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	<updated>2026-05-11T22:15:49Z</updated>
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	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9707</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9707"/>
		<updated>2018-05-08T09:11:33Z</updated>

		<summary type="html">&lt;p&gt;MacThule: /* Escort Fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Module]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//add chambers&lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage casual predators and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9706</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9706"/>
		<updated>2018-05-08T09:07:29Z</updated>

		<summary type="html">&lt;p&gt;MacThule: /* Escort Fighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Module]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//add chambers&lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage attacks and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9705</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9705"/>
		<updated>2018-05-08T09:07:17Z</updated>

		<summary type="html">&lt;p&gt;MacThule: /* Jump Shuttle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Module]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//add chambers&lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage attacks and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//teach to add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9704</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9704"/>
		<updated>2018-05-08T09:06:29Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Module]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//teach to add chambers&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage attacks and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//teach to add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9703</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9703"/>
		<updated>2018-05-08T09:06:01Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Modules]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//teach to add chambers&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage attacks and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//teach to add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{WIP}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9702</id>
		<title>Ships 101</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ships_101&amp;diff=9702"/>
		<updated>2018-05-08T09:05:03Z</updated>

		<summary type="html">&lt;p&gt;MacThule: starting a shipbuilding 101 article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;'''Hello, and welcome to Ships 101!'''&amp;lt;/big&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This article will walk you through making a few simple ships that can help you get around and gather resources.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this instructive article, it will be assumed that you have installed the game and begun playing either in Single Player / Creative mode, or on one of the many multiplayer servers available. It will be assumed that you know little to nothing about building a ship in Starmade (for instructions on piloting ships, please see [[Controls]]).&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Core Shuttle==&lt;br /&gt;
&lt;br /&gt;
Core Shuttles or Pods or Space Bikes are fundamental tools. Every player should know how to make one quickly for getting from place to place over short ranges, and you should always - at ''all'' times - carry enough extra materials to make several of these micro shuttles. They prevent you getting stranded in deep space if you lose your ship, or simply spending several minutes moving to another entity when there is no teleporter available. They also make excellent quick landers for getting onto and off of planets, since landing larger ships on planets is liable to crash your client.&lt;br /&gt;
&lt;br /&gt;
'''To build a Core Shuttle:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' once to place a reactor anywhere on your core.&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a thruster anywhere on your core (place up to 4 of these for additional acceleration, if you wish, but no more or you may exceed your reactor's power output).&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a small, fast core shuttle. Press 'SPACE BAR' again to return to [[Flight Mode]] and get a feel for the handling in this functional pseudo-ship. It moves much faster than a core alone, and is powerful enough to break free of planetary gravity. When you finish using it, simply return to build mode and delete all modules to return them to your inventory.&lt;br /&gt;
&lt;br /&gt;
==Jury Miner==&lt;br /&gt;
&lt;br /&gt;
The Jury Miner is another common, ad hoc tool. If you are just starting out (or re-starting after death) and don't have a faction to turn to, or ally who can help you out with a small ship, this will be your essential way to get back on your feet by gathering some resources to sell for credits in order to buy components to build a better ship.&lt;br /&gt;
&lt;br /&gt;
It is only slightly more complex than a simple Core Shuttle, particularly if you aren't terribly picky about aesthetics at this point since this ship will also probably be deleted after a short period of use.&lt;br /&gt;
&lt;br /&gt;
'''To build a Jury Miner:'''&lt;br /&gt;
* Press 'X' to spawn a new [[Ship Core]], and press 'ENTER' at the popup to accept the default name.&lt;br /&gt;
* Face your new core and press 'R' to board it.&lt;br /&gt;
* Press 'SPACE BAR' to enter [[Build Mode]].&lt;br /&gt;
* Select a [[Reactor]] Module in your toolbar and 'LEFT-CLICK' to place a cube of 8, adjacent reactors at the back of your core (don't surround the core - you need free access to it).&lt;br /&gt;
* Select a [[Thruster Module]] in your toolbar and 'LEFT-CLICK' once to place a brick of 20-30 thrusters at the back of your reactor.&lt;br /&gt;
* Select a [[Storage]] Module in your toolbar and place one somewhere near your core (for ease of access).&lt;br /&gt;
* Looking at your storage module, make sure it is highlighted in yellow. If not, press 'C' while selecting it to highlight it.&lt;br /&gt;
* Select a [[Cargo Space]] Module in your toolbar and place a few anywhere on your ship. They should be highlighted purple. If not, remove them and ensure that your storage module is highlighted before attempting to place them again.&lt;br /&gt;
* Select a [[Salvage Computer]] and place it near your storage module. Use 'C' while looking at the salvage module to ensure it is highlighted yellow, then look at your storage module and press 'V' to link the two.&lt;br /&gt;
* Select a [[Salvage Modules]] and place a brick of 20 of them somewhere on your ship that will not block your view in flight mode. These should appear highlighted purple if you had your salvage computer selected (yellow highlight) when you placed them.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You are now on board a (hideously ugly, but useful) small mining ship. All the resources you mine will automatically be stored in the ship's storage module, which you can access by looking at it and pressing 'R'. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Jump Shuttle==&lt;br /&gt;
&lt;br /&gt;
A basic jump shuttle will get you where you're going in decent time - even if it's on the other side of the galaxy. They also make fair ships for shopping around at various trade stations if you haven't yet built a facility with a shop tied to the trade network for ordering deliveries of resources and components. A basic jump shuttle can make a fair scouting vessel if you add a [[Reactor Stealth Chamber]] or two to reduce chances of detection.&lt;br /&gt;
&lt;br /&gt;
//teach to add chambers&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Escort Fighter==&lt;br /&gt;
&lt;br /&gt;
A simple drone craft designed to follow you around and protect you from hostiles. It can't take on a cruiser, it probably can't take on a standard fighter, but it can discourage attacks and may distract an attacking player long enough for you to escape. Mainly it's a good foundation for building stronger escort vessels to better protect you while you mine and travel.&lt;br /&gt;
&lt;br /&gt;
//teach to add weapons&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{wip}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=9694</id>
		<title>StarMade Wiki/editcopy</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=9694"/>
		<updated>2018-05-07T21:44:18Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ALL EDITS TO THIS PAGE MUST BE REFLECTED ON StarMade Wiki/editcopy --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{#seo:&lt;br /&gt;
|title=Starmadepedia - The Official StarMade Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mainpagetable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|General Information}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Introduction]]&lt;br /&gt;
** [[Introduction#What is StarMade|What is StarMade?]]&lt;br /&gt;
** [[Introduction#System Requirements|System requirements]]&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
** [[Tutorials/Installation|Installation]]&lt;br /&gt;
** [[Tutorials/Getting started|Getting started]]&lt;br /&gt;
** [[Crew|Hiring NPC Crew Members]]&lt;br /&gt;
* [[BugTracker|How to report Bugs]]&lt;br /&gt;
* [[Changelog]]&lt;br /&gt;
* [https://trello.com/b/9Kg5Jn6g/starmade-roadmap Roadmap]&lt;br /&gt;
* [[Mod API]]&lt;br /&gt;
* [[:Category:Server Documentation|Server Documentation]]&lt;br /&gt;
** [[Server.cfg]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|Game Mechanics}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border-style: hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Production|Manufacturing]]&lt;br /&gt;
* [[Ship Design|Ships]]&lt;br /&gt;
** [[Power Systems]]&lt;br /&gt;
** [[Propulsion Systems]]&lt;br /&gt;
** [[Weapon Systems]]&lt;br /&gt;
** [[Support Tool Systems]]&lt;br /&gt;
** [[Effects|Effect Systems]]&lt;br /&gt;
** [[Defense Systems]]&lt;br /&gt;
* [[Space Station]]s&lt;br /&gt;
* [[Logic Signals|Logic Systems]]&lt;br /&gt;
* [[Commands|Admin Commands]]&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Fleets]]&lt;br /&gt;
* [[Trade Network]]&lt;br /&gt;
* [[NPC Factions]]&lt;br /&gt;
* [[:Category:Articles|Blocks]]&lt;br /&gt;
** [[ID list]]&lt;br /&gt;
** [[:Category:Hull|Hull]]&lt;br /&gt;
** [[:Category:Weapons|Weapons]]&lt;br /&gt;
** [[:Category:SupportTools|Support]]&lt;br /&gt;
** [[:Category:Effect|Effects]]&lt;br /&gt;
** [[:Category:Resources|Resources]]&lt;br /&gt;
** [[:Category:Logic|Logic Blocks]]&lt;br /&gt;
** [[:Category:Decoration|Decorations]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|StarMade 101}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mainpagetable&amp;quot;&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;padding: 5px; text-align: center;&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | Official Sites:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://star-made.org/ StarMade Website] &amp;lt;br&amp;gt; [http://starmadedock.net/ Forums] &amp;lt;br&amp;gt; [https://registry.star-made.org/ StarMade Registry]&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | &amp;lt;span class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;Wiki Links&amp;lt;hr /&amp;gt;[[Special:RecentChanges|Recent Changes]] • [[StarMade Wiki:Admin noticeboard|Admin Noticeboard]] • [[StarMade Wiki:Community portal|Community Portal]] • [[StarMade Wiki:Manual of Style|Manual of Style]] • [[StarMade Wiki:Rules|Rules]] &amp;lt;/span&amp;gt;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | Community Locations:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [[File:Twitter_Logo.png|20px|link=https://twitter.com/star_made]]  [[File:Steam_Logo.png|20px|link=http://steamcommunity.com/app/244770/discussions/]]  [[File:Twitch_Logo.png|20px|link=http://www.twitch.tv/starmade]]  [[File:YouTube_Logo.png|20px|link=https://www.youtube.com/channel/UCCtHs_Mc3LmDPxnEtsjpLoA]]  [[File:GooglePlus_Logo.png|20px|link=https://plus.google.com/+schemastarmade/about]] [[File:100px-Reddit_Logo.png|20px|link=http://www.reddit.com/r/Starmade/]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=0 cellspacing=0&lt;br /&gt;
| style=&amp;quot;padding:0; font-size: 85%;&amp;quot; align=&amp;quot;right&amp;quot; | ''Changes to this main page can be proposed [[StarMade Wiki/editcopy|here]].''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Trade_Network&amp;diff=9693</id>
		<title>Trade Network</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Trade_Network&amp;diff=9693"/>
		<updated>2018-05-07T21:43:30Z</updated>

		<summary type="html">&lt;p&gt;MacThule: makin a stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The Trade Network allows players to connect their player-owned [[shops]] to a network that allows fast and simple trade with [[NPC Factions]] and other player shops connected to the network.&lt;br /&gt;
&lt;br /&gt;
If properly managed, this network can be a convenient (though not always reliable) source for large quantities of [[resources]] and [[production]] components.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Resources&amp;diff=9692</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Resources&amp;diff=9692"/>
		<updated>2018-05-07T21:34:08Z</updated>

		<summary type="html">&lt;p&gt;MacThule: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
'''Resources''' are items and blocks used to craft components for ships, stations and planetary facilities.&lt;br /&gt;
&lt;br /&gt;
Raw resources may be salvaged or mined from [[Planet|planets]], [[Asteroid|asteroids]] and [[Neutral Stations|derelict stations]]. Raw resources are not useful until processed in a [[Capsule Refinery]] or [[Micro Assembler]]. Processed resources can then be used as ingredients in [[production]] recipes, or as decorations.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In StarMade resources are vital for all production. Players in Starmade have three primary options for acquiring resources; mining, trade, or hunting pirates.&lt;br /&gt;
&lt;br /&gt;
===Raw Materials===&lt;br /&gt;
There are twenty-four types of raw materials spread out between 3 categories: '''Ore''', '''Crystal''', and '''Asteroid Minerals'''. Each of which must be processed in a [[Capsule Refinery]] to obtain [[#Production Materials|production materials]] used in most kinds of construction.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;4&amp;quot;|&amp;lt;big&amp;gt;Raw Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Asteroid Minerals  !! Ore !! Shard &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:black;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Tekt]][[File:Tekt.png|100px|link=Tekt]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Macet Ore Raw|Macet]][[File:Macet Ore Raw.png|100px|link=Macet Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Nocx Shard Raw|Nocx]][[File:Nocx Shard Raw.png|100px|link=Nocx Shard Raw]]&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:white;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Dolom]][[File:Dolom.png|100px|link=Dolom]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sapsun Ore Raw|Sapsun]][[File:Sapsun Ore Raw.png|100px|link=Sapsun Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Parseen Shard Raw|Parseen]][[File:Parseen Shard Raw.png|100px|link=Parseen Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:red;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Cinnabar]][[File:Cinnabar.png|100px|link=Cinnabar]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Zercaner Ore Raw|Zercaner]][[File:Zercaner Ore Raw.png|100px|link=Zercaner Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Mattise Shard Raw|Mattise]][[File:Mattise Shard Raw.png|100px|link=Mattise Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:blue;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Larimar]][[File:Larimar.png|100px|link=Larimar]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hylat Ore Raw|Hylat]][[File:Hylat Ore Raw.png|100px|link=Hylat Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Varat Shard Raw|Varat]][[File:Varat Shard Raw.png|100px|link=Varat Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:yellow;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Lukrah]][[File:Lukrah.png|100px|link=Lukrah]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Threns Ore Raw|Threns]][[File:Threns Ore Raw.png|100px|link=Threns Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hattel Shard Raw|Hattel]][[File:Hattel Shard Raw.png|100px|link=Hattel Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:green;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Varis]][[File:Varis.png|100px|link=Varis]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Fertikeen Ore Raw|Fertikeen]][[File:Fertikeen Ore Raw.png|100px|link=Fertikeen Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Bastyn Shard Raw|Bastyn]][[File:Bastyn Shard Raw.png|100px|link=Bastyn Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:purple;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Sugil]][[File:Sugil.png|100px|link=Sugil]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sertise Ore Raw|Sertise]][[File:Sertise Ore Raw.png|100px|link=Sertise Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Rammet Shard Raw|Rammet]][[File:Rammet Shard Raw.png|100px|link=Rammet Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:orange;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Chabaz]][[File:Chabaz.png|100px|link=Chabaz]]  ||style=&amp;quot;text-align:center;&amp;quot;| [[Jisper Ore Raw|Jisper]][[File:Jisper Ore Raw.png|100px|link=Jisper Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sintyr Shard Raw|Sintyr]][[File:Sintyr Shard Raw.png|100px|link=Sintyr Shard Raw]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scrap===&lt;br /&gt;
