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	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=3925</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=3925"/>
		<updated>2016-09-05T18:12:52Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Defensive Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. &amp;lt;ref&amp;gt;http://star-made.org/news/balance-and-effects&amp;lt;/ref&amp;gt; When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to [[Weapon_Systems|weapons]] are a tertiary modification that alters the weapon's overall behaviour (the secondary being [[Weapon_Systems#Support_systems|weapon supports]], which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;br&amp;gt;&lt;br /&gt;
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the [[Weapons_Tab|Weapons Tab]] in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || Converts block damage into damage that reduces the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || Converts block damage into a braking effect to hold the target in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated (&amp;quot;on/off switch&amp;quot;) and remain persistent so long as its respective computer is &amp;quot;on&amp;quot;, while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.&lt;br /&gt;
&lt;br /&gt;
===Defensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description !! Type !! Max Effect !! Power per Second per Module Block !! Effect Block Count to Ship Mass for Max Effect&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || '''Power Damage Protection:''' Reduces damage that would target the ship's power supply. || Activated || 50% || 10 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || '''Moment[sic] Effect Protection:''' Reduces the effectiveness of weapons that modify a ship's position. || Activated || 100% || 15 e/s || .025&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || '''Shield Protection Bonus:''' Decreases damage that would be dealt to the ship's shields. || Activated || 60% || 20 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || '''Top Speed Bonus:''' Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. || Activated || 100% || 5 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || '''Block Armor Bonus:''' Increases the effectiveness of armor on armored blocks. || Activated || 15% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || '''Evade Burst:''' Produces a burst of motion that propels the ship backward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || '''Protection Against Piercing Projectiles:''' Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. || Activated || 30% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || 100% || 10 e/s || .025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The speed of the thrust is based on the module to mass ratio of your ship. Unlike the other effects, Pull and Push effects have no  limit. Adding more modules will continuously increase the burst speed up to the server speed limit.  It is unclear how the 5% ratio for maximum effect was reached.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=3924</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=3924"/>
		<updated>2016-09-05T18:12:13Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Defensive Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. &amp;lt;ref&amp;gt;http://star-made.org/news/balance-and-effects&amp;lt;/ref&amp;gt; When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to [[Weapon_Systems|weapons]] are a tertiary modification that alters the weapon's overall behaviour (the secondary being [[Weapon_Systems#Support_systems|weapon supports]], which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;br&amp;gt;&lt;br /&gt;
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the [[Weapons_Tab|Weapons Tab]] in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || Converts block damage into damage that reduces the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || Converts block damage into a braking effect to hold the target in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated (&amp;quot;on/off switch&amp;quot;) and remain persistent so long as its respective computer is &amp;quot;on&amp;quot;, while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.&lt;br /&gt;
&lt;br /&gt;
===Defensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description !! Type !! Max Effect !! Effect Module Power per Second per Block !! Effect Block Count to Ship Mass for Max Effect&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || '''Power Damage Protection:''' Reduces damage that would target the ship's power supply. || Activated || 50% || 10 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || '''Moment[sic] Effect Protection:''' Reduces the effectiveness of weapons that modify a ship's position. || Activated || 100% || 15 e/s || .025&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || '''Shield Protection Bonus:''' Decreases damage that would be dealt to the ship's shields. || Activated || 60% || 20 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || '''Top Speed Bonus:''' Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. || Activated || 100% || 5 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || '''Block Armor Bonus:''' Increases the effectiveness of armor on armored blocks. || Activated || 15% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || '''Evade Burst:''' Produces a burst of motion that propels the ship backward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || '''Protection Against Piercing Projectiles:''' Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. || Activated || 30% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || 100% || 10 e/s || .025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The speed of the thrust is based on the module to mass ratio of your ship. Unlike the other effects, Pull and Push effects have no  limit. Adding more modules will continuously increase the burst speed up to the server speed limit.  It is unclear how the 5% ratio for maximum effect was reached.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=3923</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=3923"/>
		<updated>2016-09-05T18:10:46Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Defensive Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. &amp;lt;ref&amp;gt;http://star-made.org/news/balance-and-effects&amp;lt;/ref&amp;gt; When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to [[Weapon_Systems|weapons]] are a tertiary modification that alters the weapon's overall behaviour (the secondary being [[Weapon_Systems#Support_systems|weapon supports]], which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;br&amp;gt;&lt;br /&gt;
