📦 Starminer Module Database: Complete Reference
📅 Updated: June 7, 2026
⏱️ 14 min read
🏷️ Reference
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This is a comprehensive reference of every module in Starminer Early Access, organized by category. Stats are based on EA launch version and will be updated as patches ship.
1. Power Generation Modules
| Module | Power Output | Build Cost | Heat | Requires | Notes |
| Solar Panel | Low (constant) | 20 Iron, 10 Silicates | Very Low | None (starter) | Passive, always-on. Foundation of all power grids. |
| G2 Solar Panel | Medium (constant) | 5,000 Credits (no resources) | Low | Credit purchase | Direct upgrade to standard Solar Panels. 0 RP required. |
| Micro-Reactor | Medium (constant) | 40 Iron, 20 Cobalt | Medium | Research Lab | First non-solar power source. Daisy-chain for redundancy. |
| Nuclear Reactor | High (constant) | 80 Iron, 30 Cobalt, 10 Thorium | High | T2 Refinery, Thorium research | Massive power. Requires dedicated thermal management. |
| Battery Bank | Storage only | 15 Iron, 5 Cobalt | None | None (starter) | Stores surplus power. Critical for burst-heavy builds. |
| Capacitor Bank | Burst storage | 30 Iron, 15 Cobalt | Low | Battery Capacity I | Enables firing weapons beyond reactor output. Combat essential. |
2. Mining Modules
| Module | Function | Build Cost | Energy Draw | Requires | Notes |
| Basic Mining Laser | Ore extraction | 15 Iron, 5 Silicates | Low | None (starter) | Short range, slow speed. Fine for early game. |
| Advanced Mining Laser | Faster extraction | 30 Iron, 10 Cobalt | Medium | Research unlock | Medium range & speed. Worth the upgrade cost. |
| Heavy Mining Laser | High-speed extraction | 50 Iron, 20 Cobalt, 5 Thorium | High | Advanced Mining Laser research | Long range, fast. Significant heat generation. |
| Industrial Mining Array | Maximum extraction | 100 Iron, 40 Cobalt, 15 Thorium | Very High | Heavy Mining Laser + T3 Refinery | Endgame mining. Massive heat — needs full thermal setup. |
| Scanner Module | Asteroid scanning | 10 Iron, 5 Silicates | Low | None (starter) | Shows resource patches on asteroids. |
| Advanced Scanner | Long-range scanning | 25 Iron, 10 Cobalt | Medium | Research unlock | Detects asteroids at greater range. Explorer essential. |
| Drill Node | Automated passive mining | 40 Iron, 20 Silicates, 5 Cobalt | Medium | Research unlock | Place on large asteroids. Generates resources over time. |
3. Processing & Refining Modules
| Module | Capacity | Build Cost | Energy Draw | Requires | Notes |
| T1 Refinery | 1 chunk at a time | 20 Iron, 10 Silicates | Medium | None (starter) | Processes Iron, Silicates, Cobalt. Your first refinery. |
| T2 Refinery | 3 chunks at a time | 50 Iron, 25 Silicates, 10 Cobalt | Medium-High | Research unlock + credits | ⭐ Best upgrade in the game. Unlocks Thorium processing. |
| T3 Refinery | 5 chunks at a time | 100 Iron, 50 Silicates, 30 Cobalt, 10 Thorium | High | T2 Refinery + advanced research | Unlocks Eonite processing. Required for Link Gates. |
| Hauler Bay | Ore transport | 15 Iron, 10 Silicates | Low | None (starter) | Small automated vessels that carry ore to your station. |
| Metal Storage | Increases capacity | 10 Iron, 5 Silicates | None | None (starter) | Basic storage. Build multiple for larger inventory. |
| T2 Metal Storage | Large capacity | 30 Iron, 10 Cobalt | None | Research unlock | Holds significantly more. Essential for trade runs. |
4. Thermal Management Modules
| Module | Function | Build Cost | Energy Draw | Requires | Priority |
| Thermal Dumper | Passive heat dissipation | 20 Iron, 15 Silicates | None (passive) | Research unlock | ⭐⭐⭐⭐⭐ Essential for all builds. |
| Thermal Radiator | Active heat removal | 30 Iron, 20 Cobalt | Medium | Thermal Dumper research | ⭐⭐⭐⭐ Faster cooling, costs energy. |
| Heat Sink | Temporary heat storage | 25 Iron, 15 Cobalt | None | Research unlock | ⭐⭐⭐ Good for burst-heavy mining/combat. |
| Emergency Vent | Instant heat dump | 35 Iron, 20 Cobalt | None (one-time use) | Heat Sink research | ⭐⭐ Long cooldown. Survival mode essential. |
💡 Heat Management Stacking
Thermal Dumpers and Radiators stack. Two Dumpers = double passive dissipation. One Dumper + one Radiator = passive + active cooling. In high-heat builds (nuclear + industrial mining), run 2 Dumpers + 2 Radiators minimum.