'''Scrap''' are the salvageable remains of abandoned Space Stations. When they spawn, Derelict Stations will be in a &amp;quot;Decayed&amp;quot; state. While in this state attempts to salvage its blocks will only yield special resources called [[Scrap Alloy]] and [[Scrap Composite]]. While useless on their own if you gather enough pieces of scrap then they can be used to form [[Alloyed Metal Mesh]] and [[Crystal Composite]] respectively. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Scrap Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Scrap Alloy]] !! [[Scrap Composite]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Scrap Alloy.png|link=Scrap Alloy| 150px]] ||style=&amp;quot;text-align:center;&amp;quot;| [[File:Scrap Composite.png|link=Scrap Composite| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Production Materials==&lt;br /&gt;
Production materials are obtained by processing [[#Raw Materials|raw materials]] as described above.  These materials are widely used in most other [[:Category:Factory|factory]] recipes, though they can also be used decoratively.&lt;br /&gt;
&lt;br /&gt;
There are two general purpose production materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;General Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Alloyed Metal Mesh]] !! [[Crystal Composite]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Alloyed Metal Mesh.png|link=Alloyed Metal Mesh| 150px]] ||style=&amp;quot;text-align:center;&amp;quot;| [[File:Crystal Composite.png|link=Crystal Composite| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
There are 24 specialized production materials called '''capsules''', each of which is also associated with a particular color and used in recipes which produce items of that color. See the table below for each material, asteroids it is commonly found on and also it's particular color. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;4&amp;quot;|&amp;lt;big&amp;gt;Capsules&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Asteroid Minerals  !! Ore !! Shard &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:black;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Tekt Capsule|Tekt]][[File:Tekt Capsule.png|100px|link=Tekt Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Macet Capsule|Macet]][[File:Macet Capsule.png|100px|link=Macet Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Nocx Capsule|Nocx]][[File:Nocx Capsule.png|100px|link=Nocx Capsule]]&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:white;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Dolom Capsule|Dolom]][[File:Dolom Capsule.png|100px|link=Dolom Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sapsun Capsule|Sapsun]][[File:Sapsun Capsule.png|100px|link=Sapsun Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Parseen Capsule|Parseen]][[File:Parseen Capsule.png|100px|link=Parseen Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:red;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Cinnabar Capsule|Cinnabar]][[File:Cinnabar Capsule.png|100px|link=Cinnabar Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Zercaner Capsule|Zercaner]][[File:Zercaner Capsule.png|100px|link=Zercaner Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Mattise Capsule|Mattise]][[File:Mattise Capsule.png|100px|link=Mattise Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:blue;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Larimar Capsule|Larimar]][[File:Larimar Capsule.png|100px|link=Larimar Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hylat Capsule|Hylat]][[File:Hylat Capsule.png|100px|link=Hylat Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Varat Capsule|Varat]][[File:Varat Capsule.png|100px|link=Varat Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:yellow;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Lukrah Capsule|Lukrah]][[File:Lukrah Capsule.png|100px|link=Lukrah Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Threns Capsule|Threns]][[File:Threns Capsule.png|100px|link=Threns Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hattel Capsule|Hattel]][[File:Hattel Capsule.png|100px|link=Hattel Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:green;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Varis Capsule|Varis]][[File:Varis Capsule.png|100px|link=Varis Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Fertikeen Capsule|Fertikeen]][[File:Fertikeen Capsule.png|100px|link=Fertikeen Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Bastyn Capsule|Bastyn]][[File:Bastyn Capsule.png|100px|link=Bastyn Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:purple;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Sugil Capsule|Sugil]][[File:Sugil Capsule.png|100px|link=Sugil Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sertise Capsule|Sertise]][[File:Sertise Capsule.png|100px|link=Sertise Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Rammet Capsule|Rammet]][[File:Rammet Capsule.png|100px|link=Rammet Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:orange;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Chabaz Capsule|Chabaz]][[File:Chabaz Capsule.png|100px|link=Chabaz Capsule]]  ||style=&amp;quot;text-align:center;&amp;quot;| [[Jisper Capsule|Jisper]][[File:Jisper Capsule.png|100px|link=Jisper Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sintyr Capsule|Sintyr]][[File:Sintyr Capsule.png|100px|link=Sintyr Capsule]]&lt;br /&gt;
|}&lt;br /&gt;
==Decorative Materials==&lt;br /&gt;
Dirt, ice, flowers.  Some cannot be used in production, some can.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Neutral_Stations&amp;diff=9691</id>
		<title>Neutral Stations</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Neutral_Stations&amp;diff=9691"/>
		<updated>2018-05-07T21:30:45Z</updated>

		<summary type="html">&lt;p&gt;MacThule: makin another stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Derelict stations and ships are abandoned facilities, left by their makers to decay in the depths of space. Their systems are not functional.&lt;br /&gt;
&lt;br /&gt;
Derelicts can be salvaged for [[Scrap Alloy]] and [[Scrap Composite]], or players can choose to spend a substantial amount of money to rehabilitate the derelict. Once purchased, a derelict can be salvaged for the actual blocks it uses (system blocks will not turn to scrap when salvaged).&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Resources&amp;diff=9690</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Resources&amp;diff=9690"/>
		<updated>2018-05-07T21:26:25Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
'''Resources''' are items and blocks used to craft components for ships, stations and planetary facilities.&lt;br /&gt;
&lt;br /&gt;
Raw resources may be salvaged or mined from [[Planet|planets]], [[Asteroid|asteroids]] and [[Neutral Stations|derelict stations]]. Raw resources are not useful until processed in a [[Capsule Refinery]] or [[Micro Assembler]]. Processed resources can then be used as ingredients in [[production]] recipes, or as decorations.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In StarMade gathering resources is not only a means of production but also vital to survival. Exploiting the bountiful resources of the Frontier will allow you to build essential pieces of equipment in order to brave the depths of space. To begin the process of building your empire you must first gather resources in their rawest form.&lt;br /&gt;
&lt;br /&gt;
===Raw Materials===&lt;br /&gt;
There are twenty-four types of raw materials spread out between 3 categories: '''Ore''', '''Crystal''', and '''Asteroid Minerals'''. Each of which must be processed in a [[Capsule Refinery]] to obtain [[#Production Materials|production materials]] used in most kinds of construction.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;4&amp;quot;|&amp;lt;big&amp;gt;Raw Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Asteroid Minerals  !! Ore !! Shard &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:black;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Tekt]][[File:Tekt.png|100px|link=Tekt]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Macet Ore Raw|Macet]][[File:Macet Ore Raw.png|100px|link=Macet Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Nocx Shard Raw|Nocx]][[File:Nocx Shard Raw.png|100px|link=Nocx Shard Raw]]&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:white;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Dolom]][[File:Dolom.png|100px|link=Dolom]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sapsun Ore Raw|Sapsun]][[File:Sapsun Ore Raw.png|100px|link=Sapsun Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Parseen Shard Raw|Parseen]][[File:Parseen Shard Raw.png|100px|link=Parseen Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:red;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Cinnabar]][[File:Cinnabar.png|100px|link=Cinnabar]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Zercaner Ore Raw|Zercaner]][[File:Zercaner Ore Raw.png|100px|link=Zercaner Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Mattise Shard Raw|Mattise]][[File:Mattise Shard Raw.png|100px|link=Mattise Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:blue;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Larimar]][[File:Larimar.png|100px|link=Larimar]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hylat Ore Raw|Hylat]][[File:Hylat Ore Raw.png|100px|link=Hylat Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Varat Shard Raw|Varat]][[File:Varat Shard Raw.png|100px|link=Varat Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:yellow;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Lukrah]][[File:Lukrah.png|100px|link=Lukrah]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Threns Ore Raw|Threns]][[File:Threns Ore Raw.png|100px|link=Threns Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hattel Shard Raw|Hattel]][[File:Hattel Shard Raw.png|100px|link=Hattel Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:green;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Varis]][[File:Varis.png|100px|link=Varis]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Fertikeen Ore Raw|Fertikeen]][[File:Fertikeen Ore Raw.png|100px|link=Fertikeen Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Bastyn Shard Raw|Bastyn]][[File:Bastyn Shard Raw.png|100px|link=Bastyn Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:purple;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Sugil]][[File:Sugil.png|100px|link=Sugil]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sertise Ore Raw|Sertise]][[File:Sertise Ore Raw.png|100px|link=Sertise Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Rammet Shard Raw|Rammet]][[File:Rammet Shard Raw.png|100px|link=Rammet Shard Raw]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:orange;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Chabaz]][[File:Chabaz.png|100px|link=Chabaz]]  ||style=&amp;quot;text-align:center;&amp;quot;| [[Jisper Ore Raw|Jisper]][[File:Jisper Ore Raw.png|100px|link=Jisper Ore Raw]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sintyr Shard Raw|Sintyr]][[File:Sintyr Shard Raw.png|100px|link=Sintyr Shard Raw]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scrap===&lt;br /&gt;
'''Scrap''' are the salvageable remains of abandoned Space Stations. When they spawn, Derelict Stations will be in a &amp;quot;Decayed&amp;quot; state. While in this state attempts to salvage its blocks will only yield special resources called [[Scrap Alloy]] and [[Scrap Composite]]. While useless on their own if you gather enough pieces of scrap then they can be used to form [[Alloyed Metal Mesh]] and [[Crystal Composite]] respectively. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;Scrap Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Scrap Alloy]] !! [[Scrap Composite]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Scrap Alloy.png|link=Scrap Alloy| 150px]] ||style=&amp;quot;text-align:center;&amp;quot;| [[File:Scrap Composite.png|link=Scrap Composite| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
==Production Materials==&lt;br /&gt;
Production materials are obtained by processing [[#Raw Materials|raw materials]] as described above.  These materials are widely used in most other [[:Category:Factory|factory]] recipes, though they can also be used decoratively.&lt;br /&gt;
&lt;br /&gt;
There are two general purpose production materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;big&amp;gt;General Materials&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Alloyed Metal Mesh]] !! [[Crystal Composite]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|[[File:Alloyed Metal Mesh.png|link=Alloyed Metal Mesh| 150px]] ||style=&amp;quot;text-align:center;&amp;quot;| [[File:Crystal Composite.png|link=Crystal Composite| 150px]]&lt;br /&gt;
|}&lt;br /&gt;
There are 24 specialized production materials called '''capsules''', each of which is also associated with a particular color and used in recipes which produce items of that color. See the table below for each material, asteroids it is commonly found on and also it's particular color. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!height=&amp;quot;30px&amp;quot; colspan=&amp;quot;4&amp;quot;|&amp;lt;big&amp;gt;Capsules&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Color !! Asteroid Minerals  !! Ore !! Shard &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:black;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Tekt Capsule|Tekt]][[File:Tekt Capsule.png|100px|link=Tekt Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Macet Capsule|Macet]][[File:Macet Capsule.png|100px|link=Macet Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Nocx Capsule|Nocx]][[File:Nocx Capsule.png|100px|link=Nocx Capsule]]&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:white;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Dolom Capsule|Dolom]][[File:Dolom Capsule.png|100px|link=Dolom Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sapsun Capsule|Sapsun]][[File:Sapsun Capsule.png|100px|link=Sapsun Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Parseen Capsule|Parseen]][[File:Parseen Capsule.png|100px|link=Parseen Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:red;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Cinnabar Capsule|Cinnabar]][[File:Cinnabar Capsule.png|100px|link=Cinnabar Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Zercaner Capsule|Zercaner]][[File:Zercaner Capsule.png|100px|link=Zercaner Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Mattise Capsule|Mattise]][[File:Mattise Capsule.png|100px|link=Mattise Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:blue;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Larimar Capsule|Larimar]][[File:Larimar Capsule.png|100px|link=Larimar Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hylat Capsule|Hylat]][[File:Hylat Capsule.png|100px|link=Hylat Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Varat Capsule|Varat]][[File:Varat Capsule.png|100px|link=Varat Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:yellow;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Lukrah Capsule|Lukrah]][[File:Lukrah Capsule.png|100px|link=Lukrah Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Threns Capsule|Threns]][[File:Threns Capsule.png|100px|link=Threns Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Hattel Capsule|Hattel]][[File:Hattel Capsule.png|100px|link=Hattel Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:green;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Varis Capsule|Varis]][[File:Varis Capsule.png|100px|link=Varis Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Fertikeen Capsule|Fertikeen]][[File:Fertikeen Capsule.png|100px|link=Fertikeen Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Bastyn Capsule|Bastyn]][[File:Bastyn Capsule.png|100px|link=Bastyn Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:purple;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Sugil Capsule|Sugil]][[File:Sugil Capsule.png|100px|link=Sugil Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sertise Capsule|Sertise]][[File:Sertise Capsule.png|100px|link=Sertise Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Rammet Capsule|Rammet]][[File:Rammet Capsule.png|100px|link=Rammet Capsule]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width: 25px; background-color:orange;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;| [[Chabaz Capsule|Chabaz]][[File:Chabaz Capsule.png|100px|link=Chabaz Capsule]]  ||style=&amp;quot;text-align:center;&amp;quot;| [[Jisper Capsule|Jisper]][[File:Jisper Capsule.png|100px|link=Jisper Capsule]] ||style=&amp;quot;text-align:center;&amp;quot;| [[Sintyr Capsule|Sintyr]][[File:Sintyr Capsule.png|100px|link=Sintyr Capsule]]&lt;br /&gt;
