<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://starmadepedia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FireShredder24</id>
	<title>StarMade Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://starmadepedia.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FireShredder24"/>
	<link rel="alternate" type="text/html" href="https://starmadepedia.net/wiki/Special:Contributions/FireShredder24"/>
	<updated>2026-05-12T03:06:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.3</generator>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stealth_Chamber&amp;diff=11861</id>
		<title>Reactor Stealth Chamber</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stealth_Chamber&amp;diff=11861"/>
		<updated>2021-07-28T14:27:24Z</updated>

		<summary type="html">&lt;p&gt;FireShredder24: /* Chamber Tree clarifies anti lockon*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{infobox block/Reactor Stealth Chamber}}&lt;br /&gt;
==Item Description==&lt;br /&gt;
Reactor Chamber to enhance stealth capabilities.&lt;br /&gt;
Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks.&lt;br /&gt;
{{production/Reactor Stealth Chamber}}&lt;br /&gt;
==Usage==&lt;br /&gt;
TBA&lt;br /&gt;
===Chamber Tree===&lt;br /&gt;
{{tree|&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Stealth Drive&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;|root|class=horizontal|children=&lt;br /&gt;
{{tree|Stealth Usage &amp;lt;br/&amp;gt;Duration 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Stealth Usage &amp;lt;br/&amp;gt;Duration 2}}&lt;br /&gt;
{{tree|Stealth Usage &amp;lt;br/&amp;gt;Duration 3}}&lt;br /&gt;
{{tree|Stealth Usage &amp;lt;br/&amp;gt;Duration Permanent}}}}&lt;br /&gt;
{{tree|Stealth Charge&amp;lt;br/&amp;gt;Speed 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Stealth Charge&amp;lt;br/&amp;gt;Speed 2}}&lt;br /&gt;
{{tree|Stealth Charge&amp;lt;br/&amp;gt;Speed 3}}}}&lt;br /&gt;
{{tree|Stealth Power &amp;lt;br/&amp;gt;Efficiency 1|note=New Chamber|children=&lt;br /&gt;
{{tree|Stealth Power &amp;lt;br/&amp;gt;Efficiency 2}}&lt;br /&gt;
{{tree|Stealth Power &amp;lt;br/&amp;gt;Efficiency 3}}}}&lt;br /&gt;
{{tree|Stealth Strength 1|note=New Chamber|children= {{tree|Stealth Anti Lock On|note=New Chamber}}}}&lt;br /&gt;
{{tree|Stealth Strength 2|children= {{tree|Stealth Jammer|note=New Chamber}}}}&lt;br /&gt;
{{tree|Stealth Strength 3| children= {{tree|Stealth Cloaker|note=New Chamber}}}}&lt;br /&gt;
{{tree|Stealth Strength 4|children=&lt;br /&gt;
{{tree|Stealth Strength 5}}}}}}&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; height=&amp;quot;40px&amp;quot;|Chamber Name || rowspan=&amp;quot;2&amp;quot;|Description || colspan=&amp;quot;2&amp;quot;|Chamber Capacity ||rowspan=&amp;quot;2&amp;quot;|Stats&lt;br /&gt;
|- &lt;br /&gt;
!Level || Value&lt;br /&gt;
|-&lt;br /&gt;
!Stealth Drive&lt;br /&gt;
| Enables [[Stealth Drive (System)|Stealth Drive]]. While active, protects your structure from being scanned in addition to providing extra stealth mechanics through other chamber effects.&amp;lt;br/&amp;gt;Your stealth strength decides how well your structure information and stealth drive functionality is protected against scans.||style=&amp;quot;text-align:center;&amp;quot;|N/A|| style=&amp;quot;text-align:center;&amp;quot;|+6%|| &amp;lt;small&amp;gt;+Stealth Drive&amp;lt;br/&amp;gt;10s Charge Time&amp;lt;br/&amp;gt;+1 Stealth Strength&amp;lt;br/&amp;gt;10s Usage Time&amp;lt;br/&amp;gt;+100% Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;4&amp;quot;|Stealth&amp;lt;br/&amp;gt;Usage Duration&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Increases the usage duration of your Stealth Drive.||style=&amp;quot;text-align:center;&amp;quot;|1||style=&amp;quot;text-align:center;&amp;quot;| +2% (8%)||&amp;lt;small&amp;gt;+5s (15s) Usage Time&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2 ||style=&amp;quot;text-align:center;&amp;quot;| +4% (12%)||&amp;lt;small&amp;gt;+5s (20s) Usage Time&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3 ||style=&amp;quot;text-align:center;&amp;quot;| +6% (18%)||&amp;lt;small&amp;gt;+10s (30s) Usage Time&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|Perm ||style=&amp;quot;text-align:center;&amp;quot;| +20% (38%)||&amp;lt;small&amp;gt;+Permanent Usage&amp;lt;br/&amp;gt;+150% Constant Power Cost&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|Stealth &amp;lt;br/&amp;gt;Charge Speed&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Increase the recharge speed of your Stealth Drive.