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		<id>https://starmadepedia.net/index.php?title=Shield_System&amp;diff=11337</id>
		<title>Shield System</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Shield_System&amp;diff=11337"/>
		<updated>2018-11-24T09:44:53Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shield systems in Starmade are a core element of defending your ship against incoming damage,. consuming power to protect the ship or station. While shields are one of the more intuitive systems for players, they can still take some getting used to.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox block/Shield Capacitor}}{{Infobox block/Shield-Recharger}}When building a shield system, the player will use two blocks. The first block, are the [[Shield-Recharger |Shield-Rechargers]], which act like the shield generators. The second block needed are [[Shield Capacitor |Shield Capacitors]], which determine max shield HP. The more rechargers a shield has, the faster it will charge, and the more capacitors it has, the larger the pool of shield HP.&lt;br /&gt;
&lt;br /&gt;
Shields, as of 0.200.311, are a local generated bubble by each Independent group of rechargers. Placing a Shield-Recharger in build mode generates a GUI pop-up that shows the radius of the shield bubble, a perfect sphere. Shields have three major characteristics; size, capacity, and recharge rate. Shield-Rechargers affect the radius of the bubble, power consumption, and maximum recharge rate of the shield. Shield Capacitors affect the capacity and effective recharge rate.&lt;br /&gt;
&lt;br /&gt;
Shine published an [[:File:Schine Shield Chart.png|infographic]] with the release notes of 0.200.311.&lt;br /&gt;
&lt;br /&gt;
Shield-Recharger groups make up the center of of shield systems. Each group maintains local specific radius, capacity and recharge rates. Groups of capacitors then are added within the radius of the shield bubble to add shield HP. Capacitors that are outside the radius of the shields generated by the rechargers are not used, and are effectively useless. The bubbles generated by the groups of rechargers are allowed to over-lap. However, if a group of rechargers is inside the bubble of another recharger group, the smaller recharger group is disabled completely. Capacitors may also be placed within the overlap of shield groups, but only affect and belong to the closest parent group of rechargers, and do not share capacity between multiple groups of shields.&lt;br /&gt;
&lt;br /&gt;
== Building Shields ==&lt;br /&gt;
&lt;br /&gt;
=== Radius ===&lt;br /&gt;
The radius ('''''r''''') of the sphere generated a group of Shield-Rechargers is controlled by an power function:&amp;lt;blockquote&amp;gt;r = b · (S)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; + r&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&amp;lt;/blockquote&amp;gt;Where, the variables as of 0.201.200g are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Shield Variables&lt;br /&gt;
!File Name&lt;br /&gt;
!Variable&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusCalcStyle&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalDefaultRadius&lt;br /&gt;
|'''r&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;'''&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusExpMult&lt;br /&gt;
|'''b'''&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusExp&lt;br /&gt;
|'''a'''&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
The smallest shield radius generated by 1 recharger block is therefore 25m radius. With 10 blocks, nearly 40m radius is generated. In order to  generate a 100m radius shield, 216 rechargers is required in one group.&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
After creating a group of rechargers, add capacitors to create a pool of shield HP. The rechargers have no inherent capacity on their own. Capacitors are a simple, linear, non-grouping block. Add groups of capacitors to add 250 shield HP per-block (&amp;lt;ShieldLocalCapacityPerBlock&amp;gt; = 250 and &amp;lt;ShieldLocalDefaultCapacity&amp;gt; = 0).&lt;br /&gt;
&lt;br /&gt;
While in the build mode, players will not that as capacity blocks are added, the GUI will display the amount of current and total available capacity for the local shield, as well as in the Structure Information tab. Each recharge group may only associated 20 groups of capacitors.&lt;br /&gt;
&lt;br /&gt;
=== Power Consumption and Recharge ===&lt;br /&gt;
The power drain on the reactor is determined by a total rate of shield HP regen. However, shield regeneration is determined by a smaller value, effective shield HP  regen. While the number of rechargers determined maximum regen, the higher number of capacitors leads to decreasing rates of effective regen, to the point where too many capacitors will actually over power the rechargers and drain the shields to zero.&lt;br /&gt;
&lt;br /&gt;
Each Shield-Recharger adds 25 s/sec to the local group. When resting, 1 s/sec requries 0.4 e/sec of power consumption. More simply, each recharger takes 10 e/sec to maintain.&lt;br /&gt;
&lt;br /&gt;
When Capacitors are added, an upkeep charge is determined and subtracted from the total available regen by the Rechargers. For every 100 shield HP, 2 s/sec is required for upkeep. Since each capacitor has 250 sheild HP, each capacitor therefore requires 5 s/sec of upkeep. When combined, the amount of shield regen applied to the local shields are simply the difference between the amount from the rechargers and the upkeep from the capacitors.&lt;br /&gt;
&lt;br /&gt;
A rule of thumb to go by, is that 1 recharger can support up to 5 capacitors, before the upkeep overcomes the supply rate. Power consumption, however is not affected by the upkeep, and simply uses the number of rechargers as they draw power requirements.&lt;br /&gt;
&lt;br /&gt;
An example: a local shield group has 20 rechargers and 40 capacitors. The shield will have 40 * 250 = 10,000 shield HP from the capacitors. The shield will draw 20 * 10 = 200 e/sec from the reactors. The effective regen rate is 20*25 - 40*5 = 300 s/sec. If the number of capacitors were instead only 15 capacitors: the HP is 15*250 = 3750hp, the regen rate is 20*25 - 15*5 = 425 s/sec but the power is still 20*10 = 200 e/sec.&lt;br /&gt;
&lt;br /&gt;
== Shield Mechanics ==&lt;br /&gt;
There are many modifiers to the shield regen rates and effectiveness based on combat, multiple over-lapping shields, and the Defense Reactor Chamber bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Shields in combat have reduced effectiveness and increased power requirements. There are three states a shield can be in: 1)Charging Normal, 2)Charging Under Fire and 3)Zero Shields.&lt;br /&gt;
&lt;br /&gt;
==== Charging Normal ====&lt;br /&gt;
When the shields are charging, when the ship or station first pulls out from dock, or finishes a teleportation of a player, there is an increased power requirement. The regen rates are unaffected, but the power requirements are doubled (20 e/sec per recharger) As soon as 100% shields are generated by the local shield, it returns to normal for the resting charge requirement, as listed above (10 e/sec per recharger)&lt;br /&gt;
