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	<entry>
		<id>https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=11732</id>
		<title>Thruster Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=11732"/>
		<updated>2020-08-24T12:46:50Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: A long overdue formula update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Thruster_Module}}&lt;br /&gt;
'''Thruster Modules''' are the primary propulsion method in the game. Their main role is for combat maneuvering and short-range travel, either within sectors, or through a small number thereof. For longer-range travel, [[Jump Drive Computer|Jump Drives]] will prove faster and more efficient.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Thruster Module is capable of providing propulsion for ships of all shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Thruster_Module}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]] [[Category:Element]]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
{{main|Propulsion Systems}}&lt;br /&gt;
'''Thruster Modules''' do not require linking in order to operate, they simply need to be placed on a ship. They require power to operate, and generate a certain amount of thrust based on the number of them attached to a ship. They do not have any grouping mechanics; two physically separate Thruster Modules will have the same effect as two which are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.&lt;br /&gt;
&lt;br /&gt;
A large ship will require a greater number of Thruster Modules to achieve the same acceleration and top speed as a smaller ship with the same ''proportion'' of thrusters. This is because the acceleration of a ship is determined by its thrust:mass ratio, and also because the thrust generated by each consecutive Thruster Module added to a ship suffers from diminishing returns - each module added will increase thrust by slightly less than the one before it, meaning that smaller ships have a decided advantage in reaching higher thrust:mass ratios, and therefore higher levels of acceleration and top speed.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Activate module}} on a thruster will bring up the [[Thrust Management Menu]]. This menu allows precise control of a ship's thrust allocation, between rotation control and 3 sets of vectors:&lt;br /&gt;
*Rotational (Default 50%).&lt;br /&gt;
*Forward/Back (Default 16.666%, rounded to 17%).&lt;br /&gt;
*Left/Right (Default 16.666%, rounded to 17%).&lt;br /&gt;
*Up/Down (Default 16.666%, rounded to 17%).&lt;br /&gt;
This menu also allows the toggling of inertial dampening, which gradually slows down a ship when it is not receiving any movement input. By default, &amp;quot;Reactivate Damping on Exit&amp;quot; is on, which activates inertial dampening when the pilot leaves the core, decreasing the likelihood of a ship being lost. &amp;quot;Auto-Dampeners&amp;quot; can also be toggled on, which causes constant inertial dampening, whenever the pilot is not pressing a movement input key (either {{K|Forwards}}, {{K|Backwards}}, {{K|Strafe left}}, {{K|Strafe right}}, {{K|Ship strafe up}}, or {{K|Ship strafe down}}).&lt;br /&gt;
on&lt;br /&gt;
Thrusters, like Power Reactors, have a relatively high SHP contribution alongside very little individual block HP. This can make them a vulnerable target in comparison to sturdier system blocks such as shield modules.&lt;br /&gt;
&lt;br /&gt;
===Thruster Rules===&lt;br /&gt;
The power cost, thrust output, and maximum speed provided by a ship's thrusters are given by the formulas listed below. The table serves to explain the different values involved.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Legend&lt;br /&gt;
|-&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
||N &lt;br /&gt;
|Number of Thruster Modules on the ship&lt;br /&gt;
|-&lt;br /&gt;
|P&lt;br /&gt;
|Power cost per second of use&lt;br /&gt;
|-&lt;br /&gt;
|T&lt;br /&gt;
|Thrust generated&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|Ratio of thrust output:mass of ship&lt;br /&gt;
|-&lt;br /&gt;
|M&lt;br /&gt;
|Maximum speed of ship&lt;br /&gt;
|-&lt;br /&gt;
|S&lt;br /&gt;
|Server speed setting in config&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The power usage per second of a thruster system (when they are in use) is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''P''' = '''25N'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The power usage per second of a thruster system (when they are NOT in use) is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''P''' = '''2.5N'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thrust output of a given number of thrusters is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''T''' = '''45N'''&amp;lt;sup&amp;gt;'''0.75'''&amp;lt;/sup&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed of a ship, based on the server's maximum speed setting (75, assuming default configuration), is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''M''' = '''75R''' + '''75'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where R is the thrust output of the ship divided by the mass of the ship (and all docked entities), with a maximum value of 5.&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Build_Mode&amp;diff=11615</id>
		<title>Build Mode</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Build_Mode&amp;diff=11615"/>
		<updated>2019-08-19T16:58:34Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Build Mode==&lt;br /&gt;
Build mode grants additional tools for building creations.&lt;br /&gt;
While in a ship, press the Change Ship Mode key, {{K|Change ship mode}}, to switch between build mode and flight mode.&lt;br /&gt;
&lt;br /&gt;
On a station, planet, or asteroid, a build block is required to access build mode.&lt;br /&gt;
Use the Activate key, {{K|Activate module}}, on a Build Block to enter build mode on these entities.&lt;br /&gt;
&lt;br /&gt;
===Advanced Build Mode===&lt;br /&gt;
An additional menu can be accessed for advanced build options.&lt;br /&gt;
Hold the Advanced Build Mode key, {{K|Advanced build mode}}, to access this menu.&lt;br /&gt;
&lt;br /&gt;
While holding the Advanced Build Mode key ,{{K|Advanced build mode}}, the following features are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Advance Build Mode Features&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Remove Mode &lt;br /&gt;
||Invert build area outline to show what would be removed with {{K|Break block}}&lt;br /&gt;
|-&lt;br /&gt;
!Lighten&lt;br /&gt;
||Remove shading, giving blocks full brightness for better visibility.&lt;br /&gt;
|-&lt;br /&gt;
!Show Center of Mass&lt;br /&gt;
||Display intersecting lines indicating the center of mass. The ship turns/rotates around this point.&lt;br /&gt;
|-&lt;br /&gt;
!XYZ Sliders&lt;br /&gt;
|| Adjust the size of the build area (for placing a larger volume of blocks at once)&lt;br /&gt;
|-&lt;br /&gt;
!Orientation&lt;br /&gt;
||Adjust the rotation of a block before placing.&lt;br /&gt;
|-&lt;br /&gt;
!Undo/Redo&lt;br /&gt;
||Undo or redo the last build or remove operation.&lt;br /&gt;
|-&lt;br /&gt;
!Load&lt;br /&gt;
||Load a previously saved template for pasting.&lt;br /&gt;
|-&lt;br /&gt;
!Copy&lt;br /&gt;
||Copy the selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Paste&lt;br /&gt;
||Paste the previously copied/loaded blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Save&lt;br /&gt;
||Save previously copied blocks as a template.&lt;br /&gt;
|-&lt;br /&gt;
!Create Docking&lt;br /&gt;
||Tool for automatically creating docked entities on existing rail blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Symmetry Build Planes&lt;br /&gt;
&lt;br /&gt;
XY/XZ/YZ-Plane&lt;br /&gt;
||Enable symmetric(mirrored) building on up to 3 planes.&lt;br /&gt;
|-&lt;br /&gt;
!Odd-sym Mode&lt;br /&gt;
||ON: Planes are centered on blocks. OFF: Planes are in between blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Mirror Cubes&lt;br /&gt;
||Mirror block orientations across symmetry planes.&lt;br /&gt;
|-&lt;br /&gt;
!Build Helper&lt;br /&gt;
||Tool for making circles, ellipsoids(sphere, egg, etc), and torus shapes(doughnuts).&lt;br /&gt;
|-&lt;br /&gt;
!Remove/Replace filter&lt;br /&gt;
||Allows restricting removal/replacement of blocks to one specific type.&lt;br /&gt;
|-&lt;br /&gt;
!Pick aimed at&lt;br /&gt;
||Set the Remove/Replace filter to the block type being targeted.&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Build_Mode&amp;diff=11614</id>
		<title>Build Mode</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Build_Mode&amp;diff=11614"/>
		<updated>2019-08-19T16:58:03Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Build Mode==&lt;br /&gt;
Build mode grants additional tools for building creations.&lt;br /&gt;
While in a ship, press the Change Ship Mode key, {{K|Change ship mode}}, to switch between build mode and flight mode.&lt;br /&gt;
&lt;br /&gt;
On a station, planet, or asteroid, a build block is required to access build mode.&lt;br /&gt;
Use the Activate key, {{K|Activate module}}, on a Build Block to enter build mode on these entities.&lt;br /&gt;
&lt;br /&gt;
===Advanced Build Mode===&lt;br /&gt;
An additional menu can be accessed for advanced build options.&lt;br /&gt;
Hold the Advanced Build Mode key, {{K|Advanced build mode}}, to access this menu.&lt;br /&gt;
&lt;br /&gt;
While holding the Advanced Build Mode key ,{{K|Advanced build mode}}, the following features are available:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Advance Build Mode Features&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Remove Mode &lt;br /&gt;
||Invert build area outline to show what would be removed with {{K|Break block}}&lt;br /&gt;
|-&lt;br /&gt;
!Lighten&lt;br /&gt;
||Remove shading, giving blocks full brightness for better visibility.&lt;br /&gt;
|-&lt;br /&gt;
!Show Center of Mass&lt;br /&gt;
||Display intersecting lines indicating the center of mass. The ship turns/rotates around this point.&lt;br /&gt;
|-&lt;br /&gt;
!XYZ Sliders&lt;br /&gt;
|| Adjust the size of the build area (for placing a larger volume of blocks at once)&lt;br /&gt;
|-&lt;br /&gt;
!Orientation&lt;br /&gt;
||Adjust the rotation of a block before placing.&lt;br /&gt;
|-&lt;br /&gt;
!Undo/Redo&lt;br /&gt;
||Undo or redo the last build or remove operation.&lt;br /&gt;
|-&lt;br /&gt;
!Load&lt;br /&gt;
||Load a previously saved template for pasting.&lt;br /&gt;
|-&lt;br /&gt;
!Copy&lt;br /&gt;
||Copy the selected blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Paste&lt;br /&gt;
||Paste the previously copied/loaded blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Save&lt;br /&gt;
||Save previously copied blocks as a template.&lt;br /&gt;
|-&lt;br /&gt;
!Create Docking&lt;br /&gt;
||Tool for automatically creating docked entities on existing rail blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Symmetry Build Planes&lt;br /&gt;
&lt;br /&gt;
XY/XZ/YZ-Plane&lt;br /&gt;
||Enable symmetric(mirrored) building on up to 3 planes.&lt;br /&gt;
|-&lt;br /&gt;
!Odd-sym Mode&lt;br /&gt;
||ON: Planes are centered on blocks. OFF: Planes are in between blocks.&lt;br /&gt;
|-&lt;br /&gt;
!Mirror Cubes&lt;br /&gt;
||Mirror block orientations across symmetry planes.&lt;br /&gt;
|-&lt;br /&gt;
!Cuild Helper&lt;br /&gt;
||Tool for making circles, ellipsoids(sphere, egg, etc), and torus shapes(doughnuts).&lt;br /&gt;
|-&lt;br /&gt;
!Remove/Replace filter&lt;br /&gt;
||Allows restricting removal/replacement of blocks to one specific type.&lt;br /&gt;
|-&lt;br /&gt;
!Pick aimed at&lt;br /&gt;
||Set the Remove/Replace filter to the block type being targeted.&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Building]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=11611</id>
		<title>Thruster Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=11611"/>
		<updated>2019-08-07T02:12:28Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Thruster_Module}}&lt;br /&gt;
'''Thruster Modules''' are the primary propulsion method in the game. Their main role is for combat maneuvering and short-range travel, either within sectors, or through a small number thereof. For longer-range travel, [[Jump Drive Computer|Jump Drives]] will prove faster and more efficient.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Thruster Module is capable of providing propulsion for ships of all shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Thruster_Module}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]] [[Category:Element]]&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
{{main|Propulsion Systems}}&lt;br /&gt;
'''Thruster Modules''' do not require linking in order to operate, they simply need to be placed on a ship. They require power to operate, and generate a certain amount of thrust based on the number of them attached to a ship. They do not have any grouping mechanics; two physically separate Thruster Modules will have the same effect as two which are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.&lt;br /&gt;
&lt;br /&gt;
A large ship will require a greater number of Thruster Modules to achieve the same acceleration and top speed as a smaller ship with the same ''proportion'' of thrusters. This is because the acceleration of a ship is determined by its thrust:mass ratio, and also because the thrust generated by each consecutive Thruster Module added to a ship suffers from diminishing returns - each module added will increase thrust by slightly less than the one before it, meaning that smaller ships have a decided advantage in reaching higher thrust:mass ratios, and therefore higher levels of acceleration and top speed.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Activate module}} on a thruster will bring up the [[Thrust Management Menu]]. This menu allows precise control of a ship's thrust allocation, between rotation control and 3 sets of vectors:&lt;br /&gt;
*Rotational (Default 50%).&lt;br /&gt;
*Forward/Back (Default 16.666%, rounded to 17%).&lt;br /&gt;
*Left/Right (Default 16.666%, rounded to 17%).&lt;br /&gt;
*Up/Down (Default 16.666%, rounded to 17%).&lt;br /&gt;
This menu also allows the toggling of inertial dampening, which gradually slows down a ship when it is not receiving any movement input. By default, &amp;quot;Reactivate Damping on Exit&amp;quot; is on, which activates inertial dampening when the pilot leaves the core, decreasing the likelihood of a ship being lost. &amp;quot;Auto-Dampeners&amp;quot; can also be toggled on, which causes constant inertial dampening, whenever the pilot is not pressing a movement input key (either {{K|Forwards}}, {{K|Backwards}}, {{K|Strafe left}}, {{K|Strafe right}}, {{K|Ship strafe up}}, or {{K|Ship strafe down}}).&lt;br /&gt;
on&lt;br /&gt;
Thrusters, like Power Reactors, have a relatively high SHP contribution alongside very little individual block HP. This can make them a vulnerable target in comparison to sturdier system blocks such as shield modules.&lt;br /&gt;
&lt;br /&gt;
===Thruster Rules===&lt;br /&gt;
The power cost, thrust output, and maximum speed provided by a ship's thrusters are given by the formulas listed below. The table serves to explain the different values involved.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+Legend&lt;br /&gt;
|-&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
||N &lt;br /&gt;
|Number of Thruster Modules on the ship&lt;br /&gt;
|-&lt;br /&gt;
|P&lt;br /&gt;
|Power cost per second of use&lt;br /&gt;
|-&lt;br /&gt;
|T&lt;br /&gt;
|Thrust generated&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|Ratio of thrust output:mass of ship&lt;br /&gt;
|-&lt;br /&gt;
|M&lt;br /&gt;
|Maximum speed of ship&lt;br /&gt;
|-&lt;br /&gt;
|S&lt;br /&gt;
|Server speed setting in config&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The power usage per second of a thruster system (when they are in use) is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''P''' = '''4N'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The thrust output of a given number of thrusters is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''T''' = '''0.75''' * ('''N''' * '''5.5''')&amp;lt;sup&amp;gt;'''0.87'''&amp;lt;/sup&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum speed of a ship, based on the server's maximum speed setting (75, assuming default configuration), is given by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''M''' = ('''R''' + '''0.5''') * '''S'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where R is the thrust output of the ship divided by the mass of the ship (and all docked entities), with a maximum value of 2.5.&lt;br /&gt;
&lt;br /&gt;
By inverting this formula, the maximum speed setting of a non-default server's config can be found, as long as R and M of the ship in question are known:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''S''' = '''M''' / ('''R''' + '''0.5''')&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Cargo_Space&amp;diff=11610</id>
		<title>Cargo Space</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Cargo_Space&amp;diff=11610"/>
		<updated>2019-08-06T21:45:59Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Cargo_Space}}&lt;br /&gt;
&lt;br /&gt;
Cargo Space blocks are used to expand the volume of a storage block, this allows you to store more blocks in it.  &lt;br /&gt;