||style=&amp;quot;text-align:center;&amp;quot;|1|| style=&amp;quot;text-align:center;&amp;quot;|+2% (8%)||&amp;lt;small&amp;gt;-2s (8s) Charge Time&amp;lt;br/&amp;gt;+25% (125%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (10%)||&amp;lt;small&amp;gt;-2s (6s) Charge Time&amp;lt;br/&amp;gt;+41.6% (166.6%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (12%)||&amp;lt;small&amp;gt;-4s (2s) Charge Time&amp;lt;br/&amp;gt;+333.3% (499.9%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;3&amp;quot;|Stealth &amp;lt;br/&amp;gt;Power Efficiency&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Decreases the power usage of your Stealth Drive.||style=&amp;quot;text-align:center;&amp;quot;|1||style=&amp;quot;text-align:center;&amp;quot;| +2% (8%)||&amp;lt;small&amp;gt;-20% (80%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2 ||style=&amp;quot;text-align:center;&amp;quot;| +4% (12%)||&amp;lt;small&amp;gt;-20% (60%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3 ||style=&amp;quot;text-align:center;&amp;quot;| +4% (16%)||&amp;lt;small&amp;gt;-40.1% (19.9%) Charge Cost&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;5&amp;quot;|Stealth Strength&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;|Increase your Stealth Drive's resistance to Short Range Scanners||style=&amp;quot;text-align:center;&amp;quot;|1||style=&amp;quot;text-align:center;&amp;quot;| +2% (8%)||&amp;lt;small&amp;gt;+1 (2) Stealth Strength&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (10%)||&amp;lt;small&amp;gt;+1 (3) Stealth Strength&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (12%)||&amp;lt;small&amp;gt;+1 (4) Stealth Strength&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (14%)||&amp;lt;small&amp;gt;+1 (5) Stealth Strength&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5 ||style=&amp;quot;text-align:center;&amp;quot;| +2% (16%)||&amp;lt;small&amp;gt;+1 (6) Stealth Strength&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Stealth Anti Lockon&lt;br /&gt;
| Enables anti lockon while the Stealth Drive is active, stopping any missile weapon from locking on to you(NOTE: does not prevent lock-on, only doubles the lock-on time).||style=&amp;quot;text-align:center;&amp;quot;|N/A|| style=&amp;quot;text-align:center;&amp;quot;|+6% (14%)|| &amp;lt;small&amp;gt;+100% Missile Lock on Time&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Stealth Jammer&lt;br /&gt;
| Enables radarjammer while the Stealth Drive is active, hiding your navigation marker.||style=&amp;quot;text-align:center;&amp;quot;|N/A|| style=&amp;quot;text-align:center;&amp;quot;|+6% (16%)|| &amp;lt;small&amp;gt;+Radar Jammer&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Stealth Cloaker&lt;br /&gt;
| Enables cloaking while the Stealth Drive is active, visually hiding your structure. &amp;lt;br/&amp;gt;If you're scanned with a strong enough scanner, the entire Stealth Drive will shut down if it has the cloaking ability.||style=&amp;quot;text-align:center;&amp;quot;|N/A|| style=&amp;quot;text-align:center;&amp;quot;|+12% (28%)|| &amp;lt;small&amp;gt;+Cloaker&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
{{Reactor Chamber Navigator}}&lt;br /&gt;
[[Category:Chamber]]&lt;/div&gt;</summary>
		<author><name>FireShredder24</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=BOBBY_AI_Module&amp;diff=11860</id>
		<title>BOBBY AI Module</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=BOBBY_AI_Module&amp;diff=11860"/>
		<updated>2021-07-28T14:16:07Z</updated>

		<summary type="html">&lt;p&gt;FireShredder24: Added description for fire mode and missile damage prioritization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{infobox block/BOBBY_AI_Module}}&lt;br /&gt;
'''{{PAGENAME}}s''' are simple AI system modules that grant ships basic AI functions. They are '''required''' in order to create turrets and drone ships. They can be activated/deactivated with [[Logic Signals]].&lt;br /&gt;
&lt;br /&gt;
==Item Description==&lt;br /&gt;
The BOBBY AI Module is a capable of providing basic and rudimentary automation and functions. Useful for building automated turrets, amongst a few other applications. It can be configured by opening up your Menu (Inventory, Weapons, Shop,Navigation), and looking for the AI Config button on the bottom right. Press Activate Key to Activate/Deactivate.  &lt;br /&gt;
&lt;br /&gt;
{{production/BOBBY_AI_Module}}&lt;br /&gt;
==Usage==&lt;br /&gt;