&lt;br /&gt;
==== Charging Under Fire ====&lt;br /&gt;
When any shield takes damage from any source, it enters into an 'Under Fire' state for 30 seconds from the last source of damage. First, the power requirements of Charging Normal apply, doubling the power drawn from the reactor. As of 0.201.200g, there are two parts that change the effective regen rate of shields.&lt;br /&gt;
# When a shield takes a hit and is left at below 20% HP, the shield regens at 50% its effective rate.&lt;br /&gt;
# When a shield takes a hit and is left above 20% HP, the shield regens at a linearly correlated rate. At 0% when the shield are exactly 20% up to 100% regen rate when the shields are at full.&lt;br /&gt;
The regen rate does not change as it is recharging. Whatever regen rate is determined from the last hit remains until the effect is over, and returns to 100% regen rate and Charging Normal.&lt;br /&gt;
&lt;br /&gt;
==== Zero Shields ====&lt;br /&gt;
When a shield is depleted, it enters a state of zero recharging for 10 seconds. The power requirements still double, like normal Charging. However, the shields will not begin to recharge until there has been 10 seconds since the last source of damage to the area protected by the shields. Once 10 seconds has passed, the shields regen at 50% regen rate for 20 seconds, completing the Under Fire time, at which point the shields  return to full charging rate.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Priorities ===&lt;br /&gt;
When working with multiple shields that overlap the same location of the hull of an entity, shields do not share the damage, but rather a prioritized shield takes 100% of the damage. After the prioritized shield is depleted, the second shield then will take damage.&lt;br /&gt;
&lt;br /&gt;
As to which shield takes damage first is determined by spatial relation according to the entities' coordinate system. In the Starmade build mode, the positive Z axis is forward or bow. The positive X axis is left, or port. The positive Y axis is up, or dorsal.&lt;br /&gt;
&lt;br /&gt;
Between two shield systems, the following lists how they get priority to take damage first:&lt;br /&gt;
# Farther in negative X (Right / Starboard)&lt;br /&gt;
# Farther in negative Z (Rear / Aft)&lt;br /&gt;
# Farther in positive Y (Top / Dorsal)&lt;br /&gt;
&lt;br /&gt;
When three or more shield systems cover the same damage area, the rules only loosely apply, but generally provide guidelines. The priority of the shields can be seen in the HUD while piloting. The shields are listed top to bottom in order of which shield takes damage first should there be a conflict. Additionally, only the charging shield increases power cost. If only one of three shields is currently being hit, then only that one shield is in Charging Under Fire.&lt;br /&gt;
&lt;br /&gt;
Finally, if one of the shields is depleted, the remaining damage from the impact will be transferred to the other shields equally; e.g. if a cannon with 300 damage hits the priority shield with only 100 hp left, then 200 damage is applied to ''each'' of the other shields underneath. The next cannon shot then is applied to the next shield in priority order, like normal.&lt;br /&gt;
&lt;br /&gt;
== Chamber Augmentation ==&lt;br /&gt;
&lt;br /&gt;
=== Basis Modification ===&lt;br /&gt;
The [[Reactor Defense Chamber|Defense Reactor Chamber]] Shield tree augments and changes the way shields interact with the incoming damage.&lt;br /&gt;
&lt;br /&gt;
A list of all the stat modifying effects that the Shield tree for the Defense Reactor can modify is listed:&lt;br /&gt;
* ±% of Shield Capacity: A direct change to the amount of shield HP per shield group. This also therefore changes the amount of required upkeep&lt;br /&gt;
** Base Enhancement: +10%&lt;br /&gt;
** Shield Capacity 1: +15% (25% total)&lt;br /&gt;
** Shield Capacity 2: +25% (50% total)&lt;br /&gt;
* ±% of Shield Recharge: A direct change to the amount of shield regen per second is output. However, there is not a change to the amount of power required to meet the new recharge amount&lt;br /&gt;
** Base Enhancement: +10%&lt;br /&gt;
* ±% of Shield Upkeep: Altering the Upkeep costs for capacitors without changing the capacity. Only positive effects.&lt;br /&gt;
** Base Enhancement: -10.1%&lt;br /&gt;
** Shield Capacity 1: -11% (79.9% of original)&lt;br /&gt;
** Shield Capacity 2: -13.3% (66.6% of original)&lt;br /&gt;
* ±% of Under-Fire Timeout: Alters the amount of time that a shield recharges at a reduced rate from Charging Under Fire.&lt;br /&gt;
** Shield Outage Redux 1: -40% (i.e. 18 seconds)&lt;br /&gt;
** Shield Outage Redux 2: -40% (20% of original, i.e. 6 seconds)&lt;br /&gt;
&lt;br /&gt;
=== Damage Type Resistances ===&lt;br /&gt;
The Shield Defense Reactors also have two types of damage resistances: High (Alpha) and Low (DPS). Each version has two steps in the reactor tree. The first applies the damage resistance, the second simple augments it. When choosing a reactor tree that uses this type of defense reactor, note that lots of damage can be mitigated by this de-buff, however, if it is used against the wrong type of incoming damage, can actually increase the incoming damage amount. &lt;br /&gt;
&lt;br /&gt;
Both styles of chambers do three things:&lt;br /&gt;
# Enable the Shield Hotspot, either Alpha or DPS&lt;br /&gt;
# Set a Hotspot transition (both at 50%)&lt;br /&gt;
# Set a Hotspot Range,&lt;br /&gt;
## 25% for Level 1&lt;br /&gt;
## 50% for Level 2&lt;br /&gt;
Simply, the damage type resistance is a linear modifier or incoming damage. The amount the damage is modified by is dependent on the relationship between the max shield HP and the incoming instance of damage. And instance may either refer to an impact by either a single cannon round or missile, or by each tick of a beam (usually 10/sec). The Hotspot transition point, set to 50%, determines at what percentage of the shield HP the resistance is useful versus not useful. In either case, 50% of the HP is a transition point. The HotSpot range (either 25 or 50 percent) determines the amount the damage is modified by.&lt;br /&gt;
* For Low Type (DPS) resistance&lt;br /&gt;
** The damage is reduced by up to the range (25 or 50) when incoming damage is 0% of the Shield HP&lt;br /&gt;
** The damage is increased by up to the range when incoming damage is 100% of the shield HP.&lt;br /&gt;
** The crossover, at 50%, makes no change to the incoming damage.&lt;br /&gt;
* For High Type (Alpha) resistance, the opposite is applied&lt;br /&gt;