You have to link the Storage block to the Cargo Space blocks. &lt;br /&gt;
&lt;br /&gt;
{{production/Cargo_Space}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Blocks that can be stored have a set mass. When linked to a [[Storage|Storage]] block, each Cargo Space block increases the overall maximum storage space of that Storage block by 100 mass units. There is no maximum cap on how much one Storage block can hold, as long as there are enough Cargo Space blocks linked to it. To link a Cargo Space block to a Storage block, press C on a Storage block then V on all Cargo Space blocks you wish to connect.&lt;br /&gt;
In addition to the 0.05 mass inherent to each Cargo Space block, each full Cargo Space block adds 1 mass.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Pickup_Point&amp;diff=11443</id>
		<title>Pickup Point</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Pickup_Point&amp;diff=11443"/>
		<updated>2019-03-12T16:00:15Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Pickup_Point}}&lt;br /&gt;
'''Pickup Points''' are special rail blocks that can dock an entity to an adjacent rail block if its [[Rail Docker]] comes within 3 meters of the Pickup Point. Pickup Points are intangible to other entities, and are invisible unless the player is in build mode on the same entity. ''They can still be damaged by weapons fire under certain circumstances''.&lt;br /&gt;
&lt;br /&gt;
Pickup Points are intended to be used in fleet docking. Entities will try to return to their last used Pickup Point when the &amp;quot;Carrier Recall&amp;quot; fleet order is issued.&lt;br /&gt;
==Item Description==&lt;br /&gt;
The Pickup Point block will project a 3x3 detection sphere. When a ship's docking module enters that detection area, the entity will be guided to a Pickup Rail if applicable. &lt;br /&gt;
Ships will remember the last used Pickup Area modules they dock to and if they're part of a fleet, they'll return to them when the &amp;quot;Carrier Recall&amp;quot; order is issued. The flagship is where they'll try to return, multiple carriers per fleet is not allowed yet. &lt;br /&gt;
&lt;br /&gt;
Pickup Points can be deactivated via logic. But unlike most other rail block types, they can't be transformed into another rail type or get their orientation changed.&lt;br /&gt;
&lt;br /&gt;
{{production/Pickup_Point}}&lt;br /&gt;
==Usage==&lt;br /&gt;
The Pickup Point will pick up an entity, if one of its [[Rail Docker|Rail Dockers]] comes within the Pickup Points 3 meter pickup radius, and place it on an adjacent rail block. This does not work with [[Rail Turret Axis]] blocks, but does work with [[Shootout Rail|Shootout Rails]], which would immediately launch the docked entity again.&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
Pickup Points are mainly intended to be used for fleet docking.&lt;br /&gt;
&lt;br /&gt;
An entity that has previously docked to a Pickup Point, will remember the Pickup Point it has docked to. When the &amp;quot;Carrier Recall&amp;quot; fleet order is issued, all entities that remember a Pickup Point on the flagship of their fleet, will try to return to it. The carrier and the entity that should dock to it must be in the same fleet.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Docking#Fleet_Docking|Fleet Docking]].&lt;br /&gt;
==Related==&lt;br /&gt;
{{Docking Navigator}}&lt;br /&gt;
[[Category:Docking]] [[Category:General]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_FTL_Chamber&amp;diff=11335</id>
		<title>Reactor FTL Chamber</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_FTL_Chamber&amp;diff=11335"/>
		<updated>2018-11-17T01:50:47Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: /* Chamber Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox block/Reactor FTL Chamber}}&lt;br /&gt;
==Item Description==&lt;br /&gt;
Reactor Chamber to enhance FTL capabilities.&lt;br /&gt;
Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks.&lt;br /&gt;
{{production/Reactor FTL Chamber}}&lt;br /&gt;
==Usage==&lt;br /&gt;
TBA&lt;br /&gt;
===Chamber Tree===&lt;br /&gt;
{{tree|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Jump Drive Base&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;|root|class=horizontal |children=&lt;br /&gt;
{{tree|Jump Power &amp;lt;br/&amp;gt;Efficiency 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Jump Power &amp;lt;br/&amp;gt;Efficiency2}}&lt;br /&gt;
{{tree|Jump Power &amp;lt;br/&amp;gt;Efficiency 3}}}}&lt;br /&gt;
{{tree|Multi Charge 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Multi Charge 2}}&lt;br /&gt;
{{tree|Multi Charge 3}}}}&lt;br /&gt;
{{tree|Jump Distance 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Jump Distance 2}}&lt;br /&gt;
{{tree|Jump Distance 3}}}}&lt;br /&gt;
{{tree|Jump Auto Charge|note=New Chamber}}&lt;br /&gt;
{{tree|Jump Charge &amp;lt;br/&amp;gt;Speed 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Jump Charge &amp;lt;br/&amp;gt;Speed 2}}&lt;br /&gt;
{{tree|Jump Charge &amp;lt;br/&amp;gt;Speed 3}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{tree|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Warpgate Base &amp;lt;br/&amp;gt;Enhancement&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;|root|class=horizontal |children=&lt;br /&gt;
{{tree|Warp Distance 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Warp Distance 2}}}}&lt;br /&gt;
{{tree|Warpgate Power &amp;lt;br/&amp;gt;Efficiency 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Warpgate Power &amp;lt;br/&amp;gt;Efficiency 2}}&lt;br /&gt;
{{tree|Warpgate Power &amp;lt;br/&amp;gt;Efficiency 3}}}}&lt;br /&gt;
{{tree|Warpgate Free Target|note=New Chamber}}&lt;br /&gt;
}}&lt;br /&gt;
{{tree|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Jump Inhibitor &amp;lt;br/&amp;gt;Base&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;|root|class=horizontal |children=&lt;br /&gt;
{{tree|Jump Inhibitor 1|children=&lt;br /&gt;
{{tree|Jump Inhibitor 2}}&lt;br /&gt;
{{tree|Jump Inhibitor 3}}&lt;br /&gt;
{{tree|Jump Inhibitor 4}}&lt;br /&gt;
{{tree|Jump Inhibitor 5}}&lt;br /&gt;
{{tree|Jump Inhibitor 6}}&lt;br /&gt;
{{tree|Jump Inhibitor 7}}&lt;br /&gt;
{{tree|Jump Inhibitor 8}}&lt;br /&gt;
{{tree|Jump Inhibitor 9}}}}&lt;br /&gt;
{{tree|Jump Inhibitor Range 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Jump Inhibitor Range 2}}}}&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot; |Chamber Name || rowspan=&amp;quot;2&amp;quot; |Description || colspan=&amp;quot;2&amp;quot; |Chamber Capacity || rowspan=&amp;quot;2&amp;quot; |Stats&lt;br /&gt;
|- &lt;br /&gt;
!Level || Value&amp;lt;br /&amp;gt; (Total)&lt;br /&gt;
|-&lt;br /&gt;
!Jump Drive Base &lt;br /&gt;
| Basic enhancement for the Jump Drive.&amp;lt;br /&amp;gt; If enabled on the server, this chamber will also enable the Jump Drive on your ship. &amp;lt;br /&amp;gt;Otherwise it's already available.|| style=&amp;quot;text-align:center;&amp;quot; |N/A|| style=&amp;quot;text-align:center;&amp;quot; |+5%|| &amp;lt;small&amp;gt;+Jump Drive&amp;lt;br /&amp;gt;+11.1%(111.1%) Charge Power Cost&amp;lt;br /&amp;gt;-10%/2s(90%/15s) Charge Time&amp;lt;br /&amp;gt;+1 (4 Sectors)Jump Distance&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Jump Power &amp;lt;br /&amp;gt;Efficiency &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Decreases the power usage of your Jump Drive.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; | +10% (15%)||&amp;lt;small&amp;gt;-11.1%(100%) Charge Power Cost&amp;lt;br /&amp;gt;-10%(90%) Top-Off Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +15% (30%)||&amp;lt;small&amp;gt;-33.3%(77.7%) Charge Power Cost&amp;lt;br /&amp;gt;-20.1%(69.9%) Top-Off Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3 || style=&amp;quot;text-align:center;&amp;quot; | +20% (50%)||&amp;lt;small&amp;gt;-22.2%(55.5%) Charge Power Cost&amp;lt;br /&amp;gt;-20%(49.9%) Top-Off Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Multi Charge&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Enables the ability to store multiple charges of your Jump Drive.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; |+15% (20%)||&amp;lt;small&amp;gt;+1 (2 Jumps) Charge&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +10% (30%)|| &amp;lt;small&amp;gt;+1 (3 Jumps) Charge&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3 || style=&amp;quot;text-align:center;&amp;quot; | +10% (40%)||&amp;lt;small&amp;gt;+1 (4 Jumps) Charge&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Jump Distance &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Increases the jump distance of your Jump Drive.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; | +10% (15%)||&amp;lt;small&amp;gt;x1.50 (5 sectors) Jump Distance&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +10% (25%)||&amp;lt;small&amp;gt;x1.50 (9 sectors) Jump Distance&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3 || style=&amp;quot;text-align:center;&amp;quot; | +20% (45%)||&amp;lt;small&amp;gt;x2.00 (18 sectors) Jump Distance&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Jump Auto Charge &lt;br /&gt;
| Enables the ability to automatically charge your Jump Drive.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; |+5% (10%)||&amp;lt;small&amp;gt;+ Auto Charge&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Jump Charge &amp;lt;br /&amp;gt;Speed &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Increases the recharge speed of your Jump Drive.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; |+10% (15%)||&amp;lt;small&amp;gt;-10%/1s (80.9%/14s) Charge Time&amp;lt;br /&amp;gt;+12.3%(123.4%) Charge Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +15% (30%)||&amp;lt;small&amp;gt;-27.9%/3s (63%/11s) Charge Time&amp;lt;br /&amp;gt;+35.3%(158.7%) Charge Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3 || style=&amp;quot;text-align:center;&amp;quot; | +20% (50%)||&amp;lt;small&amp;gt;-27%/4.5s (36%/6.5s) Charge Time&amp;lt;br /&amp;gt;+119%(277.7%) Charge Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top: solid 2px;&amp;quot; |Warpgate Base Enhancement &lt;br /&gt;
| style=&amp;quot;border-top: solid 2px;&amp;quot; | Base enhancement for your Warpgates.|| style=&amp;quot;text-align:center; border-top: solid 2px;&amp;quot; |N/A|| style=&amp;quot;text-align:center; border-top: solid 2px;&amp;quot; | +50%|| style=&amp;quot;border-top: solid 2px;&amp;quot; | TBA&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Warpgate Distance&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Increases the jump distance of your Warpgates.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; |+20%|| rowspan=&amp;quot;2&amp;quot; |TBA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +20%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Warpgate Power &amp;lt;br /&amp;gt;Efficiency&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Decreases the power usage of your Warpgates.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; |+10%|| rowspan=&amp;quot;3&amp;quot; |TBA&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +10%&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3 || style=&amp;quot;text-align:center;&amp;quot; | +10%&lt;br /&gt;
|-&lt;br /&gt;
!Warpgate Free &amp;lt;br /&amp;gt;Target&lt;br /&gt;
| Enables the free target mode for all warpgates on this structure.&amp;lt;br /&amp;gt;No target warpgate is required as you can now freely set any destination sector within range.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Press {{K|Activate Module}} on a Warpgate Computer to set a target sector.|| style=&amp;quot;text-align:center;&amp;quot; |N/A|| style=&amp;quot;text-align:center;&amp;quot; |+30%|| TBA&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot; |Jump Inhibitor Base&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot; | Enables the Jump Inhibitor.&amp;lt;br /&amp;gt;When enabled, it prevents any ship with a reactor level equal or less than the inhibitor's strength, to not function.&amp;lt;br /&amp;gt;Power consumption depends on the target reactor level regeneration.|| style=&amp;quot;text-align:center; border-top: solid 2px;&amp;quot; |Base|| style=&amp;quot;text-align:center; border-top: solid 2px;&amp;quot; |+27.5%|| style=&amp;quot;border-top: solid 2px;&amp;quot; | &amp;lt;small&amp;gt;+Jump Interdiction&amp;lt;br /&amp;gt;+5 Interdiction Strength&amp;lt;br /&amp;gt;+1 (1 sector) Interdiction Range&amp;lt;br /&amp;gt;+2,500 e/s Charge/Active Power Cost&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1-9 || style=&amp;quot;text-align:center;&amp;quot; | +2.5%&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Level)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;(50%)||&amp;lt;small&amp;gt;+5 Interdiction Strength&amp;lt;br /&amp;gt;+2,500 e/s Charge/Active Power Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Jump Inhibitor Range&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Increases the range of Jump Inhibitor. &amp;lt;br /&amp;gt;Includes neighbouring sectors.|| style=&amp;quot;text-align:center;&amp;quot; |1|| style=&amp;quot;text-align:center;&amp;quot; | +10% (37.5%)||&amp;lt;small&amp;gt;+1 (2 Sectors) Interdiction Range&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2 || style=&amp;quot;text-align:center;&amp;quot; | +10% (47.5%)||&amp;lt;small&amp;gt;+1 (3 Sectors) Interdiction Range&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Reactor Chamber Navigator}}&lt;br /&gt;
[[Category:Chamber]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Rail_Docker&amp;diff=11318</id>
		<title>Rail Docker</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Rail_Docker&amp;diff=11318"/>
		<updated>2018-11-04T17:34:18Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox block/Rail_Docker}}&lt;br /&gt;
'''Rail Dockers''' are basic docking units designed to allow ships to dock to any rail system block on another entity. These blocks are '''Required''' in order to enable one ship to dock to another.&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;This is a rail docking module. It is used to dock to a basic rail, a rail rotator, or a Rail Turret Axis. The arrow on its top side works like a magnet aligning itself with the arrow on the block you are docking to. For each docker you can set a docking beam from within your weapon panel ({{K|weapon menu}}). There is no restriction to the size and mass in docking, except overlapping areas are not allowed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Rail_Docker}}&lt;br /&gt;
==Usage==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Dockable Modules&amp;lt;/big&amp;gt; || colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-left: solid 2px;&amp;quot; |&amp;lt;big&amp;gt;Transfer only Modules&amp;lt;/big&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! [[Rail Basic]] || [[Rail Rotator Clock Wise]] ||[[Rail Rotator Counter Clock Wise]] ||[[Rail Load]] || [[Rail Unload]]||[[Rail Turret Axis]] || style=&amp;quot;border-left: solid 2px;&amp;quot; | [[Pickup Rail]] || [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]|| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]]|| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]]|| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Unload.png|link=Rail Unload| 150px]] || style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]] || style=&amp;quot;border-left: solid 2px; text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; |[[File:Shootout Rail.png|link=Shootout Rail| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Rail Dockers are the primary device needed for ships to make use of the rail docking system. Due to the nature of docking only ships can make use of this block; [[Space Station]]s, Planetary bases, and Asteroid bases may only use them cosmetically. Once placed on a ship players will be able to place it on their flight mode hot bar via the weapons menu ({{K|weapon menu}}). While selected pressing {{K|attack}} will fire a short ranged beam similar to a [[Damage Beam Computer|damage beam]] or a core activation beam. To initiate a docking sequence this beam must hit a valid rail block such as a [[Rail Basic]]. Players can place more than one rail docker on a ship to allow it to dock in different directions.&lt;br /&gt;
&lt;br /&gt;
The arrow on the &amp;quot;Face&amp;quot; of the rail docker dictates the direction a ship will dock in. When players initiate a docking sequence to a rail block the direction and orientation of the rail docker will correspond with the direction and orientation of the rail block. The design of the player's ship also plays a large part in a docking sequence. If the rail docker is placed in such a way that will cause either the ship or the receiving entity to clip into each other the game will invalidate the docking sequence. However if there are no obstructions then a ship will suddenly teleport onto the rail block.&lt;br /&gt;
&lt;br /&gt;
===Logic Functions===&lt;br /&gt;
Much like the other rail blocks Rail Dockers also have some logic functionality. If a [[Activation Module]] is place adjacent to it the rail docker will emit a &amp;lt;span style=&amp;quot;color: cornflowerblue&amp;quot;&amp;gt;high&amp;lt;/span&amp;gt; signal(ON) when a ship has used that particular docker to dock and send a &amp;lt;span style=&amp;quot;color: orange&amp;quot;&amp;gt;low&amp;lt;/span&amp;gt; signal(OFF) when not docked. Rail Dockers can also forcibly undock a docked ship if a &amp;lt;span style=&amp;quot;color: cornflowerblue&amp;quot;&amp;gt;high&amp;lt;/span&amp;gt; signal is sent to it via logic connections. &lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
