StarRupture Machines List & Database

Compare the Update 2 live machines list across 35 production facilities, extractors, generators, and logistics machines with power usage, power grid checks, generator output comparisons, Ore Excavator power answers, unlock requirements, recipe IO, and direct links into planning workflows. This page is for the machines list first; if your real query is build planner, production planner, factory planner, or base planner, use the routing block below before you sink time into the wrong page.

Power, Generator & Ore Excavator Fast Answers

These are the mixed-intent machine questions we need to answer fast: how to power the Ore Excavator, which generator stabilizes the first real factory, whether an Ore Excavator V2 result is talking about the verified machine database, and when to leave a quick machine lookup for full MW planning. Latest checked hotfix: 0.3.5.

Ore Excavator Power
Rails, platforms, and bridges carry power to the Ore Excavator

On the current live baseline, placing a generator next to an Ore Excavator is not enough. Use a connected grid path, then cross-check the Ore Excavator page and the power-energy guide before tearing up the line.

First Generator Upgrade
Solar V1 starts the line, Wind Turbine V1 steadies the first real factory

The Solar Generator V1 handles starter automation, but the Wind Turbine V1 is usually the first meaningful stability jump once excavators, smelters, and Fabricators stop fitting inside a fragile starter grid.

Ore Excavator V2 Searches
Ore Excavator V2 results often mix live saves with community or Public Test Branch reads

If the query says Ore Excavator V2, slow down before copying the first answer you see. This hub stays on the current live baseline, so use the live Ore Excavator route as the cross-check before following community-mapped or Public Test Branch advice.

MW Planning Handoff
Use the calculator when generator output and machine draw stop matching

Once the problem becomes total MW draw instead of one stuck machine, jump into the calculator and compare line load against late generator options such as Solar Generator V2 or Wind Turbine V2.

Machine unlock path, power usage, and first upgrades

These quick answers cover the machine power, machine unlock, and unlock path questions we see most often: when to rush the Fabricator, when the Furnace is good enough, when Wind Turbine V1 is worth the corp push, and which corporation gate usually blocks your next machine unlock order.

Early Machine Unlock Path
Fabricator -> Furnace is the common first unlock path

The Fabricator page is the first true manufacturing spike at Selenian Level 2, while the Furnace page becomes the next thermal-processing handoff once Selenian Level 4 lands.

Corporation Gate
Most machine unlock order problems are corporation problems first

If a machine feels missing, check the corporations hub before you overbuild the wrong chain. Fabricator and Wind Turbine pushes usually depend more on corp levels and terminal gates than on raw ore alone.

Machine Power Usage
Power draw matters before machine count does

Compare machine power usage and power draw before copying a production chain. A line that looks cheap in item count can still fail if the generators behind it are undersized.

First Power Upgrade
Wind Turbine V1 is the usual first big stabilizer

When manual generation starts choking smelters and fabricators, the Wind Turbine V1 machine page is usually the first machine upgrade worth planning around.

Looking for the Build Planner or Base Layout Instead?

Some current searches for build planner, factory planner, production planner, and base planner still land on the machines hub. This page is for the machines list, unlock path, and machine power checks. If you need broader factory routes, this is not the right page for full layouts or main planner work.

Build Planner
Looking for the build planner, factory planner, or production planner?

Start from the homepage planner hub for the broad tool route, then open the calculator when the real job is machine counts, throughput, and total MW planning.

Base Layout
Need base planner, Base Core layout, or full factory-layout guidance?

Open the factory-layout guide and the Base Core guide if the blocker is corridor design, second-base planning, or cramped layout space instead of one specific machine.

Machine Owner
Stay here when the real question is one machine, one unlock, or one power check

The machines hub is still the right owner when you need a specific machine page, an unlock handoff, or a power-grid cross-check. If the machine is corporation-gated, jump into the corporations hub after you identify the actual machine target.