** The damage is increased by up to the range (25 or 50) when incoming damage is 0% of the Shield HP&lt;br /&gt;
** The damage is reduced by up to the range when incoming damage is 100% of the shield HP.&lt;br /&gt;
** The crossover, at 50%, makes no change to the incoming damage.&lt;br /&gt;
To put the words into an equation, the new damage for a Low Type is:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;new/LOW&amp;lt;/sub&amp;gt; = D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt; * ( 1 - R&amp;lt;sub&amp;gt;range&amp;lt;/sub&amp;gt; *((S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5 - D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt;) / S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5) )&amp;lt;/blockquote&amp;gt;For the High Type:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;new/HIGH&amp;lt;/sub&amp;gt; = D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt; * ( 1 + R&amp;lt;sub&amp;gt;range&amp;lt;/sub&amp;gt; *((S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5 - D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt;) / S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5) )&amp;lt;/blockquote&amp;gt;The Damage Types can only modify the incoming damage by 25% (level 1) or 50% (level 2), so damage values larger than the shield's HP max are capped. Examples to facilitate understanding are thus:&lt;br /&gt;
# A shield with a max of 100 HP and Low Type 1 is hit by a cannon that deals 40 damage. &lt;br /&gt;
## 40 is less than 50% of the max HP, so it is reduced by a little.&lt;br /&gt;
## The new amount of damage applied to the shields is only 38 damage.&lt;br /&gt;
# A shield with a max of 500 HP and High Type 2 is hit by a missile that deals 800 damage.&lt;br /&gt;
## The incoming damage should destroy the shield.&lt;br /&gt;
## 800 damage is well over the 50% mark of the shield HP. &lt;br /&gt;
## The equation shows incoming damage should be 360, however damage reduction is capped at 50%.&lt;br /&gt;
## The new damage is now only 400 damage.&lt;br /&gt;
# A shield with 10,000 HP and High Type 1 is hit by a damage beam, that deals 90 damage per tick, and has a 10 second fire time.&lt;br /&gt;
## While the total damage of the beam would normally come out to 90dmg * 10 tick/sec * 10 sec = 9000 damage, it is the per tick value modified, not the final. &lt;br /&gt;
## 90 damage is well below 50% of the shield max HP using High Type, and so its damage is actually increased!&lt;br /&gt;
## The new damage per tick is now 112.1&lt;br /&gt;
## The original 9000 dmg beam, instead of dealing 7200 total in one go, actually deals 11209.5 damage, destroying the shield and blocks underneath.&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Shield_System&amp;diff=11336</id>
		<title>Shield System</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Shield_System&amp;diff=11336"/>
		<updated>2018-11-24T09:30:35Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: Major Additions to the shield systems page. Provides players with basic math behind the mechanics, as well as an introduction to the damage type resistances for the reactors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shield systems in Starmade are a core element of defending your ship against incoming damage,. consuming power to protect the ship or station. While shields are one of the more intuitive systems for players, they can still take some getting used to.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{Infobox block/Shield Capacitor}}{{Infobox block/Shield-Recharger}}When building a shield system, the player will use two blocks. The first block, are the [[Shield-Recharger |Shield-Rechargers]], which act like the shield generators. The second block needed are [[Shield Capacitor |Shield Capacitors]], which determine max shield HP. The more rechargers a shield has, the faster it will charge, and the more capacitors it has, the larger the pool of shield HP.&lt;br /&gt;
&lt;br /&gt;
Shields, as of 0.200.311, are a local generated bubble by each Independent group of rechargers. Placing a Shield-Recharger in build mode generates a GUI pop-up that shows the radius of the shield bubble, a perfect sphere. Shields have three major characteristics; size, capacity, and recharge rate. Shield-Rechargers affect the radius of the bubble, power consumption, and maximum recharge rate of the shield. Shield Capacitors affect the capacity and effective recharge rate.&lt;br /&gt;
&lt;br /&gt;
Shine published an [[:File:Schine Shield Chart.png|infographic]] with the release notes of 0.200.311.&lt;br /&gt;
&lt;br /&gt;
Shield-Recharger groups make up the center of of shield systems. Each group maintains local specific radius, capacity and recharge rates. Groups of capacitors then are added within the radius of the shield bubble to add shield HP. Capacitors that are outside the radius of the shields generated by the rechargers are not used, and are effectively useless. The bubbles generated by the groups of rechargers are allowed to over-lap. However, if a group of rechargers is inside the bubble of another recharger group, the smaller recharger group is disabled completely. Capacitors may also be placed within the overlap of shield groups, but only affect and belong to the closest parent group of rechargers, and do not share capacity between multiple groups of shields.&lt;br /&gt;
&lt;br /&gt;
== Building Shields ==&lt;br /&gt;
&lt;br /&gt;
=== Radius ===&lt;br /&gt;
The radius ('''''r''''') of the sphere generated a group of Shield-Rechargers is controlled by an power function:&amp;lt;blockquote&amp;gt;r = b · (S)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt; + r&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&amp;lt;/blockquote&amp;gt;Where, the variables as of 0.201.200g are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Shield Variables&lt;br /&gt;
!File Name&lt;br /&gt;
!Variable&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusCalcStyle&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalDefaultRadius&lt;br /&gt;
|'''r&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;'''&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusExpMult&lt;br /&gt;
|'''b'''&lt;br /&gt;
|15.0&lt;br /&gt;
|-&lt;br /&gt;
|ShieldLocalRadiusExp&lt;br /&gt;
|'''a'''&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
The smallest shield radius generated by 1 recharger block is therefore 25m radius. With 10 blocks, nearly 40m radius is generated. In order to  generate a 100m radius shield, 216 rechargers is required in one group.&lt;br /&gt;
&lt;br /&gt;
=== Capacity ===&lt;br /&gt;
After creating a group of rechargers, add capacitors to create a pool of shield HP. The rechargers have no inherent capacity on their own. Capacitors are a simple, linear, non-grouping block. Add groups of capacitors to add 250 shield HP per-block (&amp;lt;ShieldLocalCapacityPerBlock&amp;gt; = 250 and &amp;lt;ShieldLocalDefaultCapacity&amp;gt; = 0).&lt;br /&gt;
&lt;br /&gt;
While in the build mode, players will not that as capacity blocks are added, the GUI will display the amount of current and total available capacity for the local shield, as well as in the Structure Information tab. Each recharge group may only associated 20 groups of capacitors.&lt;br /&gt;
&lt;br /&gt;
=== Power Consumption and Recharge ===&lt;br /&gt;