|}&lt;br /&gt;
==Decorative Materials==&lt;br /&gt;
Dirt, ice, flowers.  Some cannot be used in production, some can.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=9689</id>
		<title>StarMade Wiki/editcopy</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=9689"/>
		<updated>2018-05-07T16:33:20Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Cleaning up dead links and consolidating categories for a cleaner UX; set up division for StarMade 101 articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ALL EDITS TO THIS PAGE MUST BE REFLECTED ON StarMade Wiki/editcopy --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{#seo:&lt;br /&gt;
|title=Starmadepedia - The Official StarMade Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mainpagetable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|General Information}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Introduction]]&lt;br /&gt;
** [[Introduction#What is StarMade|What is StarMade?]]&lt;br /&gt;
** [[Introduction#System Requirements|System requirements]]&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
** [[Tutorials/Installation|Installation]]&lt;br /&gt;
** [[Tutorials/Getting started|Getting started]]&lt;br /&gt;
** [[Crew|Hiring NPC Crew Members]]&lt;br /&gt;
* [[BugTracker|How to report Bugs]]&lt;br /&gt;
* [[Changelog]]&lt;br /&gt;
* [https://trello.com/b/9Kg5Jn6g/starmade-roadmap Roadmap]&lt;br /&gt;
* [[Mod API]]&lt;br /&gt;
* [[:Category:Server Documentation|Server Documentation]]&lt;br /&gt;
** [[Server.cfg]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|Game Mechanics}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border-style: hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Production|Manufacturing]]&lt;br /&gt;
* [[Ship Design|Ships]]&lt;br /&gt;
** [[Power Systems]]&lt;br /&gt;
** [[Propulsion Systems]]&lt;br /&gt;
** [[Weapon Systems]]&lt;br /&gt;
** [[Support Tool Systems]]&lt;br /&gt;
** [[Effects|Effect Systems]]&lt;br /&gt;
** [[Defense Systems]]&lt;br /&gt;
* [[Space Station]]s&lt;br /&gt;
* [[Logic Signals|Logic Systems]]&lt;br /&gt;
* [[Commands|Admin Commands]]&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Fleets]]&lt;br /&gt;
* [[:Category:Articles|Blocks]]&lt;br /&gt;
** [[ID list]]&lt;br /&gt;
** [[:Category:Hull|Hull]]&lt;br /&gt;
** [[:Category:Weapons|Weapons]]&lt;br /&gt;
** [[:Category:SupportTools|Support]]&lt;br /&gt;
** [[:Category:Effect|Effects]]&lt;br /&gt;
** [[:Category:Resources|Resources]]&lt;br /&gt;
** [[:Category:Logic|Logic Blocks]]&lt;br /&gt;
** [[:Category:Decoration|Decorations]]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|StarMade 101}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mainpagetable&amp;quot;&lt;br /&gt;
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| colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;padding: 5px; text-align: center;&amp;quot;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | Official Sites:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [http://star-made.org/ StarMade Website] &amp;lt;br&amp;gt; [http://starmadedock.net/ Forums] &amp;lt;br&amp;gt; [https://registry.star-made.org/ StarMade Registry]&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | &amp;lt;span class=&amp;quot;plainlinks&amp;quot; style=&amp;quot;white-space:nowrap&amp;quot;&amp;gt;Wiki Links&amp;lt;hr /&amp;gt;[[Special:RecentChanges|Recent Changes]] • [[StarMade Wiki:Admin noticeboard|Admin Noticeboard]] • [[StarMade Wiki:Community portal|Community Portal]] • [[StarMade Wiki:Manual of Style|Manual of Style]] • [[StarMade Wiki:Rules|Rules]] &amp;lt;/span&amp;gt;&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; | Community Locations:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; [[File:Twitter_Logo.png|20px|link=https://twitter.com/star_made]]  [[File:Steam_Logo.png|20px|link=http://steamcommunity.com/app/244770/discussions/]]  [[File:Twitch_Logo.png|20px|link=http://www.twitch.tv/starmade]]  [[File:YouTube_Logo.png|20px|link=https://www.youtube.com/channel/UCCtHs_Mc3LmDPxnEtsjpLoA]]  [[File:GooglePlus_Logo.png|20px|link=https://plus.google.com/+schemastarmade/about]] [[File:100px-Reddit_Logo.png|20px|link=http://www.reddit.com/r/Starmade/]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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|}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellpadding=0 cellspacing=0&lt;br /&gt;
| style=&amp;quot;padding:0; font-size: 85%;&amp;quot; align=&amp;quot;right&amp;quot; | ''Changes to this main page can be proposed [[StarMade Wiki/editcopy|here]].''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=9688</id>
		<title>Ship Design</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Ship_Design&amp;diff=9688"/>
		<updated>2018-05-07T15:49:34Z</updated>

		<summary type="html">&lt;p&gt;MacThule: /* The Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes basic and intermediate ship design.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
&lt;br /&gt;
For a ship to be considered a ship, it must have the following components&lt;br /&gt;
&lt;br /&gt;
* A [[Ship Core]]&lt;br /&gt;
* At least one [[Propulsion Systems|Propulsion System]] (usually a thruster)&lt;br /&gt;
* A power source (see [[Reactors]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While a ship can technically consist of just a [[Ship Core]], this has mediocre thrust, no defense should it be attacked, and serves no functional purpose other than quick transport over small distances. The same can be said for a ship with just a Ship Core, a single [[Reactor]] and a single [[Thruster Module]]: such entities are often referred to as &amp;quot;pods&amp;quot; &amp;quot;shuttles&amp;quot; or &amp;quot;spacebikes&amp;quot;, and are also used to quickly and easily travel over small distances (less than a sector, normally).&lt;br /&gt;
&lt;br /&gt;
==Hull and Armour==&lt;br /&gt;
&lt;br /&gt;
Hull and Armour is a major means of defending against incoming attacks, providing basic protection and increasing the overall survivability of a ship. Door blocks also have statistics similar to armor blocks of the same tier, but do not contribute any SHP. This is because doors can become intangible (when opened), and could be exploited to make invulnerable (or much harder to kill) ships ''if'' they contributed SHP to a ship.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Hull and Armor Statistics&lt;br /&gt;
! Block !! HP !! Armor !! AHP !! SHP !! Mass&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey Hull|Hull]] || style=&amp;quot;text-align:right&amp;quot; | 75 || style=&amp;quot;text-align:right&amp;quot; | 0% || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 0.05&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass Door]] || style=&amp;quot;text-align:right&amp;quot; | 75 || style=&amp;quot;text-align:right&amp;quot; | 0% || style=&amp;quot;text-align:right&amp;quot; | 50 || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.05&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey Standard Armor|Standard Armor]] || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 60% || style=&amp;quot;text-align:right&amp;quot; | 75 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| [[Plex Door]] || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 60% || style=&amp;quot;text-align:right&amp;quot; | 75 || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.15&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey Advanced Armor|Advanced Armor]] || style=&amp;quot;text-align:right&amp;quot; | 250 || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 0.25 &lt;br /&gt;
|-&lt;br /&gt;
| [[White Crystal Armor|Crystal Armor]] || style=&amp;quot;text-align:right&amp;quot; | 250 || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 5 || style=&amp;quot;text-align:right&amp;quot; | 0.25 &lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Door]] || style=&amp;quot;text-align:right&amp;quot; | 250 || style=&amp;quot;text-align:right&amp;quot; | 75% || style=&amp;quot;text-align:right&amp;quot; | 100 || style=&amp;quot;text-align:right&amp;quot; | 0 || style=&amp;quot;text-align:right&amp;quot; | 0.25  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
The cost of manufacturing armor is proportional to its strength, and the recipes for all types of armor and door are listed below:&lt;br /&gt;
&lt;br /&gt;
====Hull and Glass Doors====&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Basic Factory&lt;br /&gt;
|it1=Alloyed Metal Mesh&lt;br /&gt;
|ic1=1&lt;br /&gt;
|it2=Crystal Composite&lt;br /&gt;
|ic2=1&lt;br /&gt;
|ot1=Grey Hull&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Basic Factory&lt;br /&gt;
|it1=Crystal Composite&lt;br /&gt;
|ic1=5&lt;br /&gt;
|ot1=Glass Door&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Standard Armor and Plex Doors====&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Standard Factory&lt;br /&gt;
|it1=Grey Hull&lt;br /&gt;
|ic1=1&lt;br /&gt;
|it2=Standard Hardener&lt;br /&gt;
|ic2=1&lt;br /&gt;
|ot1=Grey Standard Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Basic Factory&lt;br /&gt;
|it1=Alloyed Metal Mesh&lt;br /&gt;
|ic1=15&lt;br /&gt;
|ot1=Plex Door&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Advanced Armor, Crystal Armor and Blast Doors====&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Advanced Factory&lt;br /&gt;
|it1=Grey Standard Armor&lt;br /&gt;
|ic1=1&lt;br /&gt;
|it2=Advanced Hardener&lt;br /&gt;
|ic2=1&lt;br /&gt;
|ot1=Grey Advanced Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Advanced Factory&lt;br /&gt;
|it1=White Standard Armor&lt;br /&gt;
|ic1=1&lt;br /&gt;
|it2=Parseen Crystal&lt;br /&gt;
|ic2=6&lt;br /&gt;
|ot1=White Crystal Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{mfg&lt;br /&gt;
|using=Advanced Factory&lt;br /&gt;
|it1=Varat Capsule&lt;br /&gt;
|ic1=38&lt;br /&gt;
|ot1=Blast Door&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armor Positioning===&lt;br /&gt;
Although Hull and Armor blocks can serve decoratively, armor's primary use is to mitigate damage, and this purpose is best fulfilled through careful placement.&lt;br /&gt;
&lt;br /&gt;
The front of a ship is often most at risk, and so heavy armor plating on the front profile of a vessel is usually advised. Depending on ship size, this may exceed ten meters in thickness. An overall &amp;quot;skin&amp;quot; of armor on a ship is also common, and is usually 1 or 2 meters thick, with thicker plating at points of high risk. To increase the difficulty for intruders to access it, the Ship Core (and the room it is situated in) may be armored, usually including Blast Doors in the entrance to this room. Weapon computers and other vital system controllers, being quite vulnerable and of significant importance to a ship's operation, are often kept in a separate cluster with significant armor plating, reducing the likelihood of a system outage due to computer damage. [[Power Auxiliary|Power Auxiliaries]] are also rather vulnerable and, given that they will explode dangerously, should be encased in armor, and often interspersed with armored plates to absorb internal damage (making sure that these do not break up the Power Auxiliary grouping).&lt;br /&gt;
&lt;br /&gt;
===Coloring===&lt;br /&gt;
Hull and Armor blocks can also be colored, though this is rather tedious to accomplish: &lt;br /&gt;
*Hull is colored by running Grey Hull and Paint of the desired color through a Basic Factory. &lt;br /&gt;
*Standard Armor is colored by running a colored Hull block and a Standard Hardener through a Standard Factory.&lt;br /&gt;
*Advanced Armor is colored by running colored Standard Armor and an Advanced Hardener through an Advanced Factory.&lt;br /&gt;
*Crystal Armor is produced by running colored Standard Armor and a number of Crystal blocks through an Advanced Factory.&lt;br /&gt;
&lt;br /&gt;
==Weaponry==&lt;br /&gt;
&lt;br /&gt;
Weaponry is necessary for any ship to damage other entities. Weapons can also be [[Linking|linked]] to other weapons, creating combinations that modify the statistics of the primary weapon. This is explained in detail on a separate page.&lt;br /&gt;
{{Main|Weapon Systems}}&lt;br /&gt;
&lt;br /&gt;
As well as basic weapons and their combinations, Effects can be added to further modify the output of a weapon, specializing it in various ways.&lt;br /&gt;
{{Main|Effects}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
Defense, like [[Weapon Systems|Weaponry]], is one of the most important aspects of any combat ship. While defense is very commonly found in the form of  shields (Shield Capacitors and Shield-Rechargers), it's also just as prominent in the form of armor and [[Effects]].&lt;br /&gt;
&lt;br /&gt;
Shields are the simplest and most abundant forms of tanking a ship, and simply involves spreading large amounts of Shield Capacitors and Shield-Rechargers throughout a ship. Like [[Thruster Module|Thruster Modules]], Shield Capacitors and Shield-Rechargers do not benefit from adjacent blocks of the same type, and as such can be thrown around carelessly, either in groups or individually, and are often used to fill up small holes throughout ships. If a player is focusing on more of an armor tank, then it's not uncommon for shield systems to act as a layer of system armor, similar to how [[Thruster Module|Thrusters]] can be used, protecting the more crucial systems beneath it.&lt;br /&gt;
&lt;br /&gt;
Armor is the most prominent form of tanking a ship, and is just as simple as shielding. Armor inherently takes up the majority of the ship and acts as it's hull, and as such is usually buffing a ship's armor HP from the get-go. In order to effectively armor tank a ship, it's recommended to use multiple layers of armor, with [[Standard Armor]] being the most abundant armor type (making up the exterior armor plates/hull), with [[Advanced Armor]] making up the interior and having [[Basic Hull]] for details, to add to the aesthetics. All of this makes for a quality armor set-up already without the proper placement, and can make a ship much more comfortable in terms of cost. Layering armor is also quite common, with having multiple armor layers on the exterior so as to provide increased protection to the systems on the inside.&lt;br /&gt;
&lt;br /&gt;
Effects, while being able to manipulate weaponry and specialize it, also have various &amp;quot;passive&amp;quot; abilities, all of which benefit the ship in some way when activated: These are detailed on the [[Effects#Defensive Use|Effects]] page.&lt;br /&gt;
&lt;br /&gt;
Using these Effects will allow a ship to reach it's full potential, whether it's in combat or not. For example, an armor tanked ship would generally use [[Punch-Through Effect Computer|Punch-Through Effect]] and [[Piercing Effect Computer|Piercing Effect]] to increase the effectiveness of its armor, while a shield tanked ship would use [[Ion Effect Computer|Ion Effect]] to increase the effectiveness of its shields. A fighter may use [[Overdrive Effect Computer|Overdrive Effect]] in order to provide increased mobility, decreasing the odds of larger vessels being able to successfully hit it.&lt;br /&gt;
&lt;br /&gt;
==Other considerations==&lt;br /&gt;
* Multiple people on a single ship&lt;br /&gt;
* Damage and repair&lt;br /&gt;
&lt;br /&gt;
==Instructional Videos==&lt;br /&gt;
The following YouTubers are known to make high quality builds and instructional videos for building ships.&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/00Raiben]&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/user/benchminecraft Bench]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=5962</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=5962"/>
		<updated>2018-05-03T08:09:04Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stabilizers exist solely to reduce the vulnerability of reactors by providing stability to a linked [[reactor]]. A large reactor without stabilizers is easily destroyed and is often not able to realize its true power generation potential even during standard operation.&lt;br /&gt;
&lt;br /&gt;
