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		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=641</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=641"/>
		<updated>2016-07-09T06:41:03Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increase weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increase projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increase weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increased protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=640</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=640"/>
		<updated>2016-07-09T06:39:29Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increase weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increase projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increase weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=639</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=639"/>
		<updated>2016-07-09T06:39:02Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increase weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increase projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increase weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=638</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=638"/>
		<updated>2016-07-09T06:38:43Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=637</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=637"/>
		<updated>2016-07-09T06:38:23Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=636</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=636"/>
		<updated>2016-07-09T06:38:03Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=635</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=635"/>
		<updated>2016-07-09T06:37:41Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponent's armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Protects against EMP damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Protects against Shield damage&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Protects against momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Reduces damage against blocks&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Reduces damage from Pierce/Punch effects&lt;br /&gt;
*[[Push Effect Computer|Push]] - Adds thrust to forward vector, increasing speed for moving forwards but decreasing it for moving backwards&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Adds thrust to backwards vector, increasing speed for moving backwards but decreasing it for moving forwards&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Makes the ship less easily manipulated by gravity or momentum weapons ([[Push Effect Computer|Push]], [[Pull Effect Computer|Pull]] and [[Stop Effect Computer|Stop]])&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''For a detailed info-graphic on the various [[Weapon Systems]] and their [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ A Simple Graph for Weapon Linking]''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armour tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through]] and [[Piercing Effect Computer|Pierce]] so as to increase the effectiveness of one's armour, while a shield tanked ship would use [[Ion Effect Computer|Ion]] to increase the effectiveness of one's shields. A fighter may use [[Overdrive Effect Computer|Overdrive]] in order to avoid being shot down by the larger Turrets and Weapons.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=633</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=633"/>
		<updated>2016-07-09T06:21:28Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Defence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in its capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Increases block and armor damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and decreases opponents' armor efficiency, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
For a detailed infographic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Small Graph for Weapon Linking]&lt;br /&gt;
&lt;br /&gt;
Note: Piercing and Punch-Through effects once granted damage propagation, however as of [http://star-made.org/news/starmade-v0-19282-putting-more-fun-into-battles-also-boarding 0.19282] their effects have changed to match the new armor mechanics and the natural damage propagation of cannons and beams&lt;br /&gt;
&lt;br /&gt;
==Defence==&lt;br /&gt;
&lt;br /&gt;
Defence, like [[Weapon Systems|Weaponry]] is one of the most important aspects of any combat ship. While defence is very commonly found in the form of  shields ([[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]]), it's also just as prominent in the form of armour and [[Effects]]&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] throughout a ship. Like [[Thruster Module|Thruster Modules]], [[Shield Capacitor|Shield Capacitors]] and [[Shield-Recharger|Shield Rechargers]] do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armour tank, then it's not uncommon for shield systems to act as a layer of system armour, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armour is the most prominent form of tanking a ship, and is just as simple as shielding. Armour inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armour HP from the get-go. In order to effectively armour tank a ship, it's recommended to use multiple layers of armour, with [[Standard Armour]] being the most abundant armour type (making up the exterior armour plates/hull), with [[Advanced Armour]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armour set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armour is also quite common, with having multiple armour layers on the exterior so as to provide increases protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
[[Effects]], while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in someway when activated:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=631</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=631"/>
		<updated>2016-07-09T06:02:05Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture*, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture*, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*Puncture causes any excess damage to spread to the next block in line''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
For a detailed infographic on the various [[Weapon Systems]] and [[Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Small Graph for Weapon Linking]&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=630</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=630"/>
		<updated>2016-07-09T05:59:19Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture*, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture*, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*Puncture causes any excess damage to spread to the next block in line''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
