1. How Research Works
Starminer's research system is unusual — research costs money, not just research points. Here's how it works:
- Build a Research Lab (100 Iron, 50 Silicates, 10 Cobalt, 500 Energy, requires 10 Colonists).
- Once active and crewed, the lab passively generates Research Points (RP) over time.
- To unlock a module, you need both RP and credits — you pay credits to complete each research.
- Level up by mining and completing missions — each rank unlocks new researchable modules.
- Access the research interface via Operations Interface (bottom left) → Research tab.
💡 Research Costs Money
Unlike most games where RP is the only currency, Starminer requires credits to unlock research. Always keep a credit reserve. Don't spend everything on colonists and modules — save some for research unlocks.
2. Building Your Research Lab
Construction requirements:
| Resource | Amount |
|---|---|
| Iron (Fe) | 100 |
| Silicates (Si) | 50 |
| Cobalt (Co) | 10 |
| Energy | 500 |
| Colonists | 10 (minimum to operate) |
Once built, assign a colonist to the research role. The lab won't generate RP without a crew member working it. More colonists assigned = faster RP generation (up to the lab's maximum).
3. Optimal Research Priority Order
Based on hundreds of hours of community testing, here is the most efficient unlock path:
| Phase | Research | Why |
|---|---|---|
| Phase 1 | G2 Solar Upgrade | 5,000 credits, 0 RP. Immediate power boost with no research investment. |
| Phase 1 | T2 Refinery | Triples processing + unlocks Thorium. Your economic engine. |
| Phase 1 | Advanced Mining Laser | Faster mining = faster everything. Pays for itself quickly. |
| Phase 1 | Battery Capacity I | More energy storage = longer mining sessions between recharges. |
| Phase 2 | Thermal Dumper | Heat management before it becomes a crisis. Prevents alien attacks. |
| Phase 2 | Drill Node | Automated passive mining. Start building your automation empire. |
| Phase 2 | Capacitor Banks | Burst energy for weapons and industrial lasers. |
| Phase 3 | Nuclear Reactor | Massive power generation. Required for late-game expansion. |
| Phase 3 | T3 Refinery | 5-chunk processing + Eonite. Required for interstellar Link Gates. |
| Phase 3 | Combat Shield Module | Station/ship defense for hostile systems. |
| Phase 4 | Link Gate Technology | Interstellar travel. Unlock new star systems with rarer resources. |
| Phase 4 | Weapon Systems | Offensive capabilities for deep-space threats. |
⚠️ Don't Research Weapons Early
Weapons are a trap in the early game. If you manage heat properly, you won't need them. Every credit spent on weapon research is a credit not spent on mining and economic upgrades that generate more credits. Research weapons only when you're preparing to enter hostile systems.
4. Leveling Up: How to Unlock More Research
Your player level gates access to higher-tier research. Each level unlocks new modules in the research tree:
- Mining ore — primary source of XP. Mine everything you can.
- Completing missions — campaign missions give large XP bonuses.
- Selling resources — selling at Reclamation 9 awards small XP.
- Killing enemies — combat XP, but inefficient compared to mining.
Focus on mining volume for fastest leveling. Quantity over quality — mining lots of Iron is better XP/hour than hunting for rare ores.
5. Research Lab Optimization
- Multiple labs stack — build 2-3 Research Labs for faster RP generation once you can afford the colonist and power costs.
- Keep labs powered — if your station runs low on energy, labs stop producing RP. They should be on your highest power priority.
- Crew assignment matters — an unassigned lab generates zero RP. Always check after building.
- Research continues while you're away — RP generates passively even when you're flying a mining ship. Build the lab early to start accumulating.