5. Ship Systems & Propulsion
| Module | Function | Build Cost | Energy Draw | Requires | Notes |
| Cockpit / Bridge | Ship control | 10 Iron, 5 Silicates | Low | None (starter) | Required for any ship. One per vessel. |
| Standard Thruster | Propulsion | 15 Iron, 5 Silicates | Medium | None (starter) | Basic thrust. Always place in mirrored pairs. |
| Heavy Thruster | High-output propulsion | 40 Iron, 15 Cobalt | High | Research unlock | For large/massive ships. Significant power draw. |
| Maneuvering Thruster | Rotation control | 10 Iron, 5 Silicates | Low | None (starter) | Small thrusters for turning. Place far from CoM. |
| Dampener | Velocity control | 10 Iron, 5 Silicates | Low | None (starter) | Kills drift and spin. Toggle on/off. |
| Nav Tool | Orientation control | 5 Iron, 5 Silicates | Minimal | None (starter) | Sets station forward orientation. Bridge Commands. |
6. Combat & Defense Modules
| Module | Type | Build Cost | Energy Draw | Requires | Best Against |
| Point Defense Cannon | Weapon | 20 Iron, 10 Cobalt | Low-Medium | Research unlock | Scout drones, small ships |
| Laser Turret | Weapon | 35 Iron, 15 Cobalt | Medium | Research unlock | Medium ships, consistent DPS |
| Missile Battery | Weapon | 50 Iron, 25 Cobalt, 5 Thorium | High (burst) | Laser Turret + Capacitor research | Large ships, stations |
| EMP Cannon | Weapon | 40 Iron, 20 Cobalt, 5 Thorium | High (burst) | Advanced weapons research | Shielded enemies |
| Railgun | Weapon | 80 Iron, 30 Cobalt, 15 Thorium | Very High | EMP Cannon + advanced research | Armored capital ships |
| Standard Shield | Defense | 25 Iron, 15 Silicates | Medium (when active) | Research unlock | General protection |
| Combat Shield | Defense | 50 Iron, 25 Cobalt, 5 Thorium | High (when active) | Standard Shield + advanced research | Heavy combat |
| Thermal Shield | Defense | 30 Iron, 20 Cobalt | Medium | Research unlock | Heat-based attacks, alien swarms |
| Point Barrier | Defense | 25 Iron, 15 Cobalt | Medium | Research unlock | Anti-missile/drone screen |
7. Station & Infrastructure Modules
| Module | Function | Build Cost | Energy Draw | Requires | Notes |
| Research Lab | RP generation | 100 Iron, 50 Silicates, 10 Cobalt, 500 Energy | Medium | 10 Colonists minimum | Generates Research Points passively. Crew it. |
| Habitat Module | Colonist housing | 30 Iron, 20 Silicates | Low | None (starter) | Houses colonists. Build more for larger workforce. |
| Life Support System | Colonist survival | 20 Iron, 10 Silicates | Medium | None (starter) | Provides O₂ and water. Without it, colonists die. |
| Water Recycler | Water efficiency | 25 Iron, 15 Cobalt | Low | Research unlock | Reduces water consumption. Good for large stations. |
| Docking Bay | Ship docking | 40 Iron, 20 Silicates | Low | None (starter) | Required for docking ships. Max 5-6 hulk sphere length. |
| Link Gate | Interstellar travel | 200 Iron, 100 Cobalt, 50 Thorium, 20 Eonite | Massive | T3 Refinery + Eonite research | Unlocks new star systems. Late-game goal. |
| Repair Drone Bay | Automated repairs | 30 Iron, 20 Silicates, 10 Cobalt | Medium | Research unlock | Deploys repair drones. Stockpile Silicates for repairs. |
⚠️ Module Limits
Some modules have practical (not hard) limits based on power and heat constraints. You can technically build 10 Nuclear Reactors — but the heat output would attract every enemy in the system and melt your station. Build within your thermal budget.
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