<?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=Ithirahad</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=Ithirahad"/>
	<link rel="alternate" type="text/html" href="https://starmadepedia.net/wiki/Special:Contributions/Ithirahad"/>
	<updated>2026-05-12T05:36:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.3</generator>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11908</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11908"/>
		<updated>2024-11-13T18:58:45Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
'''Reactor Stabilizers''' increase the stabilization rating of a [[Ship]] or [[Space Station]]'s active [[Reactor]]. Reactors above 10 blocks in size require a stabilization rating of 100% in order to produce full power.&lt;br /&gt;
&lt;br /&gt;
==In Game Description==&lt;br /&gt;
incomplete&lt;br /&gt;
&lt;br /&gt;
{{Production/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Placing stabilizers on a ship or space station automatically connects them to the currently active reactor. Multiple ''groups'' of stabilizers can be built to improve the stability of a single reactor, so it is not necessary to place all stabilizers together, but the number of groups cannot exceed 20.&lt;br /&gt;
&lt;br /&gt;
===Sacrificial Stabilizers===&lt;br /&gt;
Since stabilizers are entirely useless without the reactor they support, it may be helpful to encapsulate a ships reactor with the stabilizers themselves as a last layer of defense. While this is a viable strategy, it is not a build requirement. The benefit of this method is that the durability of the stabilizer blocks themselves now also protect the reactor.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11907</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11907"/>
		<updated>2024-11-13T18:57:22Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
'''Reactor Stabilizers''' increase the stabilization rating of a [[Ship]] or [[Space Station]]'s active [[Reactor]]. Reactors above 10 blocks in size require a stabilization rating of 100% in order to produce full power.&lt;br /&gt;
&lt;br /&gt;
==In Game Description==&lt;br /&gt;
incomplete&lt;br /&gt;
&lt;br /&gt;
{{Production/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Placing stabilizers on a ship or space station automatically connects them to the currently active reactor. Multiple ''groups'' of stabilizers can be built to improve the stability of a single reactor, so it is not necessary to place all stabilizers together, but the number of groups cannot exceeed 20.&lt;br /&gt;
&lt;br /&gt;
===Sacrificial Stabilizers===&lt;br /&gt;
Since stabilizers are entirely useless without the reactor they support, it may be helpful to encapsulate a ships reactor with the stabilizers themselves as a last layer of defense. While this is a viable strategy, it is not a build requirement. The benefit of this method is that the durability of the stabilizer blocks themselves now also protect the reactor.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11906</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11906"/>
		<updated>2024-11-13T18:56:48Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
'''Reactor Stabilizers''' increase the stabilization rating of a [[Ship]] or [[Space Station]]s active [[Reactor]]. Reactors above 10 blocks in size require a stabilization rating of 100% in order to produce full power.&lt;br /&gt;
&lt;br /&gt;
==In Game Description==&lt;br /&gt;
incomplete&lt;br /&gt;
&lt;br /&gt;
{{Production/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Placing stabilizers on a ship or space station automatically connects them to the currently active reactor. Multiple ''groups'' of stabilizers can be built to improve the stability of a single reactor, so it is not necessary to place all stabilizers together, but the number of groups cannot exceeed 20.&lt;br /&gt;
&lt;br /&gt;
===Sacrificial Stabilizers===&lt;br /&gt;
Since stabilizers are entirely useless without the reactor they support, it may be helpful to encapsulate a ships reactor with the stabilizers themselves as a last layer of defense. While this is a viable strategy, it is not a build requirement. The benefit of this method is that the durability of the stabilizer blocks themselves now also protect the reactor.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11905</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=11905"/>
		<updated>2024-11-13T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
'''Reactor Stabilizers''' increase the stabilization rating of a [[Ship]] or [[Space Station]]s active [[Reactor]]. Reactors above 10 blocks in size require a stabilization rating of 100% in order to produce full power.&lt;br /&gt;
&lt;br /&gt;