The power drain on the reactor is determined by a total rate of shield HP regen. However, shield regeneration is determined by a smaller value, effective shield HP  regen. While the number of rechargers determined maximum regen, the higher number of capacitors leads to decreasing rates of effective regen, to the point where too many capacitors will actually over power the rechargers and drain the shields to zero.&lt;br /&gt;
&lt;br /&gt;
Each Shield-Recharger adds 25 s/sec to the local group. When resting, 1 s/sec requries 0.4 e/sec of power consumption. More simply, each recharger takes 10 e/sec to maintain.&lt;br /&gt;
&lt;br /&gt;
When Capacitors are added, an upkeep charge is determined and subtracted from the total available regen by the Rechargers. For every 100 shield HP, 2 s/sec is required for upkeep. Since each capacitor has 250 sheild HP, each capacitor therefore requires 5 s/sec of upkeep. When combined, the amount of shield regen applied to the local shields are simply the difference between the amount from the rechargers and the upkeep from the capacitors.&lt;br /&gt;
&lt;br /&gt;
A rule of thumb to go by, is that 1 recharger can support up to 5 capacitors, before the upkeep overcomes the supply rate. Power consumption, however is not affected by the upkeep, and simply uses the number of rechargers as they draw power requirements.&lt;br /&gt;
&lt;br /&gt;
An example: a local shield group has 20 rechargers and 40 capacitors. The shield will have 40 * 250 = 10,000 shield HP from the capacitors. The shield will draw 20 * 10 = 200 e/sec from the reactors. The effective regen rate is 20*25 - 40*5 = 300 s/sec. If the number of capacitors were instead only 15 capacitors: the HP is 15*250 = 3750hp, the regen rate is 20*25 - 15*5 = 425 s/sec but the power is still 20*10 = 200 e/sec.&lt;br /&gt;
&lt;br /&gt;
== Shield Mechanics ==&lt;br /&gt;
There are many modifiers to the shield regen rates and effectiveness based on combat, multiple over-lapping shields, and the Defense Reactor Chamber bonuses.&lt;br /&gt;
&lt;br /&gt;
=== Combat Modifiers ===&lt;br /&gt;
Shields in combat have reduced effectiveness and increased power requirements. There are three states a shield can be in: 1)Charging Normal, 2)Charging Under Fire and 3)Zero Shields.&lt;br /&gt;
&lt;br /&gt;
==== Charging Normal ====&lt;br /&gt;
When the shields are charging, when the ship or station first pulls out from dock, or finishes a teleportation of a player, there is an increased power requirement. The regen rates are unaffected, but the power requirements are doubled (20 e/sec per recharger) As soon as 100% shields are generated by the local shield, it returns to normal for the resting charge requirement, as listed above (10 e/sec per recharger)&lt;br /&gt;
&lt;br /&gt;
==== Charging Under Fire ====&lt;br /&gt;
When any shield takes damage from any source, it enters into an 'Under Fire' state for 30 seconds from the last source of damage. First, the power requirements of Charging Normal apply, doubling the power drawn from the reactor. As of 0.201.200g, there are two parts that change the effective regen rate of shields.&lt;br /&gt;
# When a shield takes a hit and is left at below 20% HP, the shield regens at 50% its effective rate.&lt;br /&gt;
# When a shield takes a hit and is left above 20% HP, the shield regens at a linearly correlated rate. At 0% when the shield are exactly 20% up to 100% regen rate when the shields are at full.&lt;br /&gt;
The regen rate does not change as it is recharging. Whatever regen rate is determined from the last hit remains until the effect is over, and returns to 100% regen rate and Charging Normal.&lt;br /&gt;
&lt;br /&gt;
==== Zero Shields ====&lt;br /&gt;
When a shield is depleted, it enters a state of zero recharging for 10 seconds. The power requirements still double, like normal Charging. However, the shields will not begin to recharge until there has been 10 seconds since the last source of damage to the area protected by the shields. Once 10 seconds has passed, the shields regen at 50% regen rate for 20 seconds, completing the Under Fire time, at which point the shields  return to full charging rate.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Priorities ===&lt;br /&gt;
When working with multiple shields that overlap the same location of the hull of an entity, shields do not share the damage, but rather a prioritized shield takes 100% of the damage. After the prioritized shield is depleted, the second shield then will take damage.&lt;br /&gt;
&lt;br /&gt;
As to which shield takes damage first is determined by spatial relation according to the entities' coordinate system. In the Starmade build mode, the positive Z axis is forward or bow. The positive X axis is left, or port. The positive Y axis is up, or dorsal.&lt;br /&gt;
&lt;br /&gt;
Between two shield systems, the following lists how they get priority to take damage first:&lt;br /&gt;
# Farther in negative X (Right / Starboard)&lt;br /&gt;
# Farther in negative Z (Rear / Aft)&lt;br /&gt;
# Farther in positive Y (Top / Dorsal)&lt;br /&gt;
&lt;br /&gt;
When three or more shield systems cover the same damage area, the rules only loosely apply, but generally provide guidelines. The priority of the shields can be seen in the HUD while piloting. The shields are listed top to bottom in order of which shield takes damage first should there be a conflict. Additionally, only the charging shield increases power cost. If only one of three shields is currently being hit, then only that one shield is in Charging Under Fire.&lt;br /&gt;
&lt;br /&gt;
Finally, if one of the shields is depleted, the remaining damage from the impact will be transferred to the other shields equally; e.g. if a cannon with 300 damage hits the priority shield with only 100 hp left, then 200 damage is applied to ''each'' of the other shields underneath. The next cannon shot then is applied to the next shield in priority order, like normal.&lt;br /&gt;
&lt;br /&gt;
== Chamber Augmentation ==&lt;br /&gt;
&lt;br /&gt;
=== Basis Modification ===&lt;br /&gt;
The [[Reactor Defense Chamber|Defense Reactor Chamber]] Shield tree augments and changes the way shields interact with the incoming damage.&lt;br /&gt;
&lt;br /&gt;
A list of all the stat modifying effects that the Shield tree for the Defense Reactor can modify is listed:&lt;br /&gt;
* ±% of Shield Capacity: A direct change to the amount of shield HP per shield group. This also therefore changes the amount of required upkeep&lt;br /&gt;
** Base Enhancement: +10%&lt;br /&gt;
** Shield Capacity 1: +15% (25% total)&lt;br /&gt;
** Shield Capacity 2: +25% (50% total)&lt;br /&gt;
* ±% of Shield Recharge: A direct change to the amount of shield regen per second is output. However, there is not a change to the amount of power required to meet the new recharge amount&lt;br /&gt;
** Base Enhancement: +10%&lt;br /&gt;
* ±% of Shield Upkeep: Altering the Upkeep costs for capacitors without changing the capacity. Only positive effects.&lt;br /&gt;
** Base Enhancement: -10.1%&lt;br /&gt;
** Shield Capacity 1: -11% (79.9% of original)&lt;br /&gt;
** Shield Capacity 2: -13.3% (66.6% of original)&lt;br /&gt;
* ±% of Under-Fire Timeout: Alters the amount of time that a shield recharges at a reduced rate from Charging Under Fire.&lt;br /&gt;
