
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.
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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.
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Starminer ship blueprints
Designs5 starter designs: mining ship (2 lasers + smelter), hauler (4 cargo), patrol boat (2 pulse lasers + shield), research station, and defense platform.
Starminer best starter ship
StarterMining ship: 2x T1 Mining Lasers, 1x Basic Smelter, 2x Cargo, 4x Small Thrusters, 1x Small Reactor, 1x Crew Quarters. Total ~12 modules.
Starminer ship design tips
TipsBuild by role, not by size. Keep mass balanced. Match thrusters to weight. Leave power reserve for weapons and shields.
Starminer how to save blueprint
SaveSave from the build menu after testing. Blueprints can be reconstructed at any socket with available materials.
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.
| Step | Do this | Why it matters |
|---|---|---|
| Mining Ship | Build 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. |
| Hauler | Build 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 Boat | A 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 Station | A 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 Platform | A 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

Stable ore income. Two miners keep one smelter running constantly. Sell surplus iron to fund the hauler.
Double throughput. Hauler moves ore while miners keep mining. Research station unlocks T2 modules.
Heat is climbing. Patrol boat handles scouts. T2 lasers improve yield by ~30%.
Heat consistently hits orange. Defense platform protects mining ops. Second hauler supports expansion.
Blueprint Plan by Player Type
The best blueprint depends on what is currently limiting your save. New players need a compact miner. Builders need clean role separation. Logistics players need haulers only after miners outpace processing. Combat players need patrols when heat creates losses. Optimizers need proof that a design works before duplicating it.
| Player type | Blueprint focus | Why |
|---|---|---|
| New player | Build one compact mining ship first and test docking, power, thrust, cargo, and heat. | A working small ship teaches more than a large untested design. |
| Builder | Separate ships by job: miner, hauler, patrol, research, defense. | Specialized ships are easier to repair, replace, and improve. |
| Logistics player | Add haulers only after miners can fill storage faster than the station can process it. | A hauler solves transport, not mining output or refining speed. |
| Combat player | Build patrol boats only when heat creates repeated attacks. | Weapons too early slow mining; weapons too late cost ships. |
| Optimizer | Clone a blueprint only after one design works across several runs. | Blueprints scale mistakes as quickly as they scale good designs. |
Blueprint Troubleshooting
| Problem | Likely cause | Fix |
|---|---|---|
| Ship cannot dock | The design is too long or awkward for early docking constraints. | Shorten the hull and keep starter ships compact. |
| Ship turns slowly | Mass and thrust are mismatched. | Remove unnecessary modules or add thrusters before adding cargo. |
| Mining stops mid-route | Power reserve or cargo capacity is too low. | Add reserve power and cargo before increasing mining lasers. |
| Patrol boat dies quickly | It is fighting without shields, speed, or station support. | Use it for response, not solo warship duty. |
| Blueprint is expensive to rebuild | The design uses rare parts before the economy is stable. | Create a cheaper version for loss-prone early routes. |

Next Guides
Starminer Guide Hub
Start here for release facts, mode selection, beginner priorities, systems, specs, and buying advice.
Release Date & Early Access
Steam date, SteamDB unlock timing, Early Access status, Epic listing, language, platform, and live store checks.
Beginner Guide
First-hour planning for Campaign, Sandbox, starter stations, power, heat, mass, mining, storage, and defenses.
System Requirements
Official minimum PC specs, missing recommended specs, low-end setup cautions, DirectX 11, storage, and Steam Deck unknowns.
Game Modes
Campaign, Sandbox, and Survival explained with first-run recommendations, replay value, and Early Access caveats.
Ship Building
Modular construction, mass, thrust, power, tonnage, station size, mining ships, warships, and blueprint planning.

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.