Inside the block's UI (by activating it), there are several options to configure how the AI will work. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;active&amp;quot; checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing a player, or logic to turn it back on.&lt;br /&gt;
&lt;br /&gt;
Fire modes determine how the AI will fire its weapons.  The fire modes are the same as the ones that the player can use.  However, the AI currently cannot effectively make use of any mode other than &amp;quot;Focused&amp;quot;.  Volley fire is bugged, and Unfocused makes the turrets incredibly inaccurate, especially when used with anti-missile turrets.&lt;br /&gt;
&lt;br /&gt;
Missile Damage Prioritization controls which missiles the AI turret will try to shoot down first.  &amp;quot;Highest&amp;quot; means that the turret will fire at the highest damage missile in range, &amp;quot;lowest&amp;quot; means that it will fire at the lowest damage missile, and &amp;quot;any&amp;quot; means that it will fire at the closest missile.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;aim at&amp;quot; slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. Keep in mind that turrets will only automatically shoot at hostiles unless the option &amp;quot;selected target&amp;quot;, is set, of which will always aim (and shoot) at your AI target.&lt;br /&gt;
&lt;br /&gt;
==Turret Usage==&lt;br /&gt;
The first thing to note is that if the ship with this block is on a &amp;quot;Rail Turret Axis&amp;quot;, the AI type will ALWAYS be turret, and cannot be changed (unless undocked).&lt;br /&gt;
&lt;br /&gt;
Any Bobby AI modules that have been enabled on turret mode will automatically track and fire at any target that meets the criteria set. Just like docked ships, turrets use the power from the ship they are docked to. If nested, it will follow the line down to the host vessel. See the [[Turret|turret wiki page]].&lt;br /&gt;
&lt;br /&gt;
The second option, Remote Control, if on, will allow the user to control the turret (if in turret mode) via the &amp;quot;turret control&amp;quot; weapon selection in the weapon menu on the host ship. With this on, and the &amp;quot;turret control&amp;quot; selected in the host ship's firebar, the turrets with this enabled will attempt to &amp;quot;look at&amp;quot; your cursor while flying, and using your fire key (default Left Click) will use the weapons as if you were using them manually. This is especially useful on larger ships that turn slowly. Unfortunately, the downside of this option is that the turret will no longer work automatically, and will only function if a player is manually controlling it (either on the host ship via turret control, or manually inside the turret barrel's core).&lt;br /&gt;
&lt;br /&gt;
==Issues==&lt;br /&gt;
Bobby AI modules cannot use any form of charge-up weapon (example: Missile Computer enslaved to a Cannon Computer), nor missile-enslaved missile computers.&lt;br /&gt;
The turret control mode can only control one turret's missile computer at a time, so only 1 missile will fire from all controlled turrets. The turret of which will actually fire is the most recent AI module to get activated. In addition, missiles generally have a lot of issues (bugs) with remote control, so usage is not recommended. This does not apply to automated turrets, as missiles should work as expected.&lt;br /&gt;
&lt;br /&gt;
*[[Missile_Computer#Usage|See Enslaved Missile Computer effects]].&lt;br /&gt;
[[Category:Ship]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>FireShredder24</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Shipyard&amp;diff=11679</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Shipyard&amp;diff=11679"/>
		<updated>2020-05-18T04:09:28Z</updated>

		<summary type="html">&lt;p&gt;FireShredder24: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Shipyards''' are [[Space Station]] based system that allows players to not only design ships but mass produce them from a blueprint. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Shipyards are large, [[Space Station]]-exclusive systems that are used to design, build, repair and deconstruct ships with ease.&lt;br /&gt;
&lt;br /&gt;
===Construction===&lt;br /&gt;