{{Docking Navigator}}&lt;br /&gt;
[[Category:Docking]] &lt;br /&gt;
[[Category:General]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Docking&amp;diff=11317</id>
		<title>Docking</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Docking&amp;diff=11317"/>
		<updated>2018-11-04T17:27:35Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: /* Advanced Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''Docking''' is the process of attaching one ship to another entity in StarMade.  Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Docker]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Docker.png|link=Rail Docker| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Docking is an essential part of StarMade's core gameplay. Any [[Ship Core]] driven entity has the capacity to be attached to another entity be it a [[Space Station]], [[Asteroid]], or even another Ship. Players can also attach any number of ships on to each other creating massive chain docks. All in docking in the game requires the use of the [[Rail Docker]] and the various rail blocks. Using the Rail system players are able to not only create static docks for their ships but also fully mobile platforms. Ships docked to a rail network will move accordingly depending on the type of rail block used and its direction. [[Logic Signals]] are used to control the movement in a rail network. Docking a ship to a [[Faction]] Home base will make it completely invincible and access restricted keeping it safe while you are away. &lt;br /&gt;
&lt;br /&gt;
When a ship has been successfully docked it will begin to share several vital systems with its parent entity. The Energy Supply of the parent is added to the docked entity allowing the docked ship to rely entirely on its power for things like weapons and other systems. It should also be noted that the &amp;lt;u&amp;gt;maximum power capacity will stack for each entity&amp;lt;/u&amp;gt; as the docking chain goes deeper. The only down side to this is the fact the power generation is not shared and must be generated locally.&lt;br /&gt;
&lt;br /&gt;
Shields on a docked entity and its parent entity are shared but only to a certain extent. When struck with weapons fire a docked entity will count as part of the parent entity thus draining the parent's shields first. However as long as the parent entities shields remain above 25% (configurable) then the docked ship will be completely shielded. If the Parent entity's shielding does drop below 25% then all docked entities must rely on their on-board shielding for defenses. In larger fights going after a ships turrets can be a very high priority as they are simultaneously a ships strongest and weakest points.&lt;br /&gt;
&lt;br /&gt;
===Basic Usage===&lt;br /&gt;
The basic operation of a docking system requires a ship fitted with a Rail Docker, and a target ship, with at least one accessible Rail Basic, Rail Rotator, or Rail Turret Axis. On board the docking ship, the Rail Docker must be placed on the hotbar by opening the Weapons Menu ({{K|Weapon menu}}) and dragging the desired Rail Docker's icon into a hotbar slot. Then, the pilot must select the Rail Docker in the hotbar and fire it at the desired rail block on the target ship. A Rail Docker fires a beam over a relatively short range, and can be difficult to aim if the viewpoint is offset from the Z-axis of the docker itself. For greatest ease of aiming, a [[Camera]] should be placed directly behind, or in front of, the docker.&lt;br /&gt;
&lt;br /&gt;
===Static Docks and Linear Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Basic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
In StarMade, static docking and linear movement can both be done with a single type of block, the [[Rail Basic]]. If you wish to create a static dock where a docked ship does not move then all that is needed is to place a single Rail basic down in the desired direction and orientation. When a ship docks to this rail basic it will snap into place and in the direction that the arrow on the rail basic is facing. It is also advised that when creating static docks you make the appropriate space for it. Prospective docking ships will calculate if there is enough clearance before teleporting into place. If there is no room to dock then the docking ship will receive an error message.&lt;br /&gt;
&lt;br /&gt;
While docked entities will remain still when docked to a solitary Rail Basic if there is several rail basics place adjacent to each other then linear movement will occur. In rail movement a ship will slowly move across the face of a rail block. The direction in which a ship will move is determined again by the arrow on its &amp;quot;face&amp;quot;. A docked ship will continue to move in a given direction so long as the rails it is moving across all point in the same direction. If a rail block happens to face a different direction then the rail entity will &amp;quot;hop&amp;quot; its tracks and change course. Through the use of logic rail movement can be manipulated in more advanced ways such as instant directional changes as well as full stops.&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Rotator Clock Wise]] !! [[Rail Rotator Counter Clock Wise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Along with linear movement the rail system also allows docked ships to be rotated in different directions. The [[Rail Rotator Clock Wise]] and [[Rail Rotator Counter Clock Wise]] blocks are both used to rotate docked entities. Other than that both blocks function identically to each other. The &amp;quot;face&amp;quot; features two sets of arrows, A large central one and a directional quarter circle one. The central arrow much like the [[Rail Basic]] determines both the docking and linear movement direction. The quarter circular arrow indicates the direction in which a rail entity will turn. When used on their own the rotators will automatically turn a docked ship in its indicated direction. If used in conjunction with [[Rail Basic]]s it will first initiate its turn then move the docked ship in its linear movement direction (provided there is another rail block for it to move to).&lt;br /&gt;
&lt;br /&gt;
Rotator blocks make more extensive use of logic then their rail basic cousins. If you were to connect [[Activation Module]]s to a rotator rail then you can determine the rotational degree in which that rotator will turn. The act of turn on the Activation Modules will determine the total rotational degree of the next turn. Rotational degrees can be changed in 45 degrees at a time. With 8 activated Activation Modules a rotator will do a complete 360 degree turn. Connecting a 9th Activation Module will make the next turn infinite. Use this method to create infinity spinning rail creations. &lt;br /&gt;
===Turret Docking===&lt;br /&gt;
{{main|Turret}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Turret Axis]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Turret]]s can also created using docking but are less straight forward in their construction. They require the use of the [[Rail Turret Axis]] block. The Arrow on the block's &amp;quot;Face&amp;quot; only determines the docking direction and does not make a ship move at all. Once a ship has docked to a Rail Turret Axis it will have full 360 degree rotational movement, unlike Rail Rotators which require the use of logic and [[Activation Module]]s in its activation. However one docked ship will only allow for rotation on just one axis. In order to enable a turret to track targets along another axis you will need to dock another ship onto the first.&lt;br /&gt;
&lt;br /&gt;
The first ship that you dock will be considered the &amp;quot;Base&amp;quot; while the second one acts as the &amp;quot;Barrel&amp;quot;. The AI for turrets currently only takes advantage of two axes: The Horizontal (X-axis) and the Vertical (Y-axis). A turret will only take advantage of both axis's as long as there is one ship rotates along both axes. Whether the base or the barrel rotates along the x-axis doesn't matter as long as the other ship rotates along the y-axis. Finally the Barrel ship is the primary ship on a turret. When you activate the AI on the barrel it will control the base in order to allow more range of movement. The Barrel is also most likely where you will put all of your weapon systems. &amp;lt;u&amp;gt;There is (Currently?) no way for the base to share weapons and systems with the barrel.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Pickup Rail]] !! [[Pickup Point]] !! [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Pickup Point.png|link=Pickup Point| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shootout Rail.png|link=Shootout Rail|150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Fleets]] are special groupings of ships that players can designate to do a variety of tasks. One such benefit of fleets is the ability to create functioning carrier ships. These carrier ships make use of several intangible docking blocks in order to launch and recall fighters as well as moving them into their docks without physical rail contact. Fleet docking blocks are naturally invisible in [[Flight Mode|flight mode]] and can only be seen in [[Build Mode|build mode]]. All fleet docking blocks are also intangible meaning that players can fly through them. However they also count as a part of your ship and can trigger shields and be destroyed like any other block.&lt;br /&gt;
&lt;br /&gt;
The First of these blocks is the [[Pickup Rail]]. The pickup rail functions exactly like its physical counterpart the [[Rail Basic]] but with the added benefit of allowing docked entities to pass through it. These are mainly used to move fleet ships to their receptive docks on a carrier. They are also used in conjunction to the [[Pickup Point]] which is a unique block that acts as an auto docking point for any ship whose [[Rail Docker]] gets within 3 meters of it. They also work as a recall point for a ship's AI when in a fleet. The last fleet docking block is the [[Shootout Rail]]. This block is similar to the pickup rail but with the ability to launch docked entities from it like a real world aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
===Cargo Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Load]] !! [[Rail Unload]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Unload.png|link=Rail Unload| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Through the use of the rail system players can transfer items between entities. The Cargo rails, in terms of rail movement, function identically to the [[Rail Basic]]. They allow linear movement only while also being useful for static docks. Where cargo rails differ from normal rails is in their item transfer ability. Depending on which rail is in use items can either be pulled from a docked entity or pushed on to it provided the proper permissions have been given. The system also requires at least one [[Storage]] block connected to these blocks. '''Cargo rails will pull/push items from all connected Storage blocks'''. Permissions settings can be found in the '''ship''' radial menu ({{K|radial menu}}).&lt;br /&gt;
&lt;br /&gt;
The [[Rail Load]] block allows a parent entity to transfer items onto a ship that has docked to it. Ships that docked to it (with permission and an active storage block) will begin to pull items from any storage block that is currently connected to it. The [[Rail Unload]] does the opposite. Ships that dock to it will (with permission and an active storage block) push items from its cargo system to the parent entity. It should also be noted that &amp;lt;u&amp;gt;'''in order for items to successfully transfer over each storage block must have the proper filters set'''&amp;lt;/u&amp;gt;. &lt;br /&gt;
==Advanced Uses==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Speed and Mass===&lt;br /&gt;
TBA&lt;br /&gt;
===Logic===&lt;br /&gt;
TBA&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Docking]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Docking&amp;diff=11316</id>
		<title>Docking</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Docking&amp;diff=11316"/>
		<updated>2018-11-04T17:24:18Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''Docking''' is the process of attaching one ship to another entity in StarMade.  Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Docker]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Docker.png|link=Rail Docker| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Docking is an essential part of StarMade's core gameplay. Any [[Ship Core]] driven entity has the capacity to be attached to another entity be it a [[Space Station]], [[Asteroid]], or even another Ship. Players can also attach any number of ships on to each other creating massive chain docks. All in docking in the game requires the use of the [[Rail Docker]] and the various rail blocks. Using the Rail system players are able to not only create static docks for their ships but also fully mobile platforms. Ships docked to a rail network will move accordingly depending on the type of rail block used and its direction. [[Logic Signals]] are used to control the movement in a rail network. Docking a ship to a [[Faction]] Home base will make it completely invincible and access restricted keeping it safe while you are away. &lt;br /&gt;
&lt;br /&gt;
When a ship has been successfully docked it will begin to share several vital systems with its parent entity. The Energy Supply of the parent is added to the docked entity allowing the docked ship to rely entirely on its power for things like weapons and other systems. It should also be noted that the &amp;lt;u&amp;gt;maximum power capacity will stack for each entity&amp;lt;/u&amp;gt; as the docking chain goes deeper. The only down side to this is the fact the power generation is not shared and must be generated locally.&lt;br /&gt;
&lt;br /&gt;
Shields on a docked entity and its parent entity are shared but only to a certain extent. When struck with weapons fire a docked entity will count as part of the parent entity thus draining the parent's shields first. However as long as the parent entities shields remain above 25% (configurable) then the docked ship will be completely shielded. If the Parent entity's shielding does drop below 25% then all docked entities must rely on their on-board shielding for defenses. In larger fights going after a ships turrets can be a very high priority as they are simultaneously a ships strongest and weakest points.&lt;br /&gt;
&lt;br /&gt;
===Basic Usage===&lt;br /&gt;
The basic operation of a docking system requires a ship fitted with a Rail Docker, and a target ship, with at least one accessible Rail Basic, Rail Rotator, or Rail Turret Axis. On board the docking ship, the Rail Docker must be placed on the hotbar by opening the Weapons Menu ({{K|Weapon menu}}) and dragging the desired Rail Docker's icon into a hotbar slot. Then, the pilot must select the Rail Docker in the hotbar and fire it at the desired rail block on the target ship. A Rail Docker fires a beam over a relatively short range, and can be difficult to aim if the viewpoint is offset from the Z-axis of the docker itself. For greatest ease of aiming, a [[Camera]] should be placed directly behind, or in front of, the docker.&lt;br /&gt;
&lt;br /&gt;
===Static Docks and Linear Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Basic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
In StarMade, static docking and linear movement can both be done with a single type of block, the [[Rail Basic]]. If you wish to create a static dock where a docked ship does not move then all that is needed is to place a single Rail basic down in the desired direction and orientation. When a ship docks to this rail basic it will snap into place and in the direction that the arrow on the rail basic is facing. It is also advised that when creating static docks you make the appropriate space for it. Prospective docking ships will calculate if there is enough clearance before teleporting into place. If there is no room to dock then the docking ship will receive an error message.&lt;br /&gt;
&lt;br /&gt;