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the [[Weapons_Tab|Weapons Tab]] in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || Converts block damage into damage that reduces the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || Converts block damage into a braking effect to hold the target in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated (&amp;quot;on/off switch&amp;quot;) and remain persistent so long as its respective computer is &amp;quot;on&amp;quot;, while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.&lt;br /&gt;
&lt;br /&gt;
===Defensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description !! Type !! Max Effect !! Power Per Second !! Effect Block Count to Ship Mass for Max Effect&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || '''Power Damage Protection:''' Reduces damage that would target the ship's power supply. || Activated || 50% || 10 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || '''Moment[sic] Effect Protection:''' Reduces the effectiveness of weapons that modify a ship's position. || Activated || 100% || 15 e/s || .025&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || '''Shield Protection Bonus:''' Decreases damage that would be dealt to the ship's shields. || Activated || 60% || 20 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || '''Top Speed Bonus:''' Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. || Activated || 100% || 5 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || '''Block Armor Bonus:''' Increases the effectiveness of armor on armored blocks. || Activated || 15% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || '''Evade Burst:''' Produces a burst of motion that propels the ship backward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || '''Protection Against Piercing Projectiles:''' Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. || Activated || 30% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || 100% || 10 e/s || .025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The speed of the thrust is based on the module to mass ratio of your ship. Unlike the other effects, Pull and Push effects have no  limit. Adding more modules will continuously increase the burst speed up to the server speed limit.  It is unclear how the 5% ratio for maximum effect was reached.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=3922</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=3922"/>
		<updated>2016-09-05T18:08:34Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Defensive Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. &amp;lt;ref&amp;gt;http://star-made.org/news/balance-and-effects&amp;lt;/ref&amp;gt; When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to [[Weapon_Systems|weapons]] are a tertiary modification that alters the weapon's overall behaviour (the secondary being [[Weapon_Systems#Support_systems|weapon supports]], which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;br&amp;gt;&lt;br /&gt;
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the [[Weapons_Tab|Weapons Tab]] in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || Converts block damage into damage that reduces the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || Converts block damage into a braking effect to hold the target in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated (&amp;quot;on/off switch&amp;quot;) and remain persistent so long as its respective computer is &amp;quot;on&amp;quot;, while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.&lt;br /&gt;
&lt;br /&gt;
===Defensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description !! Type !! Max Effect !! Power Per Second !! Effect Block Count to Ship Mass for Max Effect&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || '''Power Damage Protection:''' Reduces damage that would target the ship's power supply. || Activated || 50% || 10 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || '''Moment[sic] Effect Protection:''' Reduces the effectiveness of weapons that modify a ship's position. || Activated || 100% || 15 e/s || .025&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || '''Shield Protection Bonus:''' Decreases damage that would be dealt to the ship's shields. || Activated || 60% || 20 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || '''Top Speed Bonus:''' Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. || Activated || 100% || 5 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || '''Block Armor Bonus:''' Increases the effectiveness of armor on armored blocks. || Activated || 15% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || '''Evade Burst:''' Produces a burst of motion that propels the ship backward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || '''Protection Against Piercing Projectiles:''' Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. || Activated || 30% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || 100% || 10 e/s || .025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=3921</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=3921"/>
		<updated>2016-09-05T18:07:49Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Defensive Effects */  Added max effect, power draw and ratio columns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. &amp;lt;ref&amp;gt;http://star-made.org/news/balance-and-effects&amp;lt;/ref&amp;gt; When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to [[Weapon_Systems|weapons]] are a tertiary modification that alters the weapon's overall behaviour (the secondary being [[Weapon_Systems#Support_systems|weapon supports]], which are created by linking two weapon computers together). The number of effect modules linked to their respective computer determines how much of the effect is applied to the linked weapon's output. In order to achieve 100% effect on a weapon, the number of effect modules linked to the effect's computer must be on a 1:1 ratio to the number of weapon modules that the effect's computer is linked to. Most effect modules uses the fraction of parent weapon's damage and converts it into effect value, while some systems amplify the base damage for specific targets, while reducing it efficiency against others. Regardless, effect modules would increase the overall size of the weapon and it's damage output similar to weapon modules.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;br&amp;gt;&lt;br /&gt;