==In Game Description==&lt;br /&gt;
incomplete&lt;br /&gt;
&lt;br /&gt;
{{Production/Reactor Stabilizer}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Placing stabilizers on a ship or space station automatically connects them to the currently active reactor. Multiple ''groups'' of stabilizers can be built to improve the stability of a single reactor, so it is not necessary to place all stabilizers together, but the number of groups cannot exceeed 20.&lt;br /&gt;
&lt;br /&gt;
===Sacrificial Stabilizers===&lt;br /&gt;
Since stabilizers are entirely useless without the reactor they support, it actually makes sense to encapsulate a ships reactor with the stabilizers themselves as a last layer of defense. While this is a viable strategy, it is not a build requirement. The benefit of this method is that the durability of the stabilizer blocks themselves now also protect the reactor.&lt;br /&gt;
&lt;br /&gt;
[[Category:General]] [[Category:Element]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6760</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6760"/>
		<updated>2018-05-06T01:00:47Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: Superfluous comma. :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks, you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency, it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another, you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream, reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group.&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported and will be fully deprecated in the future.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6570</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6570"/>
		<updated>2018-05-06T00:51:35Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: Undoing my own unnecessary undo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks, you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency, it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another, you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream, reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group.&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported, and will be fully deprecated in the future.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6468</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6468"/>
		<updated>2018-05-06T00:41:05Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: Undo revision 6467 by Ithirahad (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported, and will be fully deprecated in the future.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6467</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6467"/>
		<updated>2018-05-06T00:40:46Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: Added some commas, removed some commas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks, you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency, it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another, you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream, reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group.&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported, and will be fully deprecated in the future.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6459</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6459"/>
		<updated>2018-05-06T00:17:25Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported, and will be fully deprecated in the future.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=6456</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=6456"/>
		<updated>2018-05-06T00:05:19Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: Mostly added commas, fixed awkward wordings, and amended some minor factual inaccuracies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
In StarMade, most systems on ships, stations, and other structures require power to function. To generate power on your vessels, a reactor is required. These reactors can range from absolutely tiny at a few blocks large, to infinitely large, and reactor setups have an equally large range of complexity.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Overview ==&lt;br /&gt;
{{Infobox block/Reactor Conduit}}&lt;br /&gt;
{{infobox block/Reactor Power Chamber}}&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four components to reactors:[[Reactor Main | Reactor Power blocks]], [[Stabilizer | Reactor Stabilizer blocks]], and [[reactor chambers|reactor Chambers]] and their connecting [[Reactor Conduit |conduits]].&lt;br /&gt;
&lt;br /&gt;
A reactor that consists of 10 or fewer reactor blocks is the simplest reactor possible in the game. As long as your reactor is 10 blocks or fewer, it will function normally on its own, and does not require any Stabilizers to operate at full capacity.&lt;br /&gt;