While docked entities will remain still when docked to a solitary Rail Basic if there is several rail basics place adjacent to each other then linear movement will occur. In rail movement a ship will slowly move across the face of a rail block. The direction in which a ship will move is determined again by the arrow on its &amp;quot;face&amp;quot;. A docked ship will continue to move in a given direction so long as the rails it is moving across all point in the same direction. If a rail block happens to face a different direction then the rail entity will &amp;quot;hop&amp;quot; its tracks and change course. Through the use of logic rail movement can be manipulated in more advanced ways such as instant directional changes as well as full stops.&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Rotator Clock Wise]] !! [[Rail Rotator Counter Clock Wise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Along with linear movement the rail system also allows docked ships to be rotated in different directions. The [[Rail Rotator Clock Wise]] and [[Rail Rotator Counter Clock Wise]] blocks are both used to rotate docked entities. Other than that both blocks function identically to each other. The &amp;quot;face&amp;quot; features two sets of arrows, A large central one and a directional quarter circle one. The central arrow much like the [[Rail Basic]] determines both the docking and linear movement direction. The quarter circular arrow indicates the direction in which a rail entity will turn. When used on their own the rotators will automatically turn a docked ship in its indicated direction. If used in conjunction with [[Rail Basic]]s it will first initiate its turn then move the docked ship in its linear movement direction (provided there is another rail block for it to move to).&lt;br /&gt;
&lt;br /&gt;
Rotator blocks make more extensive use of logic then their rail basic cousins. If you were to connect [[Activation Module]]s to a rotator rail then you can determine the rotational degree in which that rotator will turn. The act of turn on the Activation Modules will determine the total rotational degree of the next turn. Rotational degrees can be changed in 45 degrees at a time. With 8 activated Activation Modules a rotator will do a complete 360 degree turn. Connecting a 9th Activation Module will make the next turn infinite. Use this method to create infinity spinning rail creations. &lt;br /&gt;
===Turret Docking===&lt;br /&gt;
{{main|Turret}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Turret Axis]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Turret]]s can also created using docking but are less straight forward in their construction. They require the use of the [[Rail Turret Axis]] block. The Arrow on the block's &amp;quot;Face&amp;quot; only determines the docking direction and does not make a ship move at all. Once a ship has docked to a Rail Turret Axis it will have full 360 degree rotational movement, unlike Rail Rotators which require the use of logic and [[Activation Module]]s in its activation. However one docked ship will only allow for rotation on just one axis. In order to enable a turret to track targets along another axis you will need to dock another ship onto the first.&lt;br /&gt;
&lt;br /&gt;
The first ship that you dock will be considered the &amp;quot;Base&amp;quot; while the second one acts as the &amp;quot;Barrel&amp;quot;. The AI for turrets currently only takes advantage of two axes: The Horizontal (X-axis) and the Vertical (Y-axis). A turret will only take advantage of both axis's as long as there is one ship rotates along both axes. Whether the base or the barrel rotates along the x-axis doesn't matter as long as the other ship rotates along the y-axis. Finally the Barrel ship is the primary ship on a turret. When you activate the AI on the barrel it will control the base in order to allow more range of movement. The Barrel is also most likely where you will put all of your weapon systems. &amp;lt;u&amp;gt;There is (Currently?) no way for the base to share weapons and systems with the barrel.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Pickup Rail]] !! [[Pickup Point]] !! [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Pickup Point.png|link=Pickup Point| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shootout Rail.png|link=Shootout Rail|150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Fleets]] are special groupings of ships that players can designate to do a variety of tasks. One such benefit of fleets is the ability to create functioning carrier ships. These carrier ships make use of several intangible docking blocks in order to launch and recall fighters as well as moving them into their docks without physical rail contact. Fleet docking blocks are naturally invisible in [[Flight Mode|flight mode]] and can only be seen in [[Build Mode|build mode]]. All fleet docking blocks are also intangible meaning that players can fly through them. However they also count as a part of your ship and can trigger shields and be destroyed like any other block.&lt;br /&gt;
&lt;br /&gt;
The First of these blocks is the [[Pickup Rail]]. The pickup rail functions exactly like its physical counterpart the [[Rail Basic]] but with the added benefit of allowing docked entities to pass through it. These are mainly used to move fleet ships to their receptive docks on a carrier. They are also used in conjunction to the [[Pickup Point]] which is a unique block that acts as an auto docking point for any ship whose [[Rail Docker]] gets within 3 meters of it. They also work as a recall point for a ship's AI when in a fleet. The last fleet docking block is the [[Shootout Rail]]. This block is similar to the pickup rail but with the ability to launch docked entities from it like a real world aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
===Cargo Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Load]] !! [[Rail Unload]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Unload.png|link=Rail Unload| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Through the use of the rail system players can transfer items between entities. The Cargo rails, in terms of rail movement, function identically to the [[Rail Basic]]. They allow linear movement only while also being useful for static docks. Where cargo rails differ from normal rails is in their item transfer ability. Depending on which rail is in use items can either be pulled from a docked entity or pushed on to it provided the proper permissions have been given. The system also requires at least one [[Storage]] block connected to these blocks. '''Cargo rails will pull/push items from all connected Storage blocks'''. Permissions settings can be found in the '''ship''' radial menu ({{K|radial menu}}).&lt;br /&gt;
&lt;br /&gt;
The [[Rail Load]] block allows a parent entity to transfer items onto a ship that has docked to it. Ships that docked to it (with permission and an active storage block) will begin to pull items from any storage block that is currently connect to it. The [[Rail Unload]] does the opposite. Ships that dock to it will(with permission and an active storage block) push items from its cargo system to the parent entity. It should also be noted that &amp;lt;u&amp;gt;'''in order for items to successfully transfer over each storage block must have the proper filters set'''&amp;lt;/u&amp;gt;. &lt;br /&gt;
==Advanced Uses==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Speed and Mass===&lt;br /&gt;
TBA&lt;br /&gt;
===Logic===&lt;br /&gt;
TBA&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Docking]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Docking&amp;diff=11315</id>
		<title>Docking</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Docking&amp;diff=11315"/>
		<updated>2018-11-04T17:23:38Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: /* Static Docks and Linear Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''Docking''' is the process of attaching one ship to other entity in StarMade.  Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Docker]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Docker.png|link=Rail Docker| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Docking is an essential part of StarMade's core gameplay. Any [[Ship Core]] driven entity has the capacity to be attached to another entity be it a [[Space Station]], [[Asteroid]], or even another Ship. Players can also attach any number of ships on to each other creating massive chain docks. All in docking in the game requires the use of the [[Rail Docker]] and the various rail blocks. Using the Rail system players are able to not only create static docks for their ships but also fully mobile platforms. Ships docked to a rail network will move accordingly depending on the type of rail block used and its direction. [[Logic Signals]] are used to control the movement in a rail network. Docking a ship to a [[Faction]] Home base will make it completely invincible and access restricted keeping it safe while you are away. &lt;br /&gt;
&lt;br /&gt;
When a ship has been successfully docked it will begin to share several vital systems with its parent entity. The Energy Supply of the parent is added to the docked entity allowing the docked ship to rely entirely on its power for things like weapons and other systems. It should also be noted that the &amp;lt;u&amp;gt;maximum power capacity will stack for each entity&amp;lt;/u&amp;gt; as the docking chain goes deeper. The only down side to this is the fact the power generation is not shared and must be generated locally.&lt;br /&gt;
&lt;br /&gt;
Shields on a docked entity and its parent entity are shared but only to a certain extent. When struck with weapons fire a docked entity will count as part of the parent entity thus draining the parent's shields first. However as long as the parent entities shields remain above 25% (configurable) then the docked ship will be completely shielded. If the Parent entity's shielding does drop below 25% then all docked entities must rely on their on-board shielding for defenses. In larger fights going after a ships turrets can be a very high priority as they are simultaneously a ships strongest and weakest points.&lt;br /&gt;
&lt;br /&gt;
===Basic Usage===&lt;br /&gt;
The basic operation of a docking system requires a ship fitted with a Rail Docker, and a target ship, with at least one accessible Rail Basic, Rail Rotator, or Rail Turret Axis. On board the docking ship, the Rail Docker must be placed on the hotbar by opening the Weapons Menu ({{K|Weapon menu}}) and dragging the desired Rail Docker's icon into a hotbar slot. Then, the pilot must select the Rail Docker in the hotbar and fire it at the desired rail block on the target ship. A Rail Docker fires a beam over a relatively short range, and can be difficult to aim if the viewpoint is offset from the Z-axis of the docker itself. For greatest ease of aiming, a [[Camera]] should be placed directly behind, or in front of, the docker.&lt;br /&gt;
&lt;br /&gt;
===Static Docks and Linear Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Basic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
In StarMade, static docking and linear movement can both be done with a single type of block, the [[Rail Basic]]. If you wish to create a static dock where a docked ship does not move then all that is needed is to place a single Rail basic down in the desired direction and orientation. When a ship docks to this rail basic it will snap into place and in the direction that the arrow on the rail basic is facing. It is also advised that when creating static docks you make the appropriate space for it. Prospective docking ships will calculate if there is enough clearance before teleporting into place. If there is no room to dock then the docking ship will receive an error message.&lt;br /&gt;
&lt;br /&gt;
While docked entities will remain still when docked to a solitary Rail Basic if there is several rail basics place adjacent to each other then linear movement will occur. In rail movement a ship will slowly move across the face of a rail block. The direction in which a ship will move is determined again by the arrow on its &amp;quot;face&amp;quot;. A docked ship will continue to move in a given direction so long as the rails it is moving across all point in the same direction. If a rail block happens to face a different direction then the rail entity will &amp;quot;hop&amp;quot; its tracks and change course. Through the use of logic rail movement can be manipulated in more advanced ways such as instant directional changes as well as full stops.&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Rotator Clock Wise]] !! [[Rail Rotator Counter Clock Wise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Along with linear movement the rail system also allows docked ships to be rotated in different directions. The [[Rail Rotator Clock Wise]] and [[Rail Rotator Counter Clock Wise]] blocks are both used to rotate docked entities. Other than that both blocks function identically to each other. The &amp;quot;face&amp;quot; features two sets of arrows, A large central one and a directional quarter circle one. The central arrow much like the [[Rail Basic]] determines both the docking and linear movement direction. The quarter circular arrow indicates the direction in which a rail entity will turn. When used on their own the rotators will automatically turn a docked ship in its indicated direction. If used in conjunction with [[Rail Basic]]s it will first initiate its turn then move the docked ship in its linear movement direction (provided there is another rail block for it to move to).&lt;br /&gt;
&lt;br /&gt;
Rotator blocks make more extensive use of logic then their rail basic cousins. If you were to connect [[Activation Module]]s to a rotator rail then you can determine the rotational degree in which that rotator will turn. The act of turn on the Activation Modules will determine the total rotational degree of the next turn. Rotational degrees can be changed in 45 degrees at a time. With 8 activated Activation Modules a rotator will do a complete 360 degree turn. Connecting a 9th Activation Module will make the next turn infinite. Use this method to create infinity spinning rail creations. &lt;br /&gt;
===Turret Docking===&lt;br /&gt;
{{main|Turret}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Turret Axis]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Turret]]s can also created using docking but are less straight forward in their construction. They require the use of the [[Rail Turret Axis]] block. The Arrow on the block's &amp;quot;Face&amp;quot; only determines the docking direction and does not make a ship move at all. Once a ship has docked to a Rail Turret Axis it will have full 360 degree rotational movement, unlike Rail Rotators which require the use of logic and [[Activation Module]]s in its activation. However one docked ship will only allow for rotation on just one axis. In order to enable a turret to track targets along another axis you will need to dock another ship onto the first.&lt;br /&gt;
&lt;br /&gt;
The first ship that you dock will be considered the &amp;quot;Base&amp;quot; while the second one acts as the &amp;quot;Barrel&amp;quot;. The AI for turrets currently only takes advantage of two axes: The Horizontal (X-axis) and the Vertical (Y-axis). A turret will only take advantage of both axis's as long as there is one ship rotates along both axes. Whether the base or the barrel rotates along the x-axis doesn't matter as long as the other ship rotates along the y-axis. Finally the Barrel ship is the primary ship on a turret. When you activate the AI on the barrel it will control the base in order to allow more range of movement. The Barrel is also most likely where you will put all of your weapon systems. &amp;lt;u&amp;gt;There is (Currently?) no way for the base to share weapons and systems with the barrel.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Pickup Rail]] !! [[Pickup Point]] !! [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Pickup Point.png|link=Pickup Point| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shootout Rail.png|link=Shootout Rail|150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Fleets]] are special groupings of ships that players can designate to do a variety of tasks. One such benefit of fleets is the ability to create functioning carrier ships. These carrier ships make use of several intangible docking blocks in order to launch and recall fighters as well as moving them into their docks without physical rail contact. Fleet docking blocks are naturally invisible in [[Flight Mode|flight mode]] and can only be seen in [[Build Mode|build mode]]. All fleet docking blocks are also intangible meaning that players can fly through them. However they also count as a part of your ship and can trigger shields and be destroyed like any other block.&lt;br /&gt;
&lt;br /&gt;
The First of these blocks is the [[Pickup Rail]]. The pickup rail functions exactly like its physical counterpart the [[Rail Basic]] but with the added benefit of allowing docked entities to pass through it. These are mainly used to move fleet ships to their receptive docks on a carrier. They are also used in conjunction to the [[Pickup Point]] which is a unique block that acts as an auto docking point for any ship whose [[Rail Docker]] gets within 3 meters of it. They also work as a recall point for a ship's AI when in a fleet. The last fleet docking block is the [[Shootout Rail]]. This block is similar to the pickup rail but with the ability to launch docked entities from it like a real world aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