** Shield Outage Redux 1: -40% (i.e. 18 seconds)&lt;br /&gt;
** Shield Outage Redux 2: -40% (20% of original, i.e. 6 seconds)&lt;br /&gt;
&lt;br /&gt;
=== Damage Type Resistances ===&lt;br /&gt;
The Shield Defense Reactors also have two types of damage resistances: High (Alpha) and Low (DPS). Each version has two steps in the reactor tree. The first applies the damage resistance, the second simple augments it. When choosing a reactor tree that uses this type of defense reactor, note that lots of damage can be mitigated by this de-buff, however, if it is used against the wrong type of incoming damage, can actually increase the incoming damage amount. &lt;br /&gt;
&lt;br /&gt;
Both styles of chambers do three things:&lt;br /&gt;
# Enable the Shield Hotspot, either Alpha or DPS&lt;br /&gt;
# Set a Hotspot transition (both at 50%)&lt;br /&gt;
# Set a Hotspot Range,&lt;br /&gt;
## 25% for Level 1&lt;br /&gt;
## 50% for Level 2&lt;br /&gt;
Simply, the damage type resistance is a linear modifier or incoming damage. The amount the damage is modified by is dependent on the relationship between the max shield HP and the incoming instance of damage. And instance may either refer to an impact by either a single cannon round or missile, or by each tick of a beam (usually 10/sec). The Hotspot transition point, set to 50%, determines at what percentage of the shield HP the resistance is useful versus not useful. In either case, 50% of the HP is a transition point. The HotSpot range (either 25 or 50 percent) determines the amount the damage is modified by.&lt;br /&gt;
* For Low Type (DPS) resistance&lt;br /&gt;
** The damage is reduced by up to the range (25 or 50) when incoming damage is 0% of the Shield HP&lt;br /&gt;
** The damage is increased by up to the range when incoming damage is 100% of the shield HP.&lt;br /&gt;
** The crossover, at 50%, makes no change to the incoming damage.&lt;br /&gt;
* For High Type (Alpha) resistance, the opposite is applied&lt;br /&gt;
** The damage is increased by up to the range (25 or 50) when incoming damage is 0% of the Shield HP&lt;br /&gt;
** The damage is reduced by up to the range when incoming damage is 100% of the shield HP.&lt;br /&gt;
** The crossover, at 50%, makes no change to the incoming damage.&lt;br /&gt;
To put the words into an equation, the new damage for a Low Type is:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;new/LOW&amp;lt;/sub&amp;gt; = D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt; * ( 1 - R&amp;lt;sub&amp;gt;range&amp;lt;/sub&amp;gt; *((S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5 - D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt;) / S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5) )&amp;lt;/blockquote&amp;gt;For the High Type:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;new/HIGH&amp;lt;/sub&amp;gt; = D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt; * ( 1 + R&amp;lt;sub&amp;gt;range&amp;lt;/sub&amp;gt; *((S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5 - D&amp;lt;sub&amp;gt;orig&amp;lt;/sub&amp;gt;) / S&amp;lt;sub&amp;gt;max&amp;lt;/sub&amp;gt;*.5) )&amp;lt;/blockquote&amp;gt;The Damage Types can only modify the incoming damage by 25% (level 1) or 50% (level 2), so damage values larger than the shield's HP max are capped. Examples to facilitate understanding are thus:&lt;br /&gt;
# A shield with a max of 100 HP and Low Type 1 is hit by a cannon that deals 40 damage. &lt;br /&gt;
## 40 is less than 50% of the max HP, so it is reduced by a little.&lt;br /&gt;
## The new amount of damage applied to the shields is only 38 damage.&lt;br /&gt;
# A shield with a max of 500 HP and High Type 2 is hit by a missile that deals 800 damage.&lt;br /&gt;
## The incoming damage should destroy the shield.&lt;br /&gt;
## 800 damage is well over the 50% mark of the shield HP. &lt;br /&gt;
## The equation shows incoming damage should be 360, however damage reduction is capped at 50%.&lt;br /&gt;
## The new damage is now only 400 damage.&lt;br /&gt;
# A shield with 10,000 HP and High Type 1 is hit by a damage beam, that deals 60 damage per tick, and has a 10 second fire time.&lt;br /&gt;
## While the total damage of the beam would normally come out to 90dmg * 10 tick/sec * 10 sec = 9000 damage, it is the per tick value modified, not the final. &lt;br /&gt;
## 60 damage is well below 50% of the shield max HP using High Type, and so its damage is actually increased!&lt;br /&gt;
## The new damage per tick is now 112.1&lt;br /&gt;
## The original 9000 dmg beam, instead of dealing 7200 total in one go, actually deals 11209.5 damage, destroying the shield and blocks underneath.&lt;br /&gt;
[[Category:Shields]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=11288</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=11288"/>
		<updated>2018-10-10T04:27:12Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: /* Reactor Blocks anAdded STtream noded Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
In StarMade, nearly all functional Computers, Modules and Blocks require power. As of version 0.200.311, the StarMade Power System has been overhauled with a different model to generate and utilize ship or station power. The ‘Power 2.0’ system is primarily based on a commensalistic relationship between a series [[Reactor Power]] modules and an array of [[Reactor Stabilizer]] modules. The Reactor Power block produces power, but without the required Reactor Stabilizer modules, the reactor is limited. The stabilizers however are independent, and do not require any other block for functioning or optimization.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Blocks and Overview ==&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{Infobox block/Reactor Stabilizer Stream Node}}{{infobox block/Reactor Main}}There are five possible components to reactors: Reactor Power blocks,  Reactor Stabilizer blocks, [[Reactor Stabilizer Stream Node]] blocks, and [[reactor chambers|Reactor Chambers]] and their connecting [[Reactor Conduit |Reactor Conduits]].&lt;br /&gt;
&lt;br /&gt;
=== System Modules ===&lt;br /&gt;
The [[:File:Developer Stabilizer Demo.png|original info-card]] is used as a graphical depiction of the generic effects of the two block types working in harmony. As with the previous version of the power system, the sheer amount of raw power is dependent on number of placed reactor blocks within a group. However, group and dimension sizes no longer matter, and only the sheer number of power reactors are what determines the possible power output.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor Chambers are linked to the reactor with Conduits. The minimum size of the Reactor Chambers is correlated to Reactor size. This minimum size can be seen in the Reactor menu and when placing Chamber blocks. Each chamber will use a portion of ''Reactor Points'', a virtual mechanic, that adds up to 100%. Making Chamber designs that go over 100% eventually deactivate all Chambers effecting the mother entity. This page will not discuss Reactor Chambers and Conduit usage in detail.&lt;br /&gt;