For a detailed infographic on the various [[Weapon Systems]] and [Effects]], please see here: [https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ Starmade Dock: A Small Graph for Weapon Linking]&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=629</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=629"/>
		<updated>2016-07-09T05:51:31Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture*, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture*, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*Puncture causes any excess damage to spread to the next block in line''&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
For a detailed infographic on the various [[Weapon Systems]] and [Effects]], please see here: https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=628</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=628"/>
		<updated>2016-07-09T05:49:20Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
For a detailed infographic on the various [[Weapon Systems]] and [Effects]], please see here: https://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=627</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=627"/>
		<updated>2016-07-09T05:47:20Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=626</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=626"/>
		<updated>2016-07-09T05:46:49Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to attack or defend in a battle. There are four primary [[Weapon Systems]]:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] - Standard projectile weaponry&lt;br /&gt;
*[[Missile Computer|Missiles]] - Missile weaponry that explodes on impact&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] - Beam weaponry that does instantaneous damage at a limited range&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] - A pulse that damages anything in a small area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain [[Weapons|Weapon Systems]] can be slaved to others to have varying effects:&lt;br /&gt;
&lt;br /&gt;
*[[Cannon Computer|Cannons]] increases weapon's fire rate&lt;br /&gt;
*[[Missile Computer|Missiles]] increases projectile count per shot (when slaved to [[Missile Computer|Missiles]], fire mode is set to heat-seeking)&lt;br /&gt;
*[[Damage Beam Computer|Damage Beams]] increases weapon's range (when slaved to [[Missile Computer|Missiles]], fire mode is set to lock-on)&lt;br /&gt;
*[[Damage Pulse Computer|Damage Pulse]] increases weapon's raw damage output per shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each of these acting as slaves allows for a more diverse rang of weaponry, giving players more freedom over the construction of their ships. A couple of rather popular combinations would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]] (Machine Gun), [[Missile Computer|Missiles]]/[[Damage Beam Computer|Damage Beam]] (Standard use Missile/Lock on Missile) and [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]] (Anti-shield beam.)&lt;br /&gt;
&lt;br /&gt;
Along with the ability to slave [[Weapon Systems|Weapons]] to one another to create new types of [[Weapon Systems|Weapons]], there are also [[Effects]] which further increase the customization possible for a ship's weaponry. There are nine [[Effects]] in total:&lt;br /&gt;
&lt;br /&gt;
*[[EMP Effect Computer|EMP]] - Puts damage into targets power system rather than hull, damaging the amount of power in it's capacitors, while dealing less hull damage&lt;br /&gt;
*[[Ion Effect Computer|Ion]] - Puts damage into shield damage, causing more damage to shields but less to hull&lt;br /&gt;
*[[Explosive Effect Computer|Explosive]] - Adds additional AOE damage, while reducing the primary impact damage&lt;br /&gt;
*[[Punch-Through Effect Computer|Punch-Through]] - Ignores a % of armour and grants puncture, while reducing raw block damage&lt;br /&gt;
*[[Piercing Effect Computer|Pierce]] - Increases block damage and grants puncture, but decreases shield damage&lt;br /&gt;
*[[Push Effect Computer|Push]] - Converts damage to momentum which pushes the target, but reduces the raw damage output&lt;br /&gt;
*[[Pull Effect Computer|Pull]] - Converts damage to momentum which pulls the target towards the one firing, but reduces the raw damage output&lt;br /&gt;
*[[Stop Effect Computer|Stop]] - Converts damage to momentum which stops/slows the target, but reduces the raw damage output&lt;br /&gt;
*[[Overdrive Effect Computer|Overdrive]] - Increases damage but greatly increases power consumption&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Using these [[Effects]] a player can create highly specialized weapons. For example, a common anti-shield weapon would consist of [[Damage Beam Computer|Damage Beam]]/[[Damage Pulse Computer|Damage Pulse]]/[[Ion Effect Computer|Ion]], and a common anti-hull cannon would consist of [[Cannon Computer|Cannon]]/[[Cannon Computer|Cannon]]/[[Explosive Effect Computer|Explosive]].&lt;br /&gt;
 &lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=622</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=622"/>
		<updated>2016-07-09T04:27:11Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hulls and Armour is the primary means of defending against incoming attacks, providing basic protection and will generally increase the survivability of a ship. There are four types of Hull/Armour:&lt;br /&gt;
&lt;br /&gt;
*[[Basic Hull]] with 0.05 Mass, 5 System HP, 50 Armour HP, 75 Block HP and 0 Block Armour (Per block)&lt;br /&gt;
*[[Standard Armour]] with 0.15 Mass, 5 System HP, 75 Armour HP, 100 Block HP and 0.6 Block Armour (Per block)&lt;br /&gt;
*[[Advanced Armour]] with 0.25 Mass, 5 System HP, 100 Armour HP, 250 Block HP and 0.8 Block Armour (Per Block)&lt;br /&gt;
*[[Crystal Armour]] with the same stats as Advanced Armour, however is transparent (Somewhat Opaque)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The cost of the armour increases as the quality does, with [[Basic Hull]] requiring only [[Alloyed Metal Mesh]] and [[Crystal Composite]] to be made, with [[Standard Armour]] requiring the [[Basic Hull]] and a [[Standard hardener]], [[Advanced Armour]] requiring [[Standard Armour]] and an [[Advanced Hardener]] and [[Crystal Armour]] requiring [[Advanced Armour]] and a Crystal Block.&lt;br /&gt;
&lt;br /&gt;
Most times it's best to vary between the different armour types, as each provides their own look and allows for making the outer hull of a ship look better. Often times [[Standard Armour]] is used for the primary armour shell that covers the majority of the ship, with [[Advanced Armour]] claiming the interior and the central systems and [[Basic Hull]] being used for details, while [[Crystal Armour]] is used for glass/windows. However, the player is encouraged to vary between them all for every part of the ship to attain the best decorative value, and sometimes using only one armour type can be useful.&lt;br /&gt;
