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Starminer Tech Tree & Research Guide: Optimal Unlock Order

Complete Starminer research and tech tree guide. How the Research Lab works, optimal unlock order (Mining → Energy → Industry → Weapons → Fleet), leveling fast, and which modules to prioritize.

BLUF

You pay for research with credits, not some separate research currency. Build a Research Lab (100 Iron, 50 Silicones, 10 Cobalt, 500 Energy), staff it, and it trickles in research points. The real unlock order that works: Mining → Energy → Industry. Everything else waits. Weapons? Only when aliens start showing up. Colonists and Fleet? Late game — they eat resources without paying you back early on. Level up through missions for faster access to higher-tier blueprints.

Quick Answer

Starminer Tech Tree & Research

Research costs credits. Prioritize Mining, then Energy, then Industry. Hold off on Weapons until heat attracts aliens. Colonists and Fleet are late-game — they drain resources without early returns.

How Research Works

Starminer's research system is credit-based — you spend money to unlock modules, not a separate research currency. Three things gate your progress:

Credits

Each module unlock costs thousands of credits. Sell Cobalt and Thorium to fund research. Higher-tier modules cost exponentially more.

Player Level

New research options unlock as you level up. Higher levels = access to T2 and T3 modules. Missions give the most XP.

Research Lab

Required for passive research point generation. Without a lab and assigned worker, you can't unlock anything beyond basic modules.

Research Lab Setup

Construction Cost

100 Iron

Hull and frame

50 Silicones

Electronics

10 Cobalt

Processing core

500 Energy

Power requirement

• Build the Research Lab on a separate platform from your mining operations. Mining generates heat that can slow research.

• Park your Research Station near an NPC station — NPCs can supply construction materials from their inventory, saving you hauling time.

• Assign a colonist worker to the lab. Without a worker, no research points are generated.

• Buffer resources: build storage containers feeding directly into the lab to prevent production halts when you're away mining.

Optimal Unlock Order

StepDo thisWhy it matters
Mining Modules FirstUnlock T2 Mining Lasers and Improved Smelters before anything else. Each tier improves yield by ~30%.Mining is your income engine. Better mining = faster everything else.
Energy Modules SecondSolar Panels → Battery Banks → Small Reactors → Medium Reactors. Stable power prevents cascading failures.Every module needs power. Running out of energy during a defense fight = dead station.
Industry Modules ThirdBasic Logistics → Refining Efficiency → Automated Conveyors. These make your existing miners more productive.Logistics upgrades improve throughput without building more miners — efficient scaling.
Weapons & Defense FourthPulse Lasers → Shield Generators → Turrets. Only after heat signature consistently triggers yellow alerts.Early weapons are useless if you manage heat well. Spend research on income first.
Colonists & Fleet LastHabitats → Crew Quarters → Hangar Modules. Colonists consume credits and resources — only expand population when economy is stable.Colonists are a resource sink, not a resource source. Premature population growth bankrupts new stations.

How to Level Up Fast

Complete Missions

Highest XP/hour

Mining delivery and defense contracts give the most XP. Accept multiple missions at once and complete them in parallel.

Mine Rare Resources

Medium XP

Cobalt and Thorium give more XP per unit than Iron or Ice. Target C-class asteroids for efficient XP + credits.

Explore New Sectors

One-time XP bonus

Discovering new asteroid fields, trade stations, and anomalies grants exploration XP. Do this between mission cycles.

Defeat Alien Scouts

Combat XP

Each alien kill gives XP. Only engage when you have a patrol boat or defense platform — don't fight with mining ships.

Research Categories Overview

CategoryWhat It UnlocksPriority
MiningT2/T3 Mining Lasers, Improved Smelters, Drill Upgrades1st — your income engine
EnergySolar Panels, Battery Banks, Small/Medium/Large Reactors2nd — everything needs power
IndustryBasic Logistics, Refining Efficiency, Automated Conveyors3rd — improves throughput
WeaponsPulse Lasers, Shield Generators, Turret Platforms4th — when heat triggers attacks
ColonistsHabitats, Crew Quarters, Life Support Upgrades5th — population is a resource sink
FleetHangar Modules, Capital Ship frames, Fleet Commands6th — late-game expansion
MegastructuresLarge-scale stations requiring multiple T2 socketsLast — endgame content
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: How does research work in Starminer?

Research requires credits and a Research Lab. Build a Research Lab (100 Iron, 50 Silicones, 10 Cobalt, 500 Energy), assign a worker, and it generates research points passively. Spend credits in the Operations Interface → Research tab to unlock modules across 6 categories.

Q: What should I research first in Starminer?

Mining modules first (T2 Mining Lasers, Improved Smelters), then Energy (Solar Panels → Battery Banks → Small Reactors), then Industry (Basic Logistics, Refining Efficiency). Weapons and Fleet come last — only when heat management fails and alien attacks begin.

Q: How do I level up fast for research unlocks?

Complete missions from the Operations Interface for the most XP. Mining also grants XP but at a slower rate. Each level up unlocks new researchable items and grants a new perk point.

Q: Where is the Research tab?

Click the Operations Interface (bottom left of screen) → Research tab. Categories: General, Colonists, Mining, Industry, Weapons, Fleet, and Megastructures.