===Cargo Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Load]] !! [[Rail Unload]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Unload.png|link=Rail Unload| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Through the use of the rail system players can transfer items between entities. The Cargo rails, in terms of rail movement, function identically to the [[Rail Basic]]. They allow linear movement only while also being useful for static docks. Where cargo rails differ from normal rails is in their item transfer ability. Depending on which rail is in use items can either be pulled from a docked entity or pushed on to it provided the proper permissions have been given. The system also requires at least one [[Storage]] block connected to these blocks. '''Cargo rails will pull/push items from all connected Storage blocks'''. Permissions settings can be found in the '''ship''' radial menu ({{K|radial menu}}).&lt;br /&gt;
&lt;br /&gt;
The [[Rail Load]] block allows a parent entity to transfer items onto a ship that has docked to it. Ships that docked to it (with permission and an active storage block) will begin to pull items from any storage block that is currently connect to it. The [[Rail Unload]] does the opposite. Ships that dock to it will(with permission and an active storage block) push items from its cargo system to the parent entity. It should also be noted that &amp;lt;u&amp;gt;'''in order for items to successfully transfer over each storage block must have the proper filters set'''&amp;lt;/u&amp;gt;. &lt;br /&gt;
==Advanced Uses==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Speed and Mass===&lt;br /&gt;
TBA&lt;br /&gt;
===Logic===&lt;br /&gt;
TBA&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Docking]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Docking&amp;diff=11314</id>
		<title>Docking</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Docking&amp;diff=11314"/>
		<updated>2018-11-04T14:28:53Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''Docking''' is the process of attaching one ship to other entity in StarMade.  Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Docker]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Docker.png|link=Rail Docker| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Docking is an essential part of StarMade's core gameplay. Any [[Ship Core]] driven entity has the capacity to be attached to another entity be it a [[Space Station]], [[Asteroid]], or even another Ship. Players can also attach any number of ships on to each other creating massive chain docks. All in docking in the game requires the use of the [[Rail Docker]] and the various rail blocks. Using the Rail system players are able to not only create static docks for their ships but also fully mobile platforms. Ships docked to a rail network will move accordingly depending on the type of rail block used and its direction. [[Logic Signals]] are used to control the movement in a rail network. Docking a ship to a [[Faction]] Home base will make it completely invincible and access restricted keeping it safe while you are away. &lt;br /&gt;
&lt;br /&gt;
When a ship has been successfully docked it will begin to share several vital systems with its parent entity. The Energy Supply of the parent is added to the docked entity allowing the docked ship to rely entirely on its power for things like weapons and other systems. It should also be noted that the &amp;lt;u&amp;gt;maximum power capacity will stack for each entity&amp;lt;/u&amp;gt; as the docking chain goes deeper. The only down side to this is the fact the power generation is not shared and must be generated locally.&lt;br /&gt;
&lt;br /&gt;
Shields on a docked entity and its parent entity is shared but only to a certain extent. When struck with weapon fire a docked entity will count as part of the parent entity thus draining the parent's shields first. However as long as the parent entities shields remain above 25% (configurable) then the docked ship will be completely shielded. If the Parent entity's shielding does drop below 25% then all docked entities must rely on their on-board shielding for defenses. In larger fights going after a ships turrets can be a very high priority as they are simultaneously a ships strongest and weakest points.&lt;br /&gt;
&lt;br /&gt;
===Basic Usage===&lt;br /&gt;
The basic operation of a docking system requires a ship fitted with a Rail Docker, and a target ship, with at least one accessible Rail Basic, Rail Rotator, or Rail Turret Axis. On board the docking ship, the Rail Docker must be placed on the hotbar by opening the Weapons Menu ({{K|Weapon menu}}) and dragging the desired Rail Docker's icon into a hotbar slot. Then, the pilot must select the Rail Docker in the hotbar and fire it at the desired rail block on the target ship. A Rail Docker fires a beam over a relatively short range, and can be difficult to aim if the viewpoint is offset from the Z-axis of the docker itself. For greatest ease of aiming, a [[Camera]] should be placed directly behind, or in front of, the docker.&lt;br /&gt;
&lt;br /&gt;
===Static Docks and Linear Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Basic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
In StarMade, static docking and linear movement can both be done with a single type of block, the [[Rail Basic]]. If you wish to create a static dock where a docked ship does not move then all that is needed is to place a single Rail basic down in the desired direction and orientation. When a ship docks to this rail basic it will snap into place and in the direction that the arrow on the rail basic is facing. It is also advised that when creating static docks you make the appropriate space for it. prospective docking ships will calculate if there is enough clearance before teleporting into place. If there is no room to dock then the docking ship will receive an error message.&lt;br /&gt;
&lt;br /&gt;
While docked entities will remain still when docked to a solitary Rail Basic if there is several rail basics place adjacent to each other then linear movement will occur. In rail movement a ship will slowly move across the face of a rail block. The direction in which a ship will move is determined again by the arrow on its &amp;quot;face&amp;quot;. A docked ship will continue to move in a given direction so long as the rails it is moving across all point in the same direction. If a rail block happens to face a different direction then the rail entity will &amp;quot;hop&amp;quot; its tracks and change course. Through the use of logic rail movement can be manipulated in more advanced ways such as instant directional changes as well as full stops.&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Rotator Clock Wise]] !! [[Rail Rotator Counter Clock Wise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Along with linear movement the rail system also allows docked ships to be rotated in different directions. The [[Rail Rotator Clock Wise]] and [[Rail Rotator Counter Clock Wise]] blocks are both used to rotate docked entities. Other than that both blocks function identically to each other. The &amp;quot;face&amp;quot; features two sets of arrows, A large central one and a directional quarter circle one. The central arrow much like the [[Rail Basic]] determines both the docking and linear movement direction. The quarter circular arrow indicates the direction in which a rail entity will turn. When used on their own the rotators will automatically turn a docked ship in its indicated direction. If used in conjunction with [[Rail Basic]]s it will first initiate its turn then move the docked ship in its linear movement direction (provided there is another rail block for it to move to).&lt;br /&gt;
&lt;br /&gt;
Rotator blocks make more extensive use of logic then their rail basic cousins. If you were to connect [[Activation Module]]s to a rotator rail then you can determine the rotational degree in which that rotator will turn. The act of turn on the Activation Modules will determine the total rotational degree of the next turn. Rotational degrees can be changed in 45 degrees at a time. With 8 activated Activation Modules a rotator will do a complete 360 degree turn. Connecting a 9th Activation Module will make the next turn infinite. Use this method to create infinity spinning rail creations. &lt;br /&gt;
===Turret Docking===&lt;br /&gt;
{{main|Turret}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Turret Axis]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Turret]]s can also created using docking but are less straight forward in their construction. They require the use of the [[Rail Turret Axis]] block. The Arrow on the block's &amp;quot;Face&amp;quot; only determines the docking direction and does not make a ship move at all. Once a ship has docked to a Rail Turret Axis it will have full 360 degree rotational movement, unlike Rail Rotators which require the use of logic and [[Activation Module]]s in its activation. However one docked ship will only allow for rotation on just one axis. In order to enable a turret to track targets along another axis you will need to dock another ship onto the first.&lt;br /&gt;
&lt;br /&gt;
The first ship that you dock will be considered the &amp;quot;Base&amp;quot; while the second one acts as the &amp;quot;Barrel&amp;quot;. The AI for turrets currently only takes advantage of two axes: The Horizontal (X-axis) and the Vertical (Y-axis). A turret will only take advantage of both axis's as long as there is one ship rotates along both axes. Whether the base or the barrel rotates along the x-axis doesn't matter as long as the other ship rotates along the y-axis. Finally the Barrel ship is the primary ship on a turret. When you activate the AI on the barrel it will control the base in order to allow more range of movement. The Barrel is also most likely where you will put all of your weapon systems. &amp;lt;u&amp;gt;There is (Currently?) no way for the base to share weapons and systems with the barrel.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Pickup Rail]] !! [[Pickup Point]] !! [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Pickup Point.png|link=Pickup Point| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shootout Rail.png|link=Shootout Rail|150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Fleets]] are special groupings of ships that players can designate to do a variety of tasks. One such benefit of fleets is the ability to create functioning carrier ships. These carrier ships make use of several intangible docking blocks in order to launch and recall fighters as well as moving them into their docks without physical rail contact. Fleet docking blocks are naturally invisible in [[Flight Mode|flight mode]] and can only be seen in [[Build Mode|build mode]]. All fleet docking blocks are also intangible meaning that players can fly through them. However they also count as a part of your ship and can trigger shields and be destroyed like any other block.&lt;br /&gt;
&lt;br /&gt;
The First of these blocks is the [[Pickup Rail]]. The pickup rail functions exactly like its physical counterpart the [[Rail Basic]] but with the added benefit of allowing docked entities to pass through it. These are mainly used to move fleet ships to their receptive docks on a carrier. They are also used in conjunction to the [[Pickup Point]] which is a unique block that acts as an auto docking point for any ship whose [[Rail Docker]] gets within 3 meters of it. They also work as a recall point for a ship's AI when in a fleet. The last fleet docking block is the [[Shootout Rail]]. This block is similar to the pickup rail but with the ability to launch docked entities from it like a real world aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
===Cargo Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Load]] !! [[Rail Unload]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Unload.png|link=Rail Unload| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Through the use of the rail system players can transfer items between entities. The Cargo rails, in terms of rail movement, function identically to the [[Rail Basic]]. They allow linear movement only while also being useful for static docks. Where cargo rails differ from normal rails is in their item transfer ability. Depending on which rail is in use items can either be pulled from a docked entity or pushed on to it provided the proper permissions have been given. The system also requires at least one [[Storage]] block connected to these blocks. '''Cargo rails will pull/push items from all connected Storage blocks'''. Permissions settings can be found in the '''ship''' radial menu ({{K|radial menu}}).&lt;br /&gt;
&lt;br /&gt;
The [[Rail Load]] block allows a parent entity to transfer items onto a ship that has docked to it. Ships that docked to it (with permission and an active storage block) will begin to pull items from any storage block that is currently connect to it. The [[Rail Unload]] does the opposite. Ships that dock to it will(with permission and an active storage block) push items from its cargo system to the parent entity. It should also be noted that &amp;lt;u&amp;gt;'''in order for items to successfully transfer over each storage block must have the proper filters set'''&amp;lt;/u&amp;gt;. &lt;br /&gt;
==Advanced Uses==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Speed and Mass===&lt;br /&gt;
TBA&lt;br /&gt;
===Logic===&lt;br /&gt;
TBA&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Docking]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Docking&amp;diff=11313</id>
		<title>Docking</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Docking&amp;diff=11313"/>
		<updated>2018-11-04T14:28:32Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
'''Docking''' is there process of attaching one ship to other entity in StarMade.  Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Docker]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Docker.png|link=Rail Docker| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Docking is an essential part of StarMade's core gameplay. Any [[Ship Core]] driven entity has the capacity to be attached to another entity be it a [[Space Station]], [[Asteroid]], or even another Ship. Players can also attach any number of ships on to each other creating massive chain docks. All in docking in the game requires the use of the [[Rail Docker]] and the various rail blocks. Using the Rail system players are able to not only create static docks for their ships but also fully mobile platforms. Ships docked to a rail network will move accordingly depending on the type of rail block used and its direction. [[Logic Signals]] are used to control the movement in a rail network. Docking a ship to a [[Faction]] Home base will make it completely invincible and access restricted keeping it safe while you are away. &lt;br /&gt;
&lt;br /&gt;
When a ship has been successfully docked it will begin to share several vital systems with its parent entity. The Energy Supply of the parent is added to the docked entity allowing the docked ship to rely entirely on its power for things like weapons and other systems. It should also be noted that the &amp;lt;u&amp;gt;maximum power capacity will stack for each entity&amp;lt;/u&amp;gt; as the docking chain goes deeper. The only down side to this is the fact the power generation is not shared and must be generated locally.&lt;br /&gt;
&lt;br /&gt;
Shields on a docked entity and its parent entity is shared but only to a certain extent. When struck with weapon fire a docked entity will count as part of the parent entity thus draining the parent's shields first. However as long as the parent entities shields remain above 25% (configurable) then the docked ship will be completely shielded. If the Parent entity's shielding does drop below 25% then all docked entities must rely on their on-board shielding for defenses. In larger fights going after a ships turrets can be a very high priority as they are simultaneously a ships strongest and weakest points.&lt;br /&gt;
&lt;br /&gt;
===Basic Usage===&lt;br /&gt;
The basic operation of a docking system requires a ship fitted with a Rail Docker, and a target ship, with at least one accessible Rail Basic, Rail Rotator, or Rail Turret Axis. On board the docking ship, the Rail Docker must be placed on the hotbar by opening the Weapons Menu ({{K|Weapon menu}}) and dragging the desired Rail Docker's icon into a hotbar slot. Then, the pilot must select the Rail Docker in the hotbar and fire it at the desired rail block on the target ship. A Rail Docker fires a beam over a relatively short range, and can be difficult to aim if the viewpoint is offset from the Z-axis of the docker itself. For greatest ease of aiming, a [[Camera]] should be placed directly behind, or in front of, the docker.&lt;br /&gt;
&lt;br /&gt;
===Static Docks and Linear Movement===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Basic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Basic.png|link=Rail Basic| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
In StarMade, static docking and linear movement can both be done with a single type of block, the [[Rail Basic]]. If you wish to create a static dock where a docked ship does not move then all that is needed is to place a single Rail basic down in the desired direction and orientation. When a ship docks to this rail basic it will snap into place and in the direction that the arrow on the rail basic is facing. It is also advised that when creating static docks you make the appropriate space for it. prospective docking ships will calculate if there is enough clearance before teleporting into place. If there is no room to dock then the docking ship will receive an error message.&lt;br /&gt;