Ore Excavator
Extractor
Automated mining device that extracts resources from Titanium, Wolfram, and Calcium nodes. Keep it on one connected power path through rails, platforms, or base pieces. The current Wiki lists 5 MW usage and Training Level 2 as the unlock; node purity changes the output from 60/min (impure) to 120/min (normal) or 240/min (pure), so size the downstream line from the live tooltip.
Power Usage-5 MW
Corp:Training
Training Level 2
Specialized gas extraction unit for Helium-3 deposits. The current Wiki lists 15 MW usage and 240 Helium-3 per minute, with the unlock at Future Health Solutions Level 6.
Power Usage-15 MW
Corp:Future Health
Future Health Level 6 (Corporate Terminal reward)
Extracts Sulfur Ore from sulfur deposits. The current Wiki lists 40 MW usage and 240 Sulfur Ore per minute, with the unlock at Future Health Solutions Level 8; it cannot be placed while corrosive gases are present.
Power Usage-40 MW
Corp:Future Health
Future Health Level 8 (Corporate Terminal reward)
Smelter
Production
Basic ore processing furnace for turning raw ore into starter metal bars. Size the Smelter line from the current extractor tooltip instead of assuming one universal 1:1 pairing with every Ore Excavator node.
Power Usage-5 MW
Inputs / Outputs
Calcium Ore, Titanium Ore +1
Calcium Block, Titanium Bar +1
Corp:Training
Training Level 4 (50 Data Points)
Furnace
Production
High-temperature kiln for advanced materials processing. Creates Calcium Powder from Calcium Blocks (60 IPM), synthesizes Glass from Helium-3 and Calcium Powder, and produces ceramics. Unlike Smelter, Furnace handles multi-step thermal reactions. Pairs well with Crusher for powder production chains. Critical for mid-game progression into electronics.
Power Usage-20 MW
Inputs / Outputs
Calcium Block, Wolfram Bar +2
Calcium Powder, Wolfram Powder +2
Corp:Selenian
Selenian Level 4 (Corporate Terminal reward)
Furnace v.2
Production
Wiki table checked 2026-10-10: 450 Basic Building Material, 50 MW, Selenian Corporation, unlocked at the Development Station. Recipe rows come from that page. Calcium Powder's input count disagrees with the Calcium Powder item page, so that one row stays low confidence.
Power Usage-50 MW
Inputs / Outputs
Calcium Block, Wolfram Bar +2
Calcium Powder, Wolfram Powder +2
Corp:Selenian
Development Station
Crusher
Production
Powder grinding machine for Wolfram and Calcium. IMPORTANT: Limited to 90 IPM output - lower than most machines. This creates a common bottleneck in chemical production chains. Current public corporation reward tables do not clearly list the unlock tier.
Power Usage-2 MW
Corp:Selenian
Unknown (Needs Verification)
Refinery
Production
Refines Helium-3, Sulfur Ore, and Powerium products. The current reward table unlocks it at Future Health Level 11; its current Wiki page lists 40 MW power usage and the existing sulfuric-acid recipe at 120 IPM.
Power Usage-40 MW
Inputs / Outputs
Sulphur Ore, Chemicals +1
Sulfuric Acid, Pressurized Helium
Corp:Future Health
Future Health Level 11 (Corporate Terminal reward)
Fabricator
Production
Multi-purpose assembly machine for mechanical components. Produces rods, wires, plates, rotors, stators, and complex assemblies. Recipes range from 1-6 seconds. ~60 IPM for most recipes.
Power Usage-10 MW
Inputs / Outputs
Titanium Ore, Wolfram Ore +2
Basic Building Material, Titanium Rod +2
Corp:Selenian
Selenian Level 2 (Corporate Terminal reward)
Fabricator v.2
Production
Wiki table checked 2026-10-10: 350 Basic Building Material, 25 MW, Selenian Corporation, unlocked at the Development Station. The page lists seven optimized recipes, including alternate Rotor, Tube, Wolfram Plate, and Stator inputs.
Power Usage-25 MW
Inputs / Outputs
Titanium Bar, Wolfram Bar +2
Titanium Rod, Titanium Sheet +2
Corp:Selenian
Development Station
Mega Press
Production
Industrial-scale forming press for large structural components and advanced manufacturing. Handles complex 4-input recipes for Turbines and Supermagnets.
Power Usage-30 MW
Inputs / Outputs
Titanium Rod, Heat-Resistant Sheet +2
Impeller, Turbine +2
Corp:Selenian
Selenian Level 7 (Corporate Terminal reward)
Assembler
Production
Complex assembly machine for top-tier manufacturing. Combines multiple processed parts into final products like Electronics and high-end modules.
Power Usage-50 MW
Corp:Selenian
Selenian Level 10 (4,000 Hardening Agent + 150,000 Data Points)
Basic photovoltaic array generating 10MW during daylight hours. Early game power solution - you'll need 3-5 to run basic automation setup (Excavator 2MW + Smelter 3MW + Fabricator).
Power Output+10 MW
Corp:Training
Training Level 1 (Starting Tech)