&lt;br /&gt;
Finally, an optional block to add to and customize Reactor Systems is the Reactor Stabilizer Stream Node. The Reactor Stream, that is created from the center of the active Reactor group to the center of each Stabilizer Group, will be redirected through the nodes. Multiple nodes may be placed to for a multi-point form for the stream to reroute through. This allows for builders to route the stream through protected areas of the entity, protecting the stream from possible damage. Damage hitting the streams will temporarily reduce power output.&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
The biggest change in power mechanic for the ship or station usage of the power system is that there is no longer a capacitance or battery power, but rather only a constant stream of limited recharging power. As such, every usage of the power system is now in terms of amount of energy per sec (e/sec) versus raw or instantaneous energy upon activation. The difference, between a resting or charging amount of energy needed is dependent on the system type and size. E.g, the basic factory will use 10 e/sec when not in use, but when activated, jumps to 50 e/sec (with no upgrades or modifiers).&lt;br /&gt;
&lt;br /&gt;
The power distribution of the ship or station will depend on the individual entity, modified by the player. When power usage overtakes power production, certain systems will start to receive reduced or no power, as listed in a priority list set by the player. An entity may have more than one reactor group (a connected series of Reactor Power blocks), but only one reactor will be active, using that groups power production and size as the determining factor for active chambers, and power production available to systems on the entity. Therefore multiple reactors turn into redundant or modifying reactors to change the secondary effects of chambers to the ship. This page will not go into detail about this or other power routing systems as set in the game.&lt;br /&gt;
&lt;br /&gt;
=== Legacy Reactors ===&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, However it is largely unsupported and will be fully deprecated in the future.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
&lt;br /&gt;
The current power model in simply a linear relationship between the number of reactors and amount of power generated. As of 0.200.335, the amount is set to 100 e/sec/block. However, as soon as there are more than 10 reactor blocks in a single reactor, each additional block reduces the reactor’s stability. Stability of the reactor is the second factor of power generation. As soon as the power stability goes below 25% power generation is capped, and the maximum power generation without stabilizers is 4000 e/sec., which occurs with a reactor group size of 40 blocks.&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
Below is a list of variables their current settings as of 0.200.335, as listed in &amp;lt;gamefolder&amp;gt;\StarMade\data\config\blockBehaviorConfig.xml:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Variables, Power&lt;br /&gt;
!Config File Name&lt;br /&gt;
!Meaning&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ReactorCalcStyle&lt;br /&gt;
|Active Calculation Model:&lt;br /&gt;
Linear, Logarithmic and Logarithmic_Leveled are possible&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExpMult&lt;br /&gt;
|Exponential Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExp&lt;br /&gt;
|Exponent&lt;br /&gt;
|a&lt;br /&gt;
|0.333&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerStartingDistance&lt;br /&gt;
|Offset Distance, Constant&lt;br /&gt;
|s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
| -7.5&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffOne&lt;br /&gt;
|Optimal Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffZero&lt;br /&gt;
|Minimum Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerFreeMainReactorBlocks&lt;br /&gt;
|Number of Reactors that are not affected by Stability&lt;br /&gt;
|B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceTotalMult&lt;br /&gt;
|Final Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizationPowerEffectiveFull&lt;br /&gt;
|Percent of Stability required for Full Power Output&lt;br /&gt;
|E&lt;br /&gt;
|0.25&lt;br /&gt;
|}&lt;br /&gt;
From the following formula, the amount of reactors ('''B''') outputs generation ('''P''', e/sec) inherent to a group that has zero stabilizers can be determined: &amp;lt;blockquote&amp;gt;P = B · 100 · ''min'' [ 1 , 10 / (B·E) ]&amp;lt;/blockquote&amp;gt;This simple formula shows that the power generated is linearly associated with number of reactor blocks in the group. Then, if the number blocks exceeds ''10/E'' (that is, 40 blocks), then power is capped and at which stabilizers are required. &lt;br /&gt;
&lt;br /&gt;
== Reactor Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Stabilizers, primarily, add potential power capability to a reactor. Secondary effects like damage reduction and other effectiveness due to stability will not be discussed in this page. The relationship between the number of stabilizers and the distance they are away from the active reactor group is determined by an exponential equation that is dependent on the size of the reactor core, and number of stabilizers you wish to use. The values determined by the distance models output two values for use with a single reactor core, the minimum number of stabilizers required, and a minimum distance for optimal stabilization. The game GUI already has a built-in indicator to show where the stabilizers will be most effective. Any effectiveness less than 100% simply means you must linearly compensate for that distance with more stabilizers. I.e. 2 stabilizers at 50% effectiveness is equal to 1 stabilizer at 100%.&lt;br /&gt;
&lt;br /&gt;
In version 0.200.332, the most recent changes to the stabilizer/power system, the stabilizers have two unique properties when designing and working with power systems.&lt;br /&gt;
# Size of Stabilizer Group and Distance from the active Reactor&lt;br /&gt;
# Number of Independent Stabilizer Groups and their relative location around the active Reactor&lt;br /&gt;
[[File:Optimum distance.png|thumb|504x504px|Log-Axis graph showing # reactors to optimum distance for stabilizers.]]&lt;br /&gt;
&lt;br /&gt;
=== 1 - Single Group and Distance ===&lt;br /&gt;
To reach 100% stability in for the reactor core, there must be 10 less stabilizers than the number of reactor blocks, placed at or farther than, the optimum distance.&lt;br /&gt;
&lt;br /&gt;