Shipyards are constructed of [[Shipyard Computer]]s, [[Shipyard Module]]s, and [[Shipyard Core Anchor]]s.  The computer, as with any other system computer, must have all of the Shipyard Modules slaved to it, as well as the Shipyard Core Anchor.  A shipyard is only valid if the Shipyard Modules form a C shape, with both &amp;quot;ends&amp;quot; of the C being straight across from each other.  A player can build as many or as few C-shaped sections as they want without affecting the function of a shipyard, provided that they are lined up.  The Shipyard Core Anchor can be placed anywhere within the perimeter of a Shipyard, but it is important that there are no solid blocks near it and that it is sufficiently spaced from the edges of the Shipyard to allow space for ships to take up.&lt;br /&gt;
===Designing a Ship===&lt;br /&gt;
Shipyards use a special type of item, [[Design]]s, to function.  They are similar to blueprints, and can be interchanged with blueprints through the use of the Shipyard Computer's functions.  To create a new ship, use the Create New Design function.  This will create a blank design with a virtual ship core at the position of the Shipyard Core Anchor.  Blocks cannot be placed on the virtual ship except in build mode.  The virtual ship is almost identical in function to a normal ship, except for a few important aspects:&lt;br /&gt;
&lt;br /&gt;
- The virtual ship cannot be edited except in build mode.&lt;br /&gt;
&lt;br /&gt;
- The virtual ship cannot be undocked(however, use of Flight Mode without undocking is permitted, e.g. to test logic blocks)&lt;br /&gt;
&lt;br /&gt;
- The virtual ship has a hologram-styled shader applied to all of its blocks.&lt;br /&gt;
&lt;br /&gt;
- When editing the virtual ship, regardless of permissions, the player uses a Creative Mode inventory.&lt;br /&gt;
===Test Sector===&lt;br /&gt;
The Test Sector is a virtual space in which a [[Design]] can be tested.  Although it would seem to be a special sector, it is not.  It takes its surroundings from a specific location in System 0,0,0.  As such, if there is a Pirate Station near the specific location, it can cause problems when testing.  Nominally, there would be no such Pirate Station present, and the player would be able to spawn in enemies of their choosing to fight or spawn static armored/shielded targets.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, although it is assured that use of the Test Sector imparts no penalty on the player, death while in the Test Sector results in respawning at the player's most recently-activated [[Undeathinator]].  This can be problematic for some players who forgot to set their spawn point at their far-out base.&lt;br /&gt;
===Mass Production===&lt;br /&gt;
Assuming that all the necessary materials to construct ships are present in the Shipyard Computer's inventory(which can be expanded with the use of [[Cargo Space]]), ships can be constructed, undocked, and reconstructed at a very fast pace.  The Shipyard will, regardless of size, place up to 2,500 blocks per tick, meaning that a ship would have to be massive to take more than a couple minutes to be fully constructed.  Most small ships, such as drones, take only a few seconds to be constructed.  In the Shipyard Computer, there is an option to undock the newly-constructed ship, so that all you have to do is move the new ship out of the way before re-loading and re-constructing the design again.  When used properly, Shipyards can produce entire fleets of AI-controlled ships in a very short period of time.&lt;br /&gt;
===Repairing===&lt;br /&gt;
Shipyards can also be used to repair damaged ships or update mass-produced ships to a new standard.  This is done through a function of the Shipyard Computer, which basically deconstructs the ship and reconstructs it according to a design.  This design does not have to bear any resemblance to the original ship.  Repairing, as it completely deconstructs the ship and builds it again, resets any hotbar configurations that the user may have saved.&lt;br /&gt;
===Deconstructing===&lt;br /&gt;
Ships can dock to a Shipyard Core Anchor as they would with any other Rail, but with a notable difference.  They must (counter-intuitively) have a [[Rail Docker]] somewhere on the ship, but the position of the Rail Docker does not influence where the ship actually docks to the Core Anchor.  Instead, as when creating or loading designs, the ship is docked with the [[Ship Core]] at the position of the [[Shipyard Core Anchor]].&lt;br /&gt;
&lt;br /&gt;
Functions of the Shipyard Computer can be used to deconstruct a docked ship and save it to a design, or simply deconstruct without saving the design.  This can be used to rapidly disassemble unused AI fleets or drones.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>FireShredder24</name></author>
		
	</entry>
</feed>