Stabilizers are affected by an effectiveness percentage that determines how much they contribute to a reactor's total stability. The reactor's total stability is not a direct function of this percentage, but rather a total of all the stabilizer blocks affecting it, based on their individual effectiveness percentage.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of an individual stabilizer block is highly dependent upon its distance from its 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 at a distance that gives them 100% effectiveness per block. It is also not necessary for a reactor to have 100% total stability.&lt;br /&gt;
&lt;br /&gt;
Stabilizers are automatically connected to the reactor they support by [[stabilizer streams]].&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5961</id>
		<title>Reactor Chambers</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5961"/>
		<updated>2018-05-03T08:08:49Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactor chambers provide special effects (mostly buffs) and abilities to an entity or specific systems of that entity. At least one block of a chamber must be linked directly to a [[reactor]] block by a path of [[conduit blocks]]. Second-tier effects can be achieved by linking a second chamber of the same type to an existing chamber by a path of conduit blocks.&lt;br /&gt;
&lt;br /&gt;
Chamber List:&lt;br /&gt;
&lt;br /&gt;
*[[Defence Chamber]]&lt;br /&gt;
**Buffs to armor&lt;br /&gt;
*[[FTL Chamber]]&lt;br /&gt;
**Buffs to jump capability&lt;br /&gt;
*[[Logistics Chamber]]&lt;br /&gt;
**Salvage &amp;amp; production buffs&lt;br /&gt;
*[[Mass Chamber]]&lt;br /&gt;
**Gravity control&lt;br /&gt;
*[[Mobility Chamber]]&lt;br /&gt;
**Buffs to movement or turning speed&lt;br /&gt;
*[[Power Chamber]]&lt;br /&gt;
**Buffs to power generation&lt;br /&gt;
*[[Recon Chamber]]&lt;br /&gt;
**Cloaking, jamming, and countering stealth&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5960</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5960"/>
		<updated>2018-05-03T08:08:35Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactors are a means of power generation for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], [[support tools]] and all other powered systems draw power from reactors. Reactors also generate [[tech points]] as a separate way to power [[reactor chambers]]; tech points do not affect normal power in any way.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated. Large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
==Stability==&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Thrusters&amp;diff=5959</id>
		<title>Thrusters</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Thrusters&amp;diff=5959"/>
		<updated>2018-05-03T08:08:05Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Redirected page to Thruster Module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thruster Module]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Thrusters&amp;diff=5958</id>
		<title>Thrusters</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Thrusters&amp;diff=5958"/>
		<updated>2018-05-03T08:07:36Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Redirected page to Thruster module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[thruster module]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=5956</id>
		<title>Reactor Stabilizer</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Stabilizer&amp;diff=5956"/>
		<updated>2018-05-03T07:45:40Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Created page with &amp;quot;Stabilizers exist solely to reduce the vulnerability of reactors by providing stability to a linked reactor. A large reactor without stabilizers is easily destroyed and is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stabilizers exist solely to reduce the vulnerability of reactors by providing stability to a linked [[reactor]]. A large reactor without stabilizers is easily destroyed and is often not able to realize its true power generation potential even during standard operation.&lt;br /&gt;
&lt;br /&gt;
Stabilizers are affected by an effectiveness percentage that determines how much they contribute to a reactor's total stability. The reactor's total stability is not a direct function of this percentage, but rather a total of all the stabilizer blocks affecting it, based on their individual effectiveness percentage.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of an individual stabilizer block is highly dependent upon its distance from its 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 at a distance that gives them 100% effectiveness per block. It is also not necessary for a reactor to have 100% total stability.&lt;br /&gt;
&lt;br /&gt;
Stabilizers are automatically connected to the reactor they support by [[stabilizer streams]].&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Effects&amp;diff=5953</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Effects&amp;diff=5953"/>
		<updated>2018-05-03T07:28:52Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: This article covers the old, obsolete effect system. All effects are now handled through the [[reactor chambers]] system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Effects''' are modifications to a ship that can be used either offensively or defensively. When [[Linking|linked]] (slaved) to a [[Weapon_Systems|weapon]], the projectile produced from the weapon will have an added effect that modifies how that weapon behaves. When used independently, the ship will either perform a defensive action or it will create a defensive effect for the ship, so long as the computer producing the effect remains activated in the hotbar. &lt;br /&gt;
&lt;br /&gt;
==Offensive Use==&lt;br /&gt;
&lt;br /&gt;
Effects linked to weapon systems provide tertiary modifications to the linked weapon, primarily altering the effect a weapons' damage has on targets. Secondary modifications are detailed in the [[Weapon_Systems#Secondary_Systems|Secondary Systems]] section of Weapon Systems. A weapon system can only support one effect system and one secondary system at a time.&lt;br /&gt;
&lt;br /&gt;
The strength (also referred to as efficiency) of a given effect is defined by the proportion of primary and tertiary systems. If the module count for an effect is the same as the module count of the primary weapon, that effect is applied at 100% strength. If the effect system's module count is less than that of the primary weapon, the strength of the effect is (EffectSize/PrimaryWeaponSize*100%). An effect cannot have greater than 100% strength, and any blocks added above the primary weapon's own module count will have no effect.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
*A 40-block missile is linked to a  Stop Effect.&lt;br /&gt;
**When the Stop Effect system has 10 modules, its strength is 25%. This converts 25% of the missile's damage to &amp;quot;stopping power&amp;quot;.&lt;br /&gt;
**When the Stop Effect system has 40 modules as well, its strength is 100%, and all of the missile's damage is converted to &amp;quot;stopping power&amp;quot;.&lt;br /&gt;
**When the Stop Effect system has more than 40 modules, its strength is still 100%. The excess modules have no effect on the weapon.&lt;br /&gt;
&lt;br /&gt;
===Offensive Effects===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[EMP Effect Computer|EMP Effect]] || Reduces block damage in exchange for damage that affects the target's power supply instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[Explosive Effect Computer|Explosive Effect]] || For damage beams and cannons, spreads the weapon's damage to also affect the six blocks adjacent to the hit block.  For missiles and pulses, increases the blast radius.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ion Effect Computer|Ion Effect]] || Increases damage done to shields, but reduces damage done to blocks.&lt;br /&gt;
|-&lt;br /&gt;
| [[Overdrive Effect Computer|Overdrive Effect]] || Increases block damage, but dramatically increases the amount of power required to fire the weapon. Also increases the blast radius for missiles and pulses.&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Effect Computer|Piercing Effect]] || For damage beams and cannons, slightly increases block damage, but decreases shield damage. For missiles and pulses, increases blast radius.&amp;lt;br/&amp;gt;For all weapons, ignores part of target's [[Defense Systems#Armor|armor]] value.&lt;br /&gt;
|-&lt;br /&gt;
| [[Pull Effect Computer|Pull Effect]] || Reduces block damage in exchange for an effect that pulls the target towards the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Punch-Through Effect Computer|Punch-Through Effect]] || For damage beams and cannons, increases block and [[Defense Systems#Armor HP|AHP]] damage. For missiles and pulses, slightly increases the blast radius and increases AHP damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[Push Effect Computer|Push Effect]] || Reduces block damage in exchange for an effect that pushes the target away from the damage source.&lt;br /&gt;
|-&lt;br /&gt;
| [[Stop Effect Computer|Stop Effect]] || Reduces block damage in exchange for an effect that decreases the target's current velocity.&lt;br /&gt;
|}&lt;br /&gt;
===Tables===&lt;br /&gt;
The tables below detail how each effect, at 100% efficiency, will affect the different primary weapon categories. For the purposes of calculations, remember to factor in effect multipliers last, after calculating a weapon's total effective block count (Primary+Secondary+Effect, excluding any blocks which would add greater than 100% secondary or tertiary effect), and using this to calculate the base stats (see the [[Weapon Systems#Tables|tables]] on the Weapon Systems page for more info). &lt;br /&gt;
&lt;br /&gt;
====EMP Effect Statistics====&lt;br /&gt;
All values are expressed as multipliers of original weapon damage.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+EMP Effect&lt;br /&gt;
!Weapon !! Power Damage !! Block Damage !! Shield Damage&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 20 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 20 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 20 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|- &lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 20 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|}&amp;lt;!--EMP Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Explosive Effect Statistics====&lt;br /&gt;
For both beams and cannons, Explosive effect is currently bugged&amp;lt;ref&amp;gt;http://phab.starma.de/T346&amp;lt;/ref&amp;gt; and cannot increase a projectile's impact radius to more than 1. Therefore, this table notes that the maximum useful percentage for this effect on those weapons is 10%. Because of this bug, values for this effect are listed as they are at the maximum useful efficiency for that weapon. &lt;br /&gt;
&lt;br /&gt;
Damage dealt to surrounding blocks by a 100% Explosive Effect weapon is 1/6 of total damage (to each block adjacent to the point of impact). If a weapon penetrates, explosive damage is applied again, using the remaining damage.&lt;br /&gt;
&lt;br /&gt;
'''+Blast Radius (m)''' is expressed as a linear increase, measured in metres.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' is expressed as a multiplier of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Max Effect %''' is the maximum useful efficiency for this effect.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Explosive Effect&lt;br /&gt;
!Weapon !! +Blast Radius(m) !! Block Damage !! Max Effect %&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 1   ||style=&amp;quot;text-align:center&amp;quot;| 0.95 ||style=&amp;quot;text-align:center&amp;quot;| 10% &lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 10 ||style=&amp;quot;text-align:center&amp;quot;| -        ||style=&amp;quot;text-align:center&amp;quot;| 100%&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 1   ||style=&amp;quot;text-align:center&amp;quot;| 0.95 ||style=&amp;quot;text-align:center&amp;quot;| 10%&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 10 ||style=&amp;quot;text-align:center&amp;quot;| -        ||style=&amp;quot;text-align:center&amp;quot;| 100%&lt;br /&gt;
|}&amp;lt;!--Explosive Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Ion Effect Statistics====&lt;br /&gt;
All values are expressed as multipliers of original weapon damage. &lt;br /&gt;
&lt;br /&gt;
It is not certain how 100% Ion Effect affects missile and pulse damage, as the value listed in the &amp;quot;blockBehaviorConfig.xml&amp;quot;&amp;lt;ref&amp;gt;Line 1431, Starmade/data/config/blockBehaviorConfig.xml (StarMade v0.199.253)&amp;lt;/ref&amp;gt; file, which governs such details, is 0.5. However, the same line also has the following comment:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;!-- shield damage is doubled, the explosion system scales differently--&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This does suggest that the resulting shield damage would be the same as cannons and beams, but it is not certain. Players should bear in mind that explosion damage can often be unreliable anyway, since as much as 50% of it radiates into empty space when striking a perfectly flat surface. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ion Effect&lt;br /&gt;
!Weapon !! Shield Damage !! Block Damage&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 2 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 2 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 2 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 2 ||style=&amp;quot;text-align:center&amp;quot;| 0&lt;br /&gt;
|}&amp;lt;!--Ion Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Overdrive Effect Statistics====&lt;br /&gt;
'''+Blast Radius (m)''' is expressed as a linear increase, measured in metres.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' and '''Shield Damage''' are expressed as multipliers of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Total Damage''' is a value unique to missiles and pulses, and is expressed as a multiplier of original weapon damage. It is assumed that this refers to the total damage radiated from an explosion (50% of which is lost on empty space, when striking a completely flat surface)&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Power Consumption''' is expressed as a multiplier of original power consumption.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Overdrive Effect&lt;br /&gt;
!Weapon !! +Blast Radius (m) !! Block Damage !! Shield Damage !! Total Damage !! Power Consumption&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| -    ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 10 ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| -    ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 10 ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 6&lt;br /&gt;
|}&amp;lt;!--Overdrive Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Piercing Effect Statistics====&lt;br /&gt;
'''+Blast Radius (m)''' is expressed as a linear increase, measured in metres.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' and '''Shield Damage''' are expressed as multipliers of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Armor Ignore''' is  the percentage of a given block's [[Defense Systems#Armor|armor]] value which is ignored by a 100% Piercing Effect projectile from this weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''AHP Damage''' is a percentage increase in damage done by this weapon to a ship's [[Defense Systems#Armor HP|Armor HP]] pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Piercing Effect&lt;br /&gt;
!Weapon !! +Blast Radius (m) !! Block Damage !! Shield Damage !! Armor Ignore (%) !! AHP Damage &lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 1.25 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 50%  ||style=&amp;quot;text-align:center&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 5 ||style=&amp;quot;text-align:center&amp;quot;| -        ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 50% ||style=&amp;quot;text-align:center&amp;quot;| -&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 1.25 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 50% ||style=&amp;quot;text-align:center&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 5 ||style=&amp;quot;text-align:center&amp;quot;| -        ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 50% ||style=&amp;quot;text-align:center&amp;quot;| -&lt;br /&gt;
|}&amp;lt;!--Piercing Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pull Effect Statistics====&lt;br /&gt;
'''Pulling Force''' is a multiplier of original weapon damage. &amp;quot;Pull&amp;quot; damage pulls the target in the direction of the source of the damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' and '''Shield Damage''' are expressed as multipliers of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pull Effect&lt;br /&gt;