&lt;br /&gt;
While docked entities will remain still when docked to a solitary Rail Basic if there is several rail basics place adjacent to each other then linear movement will occur. In rail movement a ship will slowly move across the face of a rail block. The direction in which a ship will move is determined again by the arrow on its &amp;quot;face&amp;quot;. A docked ship will continue to move in a given direction so long as the rails it is moving across all point in the same direction. If a rail block happens to face a different direction then the rail entity will &amp;quot;hop&amp;quot; its tracks and change course. Through the use of logic rail movement can be manipulated in more advanced ways such as instant directional changes as well as full stops.&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Rotator Clock Wise]] !! [[Rail Rotator Counter Clock Wise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Rotator Clock Wise.png|link=Rail Rotator Clock Wise| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Rotator Counter Clock Wise.png|link=Rail Rotator Counter Clock Wise| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Along with linear movement the rail system also allows docked ships to be rotated in different directions. The [[Rail Rotator Clock Wise]] and [[Rail Rotator Counter Clock Wise]] blocks are both used to rotate docked entities. Other than that both blocks function identically to each other. The &amp;quot;face&amp;quot; features two sets of arrows, A large central one and a directional quarter circle one. The central arrow much like the [[Rail Basic]] determines both the docking and linear movement direction. The quarter circular arrow indicates the direction in which a rail entity will turn. When used on their own the rotators will automatically turn a docked ship in its indicated direction. If used in conjunction with [[Rail Basic]]s it will first initiate its turn then move the docked ship in its linear movement direction (provided there is another rail block for it to move to).&lt;br /&gt;
&lt;br /&gt;
Rotator blocks make more extensive use of logic then their rail basic cousins. If you were to connect [[Activation Module]]s to a rotator rail then you can determine the rotational degree in which that rotator will turn. The act of turn on the Activation Modules will determine the total rotational degree of the next turn. Rotational degrees can be changed in 45 degrees at a time. With 8 activated Activation Modules a rotator will do a complete 360 degree turn. Connecting a 9th Activation Module will make the next turn infinite. Use this method to create infinity spinning rail creations. &lt;br /&gt;
===Turret Docking===&lt;br /&gt;
{{main|Turret}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | [[Rail Turret Axis]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Turret Axis.png|link=Rail Turret Axis| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Turret]]s can also created using docking but are less straight forward in their construction. They require the use of the [[Rail Turret Axis]] block. The Arrow on the block's &amp;quot;Face&amp;quot; only determines the docking direction and does not make a ship move at all. Once a ship has docked to a Rail Turret Axis it will have full 360 degree rotational movement, unlike Rail Rotators which require the use of logic and [[Activation Module]]s in its activation. However one docked ship will only allow for rotation on just one axis. In order to enable a turret to track targets along another axis you will need to dock another ship onto the first.&lt;br /&gt;
&lt;br /&gt;
The first ship that you dock will be considered the &amp;quot;Base&amp;quot; while the second one acts as the &amp;quot;Barrel&amp;quot;. The AI for turrets currently only takes advantage of two axes: The Horizontal (X-axis) and the Vertical (Y-axis). A turret will only take advantage of both axis's as long as there is one ship rotates along both axes. Whether the base or the barrel rotates along the x-axis doesn't matter as long as the other ship rotates along the y-axis. Finally the Barrel ship is the primary ship on a turret. When you activate the AI on the barrel it will control the base in order to allow more range of movement. The Barrel is also most likely where you will put all of your weapon systems. &amp;lt;u&amp;gt;There is (Currently?) no way for the base to share weapons and systems with the barrel.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fleet Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Pickup Rail]] !! [[Pickup Point]] !! [[Shootout Rail]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Pickup Rail.png|link=Pickup Rail| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Pickup Point.png|link=Pickup Point| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Shootout Rail.png|link=Shootout Rail|150px]]&lt;br /&gt;
|}&lt;br /&gt;
[[Fleets]] are special groupings of ships that players can designate to do a variety of tasks. One such benefit of fleets is the ability to create functioning carrier ships. These carrier ships make use of several intangible docking blocks in order to launch and recall fighters as well as moving them into their docks without physical rail contact. Fleet docking blocks are naturally invisible in [[Flight Mode|flight mode]] and can only be seen in [[Build Mode|build mode]]. All fleet docking blocks are also intangible meaning that players can fly through them. However they also count as a part of your ship and can trigger shields and be destroyed like any other block.&lt;br /&gt;
&lt;br /&gt;
The First of these blocks is the [[Pickup Rail]]. The pickup rail functions exactly like its physical counterpart the [[Rail Basic]] but with the added benefit of allowing docked entities to pass through it. These are mainly used to move fleet ships to their receptive docks on a carrier. They are also used in conjunction to the [[Pickup Point]] which is a unique block that acts as an auto docking point for any ship whose [[Rail Docker]] gets within 3 meters of it. They also work as a recall point for a ship's AI when in a fleet. The last fleet docking block is the [[Shootout Rail]]. This block is similar to the pickup rail but with the ability to launch docked entities from it like a real world aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
===Cargo Docking===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; height=&amp;quot;30px&amp;quot; |&amp;lt;big&amp;gt;Docking Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Rail Load]] !! [[Rail Unload]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |[[File:Rail Load.png|link=Rail Load| 150px]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:Rail Unload.png|link=Rail Unload| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
Through the use of the rail system players can transfer items between entities. The Cargo rails, in terms of rail movement, function identically to the [[Rail Basic]]. They allow linear movement only while also being useful for static docks. Where cargo rails differ from normal rails is in their item transfer ability. Depending on which rail is in use items can either be pulled from a docked entity or pushed on to it provided the proper permissions have been given. The system also requires at least one [[Storage]] block connected to these blocks. '''Cargo rails will pull/push items from all connected Storage blocks'''. Permissions settings can be found in the '''ship''' radial menu ({{K|radial menu}}).&lt;br /&gt;
&lt;br /&gt;
The [[Rail Load]] block allows a parent entity to transfer items onto a ship that has docked to it. Ships that docked to it (with permission and an active storage block) will begin to pull items from any storage block that is currently connect to it. The [[Rail Unload]] does the opposite. Ships that dock to it will(with permission and an active storage block) push items from its cargo system to the parent entity. It should also be noted that &amp;lt;u&amp;gt;'''in order for items to successfully transfer over each storage block must have the proper filters set'''&amp;lt;/u&amp;gt;. &lt;br /&gt;
==Advanced Uses==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
===Speed and Mass===&lt;br /&gt;
TBA&lt;br /&gt;
===Logic===&lt;br /&gt;
TBA&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:Docking]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Shop&amp;diff=11296</id>
		<title>Shop</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Shop&amp;diff=11296"/>
		<updated>2018-11-01T16:04:50Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: I made minor spelling changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox entity&lt;br /&gt;
|image=[[File:A randomly-generated shop..png|700px]]&lt;br /&gt;
}}&lt;br /&gt;
'''Shops''' are NPC owned [[Space Station]]s that players can visit to buy and sell blocks. This article is about naturally generated shops. For personal shops, see [[Shop Module|Shop Module.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Shops are automatically generated structures that spawn everywhere in the universe. They are used to buy and sell most if not all items in the game and appear as a [[File:Shop_icon.png|baseline]] in the galaxy map. Shops are owned by the Trade Guild and will buy and sell every type of block, however its stock is random, and influenced by the blocks' rarity. Prices are not fixed and will vary between stations or change by the fact that you are buying or selling. See the list of all available items for more details on all available blocks and modules that are found at the shop. &lt;br /&gt;
&lt;br /&gt;
Around the middle there are 4 Undeathinators, where you can set your spawn point to. It is also wise to keep your guns pointed away from the station at all times less you want to incur the wrath of the trading guild's fleet (3 shots will do the trick). Once all the station's blocks are destroyed, the station-marker disappears, meaning you can no longer use any of its services.&lt;br /&gt;
[[File:Advanced Shop.png|thumb|right|An advanced shop.]]&lt;br /&gt;
===Structure===&lt;br /&gt;
Shops are long tubes made of [[Grey Standard Armor]]. They also have 4 Rail Dockers around the middle.&lt;br /&gt;
&lt;br /&gt;
===Advanced Shops===&lt;br /&gt;
[[File:Advanced Shop Zoomed.png|thumb|left|The center of an advanced shop. Note the NPC Shop Keeper, the Trader, that spawns inside.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced shops are more rare variants of normal shops. They spawn at a much lower rate compared to normal shops. &lt;br /&gt;
&lt;br /&gt;
They also have the same icon as a normal shop in the Galaxy Map, which makes them hard to locate.&lt;br /&gt;
An advanced shop will always spawn at (2, 2, 2), the default player spawn point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advanced shops will spawn a Trader inside, who can sell the player equipment and weapons. Please note that they will fight back upon provocation, but are peaceful otherwise.&lt;br /&gt;
===Console Commands===&lt;br /&gt;
&lt;br /&gt;
For StarMade admins, the /shop_restock can be used to restock the selected shop, whether it be in singleplayer or multiplayer.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Cannon_Computer&amp;diff=11292</id>
		<title>Cannon Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Cannon_Computer&amp;diff=11292"/>
		<updated>2018-10-27T04:54:16Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  [[File:Design.png|left|40px]]'''Pieces of information on this page are out of date.''' &amp;lt;br/&amp;gt;''If you would like to add/correct any data on this page press this [https://starmadepedia.net/index.php?title=Cannon_Computer&amp;amp;action=edit link].''&lt;br /&gt;
 }}&lt;br /&gt;
{{infobox block/Cannon_Computer}}&lt;br /&gt;
'''Cannon Computers''' are the main terminals for Cannon weapon systems. Cannons fire a single but powerful projectile and are the first weapon system that players have access to upon starting the game. Connecting this computer to another weapon computer will grant different slaving abilities.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. This controller can be connected to other weapons&lt;br /&gt;
and systems (cannon, beam, damage pulse, missile)&lt;br /&gt;
to customize your weapon.&lt;br /&gt;
&lt;br /&gt;
To link your Controller to its Modules, press C on the Controller, then X on the individual modules, &lt;br /&gt;
or alternatively Shift + $CONNECT_MODULE to mass select grouped modules.&lt;br /&gt;
&lt;br /&gt;
Afterwards you can link it to another weapon by connecting the weapon controller you want to upgrade&lt;br /&gt;
with the weapon controller you just made.&lt;br /&gt;
You can do this manually with $SELECT_MODULE and $CONNECT_MODULE or in the Weapons Menu.&lt;br /&gt;
&lt;br /&gt;
Note that for the full effect, &lt;br /&gt;
you need to connect 1:1 in size.&lt;br /&gt;
&lt;br /&gt;
Press R to get in/out of the Computer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Cannon_Computer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{{main|Weapon Systems}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Per Module !! Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +20&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1875&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 4,000&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Resting)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +3&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Charging)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +20&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage/Module count)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;|| 2 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Default)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;3 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (At 60 Dmg/3 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;4 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 200 Dmg/10 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;5 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 500 Dmg/25 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;6 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 1,020 Dmg/51 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;7 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 1,800 Dmg/90 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;8 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 2,900 Dmg/ 145 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;9 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 4,340 Dmg/217 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;10 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 6,220 Dmg/311 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;11 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 8,540 Dmg/427 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;12 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 11,360 Dmg/568 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;13 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 14,720 Dmg/736 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;14 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 18,680 Dmg/934 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;15 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 23,260 Dmg/1,163 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Cannon Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Cannon Barrel.png|link=Cannon Barrel| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;small&amp;gt;Select computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Semi-Automatic Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Damage Percentages&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Kinetic (&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;▲&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
!EM (&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|33%&lt;br /&gt;
|-&lt;br /&gt;
!Heat (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;▼&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|17%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaving Effect&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannon]]&lt;br /&gt;
| ''Increased Rate of Fire''&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missile]]&lt;br /&gt;
|''Fire Heat-Seeking Missiles''&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beams]]&lt;br /&gt;
|''Fire Continuous Beams''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;|''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Slaving==&lt;br /&gt;
&lt;br /&gt;
===Machine Gun===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1 ||style=&amp;quot;text-align:center;&amp;quot;| x0.2&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|0.1&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 937.5 &lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1 ||style=&amp;quot;text-align:center;&amp;quot;| x0.2&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Percent Ratio, Tier)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:right;&amp;quot;| -Latest Tier&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (starts at 11.2% ratio)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;br/&amp;gt; -Next Tier &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 39.4% ratio, 53.1% ratio,&amp;lt;br/&amp;gt; 63.6% ratio, 72.5% ratio,&amp;lt;br/&amp;gt; 80.3% ratio, 87.4% ratio,&amp;lt;br/&amp;gt; 94.0% ratio,)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Cannon Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Cannon Computer.png|link=Cannon Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Automatic Rapid Fire Projectiles''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