&lt;br /&gt;
Reactors above 10 blocks in size require Stabilizers. Stabilizer groups need to be placed at a certain distance away from the active reactor to bring the reactors efficiency, or max power generation, up to 100%. The number of stabilizers required for a reactor, and the distance at which they must be placed to be effective, are determined by the size (block count) of the reactor. Stabilizer distance in relation to the active reactor is shown on the screen in [[Build Mode |build mode]] when stabilizer blocks are selected in the toolbar.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor chambers are linked to your reactor with [[reactor conduits]]. The minimum size of the reactor chambers is also tied to reactor size. This minimum size can be seen in the reactor menu. The abilities of the reactor chambers require that your [[reactor capacity]] usage be less than 100%. Every chamber, active or passive, has a constant, fixed Chamber Capacity cost.&lt;br /&gt;
&lt;br /&gt;
== Building Your Reactor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}&lt;br /&gt;
&lt;br /&gt;
To build a relatively basic reactor that is larger than 10 blocks you are going to need [[Reactor Block | reactor blocks]], [[Stabilizer | stabilizer blocks]], and [[Reactor Stabilizer Stream Node | power node blocks]].&lt;br /&gt;
&lt;br /&gt;
First, choose the placement and guesstimate the size of reactor that you are going to need.&lt;br /&gt;
&lt;br /&gt;
Once you have built the core of your reactor using reactor blocks, switch your hotbar to the stabilizer blocks. In advanced buildmode (spacebar from the ship's core or a [[Build Block | build block]]) you should see a set of numbers as well as a line connecting to the current active reactor. The most important numbers are those pertaining to stabilizer distance, and stabilizer efficiency. Stabilizer distance consists of two numbers. The first number is the distance from the reactor at which you are about to place the stabilizer block, while the second number is the distance at which the stabilizer block would be at 100% efficiency. Stabilizer efficiency is the efficiency of the block that you are about to place.&lt;br /&gt;
&lt;br /&gt;
Stabilizer efficiency is slightly different, but related to, reactor efficiency. If all your stabilizers are placed at 100% efficiency it means that you will be using the minimum number of stabilizers required to boost your reactor to 100% power generation. Stabilizers can be placed at distances with less efficiency, however more stabilizers may be required.&lt;br /&gt;
&lt;br /&gt;
Once you have placed several stabilizers directly adjacent to one another you will have created a stabilizer group. The stabilizer group will then have a power stream connecting it to the reactor. The reactor stream is a non-solid line that connects from the center of the active reactor to the center of any stabilizer groups. Currently reactor streams have very little purpose in terms of mechanics. To redirect the reactor stream reactor nodes must be placed. The reactor will link to the closest node to itself. To further link nodes to one another, select the first node with 'C' then link it to the next node in the chain with 'V'.&lt;br /&gt;
&lt;br /&gt;
It is important to note that each node block can only re-route the stream to one stabilizer group&lt;br /&gt;
&lt;br /&gt;
The chart to the right is a developer-published visualization of the reactor, reactor stabilizers, reactor streams, and reactor nodes.&lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in each of the 6 cardinal directions (up, down, left, right, forward, behind) away from the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'.&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are on different faces of a reactor, the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if your reactor calls for 17 stabilizers to be 37 meters away from the reactor, the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However, it is not possible to split the distance between two equidistant stabilizer groups and expect maximum efficiency per group. All face-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic, the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
== Legacy Reactors ==&lt;br /&gt;
&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]] . However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, however it is largely unsupported, and will be fully deprecated in the future.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4933</id>
		<title>Community Terminology</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4933"/>