!Weapon !! Pulling Force !! Block Damage !! Shield Damage&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|}&amp;lt;!--Pull Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Punch-Through Effect Statistics====&lt;br /&gt;
'''+Blast Radius (m)''' is expressed as a linear increase, measured in metres.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' is expressed as a multiplier of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''AHP Damage''' is a percentage increase in damage done by this weapon to a ship's [[Defense Systems#Armor HP|Armor HP]] pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Punch-Through Effect&lt;br /&gt;
!Weapon !! +Blast Radius (m) !! Block Damage !! AHP Damage &lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 1.5 ||style=&amp;quot;text-align:center&amp;quot;| 50% &lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 5 ||style=&amp;quot;text-align:center&amp;quot;| -      ||style=&amp;quot;text-align:center&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| -  ||style=&amp;quot;text-align:center&amp;quot;| 1.5 ||style=&amp;quot;text-align:center&amp;quot;| 50%&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 5 ||style=&amp;quot;text-align:center&amp;quot;| -      ||style=&amp;quot;text-align:center&amp;quot;| 50%&lt;br /&gt;
|}&amp;lt;!--Punch-Through Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Push Effect Statistics====&lt;br /&gt;
'''Pushing Force''' is a multiplier of original weapon damage. &amp;quot;Push&amp;quot; damage pushes the target in the direction of the source of the damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' and '''Shield Damage''' are expressed as multipliers of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Push Effect&lt;br /&gt;
!Weapon !! Pushing Force !! Block Damage !! Shield Damage&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|}&amp;lt;!--Push Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stop Effect Statistics====&lt;br /&gt;
'''Stopping Force''' is a multiplier of original weapon damage. &amp;quot;Stop&amp;quot; damage decreases the target's velocity.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Block Damage''' and '''Shield Damage''' are expressed as multipliers of original weapon damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Stop Effect&lt;br /&gt;
!Weapon !! Stopping Force !! Block Damage !! Shield Damage&lt;br /&gt;
|-&lt;br /&gt;
|'''Cannon'''               ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Missile'''                ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Beam''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0 &lt;br /&gt;
|-&lt;br /&gt;
|'''Damage Pulse''' ||style=&amp;quot;text-align:center&amp;quot;| 3 ||style=&amp;quot;text-align:center&amp;quot;| 0 ||style=&amp;quot;text-align:center&amp;quot;| 0  &lt;br /&gt;
|}&amp;lt;!--Stop Effect--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defensive Use==&lt;br /&gt;
&lt;br /&gt;
Effect computers that are placed directly on the hotbar instead of being linked (slaved) to a weapon will grant a defensive benefit when active. Some effects are termed &amp;quot;passives&amp;quot;, and remain active until turned off again, while others are &amp;quot;burst&amp;quot; effects which apply their effect in a single pulse (and will continue to pulse if {{K|Attack}} is held down).&lt;br /&gt;
&lt;br /&gt;
The strength of the effect produced is proportional to the mass of the ship using it, with some effects having higher &amp;quot;multipliers&amp;quot;, allowing them to reach their maximum efficiency with fewer blocks in comparison to others. Defensive effects have limits in place on their strength, varying from effect to effect.&lt;br /&gt;
&lt;br /&gt;
With the exception of Push and Pull, effects do not take the mass of any docked entities into consideration when calculating efficiency. Push and Pull are affected because they try to move an entity, and are therefore required to generate enough force for the total mass (their &amp;quot;efficiency&amp;quot; value is still listed as though they were unaffected, but the behavior of these effects is not precisely known).&lt;br /&gt;
&lt;br /&gt;
===Summary Table===&lt;br /&gt;
This table briefly explains the details of each defensive effect.&lt;br /&gt;
&lt;br /&gt;
Notes/Definitions:&lt;br /&gt;
*'''Notification''': The name for this effect which is used on its effect pop-up in game. These notifications appear on the right edge of the screen, stating the effect which is affecting the entity, as well as its efficiency.&lt;br /&gt;
**These names are copied verbatim from the game, including typos.&lt;br /&gt;
*'''e/sec/block''': The cost, in power per second, for each block of this effect which is active.&lt;br /&gt;
*'''% Of mass for max. effect''': This value, when multiplied by a given mass value, produces an integer (rounded up) which is the ''block count'' required for maximum effect, ''not'' the total mass of effect modules required.&lt;br /&gt;
*'''Multiplier''': This value is used in some formulas in the next section, as it changes the &amp;quot;weighting&amp;quot; of effects (how easily they reach a given %).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Defensive Effects Summary&lt;br /&gt;
! Name !! Notification !! Effect !! Type !! Max. effect (%) !! e/sec/block !! % Of mass for&amp;lt;br/&amp;gt;max. effect !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  [[EMP Effect Computer|EMP Effect]] || Power Damage Protection || Reduces power damage taken by EMP weapons. || Passive ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 10 e/s ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Explosive Effect Computer|Explosive Effect]] || Moment Effect Protection || Reduces the effect of weapons which try to change a ship's velocity (Push, Pull, Stop). ''This effect is currently bugged, see [[#Bugs|Bugs]] for details.'' || Passive ||style=&amp;quot;text-align: center| 100% ||style=&amp;quot;text-align: center| 15 e/s ||style=&amp;quot;text-align: center| 25% ||style=&amp;quot;text-align: center| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Ion Effect Computer|Ion Effect]] || Shield Protection Bonus || Decreases damage dealt to a ship's shields. Functions like an [[Defense_Systems#Armor|armor value]] for shields. || Passive ||style=&amp;quot;text-align: center| 60% ||style=&amp;quot;text-align: center| 20 e/s ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Overdrive Effect Computer|Overdrive Effect]] || Top Speed Bonus || Increases the maximum speed of a ship. || Passive ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 10 e/s ||style=&amp;quot;text-align: center| 25% ||style=&amp;quot;text-align: center| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Piercing Effect Computer|Piercing Effect]] || Armor HP Absorbtion Bonus &amp;lt;!--copied verbatim from game--&amp;gt; || Increases the absorption rate of an entity's [[Defense_Systems#Armor HP|AHP]] pool. || Passive ||style=&amp;quot;text-align: center| 25% ||style=&amp;quot;text-align: center| 10 e/s ||style=&amp;quot;text-align: center| 5.56% ||style=&amp;quot;text-align: center| 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Pull Effect Computer|Pull Effect]] || Evade Burst || Propels the ship backwards. ''This effect is currently partially bugged, see [[#Bugs|Bugs]] for details.'' || Burst ||style=&amp;quot;text-align: center| 100% ||style=&amp;quot;text-align: center| 15 e/s ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Punch-Through Effect Computer|Punch-Through Effect]] || Armor HP Deduction Bonus || Reduces the damage taken by an entity's AHP. || Passive ||style=&amp;quot;text-align: center| 25% ||style=&amp;quot;text-align: center| 10 e/s ||style=&amp;quot;text-align: center| 5.56% ||style=&amp;quot;text-align: center| 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Push Effect Computer|Push Effect]] || Take off Burst|| Propels the ship forwards. ''This effect is currently partially bugged, see [[#Bugs|Bugs]] for details.'' || Burst ||style=&amp;quot;text-align: center| 100% ||style=&amp;quot;text-align: center| 15 e/s ||style=&amp;quot;text-align: center| 50% ||style=&amp;quot;text-align: center| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Stop Effect Computer|Stop Effect]] || Anti Gravity || Reduces the effect of gravity (from planets and black holes) on a ship. ''This effect is currently partially bugged, see [[#Bugs|Bugs]] for details.'' || Passive ||style=&amp;quot;text-align: center| 100% ||style=&amp;quot;text-align: center| 10 e/s ||style=&amp;quot;text-align: center| 25% ||style=&amp;quot;text-align: center| 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Defensive Effect Rules===&lt;br /&gt;
In addition to the formula stated above, slightly more complex formulas can be used for non-standard situations, such as finding the block count necessary for an effect efficiency less than the maximum, or finding what the resulting efficiency of a given block count will be (both of these operations requiring ship mass to be known). Both formulas use the &amp;quot;EffectMult&amp;quot; value, which is the Multiplier value stated in the table above (use the one for the effect in question).&lt;br /&gt;
&lt;br /&gt;
Firstly, for calculating the block count necessary for a given efficiency (in %) on a known mass:&amp;lt;br/&amp;gt;&lt;br /&gt;
''*Note: &amp;quot;Target%&amp;quot; is to be expressed as a decimal (50% = 0.5, etc.).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''BlockCount''' = '''ShipMass''' * '''Target%''' / '''Multiplier''' * '''10''' &amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secondly, the formula for the efficiency (as a %) of an effect system (when block count of the effect, as well as total mass, are known) is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; '''Efficiency''' = '''BlockCount''' / '''ShipMass''' * '''Multiplier''' * '''10'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Offensive Explosive Effect on cannon and beam is intended to produce a blast radius of up to 10, but instead only achieves a radius of 1&amp;lt;ref&amp;gt;http://phab.starma.de/T346&amp;lt;/ref&amp;gt;. &lt;br /&gt;
*Defensive Stop Effect is intended to prevent black hole gravity from effecting a ship, but does not currently do so&amp;lt;ref&amp;gt;http://phab.starma.de/T59&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Defensive Explosive Effect is intended to prevent velocity-affecting weapons (Pull, Push and Stop) from having any effect, when at 100%. Currently, it does not do so&amp;lt;ref&amp;gt;http://phab.starma.de/T1404&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Defensive Push and Pull Effects misbehave if their acceleration would cause the ship to go faster than its maximum speed&amp;lt;ref&amp;gt;http://phab.starma.de/T1583&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Defensive effects do not currently take the mass of docked entities into account for their effect:mass ratio. This is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Effect]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5952</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5952"/>
		<updated>2018-05-03T07:27:25Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactors are a means of power generation for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], [[support tools]] and all other powered systems draw power from reactors. Reactors also generate [[tech points]] as a separate way to power [[reactor chambers]]; tech points do not affect normal power in any way.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated. Large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
==Stability==&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5951</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5951"/>
		<updated>2018-05-03T07:27:15Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
Reactors are a means of power generation for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], [[support tools]] and all other powered systems draw power from reactors. Reactors also generate [[tech points]] as a separate way to power [[reactor chambers]]; tech points do not affect normal power in any way.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated. Large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
==Stability==&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor&amp;diff=5950</id>
		<title>Reactor</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor&amp;diff=5950"/>
		<updated>2018-05-03T06:47:15Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Redirected page to Reactors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Reactors]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor&amp;diff=5949</id>
		<title>Reactor</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor&amp;diff=5949"/>
		<updated>2018-05-03T06:46:59Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Redirected page to Target page name here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[target page name here]]&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5948</id>
		<title>Reactor Chambers</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5948"/>
		<updated>2018-05-03T06:46:49Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactor chambers provide special effects (mostly buffs) and abilities to an entity or specific systems of that entity. At least one block of a chamber must be linked directly to a [[reactor]] block by a path of [[conduit blocks]]. Second-tier effects can be achieved by linking a second chamber of the same type to an existing chamber by a path of conduit blocks.&lt;br /&gt;
&lt;br /&gt;
Chamber List:&lt;br /&gt;
&lt;br /&gt;
*[[Defence Chamber]]&lt;br /&gt;
**Buffs to armor&lt;br /&gt;
*[[FTL Chamber]]&lt;br /&gt;
**Buffs to jump capability&lt;br /&gt;
*[[Logistics Chamber]]&lt;br /&gt;
**Salvage &amp;amp; production buffs&lt;br /&gt;
*[[Mass Chamber]]&lt;br /&gt;
**Gravity control&lt;br /&gt;
*[[Mobility Chamber]]&lt;br /&gt;
**Buffs to movement or turning speed&lt;br /&gt;
*[[Power Chamber]]&lt;br /&gt;
**Buffs to power generation&lt;br /&gt;
*[[Recon Chamber]]&lt;br /&gt;
**Cloaking, jamming, and countering stealth&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5947</id>
		<title>Reactor Chambers</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactor_Chambers&amp;diff=5947"/>
		<updated>2018-05-03T06:44:58Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Created page with &amp;quot;Reactor chamber provide special effects (mostly buffs) and abilities to an entity or specific systems of that entity. At least one block of a chamber must be linked directly t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactor chamber provide special effects (mostly buffs) and abilities to an entity or specific systems of that entity. At least one block of a chamber must be linked directly to a reactor block by a path of [[conduit blocks]]. Second-tier effects can be achieved by linking a second chamber of the same type to an existing chamber by a path of conduit blocks.&lt;br /&gt;
&lt;br /&gt;
Chamber List:&lt;br /&gt;
&lt;br /&gt;
*[[Defence Chamber]]&lt;br /&gt;
**Buffs to armor&lt;br /&gt;
*[[FTL Chamber]]&lt;br /&gt;
**Buffs to jump capability&lt;br /&gt;
*[[Logistics Chamber]]&lt;br /&gt;
**Salvage &amp;amp; production buffs&lt;br /&gt;
*[[Mass Chamber]]&lt;br /&gt;
**Gravity control&lt;br /&gt;
*[[Mobility Chamber]]&lt;br /&gt;
**Buffs to movement or turning speed&lt;br /&gt;
*[[Power Chamber]]&lt;br /&gt;
**Buffs to power generation&lt;br /&gt;
*[[Recon Chamber]]&lt;br /&gt;
**Cloaking, jamming, and countering stealth&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5946</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5946"/>
		<updated>2018-05-03T06:35:30Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactors are a means of power generation for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], [[support tools]] and all other powered systems draw power from reactors. Reactors also generate [[tech points]] as a separate way to power [[reactor chambers]]; tech points do not affect normal power in any way.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated. Large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
==Stability==&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5945</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5945"/>
		<updated>2018-05-03T06:31:45Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Reactors as of Systems 2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactors are a means of [[power generation]] for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], and all other powered systems draw power from reactors.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated, and large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=5944</id>
		<title>StarMade Wiki/editcopy</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=StarMade_Wiki/editcopy&amp;diff=5944"/>
		<updated>2018-05-03T06:29:48Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ALL EDITS TO THIS PAGE MUST BE REFLECTED ON StarMade Wiki/editcopy --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{#seo:&lt;br /&gt;