&lt;br /&gt;
Hull/Armour can also be coloured, though with rather tedious methods. In order to get coloured [[Basic Hull]], a player must run both [[Grey Hull]] and the [[Paint]] of their choice through a [[Basic Factory]], producing the [[Basic Hull]] of that colour. To attain coloured [[Standard Armour]], a player must run the coloured hull of their choice and a [[Standard Hardener]] through a [[Standard Factory]]. To produce coloured [[Advanced Armour]], a player must run the coloured [[Standard Armour]] of their choice and an [[Advanced Hardener]] through an [[Advanced Factory]]. To gain [[Crystal Armour]], a player must run the coloured [[Advanced Armour]] of their choice and the corresponding Crystal Block of that colour.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is often&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=621</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=621"/>
		<updated>2016-07-09T04:08:57Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This article describes basic ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
&lt;br /&gt;
===Defense===&lt;br /&gt;
&lt;br /&gt;
To survive attacks from pirates (AI) and other players, ships require some form of [[Defense Systems|defense]].&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
A ship , space station or planet can be equipped with [[Weapon Systems|weapons]]. These are also often considered mandatory for a good defense.&lt;br /&gt;
&lt;br /&gt;
==Utility==&lt;br /&gt;
&lt;br /&gt;
* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=620</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=620"/>
		<updated>2016-07-09T04:08:46Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: /* The Basics */&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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This article describes basic ship design.&lt;br /&gt;
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==The Basics==&lt;br /&gt;
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For a ship to be considered a ship, it must have the following components&lt;br /&gt;
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* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Power Reactor Module]] and [[Power Systems]])&lt;br /&gt;
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While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a [[Ship Core]], a single [[Power Reactor Module]] and a single [[Thruster Module]], which is more commonly made to serve the same purpose as just having the [[Ship Core]].&lt;br /&gt;
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===Defense===&lt;br /&gt;
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To survive attacks from pirates (AI) and other players, ships require some form of [[Defense Systems|defense]].&lt;br /&gt;
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==Offense==&lt;br /&gt;
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A ship , space station or planet can be equipped with [[Weapon Systems|weapons]]. These are also often considered mandatory for a good defense.&lt;br /&gt;
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==Utility==&lt;br /&gt;
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* [[Docking]]&lt;br /&gt;
* [[Turrets]]&lt;br /&gt;
* [[Plex Door|Doors]]&lt;br /&gt;
* [[Lights]]&lt;br /&gt;
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==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
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==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
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* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
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[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=619</id>
		<title>Thruster Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Thruster_Module&amp;diff=619"/>
		<updated>2016-07-09T04:02:02Z</updated>

		<summary type="html">&lt;p&gt;Das Blah: Thruster Modules are blocks that add thrust per block, to allow a ship to move&lt;/p&gt;
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&lt;div&gt;This article details the existence and use of a Thruster Module&lt;br /&gt;
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==The Essentials==&lt;br /&gt;
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A Thruster Module (Formerly known as a Hypercoil Thruster) is required to give a ship propulsion, and subsequently, the ability to move. While a core on it's own contains a small amount of thrust, if a player wants anything to move at a decent speed then Thruster Modules will be required.&lt;br /&gt;
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Every Thruster Module placed adds a fixed amount of thrust per block (1.7 thrust per block with thrust diverted equally)&lt;br /&gt;
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==Module Use==&lt;br /&gt;
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Thrusters are very commonly used for decorative purposes, either in large groups or scattered around individually. Thruster Module do not gain any additional bonuses from being adjacent to another Thruster Module, and so may be placed freely without any constraints. Often times it's seen as a good idea to have small groups of thrusters separated around a ship, so that it's harder to target them down and shut down a ship's movement. While it may be difficult with the many other modules in place, it's certainly recommended for absolute safety.&lt;br /&gt;
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Not only that, but considering the amount of thruster modules often needed, while uncommon, they can be used as a &amp;quot;system shield&amp;quot; to layer over other more important/more expensive systems so as to keep them safer, possibly increasing a ship's combat endurance. This ultimately depends on the ship and it's role, but for say a brawler where speed is not exactly important, it could be a good idea to use Thruster Modules to protect the more defensive/tanky modules.&lt;br /&gt;
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Thrust carries between entities. You may have a separate entity made up entirely of Thruster Modules, and dock it to a much larger ship, giving the parent ship the thrust from the child ship. However, this is EXTREMELY inefficient, as thrust transferred from a child to parent is reduced to 1/8th of the original thrust per entity it's travelling through.&lt;/div&gt;</summary>
		<author><name>Das Blah</name></author>
		
	</entry>
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