		<updated>2016-12-04T00:39:09Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: /* Specific terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
There are several '''terms''' used by community members to refer to systems other than those provided directly to the player by the game.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Most terms refer to systems built by players to utilize deliberately implemented systems, as well as unintended systems that emerge naturally as Schine continues to introduce new blocks and mechanics into the game; these can be seperated into basic and specific terms, with basic terms refering mostly to intended systems and specific terms largely refering to unintended emergent technologies or 'tech'&lt;br /&gt;
&lt;br /&gt;
==Basic terms==&lt;br /&gt;
* AMS: Shorthand for &amp;quot;Anti-Missile System&amp;quot;. Almost exclusively refers to small turrets designed to shoot down missiles using the &amp;quot;Missiles&amp;quot; targeting option in the [[BOBBY AI Module]].&lt;br /&gt;
* PD: Shorthand for &amp;quot;Point Defense&amp;quot;. This term is frequently used interchangeably with &amp;quot;AMS&amp;quot;, however it may also refer to small turrets designed to shoot down other small targets, such as fighters, drones, or torpedoes.&lt;br /&gt;
* Drone: Small, AI-controlled ships. Usually released from a larger carrier ship in large numbers to aid a player in combat.&lt;br /&gt;
* Torpedo: Physical projectile composed of blocks that damage their target using [[Warhead|warhead]] blocks. Also known as 'Torps'.&lt;br /&gt;
* Kilonaught: A ship more than 1km in any dimension. This generally only applies to appropriately scaled ships, so a 1x1x1000 stick-ship is not a kilonaught.&lt;br /&gt;
* Noob Cube: also known as 'Doomcube', 'Doom brick', or '(Flying) Fridge'. Consists of large clumps of systems (typically haphazardly placed) to create a ship that uses its sheer size to defeat opponents. These ships typically take the form of cubes or rectangular prisms, especially when armoured, hence the name. Non-armoured variants can be referred to as &amp;quot;System Bricks&amp;quot;. While, as the name implies, these types of ships are often created by newer players and thus exhibit a low level of building competence, some 'noob cubes' can carry powerful and well-engineered systems, making them extremely difficult to defeat.&lt;br /&gt;
* Nuke: A popular name for a missile weapon utilizing the pulse slave, aka missile/pulse. Can also refer to any extremely powerful missile.&lt;br /&gt;
* Self Sufficient &amp;quot;X&amp;quot;: also known as &amp;quot;Self-powering Turrets&amp;quot;. By using the power-sharing system, it is possible to power the gun of a turret from its own on-board power regeneration and capacity, and/or regeneration and capacity from its turret base, so as not to apply extra power load to the main ship. While not required, this can in some cases be favourable, especially on larger ships where main-ship power for turrets may be limited.&lt;br /&gt;
*Aux Bank: This term refers to a grouping of the [[Power Auxiliary]] block into numbers that normally do not exceed 10,000 blocks per group. Also known as &amp;quot;Aux Cell&amp;quot;, &amp;quot;Aux Unit&amp;quot;, or &amp;quot;Aux Battery&amp;quot;, among other terms.&lt;br /&gt;
&lt;br /&gt;
==Specific terms==&lt;br /&gt;
* Docked Reactor: A docked entity, typically within a ship, that provides power to its parent entity via [[Power Supply Module|Power Supply beams]]. '''As of [https://www.star-made.org/news/starmade-v0-199-214-auxiliary-power-better-graphics-better-textures-and-bugfixes StarMade version 0.199.214], these are no longer functional.'''&lt;br /&gt;
* Inline reactor: Similar to docked reactors, however they function by having the entity being supplied docked directly to the reactor, allowing it to draw power without the use of supply beams. Inline reactors are frequently used to power turrets on large ships.&lt;br /&gt;
* Saber beam: A weapon that utilizes a fast logic clock to fire a series of beams at slight intervals to each other. This allows the composite beam to do damage far more quickly than a conventional beam weapon, with less power cost.&lt;br /&gt;
* Chain drive: A series of small jump drives rapidly charged by a fast logic clock in order to allow for many jumps in a short space of time.&lt;br /&gt;
* Missile drill: An array of dumbfire missiles (Typically Missile/Cannon) fired in rapid succession (possibly continuously) in order to do massive damage to a concentrated area at short range.&lt;br /&gt;
* Pulse lance: A melee weapon utilizing [[Trigger (Area)|Area Trigger systems]] to activate a [[Damage Pulse Module|Damage Pulse]] system when it comes into contact with a surface.&lt;br /&gt;