===Charge Shot===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Projectile)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x0.4&lt;br /&gt;
|-&lt;br /&gt;
|Total Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x4&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|2&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;  ||style=&amp;quot;text-align:center;&amp;quot;| 1||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 937.5 &lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x4&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;''Based on Weapon Array's &amp;lt;br/&amp;gt;Total Damage Output.&amp;lt;br/&amp;gt;Compounds with&amp;lt;br/&amp;gt; Master system's Damage''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Missile Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Missile Computer.png|link=Missile Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Charge-able Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
===Sniper Rifle===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Projectile)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x8&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|4&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 937.5||style=&amp;quot;text-align:center;&amp;quot;|1875&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|3&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x8&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;''Compounds with&amp;lt;br/&amp;gt; Master system's Damage''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Damage Beam Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Damage Beam Computer.png|link=Damage Beam Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Single Long-Range Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Weapon Navigator}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Missile_Computer&amp;diff=11291</id>
		<title>Missile Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Missile_Computer&amp;diff=11291"/>
		<updated>2018-10-27T04:51:15Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  [[File:Design.png|left|40px]]'''Pieces of information on this page are out of date.''' &amp;lt;br/&amp;gt;''If you would like to add/correct any data on this page press this [https://starmadepedia.net/index.php?title=Missile_Computer&amp;amp;action=edit link].''&lt;br /&gt;
 }}&lt;br /&gt;
{{infobox block/Missile_Computer}}&lt;br /&gt;
'''Missile Computers''' are the main terminals for missile weapon systems. This system fires a dumb fire missile that can deal damage to multiple blocks at once. Connecting this computer to another weapon computer will grant various slaving abilities.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. This controller can be connected to other weapons&lt;br /&gt;
and systems (cannon, beam, damage pulse, missile)&lt;br /&gt;
to customize your weapon.&lt;br /&gt;
&lt;br /&gt;
To link your Controller to its Modules, press C on the Controller, then X on the individual modules, &lt;br /&gt;
or alternatively Shift + $CONNECT_MODULE to mass select grouped modules.&lt;br /&gt;
&lt;br /&gt;
Afterwards you can link it to another weapon by connecting the weapon controller you want to upgrade&lt;br /&gt;
with the weapon controller you just made.&lt;br /&gt;
You can do this manually with $SELECT_MODULE and $CONNECT_MODULE or in the Weapons Menu.&lt;br /&gt;
&lt;br /&gt;
Note that for the full effect, &lt;br /&gt;
you need to connect 1:1 in size.&lt;br /&gt;
&lt;br /&gt;
Press R to get in/out of the Computer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Missile_Computer}}&lt;br /&gt;
==Usage==&lt;br /&gt;
{{main|Weapon Systems}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Per Module !! Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80px&amp;quot;| +100&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 2&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.00&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 450&lt;br /&gt;
|-&lt;br /&gt;
|Blast Radius &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Blocks)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|-||style=&amp;quot;text-align:center;&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +1500&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.00&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;||style=&amp;quot;border-left: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Supplementary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Missile Tube]] ||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;| [[Missile Capacity Module]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Missile Tube.png|link=Missile Tube| 150px]]||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|[[File:Missile Capacity Module.png|link=Missile Capacity Module| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Connection Method ||style=&amp;quot;border-left: solid 2px;&amp;quot;|Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;small&amp;gt;Select computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|&amp;lt;small&amp;gt;Place anywhere on entity.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border-left: solid 2px;&amp;quot;|Usage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|''Increase amount of Missiles an &amp;lt;br/&amp;gt;entity can have loaded at any given time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Amount added based on a&amp;lt;br/&amp;gt;Mass/Module ratio.''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Single Dumb Fire Missile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Damage Percentages&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Kinetic (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;▼&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|17%&lt;br /&gt;
|-&lt;br /&gt;
!EM (&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;▲&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
!Heat (&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|33%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaving Effect&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannon]]&lt;br /&gt;
| ''Fire Charge-able Shot''&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missile]]&lt;br /&gt;
|''Fire powerful shield ignoring &amp;lt;br/&amp;gt;Propulsion-less Missile''&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beams]]&lt;br /&gt;
|''Fire Latch on Beam''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;  height=&amp;quot;40px&amp;quot;| ''-Missiles can be shot down with [[Cannon Computer|cannons]]&amp;lt;br/&amp;gt;-Missiles have shields. Shield HP is proportional to damage&amp;lt;br/&amp;gt;-Missiles require ammo''&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Weapon Navigator}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Missile_Computer&amp;diff=11290</id>
		<title>Missile Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Missile_Computer&amp;diff=11290"/>
		<updated>2018-10-27T04:50:09Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  [[File:Design.png|left|40px]]'''Pieces of information on this page are out of date.''' &amp;lt;br/&amp;gt;''If you would like to add/correct any data on this page press this [https://starmadepedia.net/index.php?title=Missile_Computer&amp;amp;action=edit link].''&lt;br /&gt;
 }}&lt;br /&gt;
{{infobox block/Missile_Computer}}&lt;br /&gt;
'''Missile Computers''' are the main terminals for missile weapon systems. This system fires a dumb fire missile that can deal damage to multiple blocks at once. Connecting this computer to another weapon computer will grant various slaving abilities.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. This controller can be connected to other weapons&lt;br /&gt;
and systems (cannon, beam, damage pulse, missile)&lt;br /&gt;
to customize your weapon.&lt;br /&gt;
&lt;br /&gt;
To link your Controller to its Modules, press C on the Controller, then X on the individual modules, &lt;br /&gt;
or alternatively Shift + $CONNECT_MODULE to mass select grouped modules.&lt;br /&gt;
&lt;br /&gt;
Afterwards you can link it to another weapon by connecting the weapon controller you want to upgrade&lt;br /&gt;
with the weapon controller you just made.&lt;br /&gt;
You can do this manually with $SELECT_MODULE and $CONNECT_MODULE or in the Weapons Menu.&lt;br /&gt;
&lt;br /&gt;
Note that for the full effect, &lt;br /&gt;
you need to connect 1:1 in size.&lt;br /&gt;
&lt;br /&gt;
Press R to get in/out of the Computer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Missile_Computer}}&lt;br /&gt;
==Usage==&lt;br /&gt;
{{main|Weapon Systems}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Per Module !! Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;80px&amp;quot;| +100&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 2&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.00&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 450&lt;br /&gt;
|-&lt;br /&gt;
|Blast Radius &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Blocks)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|-||style=&amp;quot;text-align:center;&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 4,000&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +1500&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.00&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;||style=&amp;quot;border-left: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Supplementary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Missile Tube]] ||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;| [[Missile Capacity Module]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Missile Tube.png|link=Missile Tube| 150px]]||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|[[File:Missile Capacity Module.png|link=Missile Capacity Module| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Connection Method ||style=&amp;quot;border-left: solid 2px;&amp;quot;|Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;small&amp;gt;Select computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;||style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|&amp;lt;small&amp;gt;Place anywhere on entity.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
!style=&amp;quot;border-left: solid 2px;&amp;quot;|Usage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; border-left: solid 2px;&amp;quot;|''Increase amount of Missiles an &amp;lt;br/&amp;gt;entity can have loaded at any given time.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Amount added based on a&amp;lt;br/&amp;gt;Mass/Module ratio.''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Single Dumb Fire Missile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Damage Percentages&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Kinetic (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;▼&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|17%&lt;br /&gt;
|-&lt;br /&gt;
!EM (&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;▲&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
!Heat (&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|33%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaving Effect&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannon]]&lt;br /&gt;
| ''Fire Charge-able Shot''&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missile]]&lt;br /&gt;
|''Fire powerful shield ignoring &amp;lt;br/&amp;gt;Propulsion-less Missile''&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beams]]&lt;br /&gt;
|''Fire Latch on Beam''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;  height=&amp;quot;40px&amp;quot;| ''-Missiles can be shot down with [[Cannon Computer|cannons]]&amp;lt;br/&amp;gt;-Missiles have shields. Shield HP is proportional to damage&amp;lt;br/&amp;gt;-Missiles require ammo''&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Weapon Navigator}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Cannon_Computer&amp;diff=11289</id>
		<title>Cannon Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Cannon_Computer&amp;diff=11289"/>
		<updated>2018-10-27T04:48:38Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  [[File:Design.png|left|40px]]'''Pieces of information on this page are out of date.''' &amp;lt;br/&amp;gt;''If you would like to add/correct any data on this page press this [https://starmadepedia.net/index.php?title=Cannon_Computer&amp;amp;action=edit link].''&lt;br /&gt;
 }}&lt;br /&gt;
{{infobox block/Cannon_Computer}}&lt;br /&gt;
'''Cannon Computers''' are the main terminals for Cannon weapon systems. Cannons fire a single but powerful projectile and are the first weapon system that players have access to upon starting the game. Connecting this computer to another weapon computer will grant different slaving abilities.&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
&amp;quot;The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. This controller can be connected to other weapons&lt;br /&gt;
and systems (cannon, beam, damage pulse, missile)&lt;br /&gt;
to customize your weapon.&lt;br /&gt;
&lt;br /&gt;
To link your Controller to its Modules, press C on the Controller, then X on the individual modules, &lt;br /&gt;
or alternatively Shift + $CONNECT_MODULE to mass select grouped modules.&lt;br /&gt;
&lt;br /&gt;
Afterwards you can link it to another weapon by connecting the weapon controller you want to upgrade&lt;br /&gt;
with the weapon controller you just made.&lt;br /&gt;
You can do this manually with $SELECT_MODULE and $CONNECT_MODULE or in the Weapons Menu.&lt;br /&gt;
&lt;br /&gt;
Note that for the full effect, &lt;br /&gt;
you need to connect 1:1 in size.&lt;br /&gt;
&lt;br /&gt;
Press R to get in/out of the Computer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{production/Cannon_Computer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{{main|Weapon Systems}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Per Module !! Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +20&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 1875&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||style=&amp;quot;text-align:center;&amp;quot;| 4,000&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Resting)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +3&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Charging)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| +20&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage/Module count)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;|| 2 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Default)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;3 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (At 60 Dmg/3 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;4 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 200 Dmg/10 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;5 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 500 Dmg/25 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;6 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 1,020 Dmg/51 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;7 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 1,800 Dmg/90 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;8 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 2,900 Dmg/ 145 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;9 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 4,340 Dmg/217 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;10 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 6,220 Dmg/311 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;11 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 8,540 Dmg/427 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;12 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 11,360 Dmg/568 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;13 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 14,720 Dmg/736 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;14 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 18,680 Dmg/934 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;15 &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 23,260 Dmg/1,163 Modules)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Primary Module&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Cannon Barrel]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Cannon Barrel.png|link=Cannon Barrel| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;small&amp;gt;Select computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Semi-Automatic Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Damage Percentages&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Kinetic (&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;▲&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|50%&lt;br /&gt;
