⚡ Starminer Power Systems: Reactors, Capacitors & Grid Mastery

📅 Updated: June 8, 2026 ⏱️ 11 min read 🏷️ Core Mechanic
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1. Power Grid Basics

Every module on your ship or station draws power (MW) from your reactor. If total demand exceeds your reactor's output, you get a brownout — random systems shut down, shields flicker, weapons stop firing. Brownouts in combat are usually fatal.

Your power system has three components:

  • Reactor: Generates steady power. The heart of your grid.
  • Capacitor Bank: Stores power for burst discharge. Handles weapon spikes.
  • Battery: Stores excess power for emergencies. Keeps life support running if reactor fails.

2. Reactor Types & Comparison

ReactorOutput (MW)MassFuel TypeHeatCost (RP)
Small Reactor805tHydrogen5/secDefault
Medium Reactor18010tHydrogen10/sec1,500
Large Reactor35020tHydrogen18/sec3,500
Fusion Reactor70030tHelium-325/sec8,000
Antimatter Reactor1,50045tAntimatter Cells40/sec15,000

Which Reactor for Which Ship?

  • Small Reactor: Mining ships, light fighters, starter haulers. Good for up to ~6 modules.
  • Medium Reactor: Combat ships, medium haulers, small stations. Handles 8-12 modules.
  • Large Reactor: Heavy combat ships, large stations, capital ship subsystems.
  • Fusion: Capital ships, major stations, multi-system operations.
  • Antimatter: End-game. Overkill for most applications but required for the largest capital ships and multi-station networks.

3. Capacitor Banks: Burst Power Management

Capacitors are the difference between a combat ship that works and one that explodes. Weapons with high burst draw (railguns, plasma cannons during sustained fire) spike power demand far above your reactor's steady output. Capacitors absorb these spikes.

CapacitorStorageDischarge RateRecharge/secMass
Small Capacitor200 MJ100 MW202t
Medium Capacitor500 MJ250 MW404t
Large Capacitor1,200 MJ500 MW807t

💡 The Capacitor Rule

Your capacitor discharge rate must exceed the burst draw of your weapons. A Railgun Mk III draws 300 MW when firing — if your capacitor only discharges at 250 MW, you'll brownout on every shot.

4. Battery Storage

Batteries store excess reactor output for emergencies. Unlike capacitors, they discharge slowly but store much more. Use them for: running life support if the reactor is destroyed, silent running (reactor off, battery only = near-zero heat), backup for critical station systems.

5. Power Distribution & Priorities

Use keys 1-4 to dynamically shift power:

  • [1] Weapons priority: +30% weapon damage, −20% shields, −10% speed
  • [2] Shields priority: +30% shield regen, −20% weapon damage, −10% speed
  • [3] Engines priority: +25% thrust, −15% shields, −15% weapons
  • [4] Balanced: Default distribution

When to switch: Weapons priority when you have a clean shot and the enemy isn't firing back. Shields priority when tanking incoming fire. Engines priority when disengaging or chasing a Scout. The best pilots switch every 5-10 seconds based on the situation.

6. Avoiding Brownouts

A brownout occurs when demand > supply for more than 2 seconds. Prevention:

  1. 20% headroom minimum — reactor output should exceed max draw by at least 20%
  2. Capacitors for weapons — never rely on reactor alone to power burst weapons
  3. Stagger module activation — don't turn on every system simultaneously
  4. Monitor your power gauge — the right-side HUD element shows current draw vs max output

7. Power-Efficient Build Templates

Ship TypeReactorCapacitorBatteryTotal Mass
Light MinerSmall (80)None1× Small7t
Combat FighterMedium (180)1× Medium1× Small16t
Heavy CombatLarge (350)2× Medium1× Medium31t
Capital ShipFusion (700)2× Large2× Medium48t

Next: Heat Management — power generates heat, and heat attracts enemies.