* Autocannon: Also known as an 'autogun', these are docked entities consisting primarily of a weapon and a [[BOBBY AI Module]], similar to a turret barrel. In essence, autoguns function as fixed (non-rotating) turrets that fire in a 30 degree arc.&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4932</id>
		<title>Community Terminology</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4932"/>
		<updated>2016-12-04T00:20:52Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: /* Basic terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
There are several '''terms''' used by community members to refer to systems other than those provided directly to the player by the game.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Most terms refer to systems built by players to utilize deliberately implemented systems, as well as unintended systems that emerge naturally as Schine continues to introduce new blocks and mechanics into the game; these can be seperated into basic and specific terms, with basic terms refering mostly to intended systems and specific terms largely refering to unintended emergent technologies or 'tech'&lt;br /&gt;
&lt;br /&gt;
==Basic terms==&lt;br /&gt;
* AMS: Shorthand for &amp;quot;Anti-Missile System&amp;quot;. Almost exclusively refers to small turrets designed to shoot down missiles using the &amp;quot;Missiles&amp;quot; targeting option in the [[BOBBY AI Module]].&lt;br /&gt;
* PD: Shorthand for &amp;quot;Point Defense&amp;quot;. This term is frequently used interchangeably with &amp;quot;AMS&amp;quot;, however it may also refer to small turrets designed to shoot down other small targets, such as fighters, drones, or torpedoes.&lt;br /&gt;
* Drone: Small, AI-controlled ships. Usually released from a larger carrier ship in large numbers to aid a player in combat.&lt;br /&gt;
* Torpedo: Physical projectile composed of blocks that damage their target using [[Warhead|warhead]] blocks. Also known as 'Torps'.&lt;br /&gt;
* Kilonaught: A ship more than 1km in any dimension. This generally only applies to appropriately scaled ships, so a 1x1x1000 stick-ship is not a kilonaught.&lt;br /&gt;
* Noob Cube: also known as 'Doomcube', 'Doom brick', or '(Flying) Fridge'. Consists of large clumps of systems (typically haphazardly placed) to create a ship that uses its sheer size to defeat opponents. These ships typically take the form of cubes or rectangular prisms, especially when armoured, hence the name. Non-armoured variants can be referred to as &amp;quot;System Bricks&amp;quot;. While, as the name implies, these types of ships are often created by newer players and thus exhibit a low level of building competence, some 'noob cubes' can carry powerful and well-engineered systems, making them extremely difficult to defeat.&lt;br /&gt;
* Nuke: A popular name for a missile weapon utilizing the pulse slave, aka missile/pulse. Can also refer to any extremely powerful missile.&lt;br /&gt;
* Self Sufficient &amp;quot;X&amp;quot;: also known as &amp;quot;Self-powering Turrets&amp;quot;. By using the power-sharing system, it is possible to power the gun of a turret from its own on-board power regeneration and capacity, and/or regeneration and capacity from its turret base, so as not to apply extra power load to the main ship. While not required, this can in some cases be favourable, especially on larger ships where main-ship power for turrets may be limited.&lt;br /&gt;
*Aux Bank: This term refers to a grouping of the [[Power Auxiliary]] block into numbers that normally do not exceed 10,000 blocks per group. Also known as &amp;quot;Aux Cell&amp;quot;, &amp;quot;Aux Unit&amp;quot;, or &amp;quot;Aux Battery&amp;quot;, among other terms.&lt;br /&gt;
&lt;br /&gt;
==Specific terms==&lt;br /&gt;
* Docked Reactor: A docked entity, typically within a ship, that provides power to its parent entity via [[Power Supply Module|Power Supply beams]]. As of [https://www.star-made.org/news/starmade-v0-199-214-auxiliary-power-better-graphics-better-textures-and-bugfixes StarMade version 0.199.214]&lt;br /&gt;
* Inline reactor: Similar to docked reactors, however they function by having the entity being supplied docked directly to the reactor, allowing it to draw power without the use of supply beams. Inline reactors are frequently used to power turrets on large ships.&lt;br /&gt;
* Saber beam: A weapon that utilizes a fast logic clock to fire a series of beams at slight intervals to each other. This allows the composite beam to do damage far more quickly than a conventional beam weapon, with less power cost.&lt;br /&gt;
* Chain drive: A series of small jump drives rapidly charged by a fast logic clock in order to allow for many jumps in a short space of time.&lt;br /&gt;
