You slowly gather chairs and hammocks from Jaz's mini-manor and from the local town, hump them through the town and into the mine, then through the portal to your ship drifting somewhere alone in the long black. In payment for your deeds, the foreman gives you what else you need, including a prized possession, an iceless ice box for keeping food fresh.
The ship becomes a strange combination of numenera tech and homey country living.
Let's have each of you decide one piece of furniture that is 'your' thing, a favourite spot your PC has adopted.
Meanwhile, the towns folk slowly learn the news, that the mine is really very very far away, and adopt this new datum with all of the excitement and fear of people who live in a world where there is no such thing as impossible. The redoubt becomes a gathering place, and meetings are held on how best to fortify the mine against a possible invader. The most popular opinion seems to be to start erecting barriers on the surface, in the mine top, and then later prepare an advance defensive bulwark near the gate itself.
Before you know it, you're ready to leave one last time for the ship, off to explore the wonders the Craadians told you about, after you negotiate a diplomatic exchange with the Cooperstown elders and them.
As a reminder, the Craadians have three settlements that you have encountered:
1) The Gravitonius Complex, the repair base where they retrofitted your found ship
2) The second settlement, where you delivered supplies and helped them fight off the insectoid invaders
3) A third settlement, where there is a gateway connected to the network that includes: the mine below Coopers town, the mine in the asteroid belt, Cooper's spacestation, the back of your ship, and the #3 Craadian asteroid.