fill in quality/box size/quantity and save. The item is automatically marked in-transit
- Sell: only works on stock you've marked in-transit (from a Buy here, or from the 🚚/🚀 button in Inventory). If you have some, a modal shows a breakdown of where it's sitting, the total SCU, the price per SCU, and the estimated total payout — confirm to remove it from your tracked inventory and see exactly what you made
Hangar
Four views: My Blueprints, Inventory, Assets, and Ships.
My Blueprints
- Browse craftable item blueprints (sourced from an external blueprint database, cached locally after first load)
- Toggle each one as Owned to track your collection
- Set the filter to Craftable now (it shows a live count) to see only what your current inventory can make. On every card the ingredient chips show your stock: green = enough (at or above the material's minimum quality), amber = some (with how much you hold), plain = none
- Click a card for its window: base stats, a Global Quality slider (0–999) plus per-part quality, the Base/Crafted stat table, which missions drop it, and a Shopping list
- The Shopping list shows only what you're short of, with where to mine it (top spots from the ore reference) and the cheapest known shop price, plus a rough cost for the shortfall
- Under each part you can pick the inventory box to use — its quality is used and the SCU is deducted when you Craft & add to assets
- Ship components show a size badge (S0–S6). Filter by Owned/Missing/All, by category, or by size, search by name, and sort alphabetically, by craft time, or by size (blueprints with no size, like armor, sort last)
Inventory — the core stock tracker
- + Add opens a form: pick the ore/material, its quality %, one or more box sizes (SCU), and a location (pick from known Star Citizen stations or type a custom one). The location you used last is remembered — so adding a run of boxes to the same place is one pick, not many (the Add Asset, Add Ship and Add Job dialogs remember theirs too)
- Toggle By Location / By Ore to change how the list is grouped
- Each box shows a locked box size (fixed once created — it can't be changed afterward, only the amount inside it can), a read-only fill %, and an editable Remainder — the actual SCU currently in that box. Editing the Remainder is the only way to adjust how full a box is
- Identical boxes condense into a single
×N row automatically. Use Split on a condensed row to pull a chosen number of boxes back out into their own line for individual editing or moving, and ↩ Merge to fold them back together
- Select boxes with their checkboxes to bulk move them to a new location, mark them in-transit (🚚/🚀), or — from the In-Transit section — move out to a real location or Sell
- The yield dropdown (Raw SCU / ×70–95%) previews what your stock is worth after a refinery yield penalty, without changing your actual tracked quantities
- The bottom bar shows total SCU and an estimated aUEC value, calculated from the best known sell price for each ore you're holding
Assets
- Assets that aren't fitted to a ship are listed first under Not attached. Everything installed on a ship sits in a collapsible Attached to ships group below, grouped by ship and in slot order; each row says which ship and slot it's on, and clicking that opens the ship's component window. Ships themselves are managed on the Ships tab
- A tracker for everything you own or craft — ship components, armor, weapons, gear, vehicles: name, type (dropdown), optional size (shown for ship components), location (dropdown — the same station list as Inventory, plus Custom…), and free-text notes. Picking a ship-component type is what lets the ship window offer the asset for the right slot. Click the ✎ on any asset to edit it; crafted and stock details are kept
- Every ship you add brings its stock components into Assets automatically (one per weapon, shield, power plant, cooler, quantum drive, radar, mining laser or salvage head slot), tagged stock with grade and maker. A stock part you've swapped out of a ship shows under Not attached, free to fit elsewhere. The All / Mine & crafted / Stock parts filter switches between them, and search also matches the ship and slot a part is on
- Installing and swapping is done from the ship's component window, not on this page
Ships
- Two sub-tabs: My Ships and Erkul DPS Calculator
- My Ships is your owned-ship list. + Add opens a searchable picker of every ship and vehicle from UEX Corp's database; pick one and optionally add a nickname, a location (dropdown — the same station list as Inventory, plus Custom…), and notes
- Click a ship to open its components. At the top of that window you can change the ship's location and notes at any time — they save as soon as you change them. The app pulls the ship's stock loadout (weapons, shields, power plants, coolers, quantum drives, radar, mining lasers, salvage heads) from the Star Citizen Wiki API and caches it on the ship. Each slot shows the stock item, and a dropdown lets you swap in one of your assets — matching assets are listed first, other assets below. Swapping is an exchange: the stock part stays in your Assets (free to fit elsewhere), and picking Stock puts it back. An asset can only be installed in one slot at a time; pick Stock to revert. Each slot shows its size, and assets whose type and size fit are listed first (an asset with no size recorded is assumed to fit). You can still pick a mismatched part from the other group, but the slot will flag it in red. ↻ Refresh stock data re-downloads the loadout