* Missile drill: An array of dumbfire missiles (Typically Missile/Cannon) fired in rapid succession (possibly continuously) in order to do massive damage to a concentrated area at short range.&lt;br /&gt;
* Pulse lance: A melee weapon utilizing [[Trigger (Area)|Area Trigger systems]] to activate a [[Damage Pulse Module|Damage Pulse]] system when it comes into contact with a surface.&lt;br /&gt;
* Autocannon: Also known as an 'autogun', these are docked entities consisting primarily of a weapon and a [[BOBBY AI Module]], similar to a turret barrel. In essence, autoguns function as fixed (non-rotating) turrets that fire in a 30 degree arc.&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4930</id>
		<title>Community Terminology</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4930"/>
		<updated>2016-12-04T00:15:50Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: /* Specific terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
There are several '''terms''' used by community members to refer to systems other than those provided directly to the player by the game.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Most terms refer to systems built by players to utilize deliberately implemented systems, as well as unintended systems that emerge naturally as Schine continues to introduce new blocks and mechanics into the game; these can be seperated into basic and specific terms, with basic terms refering mostly to intended systems and specific terms largely refering to unintended emergent technologies or 'tech'&lt;br /&gt;
&lt;br /&gt;
==Basic terms==&lt;br /&gt;
* AMS: Shorthand for &amp;quot;Anti-Missile System&amp;quot;. Almost exclusively refers to small turrets designed to shoot down missiles using the &amp;quot;Missiles&amp;quot; targeting option in the [[BOBBY AI Module]].&lt;br /&gt;
* PD: Shorthand for &amp;quot;Point Defense&amp;quot;. This term is frequently used interchangeably with &amp;quot;AMS&amp;quot;, however it may also refer to small turrets designed to shoot down other small targets, such as fighters, drones, or torpedoes.&lt;br /&gt;
* Drone: Small, AI-controlled ships. Usually released from a larger carrier ship in large numbers to aid a player in combat.&lt;br /&gt;
* Torpedo: Physical projectile composed of blocks that damage their target using [[Warhead|warhead]] blocks. Also known as 'Torps'.&lt;br /&gt;
* Kilonaught: A ship more than 1km in any dimension. This generally only applies to appropriately scaled ships, so a 1x1x1000 stick-ship is not a kilonaught.&lt;br /&gt;
* Noob Cube: also known as 'Doomcube', 'Doom brick', or '(Flying) Fridge'. Consists of large clumps of systems (typically haphazardly placed) to create a ship that uses its sheer size to defeat opponents. These ships typically take the form of cubes or rectangular prisms, especially when armoured, hence the name. Non-armoured variants can be referred to as &amp;quot;System Bricks&amp;quot;. While, as the name implies, these types of ships are often created by newer players and thus exhibit a low level of building competence, some 'noob cubes' can carry powerful and well-engineered systems, making them extremely difficult to defeat.&lt;br /&gt;
* Nuke: A popular name for a missile weapon utilizing the pulse slave, aka missile/pulse. Can also refer to any extremely powerful missile.&lt;br /&gt;
* Self Sufficient &amp;quot;X&amp;quot;: also known as &amp;quot;Self-powering Turrets&amp;quot;. By using the power-sharing system, it is possible to power the gun of a turret from its own on-board regeneration and capacity, and regeneration and capacity from the base of the turret. This does not apply extra load onto the main ship's power systems, in some cases favourable, but not always required.&lt;br /&gt;
&lt;br /&gt;
==Specific terms==&lt;br /&gt;
* Docked Reactor: A docked entity, typically within a ship, that provides power to its parent entity via [[Power Supply Module|Power Supply beams]]. As of [https://www.star-made.org/news/starmade-v0-199-214-auxiliary-power-better-graphics-better-textures-and-bugfixes StarMade version 0.199.214]&lt;br /&gt;
* Inline reactor: Similar to docked reactors, however they function by having the entity being supplied docked directly to the reactor, allowing it to draw power without the use of supply beams. Inline reactors are frequently used to power turrets on large ships.&lt;br /&gt;
* Saber beam: A weapon that utilizes a fast logic clock to fire a series of beams at slight intervals to each other. This allows the composite beam to do damage far more quickly than a conventional beam weapon, with less power cost.&lt;br /&gt;
* Chain drive: A series of small jump drives rapidly charged by a fast logic clock in order to allow for many jumps in a short space of time.&lt;br /&gt;