|title=Starmadepedia - The Official StarMade Wiki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mainpagetable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|General Information}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Introduction]]&lt;br /&gt;
** [[Introduction#What is StarMade|What is StarMade?]]&lt;br /&gt;
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** [[Common Problems#Client|Client]]&lt;br /&gt;
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&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;{{Main page/heading|Game Mechanics}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; border-style: hidden;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
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| style=&amp;quot;width:50%;&amp;quot; |&lt;br /&gt;
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		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Topic:Ucezs49wqbuh1p0p&amp;topic_postId=ucezs49zukprq2g9&amp;topic_revId=ucezs49zukprq2g9&amp;action=single-view</id>
		<title>Topic:Ucezs49wqbuh1p0p</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Topic:Ucezs49wqbuh1p0p&amp;topic_postId=ucezs49zukprq2g9&amp;topic_revId=ucezs49zukprq2g9&amp;action=single-view"/>
		<updated>2018-05-03T06:25:04Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:MacThule&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:MacThule (page does not exist)&quot;&gt;&lt;bdi&gt;MacThule&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:MacThule&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:MacThule (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/MacThule&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/MacThule&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://starmadepedia.net/index.php?title=Topic:Ucezs49wqbuh1p0p&amp;amp;topic_showPostId=ucezs49zukprq2g9#flow-post-ucezs49zukprq2g9&quot;&gt;commented&lt;/a&gt; on &quot;Main page update for 2.0&quot; (&lt;em&gt;I want to remove the &amp;quot;what is Starmade&amp;quot; from the main since it is in the first 3 links of general info already, and is not practical info...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Legacy_Power_Systems&amp;diff=5941</id>
		<title>Legacy Power Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Legacy_Power_Systems&amp;diff=5941"/>
		<updated>2018-05-02T17:13:41Z</updated>

		<summary type="html">&lt;p&gt;MacThule: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the old, first-run model for power generation and storage mechanisms in '''StarMade''' and is no longer used. Data from this test version was used to design and implement Starmade's current power system, Power 2.0.&lt;br /&gt;
&lt;br /&gt;
'''For information on the current system of power generation in Starmade, see [[Reactors]].'''&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
==Power Generation and Storage Blocks==&lt;br /&gt;
Power is generated using either [[Power Reactor Module|Power Reactor Modules]] or [[Power Auxiliary|Power Auxiliaries]], although the latter is greatly preferable as a supplement to the former (when they have reached or surpassed their peak efficiency), not a replacement. Entities built from a [[Ship Core]] have an innate power regen rate of 1 power per second (commonly abbreviated as &amp;quot;e/sec&amp;quot;).  [[Planet|Planets]] and [[Space Station|Space Stations]] do not have this innate power generation. Ships also have a base power capacity of 50,000 energy (as with regeneration, planets and stations have no innate power capacity).  Power capacity can be increased using [[Power Capacitor|Power Capacitors]].  All three types of power blocks are more efficient (in terms of power per second per block, or e/sec/block) when placed in particular configurations, as detailed in their sections below.&lt;br /&gt;
&lt;br /&gt;
An important consideration is that all systems drain some amount of power from the ship's capacity, either at a constant rate for a period of time (passive effects, scanner and jump drive charging, or cloaking and jamming), or in instantaneous bursts of varying frequency (most weapons). If the instantaneous power cost of an action (eg. firing a large missile) is greater than the power capacity of the ship, the action will not occur, a &amp;quot;Power Failure&amp;quot; warning will appear below the targeting reticle (as well as a red &amp;quot;E&amp;quot; in a triangle, at the top of the screen), and no power will be drained for that action. In most situations, a ship should at least have sufficient capacity to fire one salvo of its alpha (high damage, long cooldown) weapons. Power capacity should usually also include leeway for power spikes caused by shield regeneration costs, thruster activation, and potentially even enemy [[Effects#Offensive_Effects|EMP]] attacks (which can cause significant power drain if the attacking ship is focussed on such weaponry).&lt;br /&gt;
&lt;br /&gt;
Power generation will ideally be greater than the maximum expected rate of power usage: failing this, there should be a great enough combination of capacity and regen that the ship will not rapidly drain its capacity if power drain exceeds normal levels. For example, although very few large ships have regen equal to the power demand of charging a large Jump Drive, their capacity is usually greater than the cost to charge the drive.&lt;br /&gt;
&lt;br /&gt;
A further consideration for larger ships is the use of Power Auxiliaries. These blocks are not more useful than Power Reactor Modules until the latter has reached its peak efficiency (as detailed below, this is approximately 2,000,000 e/sec). After this point, the output of Power Reactor Modules peters out, making way for Power Auxiliaries. They have a similar &amp;quot;soft-cap&amp;quot;, but this is per physically separate group, rather than a cap placed on a ship as a whole. However, when a block in a given group of them is destroyed, that group will be affected by a series of explosions, proportional to the size of the affected group. Because of this, they serve as a useful, if risky, way for large ships to further increase power generation.&lt;br /&gt;
&lt;br /&gt;
==Power Reactor Rules==&lt;br /&gt;
[[Power Reactor Module|Power Reactors]] have some relatively complex rules governing their power output, especially if one is concerned about efficiency (either in terms of power per block, or power per volume). Two separate formulas are used: one which deals with the output of a single group of reactors (which is only used when the ship has exactly one reactor group), and one which is used to calculate the total output of multiple separate groups on a ship.&lt;br /&gt;
&lt;br /&gt;
===Single Group Formula===&lt;br /&gt;
&lt;br /&gt;
The formula for an entity with exactly one Power Reactor group is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupPower''' = BlockPower + SizePower&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''BlockPower''' = 25 * NumberOfBlocks&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''SizePower''' = 2000000 * 2 / ( 1 + 1.000348&amp;lt;sup&amp;gt;-0.333*(SumOfDimensions/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;) - 2000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GroupPower''' is the sum of the following values.  &lt;br /&gt;
&lt;br /&gt;
'''BlockPower''' is the base power per second per block of [[Power Reactor Module|Power Reactors]]: 25e/sec/block.&lt;br /&gt;
&lt;br /&gt;
'''SizePower''' is an extra power value dependent on SumOfDimensions: the sum of dimensions of the minimum bounding box for a given reactor group.  SumOfDimensions, of course, is not dependent on aspect ratio: a 3x3x3, 1x1x7, and 2x2x5 bounding box all have a SumOfDimensions of 9.  SizePower is of the greatest importance to efficient reactor design as it is an exponential function, and every successive increase in SumOfDimensions has greater value than the last. &lt;br /&gt;
&lt;br /&gt;
Note that SizePower has a maximum value of 2,000,000e/sec, and suffers from diminishing returns as it approaches this value.  Also note that for multiple reactor groups, the above formula is modified, and results in a diminishing return to TotalPower. TotalPower of an entity is not the sum of the GroupPower of each group. See the Multiple Group Formula below, as well as the [[#Power Reactor Advanced Analysis|Advanced Analysis]] section, for a more detailed explanation of the equation.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of power reactor groups and how their power outputs are calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=300px heights=300px perrow=3 caption=&amp;quot;Example power reactor groups and power values&amp;quot;&amp;gt;&lt;br /&gt;
Image:Bounding Box 1.jpg|A power reactor by itself has a bounding box with dimensions 1 x 1 x 1.&amp;lt;br/&amp;gt;SumOfDimensions=3.&amp;lt;br/&amp;gt;BlockPower=25e.&amp;lt;br/&amp;gt;SizePower=115e.&amp;lt;br/&amp;gt;GroupPower=140e.&lt;br /&gt;
Image:Bounding Box 2.jpg|A power reactor group of 3 modules with a bounding box with dimensions 2 x 1 x 2.&amp;lt;br/&amp;gt;SumOfDimensions=5.&amp;lt;br/&amp;gt;BlockPower=75e.&amp;lt;br/&amp;gt;SizePower=276e.&amp;lt;br/&amp;gt;GroupPower=351e.&lt;br /&gt;
Image:Bounding Box 3.jpg|A power reactor group of 7 modules with a bounding box with dimensions 3 x 3 x 3.&amp;lt;br/&amp;gt;SumOfDimensions=9.&amp;lt;br/&amp;gt;BlockPower =175e.&amp;lt;br/&amp;gt;SizePower=750e.&amp;lt;br/&amp;gt;GroupPower=925e.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Multiple Group Formula===&lt;br /&gt;
&lt;br /&gt;
When there is only one power reactor group on an entity, the GroupPower of that reactor is equal to the total power regen of the entity. However, when there is more than one group, the total power regen of the entity is ''not'' the sum of the GroupPower of all groups. Rather,  TotalPower of an entity with multiple power reactor groups is subject to diminishing returns, and is given by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''TotalPower''' = BlockPower + GroupSumSizePower&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''BlockPower''' = 25 * TotalNumberOfBlocksInAllGroups&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupSumSizePower''' = 2000000 * 2 / ( 1 + 1.000348&amp;lt;sup&amp;gt;-0.333 * GroupSumPower&amp;lt;/sup&amp;gt;) - 2000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size:large&amp;quot;&amp;gt;'''GroupSumPower''' = (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt; + (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt; ... + (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;''n''&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt;&amp;lt;/tt&amp;gt;, where ''n'' is the number of groups.&lt;br /&gt;
&lt;br /&gt;
These formulas are displayed on the following [https://www.desmos.com/calculator/9bcasqoi46 Desmos graph].&lt;br /&gt;
&lt;br /&gt;
===Optimal Layouts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=900px heights=300px perrow=1 caption=&amp;quot;Optimal maximum-output layouts&amp;quot;&amp;gt;&lt;br /&gt;
Image:OptimalPowerStructures.jpg|Background: Five efficient reactor shapes which all maximize the power output for 20 blocks.&amp;lt;br/&amp;gt;Foreground: A &amp;quot;cubic reactor&amp;quot;, also 20 blocks: this is an inefficient design in terms of e/sec/block.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Statistics for the 5 efficient reactors:&amp;lt;br/&amp;gt;BlockPower=500e/s.&amp;lt;br/&amp;gt;SizePower=3426.8e/s&amp;lt;br/&amp;gt;TotalPower=3926.8e/s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every group pictured above (excluding the 3x3x3 &amp;quot;cubic reactor&amp;quot;) consists of 20 blocks arranged in an optimal pattern. An optimal pattern for a group is one in which every block increases SumOfDimensions: this of the utmost importance to creating efficient (high power per second per block) reactors. Note that, though not pictured above, a straight line of Power Reactors is also a maximum-efficiency layout for a given block count. This is because each block increases SumOfDimensions, providing the maximum SizePower for the group.&lt;br /&gt;
&lt;br /&gt;
The goal in design of a ship's power generation should be to both maximize every group's box dimensions (netting the greatest e/sec/block efficiency) while also reserving large contiguous volumes within the ship for other systems, as well as rooms of both functional (core room and access routes) and non-functional (miscellaneous roleplay/decorative rooms) nature. &lt;br /&gt;
&lt;br /&gt;
Outdated &amp;quot;cubic reactors&amp;quot;, in which many small groups are tightly packed into a small cubic volume (5x5x5 being particularly common for this type), have a comparatively low e/sec/block value, and are not recommended under any circumstance. They are only an academic excercise, one used when the above formulas were first being uncovered and tested.&lt;br /&gt;
&lt;br /&gt;
The key points, therefore, of efficient reactor design are:&lt;br /&gt;
* For over 9 or more power reactor modules, build the largest optimized single group possible within the volume of the ship, using perpendicular 1-block wide bars. (A single group up to around 1400 to 1800 blocks, or around 2 million e/sec, is about the ideal for large ships). 'Optimized' means that every Power block in the group will increase the SumOfDimensions. Simply placing long straight lines or 3-axis crosses is common, due to the simplicity of the shapes. If the ship is too small to build a single 2-million e/sec reactor, then build a second or third, depending on the volume of the ship and the power desired for that ship.&lt;br /&gt;
** For 8 or fewer power reactor modules, it is optimal to build in disconnected single blocks.&lt;br /&gt;
** The exceptions to not increasing the Sum-Of-Dimensions of a contiguous block group with every block should only be when taking a detour around other systems or another power block group.&lt;br /&gt;
* Once the first (and usually largest) group is placed, it is likely for smaller ships that more groups will be required to reach the desired e/sec output. For medium-sized ships, one group that maximizes the Sum-of-Dimensions within the available volume of the ship will likely not produce as much power as desired. Space permitting, then add in as many more parallel groups which each maximize the sum-of-dimensions within the remaining space.&lt;br /&gt;
**Where possible, run separate groups along the same path as the primary group, ensuring that they are not connected face-to-face at any point. Since the first group should have maximized the sum-of-dimensions in the available volume, a parallel group would generally be the best possible shape for the second group, depending on available ship volume.&lt;br /&gt;
**Diagonal adjacency (that is to say, adjacent edges, rather than adjacent faces) is normally preferable. This would result in interior block cavities in some cases that could be filled with power-capacitors, for example.&lt;br /&gt;
* Bear in mind that 1-block groups produce 140e/sec, compared to the 25e/sec that redundant blocks in a group will add. Therefore, if eking out more power, fill internal spaces with small, separate groups, rather than connecting more blocks to an existing large group, ''redundantly''; the latter is likely to produce significantly less TotalPower for the number of blocks used. &lt;br /&gt;
** 'Redundant' in this case means blocks that do not increase the Sum-of-Dimensions.  An 'L' shape is optimal because all blocks each increase the sum-of-dimensions. Making a double-thick 'L' or a hollow square out of the 'L' shape almost doubles the blocks, but results in two sides of the square being all redundant blocks that only contribute 25 e/sec each. Better to make two unconnected 'L' shapes, not a square or double-wide 'L'.&lt;br /&gt;
* The power output from Power Reactor Blocks hit peak efficiency at 895 blocks and hit diminishing returns at around 1,200 to 15,00 blocks. Power Auxilaries are are 19.87% more resource intensive to build and usually less efficient.  Once you reach 14,710 Power Reactor blocks in a single group, it becomes economical to, switch to adding groups of 10,000 Power Auxiliary blocks. Power Auxiliary blocks are most efficient in groups of 10,000 (really 9890) blocks.&lt;br /&gt;
&lt;br /&gt;
==Power Auxiliary Rules==&lt;br /&gt;
Power Auxiliaries add a separate auxiliary power pool to a ship, and gradually refill this over time when off. This pool can be stored up and then emptied into the main power pool for emergency recharging, or if the auxiliaries are left on, they will provide a constant boost to power generation. They should only be used once Power Reactor Modules have reached or surpassed their peak efficiency. They also provide a new element of risk to manage during ship design, as the chain reactions caused by destroying part of a Power Auxiliary group can be significant if not well-mitigated. &lt;br /&gt;