High-output wind turbine providing consistent 200MW. Major mid-game power milestone - one turbine replaces 20 solar panels. Note: Building this requires significant rotor production chain.
Power Output+200 MW
Corp:Moon Energy
Moon Energy Level 9 (Corporate Terminal reward)
Advanced photovoltaic generator. The current Wiki lists 1,000 MW output and Development Station as the unlock; the Development Station is a Moon Energy Level 5 reward.
Power Output+1000 MW
Corp:Moon Energy
Development Station
Update 1 includes a higher-tier wind turbine, but the current source set does not establish a calculator-safe power rating or unlock level. Check the live tooltip before planning around it.
Corp:Moon Energy
Unknown (needs current verification)
Converts alien artifacts, broken tech, and bug parts into Data Points. Critical for all reputation progression - you MUST explore and analyze artifacts to unlock higher corporation levels.
Corp:Training
Training Level 3 (20 Titanium Ore)
Blueprint activation terminal. Insert discovered blueprints here to unlock new recipes like Rotors, Chemicals, and Valves. Must be placed inside a Habitat and currently has a 100 BBM build cost.
Corp:Moon Energy
Moon Energy Level 2 (Corporate Terminal reward)
Weapon and armor enhancement facility. Use War Bonds to improve combat capabilities.
Corp:Griffith Blue
Griffith Blue Level 2 (Corporate Terminal reward)
Your lifeline to the corporations and the primary way to earn Reputation Points (RP). Load items matching the current Corporation request into the cargo bay, then launch to orbit. Early game tip: Keep one OCL dedicated to each Corporation you're actively leveling. The launch animation takes ~10 seconds - during Rupture events, prioritize protecting your OCL over other structures. Does not consume power.
Corp:Training
Training Level 1 (Starting Tech)
Automated construction assistant for faster base building and repairs.
Corp:Clever Robotics
Clever Robotics Level 4 (Corporate Terminal reward)
Defense Turret
Production
Automated weapon emplacement for base perimeter defense. The current Wiki lists 20 MW usage, Griffith Blue Level 6 as the unlock, and Standard Ammo as a manual supply requirement.
Power Usage-20 MW
Corp:Griffith Blue
Griffith Blue Level 6 (Corporate Terminal reward)
Medical facility for health restoration and status effect treatment.
Corp:Future Health
Future Health Level 2 (300 Wolfram Plates + 1,500 Data Points)
Food Station
Production
Automated food processing for sustained survival needs. The current Future Health reward table places it at Level 5.
Corp:Future Health
Future Health Level 5 (Corporate Terminal reward)
Unlocks higher-tier versions of selected buildings and machines. Current public data confirms the unlock but not calculator-safe numeric properties.
Corp:Moon Energy
Moon Energy Level 5 (Corporate Terminal reward)
Recycler
Production
Update 1 recycling machine. Its unlock is verified; its recipe and power values are not included in calculator math yet.
Corp:Selenian
Selenian Level 5 (Corporate Terminal reward)
Laser Drill
Extractor
Goethite extraction building added with Update 1. Current sources verify the unlock but not a calculator-safe output or power value.
Corp:Selenian
Selenian Level 9 (Corporate Terminal reward)
Pyro Forge
Production
Goethite processing building added with Update 1. Current sources verify the unlock but not a calculator-safe recipe or power value.
Corp:Selenian
Selenian Level 9 (Corporate Terminal reward)
Constructorizer
Production
Late manufacturing machine listed in the current Selenian rewards table.
Corp:Selenian
Selenian Level 12 (Corporate Terminal reward)
Facturer
Production
Late manufacturing machine listed in the current Selenian rewards table.
Corp:Selenian
Selenian Level 13 (Corporate Terminal reward)
Oil Extractor
Extractor
Powerium extraction building added with Update 1. Current sources verify the unlock but not calculator-safe numeric values.
Corp:Future Health
Future Health Level 11 (Corporate Terminal reward)
Update 1 generator. Its unlock is verified, while current generation output is intentionally omitted from calculator math pending a direct numeric source.
Corp:Moon Energy
Moon Energy Level 13 (Corporate Terminal reward)
Zipline
Logistics
Personal travel network added with Update 1. Build it with Zipline Poles after the Clever Robotics Level 6 unlock.
Corp:Clever Robotics
Clever Robotics Level 6 (Corporate Terminal reward)
Rail-routing connector added with Update 1 and unlocked through Clever Robotics Level 8.
Corp:Clever Robotics
Clever Robotics Level 8 (Corporate Terminal reward)
Teleporter
Logistics
Current Clever Robotics reward table lists the Teleporter at Level 9.
Corp:Clever Robotics
Clever Robotics Level 9 (Corporate Terminal reward)

Machines FAQ