When working with stabilizer groups that are not at 100% optimized distance, a linear relationship is used. The values ''ReactorStablizerLinearFalloff'' ''One'' determine at what distance the individual stabilizer becomes 100% effective. This optimum distance is the distance that is determined by the exponential curve. As you grow the size of your reactor core, the distance ('''D''', blocks) that the stabilizers need to be at to achieve optimum stabilization per block is exponential as below:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;Of course, because StarMade is voxel (discrete) game, the location must be to the next integer value for a stabilizer to be placed with 100% efficiency. Additionally, the player may choose to design a ship or station that does not use optimum distance to stabilize the power reactor, possibly due to size restrictions. The minimum distance required for an individual stabilizer block to add stability to the power reactor replaces the '''F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;''' with '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;'''. &amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;With the current values of '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;''', this distance (as of 0.200.335) is simply 0. This means as long as you do not place the stabilizer directly next to the reactor core, the entity will benefit from increased stability.&lt;br /&gt;
&lt;br /&gt;
The minimum number of stabilizers ('''S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;''') required to bring a reactor to full power is determined when the stability is greater than ''ReactorStabilizationPowerEffectiveFull'' ('''E'''), currently set to 25%.&amp;lt;blockquote&amp;gt;S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = ''max''[ 0, (E - 10/B) / (1/B) ] =  ''max''[ 0, (E · B - 10)]&amp;lt;/blockquote&amp;gt;Notice, that therefore stabilizers are only required when the reactor has more than 40 blocks, as discussed briefly above. As soon as the number of reactor blocks exceeds, 40, then the simple formula is '''E · B - 10'''. Additionally, the below formula can be used to determine the amount of stability ('''Y''') added by the currently placed stabilizers in a single group is a sum of the stability added by each individual stabilizer block, as distance '''D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;''' :&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, ''max''[ 0 , ((D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;) / (D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;)) ] ] / B&amp;lt;/blockquote&amp;gt;To add values as of 0.200.335:&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, (D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  / D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; ) ] / B&amp;lt;/blockquote&amp;gt;And, finally, pre- 0.200.332, the above equation applied to each and every independent group of stabilizers., up to 20 groups, by default. A group was defined as any array of stabilizer blocks that either touched or were within 3 (by default) blocks or each other. &lt;br /&gt;
&lt;br /&gt;
=== 2 - Advanced Stabilizer Placement ===&lt;br /&gt;
[[File:Zones Illustration -3.png|thumb|Stabilizer Zones Around a Reactor]]&lt;br /&gt;
&lt;br /&gt;
Post Version 0.200.332, the dimensional bonus were added to the stabilizers system.&lt;br /&gt;
&lt;br /&gt;
From the config files:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stage&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0.5&lt;br /&gt;
|}&lt;br /&gt;
The unlisted stage, stage 1, is simply the first placed stabilizer group. Concisely, stabilizer groups of the same size receive bonus stabilization if they are on independent sides of the reactor core. The core, having 6 sides (just like dice), therefore has 6 slots to place the a stabilizer group to use for the bonuses. The bonuses are determined by summing each stage up to the number of sides used. If a reactor core has 4 same size stabilizer groups on 4 different sides of the core, then summing up the first four stages (where stage one is simply ‘1’) then you get 1+1+1+0.8 = 3.8. This factor 3.8 is applied to every stabilizer block in the 4 same size groups. At all 6 side covered, the number of total stabilizer blocks is therefore decreased by a 4.9x amount. The assumption made is that the stabilizer groups are equidistant (or at least optimum) from the reactor core center, and are all the same size. As soon as either distance or size of the stabilizer groups are changed, the contributions to the dimensional bonuses are reduced and modified. If there are more than one stabilizer group on a 'side' of the reactor, then the largest stabilizer group is used for the purposes of the dimensional bonus.&lt;br /&gt;
&lt;br /&gt;
To point this into an example, a ship has a core made up by a 7x7x7 cubic reactor (343 blocks).  The Optimum distance for effective stabilizers is 123.4, therefore 124 blocks away. All values in the table should be rounded up to the nearest integer for complete placement of the stabilizers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required Stabilizers&lt;br /&gt;
!Sides&lt;br /&gt;
!Stab. / Side&lt;br /&gt;
!Total Stab.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|333&lt;br /&gt;
|333&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|83.25&lt;br /&gt;
|166.5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|37.0&lt;br /&gt;
|111.0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|21.9&lt;br /&gt;
|87.6&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15.1&lt;br /&gt;
|75.7&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|11.3&lt;br /&gt;
|68.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
Based on the exponential distance model, there is no loss or change of reactor power per block. While there is code in the config files for a ‘soft cap’ of power, tests do not indicate a loss of power per block (i.e. 100 e/sec/block) above the indicated level (150000) of blocks or power, therefore, the system is theoretically infinitely scalable (not playtime tested yet) providing an immense and very large power generation for a very large number of draining blocks.&lt;br /&gt;
&lt;br /&gt;
Therefore there is not a definitive “optimum” power structure like the legacy model, which capped out at a certain size per independent group, caused by the capping or ‘soft cap’ built into the power system. Comparing number of reactor blocks to various metrics, there is not a optimum, but rather a fractional exponential relationship, similar in nature to the relationship between optimum distance and # reactor blocks. Tests of many different metrics have been conducted with no indication of a local optimum between 1 and 10^6 reactor blocks comparing the equations and in game determination.&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>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=11287</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=11287"/>
		<updated>2018-10-10T04:24:20Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: Removed Stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