{{main|Power Auxiliary}}&lt;br /&gt;
&lt;br /&gt;
==Power Capacitor Rules==&lt;br /&gt;
[[Power Capacitor|Power Capacitors]] have a simple exponential equation governing their capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupPower''' = 1000 * '''NumBlocks'''&amp;lt;sup&amp;gt;1.05&amp;lt;/sup&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the only variable is NumBlocks (total block count of the grouping).  Since GroupPower is an exponential function, subsequent blocks provide greater increments than the ones before them.  This increment is labelled &amp;quot;BonusPerBlock&amp;quot; in the table below.  Because of this, the ideal configuration for any number of Power Capacitors is a single physically-contiguous group. Even if there are separate &amp;quot;clumps&amp;quot; or concentrations of blocks, all of these should be connected by thinner lines of capacitors, to ensure maximum output. It is also advisable to have redundant connections between clumps, to avoid the potential for battle damage breaking these connections.&lt;br /&gt;
&lt;br /&gt;
Here are some sample group sizes and their value breakdowns.  Note that values are rounded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!NumBlocks !! GroupPower !! BonusPerBlock&lt;br /&gt;
|-&lt;br /&gt;
|1||1,000||0&lt;br /&gt;
|-&lt;br /&gt;
|2||2,071||35&lt;br /&gt;
|-&lt;br /&gt;
|3||3,169||56&lt;br /&gt;
|-&lt;br /&gt;
|4||4,287||72&lt;br /&gt;
|-&lt;br /&gt;
|5||5,419||84&lt;br /&gt;
|-&lt;br /&gt;
|6||6,562||94&lt;br /&gt;
|-&lt;br /&gt;
|7||7,715||102&lt;br /&gt;
|-&lt;br /&gt;
|8||8,877||110&lt;br /&gt;
|-&lt;br /&gt;
|9||10,045||116&lt;br /&gt;
|-&lt;br /&gt;
|10||11,220||122&lt;br /&gt;
|-&lt;br /&gt;
|50||60,802||216&lt;br /&gt;
|-&lt;br /&gt;
|100||125,893||259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Reactor Advanced Analysis==&lt;br /&gt;
&lt;br /&gt;
This data is mostly of use for builders of large and very large ships. Even though a mid-sized ship might be able to make use of 2 million e/sec, it might not have the internal volume to make an optimized group of 800 or more power reactor modules. However, this analysis does show that small to medium ships should still try to utilize the largest optimized block structures that they can manage within the volume of their ship: this is always more effective than using outdated &amp;quot;efficient cube&amp;quot; reactor setups.&lt;br /&gt;
&lt;br /&gt;
The following table lists the SizePower value generated by an optimal group of blocks of the given number. Note that the SizePower formula only [http://www.thefreedictionary.com/asymptotically asymptotically] approaches its maximum value of 2,000,000 e/sec. At 3415 blocks, A one-decimal result rounds to 2 million.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Blocks !! Max SizePower !! BlockPower !! GroupPower !! Power/Block Ratio&lt;br /&gt;
|-&lt;br /&gt;
|25||4854.7||625.0||5479.7||219.2&lt;br /&gt;
|-&lt;br /&gt;
|50||14792.4||1250.0||16042.4||320.8&lt;br /&gt;
|-&lt;br /&gt;
|100||46492.6||2500.0||48992.6||489.9&lt;br /&gt;
|-&lt;br /&gt;
|200||148300||5000.0||153300||766.5&lt;br /&gt;
|-&lt;br /&gt;
|300||292236.1||7500.0||299736.1||999.1&lt;br /&gt;
|-&lt;br /&gt;
|400||469724.5||10000.0||479724.5||1199.3&lt;br /&gt;
|-&lt;br /&gt;
|500||671237.4||12500.0||683737.4||1367.5&lt;br /&gt;
|-&lt;br /&gt;
|600||885221.5||15000.0||900221.5||1500.4&lt;br /&gt;
|-&lt;br /&gt;
|700||1098666.6||17500.0||1116166.6||1594.5&lt;br /&gt;
|-&lt;br /&gt;
|800||1298843.6||20000.0||1318843.6||1648.6&lt;br /&gt;
|- style=&amp;quot;font-style: bold; background-color: green;&amp;quot;&lt;br /&gt;
|895||1467322.0||22375||1489697.0||1664.5&lt;br /&gt;
|-&lt;br /&gt;
|900||1475480.8||22500.0||1497980.8||1664.4&lt;br /&gt;
|-&lt;br /&gt;
|1000||1622409.7||25000.0||1647409.7||1647.4&lt;br /&gt;
|-&lt;br /&gt;
|1100||1738002.7||27500.0||1765502.7||1605.0&lt;br /&gt;
|-&lt;br /&gt;
|1200||1824394.0||30000.0||1854394.0||1545.3&lt;br /&gt;
|-&lt;br /&gt;
|1300||1886032.9||32500.0||1918532.9||1475.8&lt;br /&gt;
|-&lt;br /&gt;
|1400||1928219.9||35000.0||1963219.9||1402.3&lt;br /&gt;
|-&lt;br /&gt;
|1500||1956037.9||37500.0||1993537.9||1329.0&lt;br /&gt;
|-&lt;br /&gt;
|1600||1973774.6||40000.0||2013774.6||1258.6&lt;br /&gt;
|-&lt;br /&gt;
|1700||1984741.6||42500.0||2027241.6||1192.5&lt;br /&gt;
|-&lt;br /&gt;
|1800||1991332.7||45000.0||2036332.7||1131.3&lt;br /&gt;
|-&lt;br /&gt;
|1900||1995189.4||47500.0||2042689.4||1075.1&lt;br /&gt;
|-&lt;br /&gt;
|2000||1997389.4||50000.0||2047389.4||1023.7&lt;br /&gt;
|-&lt;br /&gt;
|2100||1998614.2||52500.0||2051114.2||976.7&lt;br /&gt;
|-&lt;br /&gt;
|2200||1999280.1||55000.0||2054280.1||933.8&lt;br /&gt;
|-&lt;br /&gt;
|2300||1999633.8||57500.0||2057133.8||894.4&lt;br /&gt;
|-&lt;br /&gt;
|2400||1999817.6||60000.0||2059817.6||858.3&lt;br /&gt;
|-&lt;br /&gt;
|2500||1999911.0||62500.0||2062411.0||825.0&lt;br /&gt;
|-&lt;br /&gt;
|2600||1999957.5||65000.0||2064957.5||794.2&lt;br /&gt;
|-&lt;br /&gt;
|2700||1999980.1||67500.0||2067480.1||765.7&lt;br /&gt;
|-&lt;br /&gt;
|2800||1999990.8||70000.0||2069990.8||739.3&lt;br /&gt;
|-&lt;br /&gt;
|2900||1999995.9||72500.0||2072495.9||714.7&lt;br /&gt;
|-&lt;br /&gt;
|3000||1999998.2||75000.0||2074998.2||691.7&lt;br /&gt;
|-&lt;br /&gt;
|3100||1999999.2||77500.0||2077499.2||670.2&lt;br /&gt;
|-&lt;br /&gt;
|3200||1999999.7||80000.0||2079999.7||650.0&lt;br /&gt;
|-&lt;br /&gt;
|3300||1999999.9||82500.0||2082499.9||631.1&lt;br /&gt;
|-&lt;br /&gt;
|3400||1999999.9||85000.0||2084999.9||613.2&lt;br /&gt;
|-&lt;br /&gt;
|3415||2000000.0||85375.0||2085375.0||610.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is illustrated more effectively in the following chart:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=600px heights=400px perrow=1 caption=&amp;quot;Graphs of SizePower and Total Power&amp;quot;&amp;gt;&lt;br /&gt;
Image:Max_SizePower_Curve.jpg|SizePower per optimized group of blocks of a given number.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is easy to see that SizePower has diminishing returns after about 900 blocks. The precise number is 895. This is the number of blocks in a group that yields the maximum GroupPower per block, 1664.5, after which it begins to fall. If the groups were simply summed, then the ideal ship would have a couple of groups of about 895 blocks, or so. However, since the group formula introduces diminishing returns for multiple groups, it is best to use as few groups as possible, preferably one, if ship size permits.&lt;br /&gt;
The asymptotic limit for SizePower at 2 million effectively soft-limits the number of blocks to around 1600-1800 due to diminishing returns. This effectively limits efficient ship power to around 2 million e/sec or so, in practice. The extra e/sec is not worth the doubling of power blocks to 3400 from around 1700 to gain a mere 50K. In fact, it might be better to roughly limit at around 1400 blocks or less. The first 400 blocks adds 469K e/sec to a ship. The last 400 blocks, from 1400 to 1800, only adds only about 73K e/sec. Consequently, large ships might be better served using those hundreds of blocks (or thousands if considering a higher +3K limit) in an [[Power Auxiliary]] system. &lt;br /&gt;
&lt;br /&gt;
The table below illustrates the diminishing returns of multiple groups.&lt;br /&gt;
To get to 2 million e/sec (using optimal layouts with each group):&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!NumGroups!!GroupSize!!TotalBlocks!!MaxSizePower!!BlockPower!!TotalPower!!Power/Block&lt;br /&gt;
|-&lt;br /&gt;
|1||1528||1528||1961859.7||38250||2000059.7||1308.9&lt;br /&gt;
|-&lt;br /&gt;
|2||983||1966||1975701.3||49150||2000276.3||1017.4&lt;br /&gt;
|-&lt;br /&gt;
|3||758||2274||1981077.4||56850||2000027.4||879.5&lt;br /&gt;
|-&lt;br /&gt;
|4||631||2524||1984801.0||63100||2000576.0||792.6&lt;br /&gt;
|-&lt;br /&gt;
|6||486||2916||1988313.8||72900||2000463.8||686.0&lt;br /&gt;
|-&lt;br /&gt;
|12||311||3732||1993938.6||93300||2001713.6||536.4&lt;br /&gt;
|-&lt;br /&gt;
|18||239||4302||1996248.5||107550||2002223.5||465.4&lt;br /&gt;
|-&lt;br /&gt;
|34||158||5372||2001017.1||134300||2004967.1||373.2&lt;br /&gt;
|-&lt;br /&gt;
|52||119||6188||1999927.0||154700||2002902.0||323.7&lt;br /&gt;
|-&lt;br /&gt;
|94||80||7520||1999194.0||188000||2001194.0||266.1&lt;br /&gt;
|-&lt;br /&gt;
|253||41||10373||2008595.1||259325||2009620.1||193.7&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>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Adjacent&amp;diff=5940</id>
		<title>Adjacent</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Adjacent&amp;diff=5940"/>
		<updated>2018-05-02T17:12:35Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Defining Starmade adjacency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adjacency in Starmade typically requires two blocks to share more than a single line in the way mathematical adjacency does. In Starmade, blocks must share at least one entire facet, adjoined along a single plane in order to be adjacent&lt;br /&gt;
&lt;br /&gt;
 Adjacent blocks of the same kind in Starmade typically act as a single component. Adjacency has substantial benefits for some blocks, no effect for others.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=5939</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=5939"/>
		<updated>2018-05-02T17:09:24Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Stub page for reactor overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactors generate power for ships, stations, and planetary facilities. [[Shields]], [[thrusters]], [[weapons]], and all other powered systems draw power from reactors.&lt;br /&gt;
&lt;br /&gt;
Small reactors are extremely simple, and can be nothing more than a few [[adjacent]] reactor blocks. Such small reactors can easily power small shuttles, light fighters, [[drones]], scouts, and research ships as well as minor planetary outposts and small unmanned stations.&lt;br /&gt;
&lt;br /&gt;
Larger reactors quickly become much more complicated, and large ships and stations often have more than one reactor.&lt;br /&gt;
&lt;br /&gt;
Larger reactors are inherently unstable, and can be destroyed by even the most minor damage. This can be prevented both by protecting the reactor from damage, and by linking groups of [[stabilizer]] blocks placed at a distance away from your reactors.&lt;/div&gt;</summary>
		<author><name>MacThule</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Legacy_Power_Systems&amp;diff=5938</id>
		<title>Legacy Power Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Legacy_Power_Systems&amp;diff=5938"/>
		<updated>2018-05-02T16:53:46Z</updated>

		<summary type="html">&lt;p&gt;MacThule: Power 1.9 - obsolete. Save for records.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes the old, first-run model for power generation and storage mechanisms in '''StarMade''' and is no longer used. Data from this test version was used to design and implement Starmade's current power system, Power 2.0.&lt;br /&gt;
&lt;br /&gt;
For information on the current system of power generation in Starmade, see [[Reactors]].&lt;br /&gt;
&lt;br /&gt;
==Power Generation and Storage Blocks==&lt;br /&gt;
Power is generated using either [[Power Reactor Module|Power Reactor Modules]] or [[Power Auxiliary|Power Auxiliaries]], although the latter is greatly preferable as a supplement to the former (when they have reached or surpassed their peak efficiency), not a replacement. Entities built from a [[Ship Core]] have an innate power regen rate of 1 power per second (commonly abbreviated as &amp;quot;e/sec&amp;quot;).  [[Planet|Planets]] and [[Space Station|Space Stations]] do not have this innate power generation. Ships also have a base power capacity of 50,000 energy (as with regeneration, planets and stations have no innate power capacity).  Power capacity can be increased using [[Power Capacitor|Power Capacitors]].  All three types of power blocks are more efficient (in terms of power per second per block, or e/sec/block) when placed in particular configurations, as detailed in their sections below.&lt;br /&gt;
&lt;br /&gt;
An important consideration is that all systems drain some amount of power from the ship's capacity, either at a constant rate for a period of time (passive effects, scanner and jump drive charging, or cloaking and jamming), or in instantaneous bursts of varying frequency (most weapons). If the instantaneous power cost of an action (eg. firing a large missile) is greater than the power capacity of the ship, the action will not occur, a &amp;quot;Power Failure&amp;quot; warning will appear below the targeting reticle (as well as a red &amp;quot;E&amp;quot; in a triangle, at the top of the screen), and no power will be drained for that action. In most situations, a ship should at least have sufficient capacity to fire one salvo of its alpha (high damage, long cooldown) weapons. Power capacity should usually also include leeway for power spikes caused by shield regeneration costs, thruster activation, and potentially even enemy [[Effects#Offensive_Effects|EMP]] attacks (which can cause significant power drain if the attacking ship is focussed on such weaponry).&lt;br /&gt;
&lt;br /&gt;
Power generation will ideally be greater than the maximum expected rate of power usage: failing this, there should be a great enough combination of capacity and regen that the ship will not rapidly drain its capacity if power drain exceeds normal levels. For example, although very few large ships have regen equal to the power demand of charging a large Jump Drive, their capacity is usually greater than the cost to charge the drive.&lt;br /&gt;
&lt;br /&gt;
A further consideration for larger ships is the use of Power Auxiliaries. These blocks are not more useful than Power Reactor Modules until the latter has reached its peak efficiency (as detailed below, this is approximately 2,000,000 e/sec). After this point, the output of Power Reactor Modules peters out, making way for Power Auxiliaries. They have a similar &amp;quot;soft-cap&amp;quot;, but this is per physically separate group, rather than a cap placed on a ship as a whole. However, when a block in a given group of them is destroyed, that group will be affected by a series of explosions, proportional to the size of the affected group. Because of this, they serve as a useful, if risky, way for large ships to further increase power generation.&lt;br /&gt;
&lt;br /&gt;
==Power Reactor Rules==&lt;br /&gt;
[[Power Reactor Module|Power Reactors]] have some relatively complex rules governing their power output, especially if one is concerned about efficiency (either in terms of power per block, or power per volume). Two separate formulas are used: one which deals with the output of a single group of reactors (which is only used when the ship has exactly one reactor group), and one which is used to calculate the total output of multiple separate groups on a ship.&lt;br /&gt;
&lt;br /&gt;
===Single Group Formula===&lt;br /&gt;
&lt;br /&gt;
The formula for an entity with exactly one Power Reactor group is as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupPower''' = BlockPower + SizePower&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''BlockPower''' = 25 * NumberOfBlocks&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''SizePower''' = 2000000 * 2 / ( 1 + 1.000348&amp;lt;sup&amp;gt;-0.333*(SumOfDimensions/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt;&amp;lt;/sup&amp;gt;) - 2000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''GroupPower''' is the sum of the following values.  &lt;br /&gt;
&lt;br /&gt;
'''BlockPower''' is the base power per second per block of [[Power Reactor Module|Power Reactors]]: 25e/sec/block.&lt;br /&gt;
&lt;br /&gt;
'''SizePower''' is an extra power value dependent on SumOfDimensions: the sum of dimensions of the minimum bounding box for a given reactor group.  SumOfDimensions, of course, is not dependent on aspect ratio: a 3x3x3, 1x1x7, and 2x2x5 bounding box all have a SumOfDimensions of 9.  SizePower is of the greatest importance to efficient reactor design as it is an exponential function, and every successive increase in SumOfDimensions has greater value than the last. &lt;br /&gt;
&lt;br /&gt;
Note that SizePower has a maximum value of 2,000,000e/sec, and suffers from diminishing returns as it approaches this value.  Also note that for multiple reactor groups, the above formula is modified, and results in a diminishing return to TotalPower. TotalPower of an entity is not the sum of the GroupPower of each group. See the Multiple Group Formula below, as well as the [[#Power Reactor Advanced Analysis|Advanced Analysis]] section, for a more detailed explanation of the equation.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of power reactor groups and how their power outputs are calculated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=300px heights=300px perrow=3 caption=&amp;quot;Example power reactor groups and power values&amp;quot;&amp;gt;&lt;br /&gt;