- The ship's modal also has a Livery section. Change ▼ lists every livery that fits that ship (pulled from the Star Citizen Wiki API, with how it's obtained — Subscriber, Luminalia, etc.), with a search box and a Preview image for each. Pick Use to record which livery the ship wears, or Stock livery to clear it. The choice shows on the ship card. This is a note-keeping field — it doesn't change anything in the game
- Erkul DPS Calculator runs the real erkul.games calculator inside the app. Erkul only renders its calculator on a wide screen (about 1000px+), so the overlay automatically widens while this tab is open and returns to its previous size when you leave. Erkul is a separate site with its own data — the app can't read your loadout out of it
- Removing a ship also removes its stock parts from Assets (a stock part fitted on another ship is kept as an ordinary asset); your crafted and manually added assets are never touched. Deleting an installed asset empties that slot — ↻ Refresh stock data brings back any stock part you deleted
Crafting → Assets
- In a blueprint's details view, + Add as crafted asset saves the item to Assets using the quality values currently set on the sliders (install it on a ship afterwards from the Ships page)
Settings — Full Reference
| Setting | What it does |
|---|
| Language | Switches the UI to English, Deutsch, Français, Español, Polski, Português, Русский or 日本語 |
| Window Opacity | Slider from 30–100% transparency for the whole overlay |
| Show / Hide Key | The global hotkey that toggles the overlay, even while Star Citizen has focus. Choose from Insert (default), F8–F11, Scroll Lock, Pause, Home, or End, then click Set |
| Close Button | Controls what the titlebar ✕ does: Minimize to Tray (default, keeps the app running) or Quit App |
| Price Data Source | UEX Corp (default), or SC Trade Tools — a community-reported feed from sc-trade.tools. The SC Trade Tools data is sparser than UEX's (it only covers stations players have recently reported) and is refreshed about hourly, so a quiet station can show no prices; obvious outlier reports are filtered out. The list of commodities and stations always comes from UEX. Switching clears the cached prices and reloads from the new source. The active source's logo sits at the top right of the Prices tab — click it to open that site |
| Hover Hints | On (default) shows a short description when you hover over a button, tab, chip, dropdown or card for about a third of a second; Off turns all of them off, including the browser-style tooltips. The descriptions follow the language setting (English, Deutsch, Français, Español, Polski, Português, Русский, 日本語) |
| In-Transit Icon | Choose whether in-transit inventory items show a 🚚 truck or 🚀 rocket icon |
| Refinery Job Capture (experimental) | Manual entry (default) hides the 📷 Capture button; Auto-detect on capture shows it on the Refinery → Active Jobs screen. Capture only ever pre-fills the Add Job form — you always review it before the job starts |
| Clear Completed Jobs | Removes every refinery job whose timer has already finished, keeping active ones |
| Clear All Jobs | Removes every tracked refinery job, finished or not |
|
The bottom of the Settings tab also shows the current app version and a reminder that prices come from UEX Corp, a community-maintained trade database.
Status Bar
The bar along the bottom of the window (always visible) shows:
- A colored dot + text for the UEX Corp connection status (green = connected, yellow = loading, red = unreachable)
- The number of currently active refinery jobs
- A 🔓/🔒 button that locks the window to its current size (disables resizing) — handy once you've got it positioned how you like
- The ? button, which opens the illustrated user guide (searchable, with annotated screenshots of every screen)
- The ⚙ Settings shortcut
Data & Privacy
Everything you track — jobs, inventory, assets, ships, blueprint ownership, and settings — is stored locally only, on your own machine, via Electron's local storage. Nothing is uploaded anywhere except:
- Commodity/station prices: fetched live from the public UEX Corp API
- Blueprint data: fetched from an external blueprint database and cached locally after the first load
- Bug reports: only sent if you explicitly use the Report a Bug button. They contain the text you typed plus your app version and OS — and any screenshots or images you chose to attach (each is previewed first; game screens can show your character name and balance, so look before you send). The app keeps the screen you were on, and the last refinery capture, in memory only so they can be offered; they are never sent unless you tick them
- Update checks: the app pings GitHub Releases to check for new versions on launch and every 3 hours while running
Building from Source
# Install dependencies
npm install
# Run in development mode
npm run dev
# Sanity-check the code before a release (syntax + calls to undefined functions)
npm run check
# Re-generate the user-guide screenshots (renderer/help/*.webp)
npm run help-images
# Build Windows installer
npm run dist
Requires Node.js 18+ and a Windows environment for the installer build.
The user guide. Its text and the numbered pointers live in renderer/help-content.js. npm run help-images launches the real app on a throw-away profile with demo data, outlines each listed element with its number, and saves the screenshots — so the numbers in the image and the legend beside it always match. Re-run it whenever a screen changes, and run npm run check before packaging.
License
MIT — see LICENSE for details.
© 2026 Moody Technical Development Solutions