There are 40 missile tubes on a ship that is being built. The owner wants to add a stop effect to the missiles, but still wants the missiles to do damage, so the owner would like the stop effect to be at 25%.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Since there are 40 missile tubes on the ship, in order to achieve the desired 25% effect (1:4 ratio), a total of 10 stop modules will need to be placed on the ship and linked to a stop computer; this stop computer will then need to be linked (slaved) to the missile computer in the [[Weapons_Tab|Weapons Tab]] in order to be applied to the projectiles produced by the weapon. As result, missile system built by the owner will convert 25% of it's damage into a Stop effect' strength.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || Converts block damage into damage that reduces the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || For damage beams and cannons, slightly increases block damage and decreases opponent armor efficiency, but decreases shield damage. For missiles and pulses, slightly increases the blast radius and decreases opponent armor efficiency.&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || For damage beams and cannons, increases block and armor damage. For missiles and pulses, slightly increases the blast radius and increases armor damage.&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || Converts block damage into a braking effect to hold the target in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed on the hotbar without being linked (slaved) to a weapon will produce a defensive effect for the ship. Some effects are activated (&amp;quot;on/off switch&amp;quot;) and remain persistent so long as its respective computer is &amp;quot;on&amp;quot;, while others produce a burst effect. Effects that remain active increase the power consumption (cons) of the ship. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The efficiency of the effect produced is proportional to the mass of the ship using the computer (awaiting confirmation). Keep in mind that modules and computers add mass to the ship as well.&lt;br /&gt;
&lt;br /&gt;
===Defensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect Name !! Description !! Type !! Max Effect !! Power Per Second !! Effect Block Count to Ship Mass for Max Effect&lt;br /&gt;
|-&lt;br /&gt;
| EMP Effect || '''Power Damage Protection:''' Reduces damage that would target the ship's power supply. || Activated || 50% || 10 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Explosive Effect || '''Moment[sic] Effect Protection:''' Reduces the effectiveness of weapons that modify a ship's position. || Activated || 100% || 15 e/s || .025&lt;br /&gt;
|-&lt;br /&gt;
| Ion Effect || '''Shield Protection Bonus:''' Decreases damage that would be dealt to the ship's shields. || Activated || 60% || 20 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Overdrive Effect || '''Top Speed Bonus:''' Increases the top speed achievable by the ship. 100% efficiency system will double the top speed. || Activated || 100% || 5 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Effect || '''Block Armor Bonus:''' Increases the effectiveness of armor on armored blocks. || Activated || 15% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Pull Effect || '''Evade Burst:''' Produces a burst of motion that propels the ship backward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Punch-Through Effect || '''Protection Against Piercing Projectiles:''' Reduces the damage taken by blocks affected by a weapon that is utilizing the Piercing Effect. || Activated || 30% || 10 e/s || .10&lt;br /&gt;
|-&lt;br /&gt;
| Push Effect || '''Take Off Burst:''' Produces a burst of motion that propels the ship forward. || Burst || inf* || 40 e/s || .05&lt;br /&gt;
|-&lt;br /&gt;
| Stop Effect || '''Anti Gravity:''' Reduces the effect of gravitational pull from sources such as planets and black holes. || Activated || .025&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Template:Production/Stop_Effect_Module&amp;diff=3896</id>
		<title>Template:Production/Stop Effect Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Template:Production/Stop_Effect_Module&amp;diff=3896"/>
		<updated>2016-09-05T16:49:35Z</updated>

		<summary type="html">&lt;p&gt;Asypha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Stop Effect System]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Advanced Factory&lt;br /&gt;
|it1=Zercaner Capsule&lt;br /&gt;
|ic1=25&lt;br /&gt;
|it2=Mattise Capsule&lt;br /&gt;
|ic2=50&lt;br /&gt;
|ot1=Stop Effect Module&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Template:Production/Stop_Effect_Module&amp;diff=3895</id>
		<title>Template:Production/Stop Effect Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Template:Production/Stop_Effect_Module&amp;diff=3895"/>
		<updated>2016-09-05T16:37:20Z</updated>

		<summary type="html">&lt;p&gt;Asypha: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[[Stop Effect System]]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Advanced Factory&lt;br /&gt;
|it1=Zercaner Capsule&lt;br /&gt;
|ic1=25&lt;br /&gt;
|it2=Mattise Capsule&lt;br /&gt;
|ic2=50&lt;br /&gt;
|ot1=Stop Effect Module&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Power_Supply_Computer&amp;diff=3731</id>
		<title>Power Supply Computer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Power_Supply_Computer&amp;diff=3731"/>
		<updated>2016-08-16T07:22:19Z</updated>

		<summary type="html">&lt;p&gt;Asypha: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/Power_Supply_Computer}}&lt;br /&gt;
&lt;br /&gt;
The Power Supply Computer is required for creating functioning Power Supply systems. It is capable of controlling any amount of Power Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Power Supply Modules using V while it is selected and you are looking at a Power Supply Module. 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.  &lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
A Power supply beam may be used to provide energy to any ship which isn't docked (directly or indirectly) to the entity supporting the power supply beam modules and computer. For instance, you can transfer energy from a turret to your ship with power supply beams, but not the opposite (the beams would simply pass through it), it isn't really a problem though as turrets and docked entities can freely use the energy of the main ship anyway. When transferring energy, 20% is consumed by the power supply systems (in general, supply/beam is far less efficient for instance with only 1440 supplied energy per block each 3 seconds during 15s and a power consumption of 1500 per block per second, i.e. 68% lost energy), theoretically making docked reactors slightly less efficient than your main ship reactors. However, as for now, the consumption of power supply beams is slightly higher than what it should be, making them less efficient (about 50% efficiency, see [http://bugs.star-made.org/issues/1938 bug #1938] for more details). This beam cannot be stopped by shields, and can target any block of the other ship. If the beam doesn't touch any ship, the power consumption seem to be reduced. &lt;br /&gt;
&lt;br /&gt;
{{production/Power_Supply_Computer}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SupportTools]] [[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Asypha</name></author>
		
	</entry>
</feed>