Image:Bounding Box 1.jpg|A power reactor by itself has a bounding box with dimensions 1 x 1 x 1.&amp;lt;br/&amp;gt;SumOfDimensions=3.&amp;lt;br/&amp;gt;BlockPower=25e.&amp;lt;br/&amp;gt;SizePower=115e.&amp;lt;br/&amp;gt;GroupPower=140e.&lt;br /&gt;
Image:Bounding Box 2.jpg|A power reactor group of 3 modules with a bounding box with dimensions 2 x 1 x 2.&amp;lt;br/&amp;gt;SumOfDimensions=5.&amp;lt;br/&amp;gt;BlockPower=75e.&amp;lt;br/&amp;gt;SizePower=276e.&amp;lt;br/&amp;gt;GroupPower=351e.&lt;br /&gt;
Image:Bounding Box 3.jpg|A power reactor group of 7 modules with a bounding box with dimensions 3 x 3 x 3.&amp;lt;br/&amp;gt;SumOfDimensions=9.&amp;lt;br/&amp;gt;BlockPower =175e.&amp;lt;br/&amp;gt;SizePower=750e.&amp;lt;br/&amp;gt;GroupPower=925e.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Multiple Group Formula===&lt;br /&gt;
&lt;br /&gt;
When there is only one power reactor group on an entity, the GroupPower of that reactor is equal to the total power regen of the entity. However, when there is more than one group, the total power regen of the entity is ''not'' the sum of the GroupPower of all groups. Rather,  TotalPower of an entity with multiple power reactor groups is subject to diminishing returns, and is given by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''TotalPower''' = BlockPower + GroupSumSizePower&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''BlockPower''' = 25 * TotalNumberOfBlocksInAllGroups&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
and:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupSumSizePower''' = 2000000 * 2 / ( 1 + 1.000348&amp;lt;sup&amp;gt;-0.333 * GroupSumPower&amp;lt;/sup&amp;gt;) - 2000000&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size:large&amp;quot;&amp;gt;'''GroupSumPower''' = (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt; + (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt; ... + (SumOfDimensionsOfGroup&amp;lt;sub&amp;gt;''n''&amp;lt;/sub&amp;gt;/3)&amp;lt;sup&amp;gt;1.7&amp;lt;/sup&amp;gt;&amp;lt;/tt&amp;gt;, where ''n'' is the number of groups.&lt;br /&gt;
&lt;br /&gt;
These formulas are displayed on the following [https://www.desmos.com/calculator/9bcasqoi46 Desmos graph].&lt;br /&gt;
&lt;br /&gt;
===Optimal Layouts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=900px heights=300px perrow=1 caption=&amp;quot;Optimal maximum-output layouts&amp;quot;&amp;gt;&lt;br /&gt;
Image:OptimalPowerStructures.jpg|Background: Five efficient reactor shapes which all maximize the power output for 20 blocks.&amp;lt;br/&amp;gt;Foreground: A &amp;quot;cubic reactor&amp;quot;, also 20 blocks: this is an inefficient design in terms of e/sec/block.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Statistics for the 5 efficient reactors:&amp;lt;br/&amp;gt;BlockPower=500e/s.&amp;lt;br/&amp;gt;SizePower=3426.8e/s&amp;lt;br/&amp;gt;TotalPower=3926.8e/s.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every group pictured above (excluding the 3x3x3 &amp;quot;cubic reactor&amp;quot;) consists of 20 blocks arranged in an optimal pattern. An optimal pattern for a group is one in which every block increases SumOfDimensions: this of the utmost importance to creating efficient (high power per second per block) reactors. Note that, though not pictured above, a straight line of Power Reactors is also a maximum-efficiency layout for a given block count. This is because each block increases SumOfDimensions, providing the maximum SizePower for the group.&lt;br /&gt;
&lt;br /&gt;
The goal in design of a ship's power generation should be to both maximize every group's box dimensions (netting the greatest e/sec/block efficiency) while also reserving large contiguous volumes within the ship for other systems, as well as rooms of both functional (core room and access routes) and non-functional (miscellaneous roleplay/decorative rooms) nature. &lt;br /&gt;
&lt;br /&gt;
Outdated &amp;quot;cubic reactors&amp;quot;, in which many small groups are tightly packed into a small cubic volume (5x5x5 being particularly common for this type), have a comparatively low e/sec/block value, and are not recommended under any circumstance. They are only an academic excercise, one used when the above formulas were first being uncovered and tested.&lt;br /&gt;
&lt;br /&gt;
The key points, therefore, of efficient reactor design are:&lt;br /&gt;
* For over 9 or more power reactor modules, build the largest optimized single group possible within the volume of the ship, using perpendicular 1-block wide bars. (A single group up to around 1400 to 1800 blocks, or around 2 million e/sec, is about the ideal for large ships). 'Optimized' means that every Power block in the group will increase the SumOfDimensions. Simply placing long straight lines or 3-axis crosses is common, due to the simplicity of the shapes. If the ship is too small to build a single 2-million e/sec reactor, then build a second or third, depending on the volume of the ship and the power desired for that ship.&lt;br /&gt;
** For 8 or fewer power reactor modules, it is optimal to build in disconnected single blocks.&lt;br /&gt;
** The exceptions to not increasing the Sum-Of-Dimensions of a contiguous block group with every block should only be when taking a detour around other systems or another power block group.&lt;br /&gt;
* Once the first (and usually largest) group is placed, it is likely for smaller ships that more groups will be required to reach the desired e/sec output. For medium-sized ships, one group that maximizes the Sum-of-Dimensions within the available volume of the ship will likely not produce as much power as desired. Space permitting, then add in as many more parallel groups which each maximize the sum-of-dimensions within the remaining space.&lt;br /&gt;
**Where possible, run separate groups along the same path as the primary group, ensuring that they are not connected face-to-face at any point. Since the first group should have maximized the sum-of-dimensions in the available volume, a parallel group would generally be the best possible shape for the second group, depending on available ship volume.&lt;br /&gt;
**Diagonal adjacency (that is to say, adjacent edges, rather than adjacent faces) is normally preferable. This would result in interior block cavities in some cases that could be filled with power-capacitors, for example.&lt;br /&gt;
* Bear in mind that 1-block groups produce 140e/sec, compared to the 25e/sec that redundant blocks in a group will add. Therefore, if eking out more power, fill internal spaces with small, separate groups, rather than connecting more blocks to an existing large group, ''redundantly''; the latter is likely to produce significantly less TotalPower for the number of blocks used. &lt;br /&gt;
** 'Redundant' in this case means blocks that do not increase the Sum-of-Dimensions.  An 'L' shape is optimal because all blocks each increase the sum-of-dimensions. Making a double-thick 'L' or a hollow square out of the 'L' shape almost doubles the blocks, but results in two sides of the square being all redundant blocks that only contribute 25 e/sec each. Better to make two unconnected 'L' shapes, not a square or double-wide 'L'.&lt;br /&gt;
* The power output from Power Reactor Blocks hit peak efficiency at 895 blocks and hit diminishing returns at around 1,200 to 15,00 blocks. Power Auxilaries are are 19.87% more resource intensive to build and usually less efficient.  Once you reach 14,710 Power Reactor blocks in a single group, it becomes economical to, switch to adding groups of 10,000 Power Auxiliary blocks. Power Auxiliary blocks are most efficient in groups of 10,000 (really 9890) blocks.&lt;br /&gt;
&lt;br /&gt;
==Power Auxiliary Rules==&lt;br /&gt;
Power Auxiliaries add a separate auxiliary power pool to a ship, and gradually refill this over time when off. This pool can be stored up and then emptied into the main power pool for emergency recharging, or if the auxiliaries are left on, they will provide a constant boost to power generation. They should only be used once Power Reactor Modules have reached or surpassed their peak efficiency. They also provide a new element of risk to manage during ship design, as the chain reactions caused by destroying part of a Power Auxiliary group can be significant if not well-mitigated. &lt;br /&gt;
{{main|Power Auxiliary}}&lt;br /&gt;
&lt;br /&gt;
==Power Capacitor Rules==&lt;br /&gt;
[[Power Capacitor|Power Capacitors]] have a simple exponential equation governing their capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt style=&amp;quot;font-size: large&amp;quot;&amp;gt;'''GroupPower''' = 1000 * '''NumBlocks'''&amp;lt;sup&amp;gt;1.05&amp;lt;/sup&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the only variable is NumBlocks (total block count of the grouping).  Since GroupPower is an exponential function, subsequent blocks provide greater increments than the ones before them.  This increment is labelled &amp;quot;BonusPerBlock&amp;quot; in the table below.  Because of this, the ideal configuration for any number of Power Capacitors is a single physically-contiguous group. Even if there are separate &amp;quot;clumps&amp;quot; or concentrations of blocks, all of these should be connected by thinner lines of capacitors, to ensure maximum output. It is also advisable to have redundant connections between clumps, to avoid the potential for battle damage breaking these connections.&lt;br /&gt;
&lt;br /&gt;
Here are some sample group sizes and their value breakdowns.  Note that values are rounded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!NumBlocks !! GroupPower !! BonusPerBlock&lt;br /&gt;
|-&lt;br /&gt;
|1||1,000||0&lt;br /&gt;
|-&lt;br /&gt;
|2||2,071||35&lt;br /&gt;
|-&lt;br /&gt;
|3||3,169||56&lt;br /&gt;
|-&lt;br /&gt;
|4||4,287||72&lt;br /&gt;
|-&lt;br /&gt;
|5||5,419||84&lt;br /&gt;
|-&lt;br /&gt;
|6||6,562||94&lt;br /&gt;
|-&lt;br /&gt;
|7||7,715||102&lt;br /&gt;
|-&lt;br /&gt;
|8||8,877||110&lt;br /&gt;
|-&lt;br /&gt;
|9||10,045||116&lt;br /&gt;
|-&lt;br /&gt;
|10||11,220||122&lt;br /&gt;
|-&lt;br /&gt;
|50||60,802||216&lt;br /&gt;
|-&lt;br /&gt;
|100||125,893||259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Reactor Advanced Analysis==&lt;br /&gt;
&lt;br /&gt;
This data is mostly of use for builders of large and very large ships. Even though a mid-sized ship might be able to make use of 2 million e/sec, it might not have the internal volume to make an optimized group of 800 or more power reactor modules. However, this analysis does show that small to medium ships should still try to utilize the largest optimized block structures that they can manage within the volume of their ship: this is always more effective than using outdated &amp;quot;efficient cube&amp;quot; reactor setups.&lt;br /&gt;
&lt;br /&gt;
The following table lists the SizePower value generated by an optimal group of blocks of the given number. Note that the SizePower formula only [http://www.thefreedictionary.com/asymptotically asymptotically] approaches its maximum value of 2,000,000 e/sec. At 3415 blocks, A one-decimal result rounds to 2 million.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Blocks !! Max SizePower !! BlockPower !! GroupPower !! Power/Block Ratio&lt;br /&gt;
|-&lt;br /&gt;
|25||4854.7||625.0||5479.7||219.2&lt;br /&gt;
|-&lt;br /&gt;
|50||14792.4||1250.0||16042.4||320.8&lt;br /&gt;
|-&lt;br /&gt;
|100||46492.6||2500.0||48992.6||489.9&lt;br /&gt;
|-&lt;br /&gt;
|200||148300||5000.0||153300||766.5&lt;br /&gt;
|-&lt;br /&gt;
|300||292236.1||7500.0||299736.1||999.1&lt;br /&gt;
|-&lt;br /&gt;
|400||469724.5||10000.0||479724.5||1199.3&lt;br /&gt;
|-&lt;br /&gt;
|500||671237.4||12500.0||683737.4||1367.5&lt;br /&gt;
|-&lt;br /&gt;
|600||885221.5||15000.0||900221.5||1500.4&lt;br /&gt;
|-&lt;br /&gt;
|700||1098666.6||17500.0||1116166.6||1594.5&lt;br /&gt;
|-&lt;br /&gt;
|800||1298843.6||20000.0||1318843.6||1648.6&lt;br /&gt;
|- style=&amp;quot;font-style: bold; background-color: green;&amp;quot;&lt;br /&gt;
|895||1467322.0||22375||1489697.0||1664.5&lt;br /&gt;
|-&lt;br /&gt;
|900||1475480.8||22500.0||1497980.8||1664.4&lt;br /&gt;
|-&lt;br /&gt;
|1000||1622409.7||25000.0||1647409.7||1647.4&lt;br /&gt;
|-&lt;br /&gt;
|1100||1738002.7||27500.0||1765502.7||1605.0&lt;br /&gt;
|-&lt;br /&gt;
|1200||1824394.0||30000.0||1854394.0||1545.3&lt;br /&gt;
|-&lt;br /&gt;
|1300||1886032.9||32500.0||1918532.9||1475.8&lt;br /&gt;
|-&lt;br /&gt;
|1400||1928219.9||35000.0||1963219.9||1402.3&lt;br /&gt;
|-&lt;br /&gt;
|1500||1956037.9||37500.0||1993537.9||1329.0&lt;br /&gt;
|-&lt;br /&gt;
|1600||1973774.6||40000.0||2013774.6||1258.6&lt;br /&gt;
|-&lt;br /&gt;
|1700||1984741.6||42500.0||2027241.6||1192.5&lt;br /&gt;
|-&lt;br /&gt;
|1800||1991332.7||45000.0||2036332.7||1131.3&lt;br /&gt;
|-&lt;br /&gt;
|1900||1995189.4||47500.0||2042689.4||1075.1&lt;br /&gt;
|-&lt;br /&gt;
|2000||1997389.4||50000.0||2047389.4||1023.7&lt;br /&gt;
|-&lt;br /&gt;
|2100||1998614.2||52500.0||2051114.2||976.7&lt;br /&gt;
|-&lt;br /&gt;
|2200||1999280.1||55000.0||2054280.1||933.8&lt;br /&gt;
|-&lt;br /&gt;
|2300||1999633.8||57500.0||2057133.8||894.4&lt;br /&gt;
|-&lt;br /&gt;
|2400||1999817.6||60000.0||2059817.6||858.3&lt;br /&gt;
|-&lt;br /&gt;
|2500||1999911.0||62500.0||2062411.0||825.0&lt;br /&gt;
|-&lt;br /&gt;
|2600||1999957.5||65000.0||2064957.5||794.2&lt;br /&gt;
|-&lt;br /&gt;
|2700||1999980.1||67500.0||2067480.1||765.7&lt;br /&gt;
|-&lt;br /&gt;
|2800||1999990.8||70000.0||2069990.8||739.3&lt;br /&gt;
|-&lt;br /&gt;
|2900||1999995.9||72500.0||2072495.9||714.7&lt;br /&gt;
|-&lt;br /&gt;
|3000||1999998.2||75000.0||2074998.2||691.7&lt;br /&gt;
|-&lt;br /&gt;
|3100||1999999.2||77500.0||2077499.2||670.2&lt;br /&gt;
|-&lt;br /&gt;
|3200||1999999.7||80000.0||2079999.7||650.0&lt;br /&gt;
|-&lt;br /&gt;
|3300||1999999.9||82500.0||2082499.9||631.1&lt;br /&gt;
|-&lt;br /&gt;
|3400||1999999.9||85000.0||2084999.9||613.2&lt;br /&gt;
|-&lt;br /&gt;
|3415||2000000.0||85375.0||2085375.0||610.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is illustrated more effectively in the following chart:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;traditional&amp;quot; widths=600px heights=400px perrow=1 caption=&amp;quot;Graphs of SizePower and Total Power&amp;quot;&amp;gt;&lt;br /&gt;
Image:Max_SizePower_Curve.jpg|SizePower per optimized group of blocks of a given number.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is easy to see that SizePower has diminishing returns after about 900 blocks. The precise number is 895. This is the number of blocks in a group that yields the maximum GroupPower per block, 1664.5, after which it begins to fall. If the groups were simply summed, then the ideal ship would have a couple of groups of about 895 blocks, or so. However, since the group formula introduces diminishing returns for multiple groups, it is best to use as few groups as possible, preferably one, if ship size permits.&lt;br /&gt;
The asymptotic limit for SizePower at 2 million effectively soft-limits the number of blocks to around 1600-1800 due to diminishing returns. This effectively limits efficient ship power to around 2 million e/sec or so, in practice. The extra e/sec is not worth the doubling of power blocks to 3400 from around 1700 to gain a mere 50K. In fact, it might be better to roughly limit at around 1400 blocks or less. The first 400 blocks adds 469K e/sec to a ship. The last 400 blocks, from 1400 to 1800, only adds only about 73K e/sec. Consequently, large ships might be better served using those hundreds of blocks (or thousands if considering a higher +3K limit) in an [[Power Auxiliary]] system. &lt;br /&gt;
&lt;br /&gt;
The table below illustrates the diminishing returns of multiple groups.&lt;br /&gt;
To get to 2 million e/sec (using optimal layouts with each group):&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!NumGroups!!GroupSize!!TotalBlocks!!MaxSizePower!!BlockPower!!TotalPower!!Power/Block&lt;br /&gt;
|-&lt;br /&gt;
|1||1528||1528||1961859.7||38250||2000059.7||1308.9&lt;br /&gt;
|-&lt;br /&gt;
|2||983||1966||1975701.3||49150||2000276.3||1017.4&lt;br /&gt;
|-&lt;br /&gt;
|3||758||2274||1981077.4||56850||2000027.4||879.5&lt;br /&gt;
|-&lt;br /&gt;
|4||631||2524||1984801.0||63100||2000576.0||792.6&lt;br /&gt;
|-&lt;br /&gt;
|6||486||2916||1988313.8||72900||2000463.8||686.0&lt;br /&gt;
|-&lt;br /&gt;
|12||311||3732||1993938.6||93300||2001713.6||536.4&lt;br /&gt;
|-&lt;br /&gt;
|18||239||4302||1996248.5||107550||2002223.5||465.4&lt;br /&gt;
|-&lt;br /&gt;
|34||158||5372||2001017.1||134300||2004967.1||373.2&lt;br /&gt;
|-&lt;br /&gt;
|52||119||6188||1999927.0||154700||2002902.0||323.7&lt;br /&gt;
|-&lt;br /&gt;
|94||80||7520||1999194.0||188000||2001194.0||266.1&lt;br /&gt;
|-&lt;br /&gt;
|253||41||10373||2008595.1||259325||2009620.1||193.7&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>MacThule</name></author>
		
	</entry>
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