* Missile drill: An array of dumbfire missiles (Typically Missile/Cannon) fired in rapid succession (possibly continuously) in order to do massive damage to a concentrated area at short range.&lt;br /&gt;
* Pulse lance: A melee weapon utilizing [[Trigger (Area)|Area Trigger systems]] to activate a [[Damage Pulse Module|Damage Pulse]] system when it comes into contact with a surface.&lt;br /&gt;
* Autocannon: Also known as an 'autogun', these are docked entities consisting primarily of a weapon and a [[BOBBY AI Module]], similar to a turret barrel. In essence, autoguns function as fixed (non-rotating) turrets that fire in a 30 degree arc.&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4928</id>
		<title>Community Terminology</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Community_Terminology&amp;diff=4928"/>
		<updated>2016-12-04T00:07:00Z</updated>

		<summary type="html">&lt;p&gt;Ithirahad: /* Basic terms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
There are several '''terms''' used by community members to refer to systems other than those provided directly to the player by the game.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Most terms refer to systems built by players to utilize deliberately implemented systems, as well as unintended systems that emerge naturally as Schine continues to introduce new blocks and mechanics into the game; these can be seperated into basic and specific terms, with basic terms refering mostly to intended systems and specific terms largely refering to unintended emergent technologies or 'tech'&lt;br /&gt;
&lt;br /&gt;
==Basic terms==&lt;br /&gt;
* AMS: Shorthand for &amp;quot;Anti-Missile System&amp;quot;. Almost exclusively refers to small turrets designed to shoot down missiles using the &amp;quot;Missiles&amp;quot; targeting option in the [[BOBBY AI Module]].&lt;br /&gt;
* PD: Shorthand for &amp;quot;Point Defense&amp;quot;. This term is frequently used interchangeably with &amp;quot;AMS&amp;quot;, however it may also refer to small turrets designed to shoot down other small targets, such as fighters, drones, or torpedoes.&lt;br /&gt;
* Drone: Small, AI-controlled ships. Usually released from a larger carrier ship in large numbers to aid a player in combat.&lt;br /&gt;
* Torpedo: Physical projectile composed of blocks that damage their target using [[Warhead|warhead]] blocks. Also known as 'Torps'.&lt;br /&gt;
* Kilonaught: A ship more than 1km in any dimension. This generally only applies to appropriately scaled ships, so a 1x1x1000 stick-ship is not a kilonaught.&lt;br /&gt;
* Noob Cube: also known as 'Doomcube', 'Doom brick', or '(Flying) Fridge'. Consists of large clumps of systems (typically haphazardly placed) to create a ship that uses its sheer size to defeat opponents. These ships typically take the form of cubes or rectangular prisms, especially when armoured, hence the name. Non-armoured variants can be referred to as &amp;quot;System Bricks&amp;quot;. While, as the name implies, these types of ships are often created by newer players and thus exhibit a low level of building competence, some 'noob cubes' can carry powerful and well-engineered systems, making them extremely difficult to defeat.&lt;br /&gt;
* Nuke: A popular name for a missile weapon utilizing the pulse slave, aka missile/pulse. Can also refer to any extremely powerful missile.&lt;br /&gt;
&lt;br /&gt;
==Specific terms==&lt;br /&gt;
* Docked reactor: Additonal docked entities that provide power or shields to the main ship via supply beams; ''these no longer work''&lt;br /&gt;
* Inline reactor: Similiar to docked reactors however they function by having the entity being supplied docked directly to the reactor allowing it to draw power without the use of supply beams, these are frequently used to power turrets on large ships.&lt;br /&gt;
* Saber beam: A weapon that utilizes a fast logic clock to fire a series of beams at slight intervals to each other, this allows the composite beam to do damage far more quickly than a conventional beam weapon.&lt;br /&gt;
* Chain drive: A series of small jump drives rapidly charged by a fast logic clock in order to allow for many jumps in a short space of time.&lt;br /&gt;
* Missile drill: An array of dumbfire missiles fired in rapid succesion (possibly continuously) in order to do massive damage to a concentrated area at short range.&lt;br /&gt;
* Pulse lance: A melee weapon utiliing trigger areas to activate a damage pulse when it come into contact with a surface&lt;br /&gt;
* Autocannon: Also known as an 'autogun' these are fixed (non rotating) turrets that fire in a 30 degree arc.&lt;/div&gt;</summary>
		<author><name>Ithirahad</name></author>
		
	</entry>
</feed>