📦 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

    ModulePower OutputBuild CostHeatRequiresNotes
    Solar PanelLow (constant)20 Iron, 10 SilicatesVery LowNone (starter)Passive, always-on. Foundation of all power grids.
    G2 Solar PanelMedium (constant)5,000 Credits (no resources)LowCredit purchaseDirect upgrade to standard Solar Panels. 0 RP required.
    Micro-ReactorMedium (constant)40 Iron, 20 CobaltMediumResearch LabFirst non-solar power source. Daisy-chain for redundancy.
    Nuclear ReactorHigh (constant)80 Iron, 30 Cobalt, 10 ThoriumHighT2 Refinery, Thorium researchMassive power. Requires dedicated thermal management.
    Battery BankStorage only15 Iron, 5 CobaltNoneNone (starter)Stores surplus power. Critical for burst-heavy builds.
    Capacitor BankBurst storage30 Iron, 15 CobaltLowBattery Capacity IEnables firing weapons beyond reactor output. Combat essential.

    2. Mining Modules

    ModuleFunctionBuild CostEnergy DrawRequiresNotes
    Basic Mining LaserOre extraction15 Iron, 5 SilicatesLowNone (starter)Short range, slow speed. Fine for early game.
    Advanced Mining LaserFaster extraction30 Iron, 10 CobaltMediumResearch unlockMedium range & speed. Worth the upgrade cost.
    Heavy Mining LaserHigh-speed extraction50 Iron, 20 Cobalt, 5 ThoriumHighAdvanced Mining Laser researchLong range, fast. Significant heat generation.
    Industrial Mining ArrayMaximum extraction100 Iron, 40 Cobalt, 15 ThoriumVery HighHeavy Mining Laser + T3 RefineryEndgame mining. Massive heat — needs full thermal setup.
    Scanner ModuleAsteroid scanning10 Iron, 5 SilicatesLowNone (starter)Shows resource patches on asteroids.
    Advanced ScannerLong-range scanning25 Iron, 10 CobaltMediumResearch unlockDetects asteroids at greater range. Explorer essential.
    Drill NodeAutomated passive mining40 Iron, 20 Silicates, 5 CobaltMediumResearch unlockPlace on large asteroids. Generates resources over time.

    3. Processing & Refining Modules

    ModuleCapacityBuild CostEnergy DrawRequiresNotes
    T1 Refinery1 chunk at a time20 Iron, 10 SilicatesMediumNone (starter)Processes Iron, Silicates, Cobalt. Your first refinery.
    T2 Refinery3 chunks at a time50 Iron, 25 Silicates, 10 CobaltMedium-HighResearch unlock + credits⭐ Best upgrade in the game. Unlocks Thorium processing.
    T3 Refinery5 chunks at a time100 Iron, 50 Silicates, 30 Cobalt, 10 ThoriumHighT2 Refinery + advanced researchUnlocks Eonite processing. Required for Link Gates.
    Hauler BayOre transport15 Iron, 10 SilicatesLowNone (starter)Small automated vessels that carry ore to your station.
    Metal StorageIncreases capacity10 Iron, 5 SilicatesNoneNone (starter)Basic storage. Build multiple for larger inventory.
    T2 Metal StorageLarge capacity30 Iron, 10 CobaltNoneResearch unlockHolds significantly more. Essential for trade runs.

    4. Thermal Management Modules

    ModuleFunctionBuild CostEnergy DrawRequiresPriority
    Thermal DumperPassive heat dissipation20 Iron, 15 SilicatesNone (passive)Research unlock⭐⭐⭐⭐⭐ Essential for all builds.
    Thermal RadiatorActive heat removal30 Iron, 20 CobaltMediumThermal Dumper research⭐⭐⭐⭐ Faster cooling, costs energy.
    Heat SinkTemporary heat storage25 Iron, 15 CobaltNoneResearch unlock⭐⭐⭐ Good for burst-heavy mining/combat.
    Emergency VentInstant heat dump35 Iron, 20 CobaltNone (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

    ModuleFunctionBuild CostEnergy DrawRequiresNotes
    Cockpit / BridgeShip control10 Iron, 5 SilicatesLowNone (starter)Required for any ship. One per vessel.
    Standard ThrusterPropulsion15 Iron, 5 SilicatesMediumNone (starter)Basic thrust. Always place in mirrored pairs.
    Heavy ThrusterHigh-output propulsion40 Iron, 15 CobaltHighResearch unlockFor large/massive ships. Significant power draw.
    Maneuvering ThrusterRotation control10 Iron, 5 SilicatesLowNone (starter)Small thrusters for turning. Place far from CoM.
    DampenerVelocity control10 Iron, 5 SilicatesLowNone (starter)Kills drift and spin. Toggle on/off.
    Nav ToolOrientation control5 Iron, 5 SilicatesMinimalNone (starter)Sets station forward orientation. Bridge Commands.

    6. Combat & Defense Modules

    ModuleTypeBuild CostEnergy DrawRequiresBest Against
    Point Defense CannonWeapon20 Iron, 10 CobaltLow-MediumResearch unlockScout drones, small ships
    Laser TurretWeapon35 Iron, 15 CobaltMediumResearch unlockMedium ships, consistent DPS
    Missile BatteryWeapon50 Iron, 25 Cobalt, 5 ThoriumHigh (burst)Laser Turret + Capacitor researchLarge ships, stations
    EMP CannonWeapon40 Iron, 20 Cobalt, 5 ThoriumHigh (burst)Advanced weapons researchShielded enemies
    RailgunWeapon80 Iron, 30 Cobalt, 15 ThoriumVery HighEMP Cannon + advanced researchArmored capital ships
    Standard ShieldDefense25 Iron, 15 SilicatesMedium (when active)Research unlockGeneral protection
    Combat ShieldDefense50 Iron, 25 Cobalt, 5 ThoriumHigh (when active)Standard Shield + advanced researchHeavy combat
    Thermal ShieldDefense30 Iron, 20 CobaltMediumResearch unlockHeat-based attacks, alien swarms
    Point BarrierDefense25 Iron, 15 CobaltMediumResearch unlockAnti-missile/drone screen

    7. Station & Infrastructure Modules

    ModuleFunctionBuild CostEnergy DrawRequiresNotes
    Research LabRP generation100 Iron, 50 Silicates, 10 Cobalt, 500 EnergyMedium10 Colonists minimumGenerates Research Points passively. Crew it.
    Habitat ModuleColonist housing30 Iron, 20 SilicatesLowNone (starter)Houses colonists. Build more for larger workforce.
    Life Support SystemColonist survival20 Iron, 10 SilicatesMediumNone (starter)Provides O₂ and water. Without it, colonists die.
    Water RecyclerWater efficiency25 Iron, 15 CobaltLowResearch unlockReduces water consumption. Good for large stations.
    Docking BayShip docking40 Iron, 20 SilicatesLowNone (starter)Required for docking ships. Max 5-6 hulk sphere length.
    Link GateInterstellar travel200 Iron, 100 Cobalt, 50 Thorium, 20 EoniteMassiveT3 Refinery + Eonite researchUnlocks new star systems. Late-game goal.
    Repair Drone BayAutomated repairs30 Iron, 20 Silicates, 10 CobaltMediumResearch unlockDeploys 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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