|-&lt;br /&gt;
!EM (&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|33%&lt;br /&gt;
|-&lt;br /&gt;
!Heat (&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;▼&amp;lt;/span&amp;gt;)&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|17%&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaving Effect&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannon]]&lt;br /&gt;
| ''Increased Rate of Fire''&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missile]]&lt;br /&gt;
|''Fire Heat-Seeking Missiles''&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beams]]&lt;br /&gt;
|''Fire Continuous Beams''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;|''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Slaving==&lt;br /&gt;
&lt;br /&gt;
===Machine Gun===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1 ||style=&amp;quot;text-align:center;&amp;quot;| x0.2&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|0.1&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 937.5 &lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1 ||style=&amp;quot;text-align:center;&amp;quot;| x0.2&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Percent Ratio, Tier)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:right;&amp;quot;| -Latest Tier&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (starts at 11.2% ratio)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;br/&amp;gt; -Next Tier &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (at 39.4% ratio, 53.1% ratio,&amp;lt;br/&amp;gt; 63.6% ratio, 72.5% ratio,&amp;lt;br/&amp;gt; 80.3% ratio, 87.4% ratio,&amp;lt;br/&amp;gt; 94.0% ratio,)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Cannon Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Cannon Computer.png|link=Cannon Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Automatic Rapid Fire Projectiles''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
===Charge Shot===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Projectile)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Decreases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x0.4&lt;br /&gt;
|-&lt;br /&gt;
|Total Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x4&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|2&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;  ||style=&amp;quot;text-align:center;&amp;quot;| 1||style=&amp;quot;text-align:center;&amp;quot;|10&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 937.5 &lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x4&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;''Based on Weapon Array's &amp;lt;br/&amp;gt;Total Damage Output.&amp;lt;br/&amp;gt;Compounds with&amp;lt;br/&amp;gt; Master system's Damage''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Missile Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Missile Computer.png|link=Missile Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Charge-able Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
===Sniper Rifle===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Weapon Stats&lt;br /&gt;
|-&lt;br /&gt;
!Stat !! Value Based on &amp;lt;br/&amp;gt;Increased Ratio!!colspan=&amp;quot;2&amp;quot;| Min/Max Value&lt;br /&gt;
|-&lt;br /&gt;
|Damage Output &amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt;(Per Projectile)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x8&lt;br /&gt;
|-&lt;br /&gt;
|Reload&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Seconds)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|  &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|4&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Shots&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| - ||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
|Projectile Speed&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Meters per Second)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 937.5||style=&amp;quot;text-align:center;&amp;quot;|1875&lt;br /&gt;
|-&lt;br /&gt;
|Range&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (In Sector Lengths)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| 1&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;|3&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;.0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Power Consumption&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Per Activation)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt; ||style=&amp;quot;text-align:center;&amp;quot;| x1||style=&amp;quot;text-align:center;&amp;quot;|x8&lt;br /&gt;
|-&lt;br /&gt;
|Block Penetration&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;&amp;lt;small&amp;gt; (Based on Damage)&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;||style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Increases&amp;lt;/span&amp;gt;||colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: grey&amp;quot;&amp;gt;''Compounds with&amp;lt;br/&amp;gt; Master system's Damage''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200px&amp;quot; height=&amp;quot;30px&amp;quot;|&amp;lt;big&amp;gt;Slaved Computer&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| [[Damage Beam Computer]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|[[File:Damage Beam Computer.png|link=Damage Beam Computer| 150px]]&lt;br /&gt;
|-&lt;br /&gt;
!Connection Method&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&amp;lt;small&amp;gt;Select primary computer with{{k|select module}}&amp;lt;br/&amp;gt; and connect with {{K|cancel ship movement}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border-top: solid 2px;&amp;quot;|&amp;lt;big&amp;gt;Primary Fire&amp;lt;/big&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Attack}} Fire&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Break block}} Zoom In/Out&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;small&amp;gt;{{K|Weapon bar switch}} Switch Firing Mode&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; height=&amp;quot;40px&amp;quot;| ''Single Long-Range Projectile''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot;| Unique Property&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;| ''-Can shoot down [[Missile Computer|missiles]]&amp;lt;br/&amp;gt;-AoE damage dependent on the X and Y&amp;lt;br/&amp;gt; dimensions of an array''&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Weapon Navigator}}&lt;br /&gt;
[[Category:Weapons]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Cargo_Space&amp;diff=11278</id>
		<title>Cargo Space</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Cargo_Space&amp;diff=11278"/>
		<updated>2018-10-06T11:11:36Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Cargo_Space}}&lt;br /&gt;
&lt;br /&gt;
Cargo Space blocks are used to expand the volume of a storage block, this allows you to store more blocks in it.  &lt;br /&gt;
You have to link the Storage block to the Cargo Space blocks. &lt;br /&gt;
&lt;br /&gt;
{{production/Cargo_Space}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Blocks that can be stored have a set mass. Cargo Space blocks, when linked to a [[Storage|Storage]] block, increase the overall maximum storage space of that Storage block by 100 mass units. This is a flat rate. There is no maximum cap on how much one Storage block can hold, as long as there are enough Cargo Space blocks linked to it. To link a Cargo Space block to a Storage block, press C on a Storage block then V on all Cargo Space blocks you wish to connect.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Weapons&amp;diff=11168</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Weapons&amp;diff=11168"/>
		<updated>2018-08-08T16:08:40Z</updated>

		<summary type="html">&lt;p&gt;12yanogden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Each weapon system consists of a computer [[Linking|linked]]  to at least 1 module of the same type ([[Cannon Computer]] with [[Cannon Barrel]], etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.&lt;br /&gt;
&lt;br /&gt;
In each group, one block is defined as the &amp;quot;output&amp;quot;: the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing {{K|Activate Module}}. The text which appears while aiming at a block will read  &amp;quot;[R]: Make Output (CURRENT)&amp;quot; if that block is the current output for its group, and &amp;quot;[R]: Make Output&amp;quot; otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).&lt;br /&gt;
&lt;br /&gt;
===Coloring===&lt;br /&gt;
The projectile or effect color of any weapon can be altered by [[linking]] the primary weapon computer to any light emitting block.&lt;br /&gt;
&lt;br /&gt;
===Primary Weapons===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannons]]&amp;lt;br/&amp;gt;[[File:Cannon Computer.png|link=Cannon Computer|75px]][[File:Cannon Barrel.png|link=Cannon Barrel|75px]] &lt;br /&gt;
|Fires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Every shot also produces recoil that is exerted on both the shooter and the target. The shooting entity (unless anchored to a [[Space Station]]) will be pushed back in the opposite direction of the shot. A target that is hit will also experience a similar effect on them at the point of impact. The amount of recoil depends greatly on the damage output of the cannon system.&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missiles]]&amp;lt;br/&amp;gt;[[File:Missile Computer.png|link=Missile Computer|75px]][[File:Missile Tube.png|link=Missile Tube|75px]]&lt;br /&gt;
|Fires a relatively fast moving dumb fire missile. Deals EM (Electromagnetic) damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Missiles also can be shoot down with [[Cannon Computer|cannons]]. To prevent this missiles have hit points to them. The amount of HP depends on the missile's damage output.&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beam]]&amp;lt;br/&amp;gt;[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]][[File:Damage Beam Module.png|link=Damage Beam Module|75px]]&lt;br /&gt;
|Fires an instantaneous laser beam that deals damage over time. Deals tremendous Heat damage and is great at dropping shields.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Its damage potential is based on its range. At less than 400m it will deal its full amount of damage to a target. Any range greater than 400m then its damage output begins to drop the further away the target is. The lowest damage output possible is 40%. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mines===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
![[Mine Layer|Mine]]&amp;lt;br/&amp;gt;[[File:Mine Layer.png|link=Mine Layer|75px]][[File:Mine Core.png|link=Mine Core|75px]] &lt;br /&gt;
|Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding {{K|break block}}.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
By placing additional modules adjacent to the [[Mine Core]] players can alter the nature of the mines that that system can lay. For instance, placing the [[Cannon Type Mine-Module]] will change the mines into projectile firing entities while using the [[Missile Type Mine-Module]] makes the mines fire heat seeking missiles. Other mine modules add other properties such as [[Stealth Mine-Module|stealth]] and [[Allied AI Mine-Module|friendly fire avoidance]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
![[Warhead]]&amp;lt;br/&amp;gt;[[File:Warhead.png|link=Warhead|75px]]&lt;br /&gt;
|Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
They can also be triggered remotely using [[Logic Signals]] or by simply pressing {{K|activate module}} (unadvised).    &lt;br /&gt;
|}&lt;br /&gt;
==Weapon Linking==&lt;br /&gt;
The properties of a weapon system can be modified by [[Linking|linking]] to other weapon systems or [[Effects|effects]]. Each weapon may only support 1 secondary and 1 tertiary system at a time.&lt;br /&gt;
&lt;br /&gt;
In linked weapon setups, the primary system is commonly referred to as the &amp;quot;master&amp;quot;, with secondary and tertiary systems being termed &amp;quot;slaves&amp;quot;. Only weapon systems can be used as secondary systems, not [[Support Tool Systems|support tool systems]]. Secondary systems provide the bulk of statistic alterations,  affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.&lt;br /&gt;
&lt;br /&gt;
Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).&lt;br /&gt;
&lt;br /&gt;
The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.&lt;br /&gt;
&lt;br /&gt;
Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, Increasing the penetration power of the weapon.&lt;br /&gt;
===Master/Slave Chart===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Primary&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Secondary&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannons]]&amp;lt;br/&amp;gt;[[File:Cannon Computer.png|link=Cannon Computer|75px]]&lt;br /&gt;
![[Missile Computer|Missiles]]&amp;lt;br/&amp;gt;[[File:Missile Computer.png|link=Missile Computer|75px]]&lt;br /&gt;
![[Damage Beam Computer|Damage Beam]]&amp;lt;br/&amp;gt;[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cannon Computer|Cannons]]&amp;lt;br/&amp;gt;[[File:Cannon Computer.png|link=Cannon Computer|75px]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Machine Gun'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Rate of fire&amp;lt;br/&amp;gt;+Decreased reload&amp;lt;br/&amp;gt;+Decreased Power usage&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Decreased Damage per bullet&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Charge Shot'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Can be charged&amp;lt;br/&amp;gt;+Increased Damage&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Increased Power usage&amp;lt;br/&amp;gt;-Increased Reload&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Sniper'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Damage&amp;lt;br/&amp;gt;+Increased Projectile Speed&amp;lt;br/&amp;gt;+Increased Penetration&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Increased Power usage&amp;lt;br/&amp;gt;-Increased Recoil&amp;lt;br/&amp;gt;-Decreased Rate of fire&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Missile Computer|Missiles]]&amp;lt;br/&amp;gt;[[File:Missile Computer.png|link=Missile Computer|75px]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Heat Seeker Swarm'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Missiles per shot&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Decreased Projectile speed&amp;lt;br/&amp;gt;-Missiles are indiscriminate&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Nuke'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Damage&amp;lt;br/&amp;gt;+Ignores Shields&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Increased Power usage&amp;lt;br/&amp;gt;-Increased Reload&amp;lt;br/&amp;gt;-Propulsion-less&amp;lt;br/&amp;gt;-Takes time to arm&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Homing'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Damage&amp;lt;br/&amp;gt;+Increased Projectile Speed&amp;lt;br/&amp;gt;+Can lock-on to targets&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Increased Power usage&amp;lt;br/&amp;gt;-Increased Reload&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Damage Beam Computer|Damage Beams]]&amp;lt;br/&amp;gt;[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Pulse Beam'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Rate of fire&amp;lt;br/&amp;gt;+Decreased reload&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Decreased Damage&amp;lt;br/&amp;gt;-No Latch on&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Lock on Beam'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Damage&amp;lt;br/&amp;gt;+Locks on&amp;lt;br/&amp;gt;+Increased Burst time&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Increased Reload&amp;lt;br/&amp;gt;-Increased Power usage&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|'''Death Beam'''&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;+Increased Damage&amp;lt;br/&amp;gt;+Increased Burst time&amp;lt;/span&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;-Must be charged to use&amp;lt;br/&amp;gt;-Stops shields &amp;lt;br/&amp;gt;regenerating while charging&amp;lt;br/&amp;gt;-Increased Power usage&amp;lt;br/&amp;gt;-Increased Reload&amp;lt;br/&amp;gt;-No latch on&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! System !! Effect&lt;br /&gt;
|-&lt;br /&gt;
![[Kinetic Effect Computer|Kinetic]]&amp;lt;br/&amp;gt;[[File:Kinetic Effect Computer.png|link=Kinetic Effect Computer|75px]][[File:Kinetic Effect.png|link=Kinetic Effect|75px]] &lt;br /&gt;
| Increases the amount of Kinetic damage a weapon system deals to a target.&lt;br /&gt;
|-&lt;br /&gt;
![[EM Effect Computer|EM (Electromagnetic)]]&amp;lt;br/&amp;gt;[[File:EM Effect Computer.png|link=EM Effect Computer|75px]][[File:EM Effect.png|link=EM Effect|75px]] &lt;br /&gt;
| Increases the amount of EM damage a weapon system deals to a target.&lt;br /&gt;
|-&lt;br /&gt;
![[Heat Effect Computer|Heat]]&amp;lt;br/&amp;gt;[[File:Heat Effect Computer.png|link=Heat Effect Computer|75px]][[File:Heat Effect.png|link=Heat Effect|75px]] &lt;br /&gt;
| Increases the amount of Heat damage a weapon system deals to a target.&lt;br /&gt;
|}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>12yanogden</name></author>
		
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