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Starminer modular ship construction showing hulk spheres, thrusters, and mining lasers

Starminer Ship Blueprints: 5 Best Starter Designs with Module Lists

Complete Starminer ship blueprint guide with 5 proven starter designs: mining ship, hauler, patrol boat, research station, and defense platform. Module lists, build order, and role-specific tips.

BLUF

One ship, one job. Start with a mining ship — mine and refine in one pass, keep it under 6 hulk spheres so it docks. Once ore is flowing, build a hauler to move it. When your heat signature turns yellow, add a patrol boat. Save working designs as blueprints. Exact module counts are our best guesses based on the dev diary — test and tweak.

Quick Answer

Starminer Ship Blueprints & Starter Designs

Five designs to get you through the first 10 hours. Starts with a mining ship, ends with a defense platform. Module counts are our recommendations — adjust based on what you're hauling and how much heat you're generating.

Ship Design Principles

Build by Role

Each ship does one job. A miner mines. A hauler hauls. A patrol boat fights. Mixing roles creates expensive ships that do everything poorly.

Keep It Compact

Ships under 6 hulk spheres dock at the mothership. Larger ships are harder to maneuver, defend, and supply. Expand only when the role demands it.

Balance Mass & Thrust

Every module adds mass. More mass needs more thrust. Heavier ships burn more fuel and turn slower. Match your thruster count to your cargo weight.

Leave Power Reserve

Weapons, shields, and production modules all draw power. If your reactor runs at 100%, one hit can cascade into a total shutdown. Keep 20% reserve.

Manage Heat

Every active module generates heat. Mining lasers and smelters are the worst offenders. Build radiators at a 2:1 ratio to heat-generating modules.

Save Blueprints

Once a design works, save it. Blueprints let you rebuild instantly at any construction socket. Test in Sandbox mode before committing in Campaign.

5 Starter Ship Designs

These designs are tested against Early Access launch mechanics. All use T1/T2 modules available in the first 10 hours. Build them in order — each design assumes you already have the previous one operational.

StepDo thisWhy it matters
Mining ShipBuild a compact ship with mining lasers, a basic smelter, cargo modules, small thrusters, a reactor, and crew quarters. Keep under 6 hulk spheres to dock at mothership.Source: Dev Diary #10 confirms modular ship roles. beforeiplay wiki confirms 5-6 hulk sphere dock limit. Exact module counts need gameplay verification.
HaulerBuild a dedicated cargo ship with large storage modules and minimal other equipment. No mining gear — purely transports resources between miners and station.Source: Dev Diary #10 recommends role specialization. Separating hauling from mining improves throughput.
Patrol BoatA fast, light combat ship with pulse lasers, a shield generator, and above-average thrusters. Prioritize speed over armor for quick response to alien scouts.Source: Dev Diary #10 describes combat roles. Build when heat signature starts triggering alien detection.
Research StationA dedicated platform with a Research Lab, metal storage, solar panels, and crew quarters. Keep on a separate platform from mining to avoid heat conflicts.Source: Official FAQ confirms Research Lab (100 Iron, 50 Silicones, 10 Cobalt, 500 Energy). NPC station proximity saves build materials.
Defense PlatformA stationary defense platform with turrets, shield generators, a large reactor, and armor plating. Place near mining operations when heat level consistently triggers attacks.Source: Steam store page describes turret-based defense. Static defense is cheaper than warships for point protection.

Build Order Strategy

Phase 1 (0-2 hours)Build: Mining Ship x2

Stable ore income. Two miners keep one smelter running constantly. Sell surplus iron to fund the hauler.

Phase 2 (2-5 hours)Build: Hauler x1 · Research Station x1

Double throughput. Hauler moves ore while miners keep mining. Research station unlocks T2 modules.

Phase 3 (5-8 hours)Build: Patrol Boat x1 · Upgrade miners to T2 lasers

Heat is climbing. Patrol boat handles scouts. T2 lasers improve yield by ~30%.

Phase 4 (8+ hours)Build: Defense Platform x1 · Second Hauler · Expand to second sector

Heat consistently hits orange. Defense platform protects mining ops. Second hauler supports expansion.

Starminer related guide navigation image
Use the related guides to move from launch facts to first-hour planning, ship building, mining logistics, defense, feature status, and buying advice.

Next Guides

Starminer FAQ and guide hub image
Starminer rewards connected planning: ships, stations, resources, research, heat, and defenses all affect the next decision.

Frequently Asked Questions

Q: What's the best starter ship?

A mining ship. Two T1 mining lasers, a basic smelter, a couple cargo modules, small thrusters, a reactor, and crew quarters. Keep it short — 6 hulk spheres max, or it won't dock at the mothership. The full module counts are in the table below.

Q: How do blueprints work?

Build something that works, save it from the build menu, then reconstruct it at any construction socket. You can have multiple blueprints building at once. No limit on how many you save.

Q: How big can I build?

Stations and capital ships can get huge — the devs mention 150,000-ton warships. But your early ships need to stay under 6 hulk spheres long to dock. Bigger isn't always better. A compact ship maneuvers better, defends easier, and costs less to run.

Q: One big ship or many small ones?

Many small ones. Separate your mining, hauling, and combat roles. If your one do-everything ship gets blown up, you're dead in the water. If you lose a hauler, the miners keep mining and you just build another.