In StarMade, nearly all functional Computers, Modules and Blocks require power. As of version 0.200.311, the StarMade Power System has been overhauled with a different model to generate and utilize ship or station power. The ‘Power 2.0’ system is primarily based on a commensalistic relationship between a series [[Reactor Power]] modules and an array of [[Reactor Stabilizer]] modules. The Reactor Power block produces power, but without the required Reactor Stabilizer modules, the reactor is limited. The stabilizers however are independent, and do not require any other block for functioning or optimization.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Blocks and Overview ==&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}There are five possible components to reactors: Reactor Power blocks,  Reactor Stabilizer blocks, [[Reactor Stabilizer Stream Node]] blocks, and [[reactor chambers|Reactor Chambers]] and their connecting [[Reactor Conduit |Reactor Conduits]].&lt;br /&gt;
&lt;br /&gt;
=== System Modules ===&lt;br /&gt;
The [[:File:Developer Stabilizer Demo.png|original info-card]] is used as a graphical depiction of the generic effects of the two block types working in harmony. As with the previous version of the power system, the sheer amount of raw power is dependent on number of placed reactor blocks within a group. However, group and dimension sizes no longer matter, and only the sheer number of power reactors are what determines the possible power output.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor Chambers are linked to the reactor with Conduits. The minimum size of the Reactor Chambers is correlated to Reactor size. This minimum size can be seen in the Reactor menu and when placing Chamber blocks. Each chamber will use a portion of ''Reactor Points'', a virtual mechanic, that adds up to 100%. Making Chamber designs that go over 100% eventually deactivate all Chambers effecting the mother entity. This page will not discuss Reactor Chambers and Conduit usage in detail.&lt;br /&gt;
&lt;br /&gt;
Finally, an optional block to add to and customize Reactor Systems is the Reactor Stabilizer Stream Node. The Reactor Stream, that is created from the center of the active Reactor group to the center of each Stabilizer Group, will be redirected through the nodes. Multiple nodes may be placed to for a multi-point form for the stream to reroute through. This allows for builders to route the stream through protected areas of the entity, protecting the stream from possible damage. Damage hitting the streams will temporarily reduce power output.&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
The biggest change in power mechanic for the ship or station usage of the power system is that there is no longer a capacitance or battery power, but rather only a constant stream of limited recharging power. As such, every usage of the power system is now in terms of amount of energy per sec (e/sec) versus raw or instantaneous energy upon activation. The difference, between a resting or charging amount of energy needed is dependent on the system type and size. E.g, the basic factory will use 10 e/sec when not in use, but when activated, jumps to 50 e/sec (with no upgrades or modifiers).&lt;br /&gt;
&lt;br /&gt;
The power distribution of the ship or station will depend on the individual entity, modified by the player. When power usage overtakes power production, certain systems will start to receive reduced or no power, as listed in a priority list set by the player. An entity may have more than one reactor group (a connected series of Reactor Power blocks), but only one reactor will be active, using that groups power production and size as the determining factor for active chambers, and power production available to systems on the entity. Therefore multiple reactors turn into redundant or modifying reactors to change the secondary effects of chambers to the ship. This page will not go into detail about this or other power routing systems as set in the game.&lt;br /&gt;
&lt;br /&gt;
=== Legacy Reactors ===&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, However it is largely unsupported and will be fully deprecated in the future.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
&lt;br /&gt;
The current power model in simply a linear relationship between the number of reactors and amount of power generated. As of 0.200.335, the amount is set to 100 e/sec/block. However, as soon as there are more than 10 reactor blocks in a single reactor, each additional block reduces the reactor’s stability. Stability of the reactor is the second factor of power generation. As soon as the power stability goes below 25% power generation is capped, and the maximum power generation without stabilizers is 4000 e/sec., which occurs with a reactor group size of 40 blocks.&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
Below is a list of variables their current settings as of 0.200.335, as listed in &amp;lt;gamefolder&amp;gt;\StarMade\data\config\blockBehaviorConfig.xml:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Variables, Power&lt;br /&gt;
!Config File Name&lt;br /&gt;
!Meaning&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ReactorCalcStyle&lt;br /&gt;
|Active Calculation Model:&lt;br /&gt;
Linear, Logarithmic and Logarithmic_Leveled are possible&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExpMult&lt;br /&gt;
|Exponential Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExp&lt;br /&gt;
|Exponent&lt;br /&gt;
|a&lt;br /&gt;
|0.333&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerStartingDistance&lt;br /&gt;
|Offset Distance, Constant&lt;br /&gt;
|s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
| -7.5&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffOne&lt;br /&gt;
|Optimal Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffZero&lt;br /&gt;
|Minimum Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerFreeMainReactorBlocks&lt;br /&gt;
|Number of Reactors that are not affected by Stability&lt;br /&gt;
|B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceTotalMult&lt;br /&gt;
|Final Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizationPowerEffectiveFull&lt;br /&gt;
|Percent of Stability required for Full Power Output&lt;br /&gt;
|E&lt;br /&gt;
|0.25&lt;br /&gt;
|}&lt;br /&gt;
From the following formula, the amount of reactors ('''B''') outputs generation ('''P''', e/sec) inherent to a group that has zero stabilizers can be determined: &amp;lt;blockquote&amp;gt;P = B · 100 · ''min'' [ 1 , 10 / (B·E) ]&amp;lt;/blockquote&amp;gt;This simple formula shows that the power generated is linearly associated with number of reactor blocks in the group. Then, if the number blocks exceeds ''10/E'' (that is, 40 blocks), then power is capped and at which stabilizers are required. &lt;br /&gt;
&lt;br /&gt;
== Reactor Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Stabilizers, primarily, add potential power capability to a reactor. Secondary effects like damage reduction and other effectiveness due to stability will not be discussed in this page. The relationship between the number of stabilizers and the distance they are away from the active reactor group is determined by an exponential equation that is dependent on the size of the reactor core, and number of stabilizers you wish to use. The values determined by the distance models output two values for use with a single reactor core, the minimum number of stabilizers required, and a minimum distance for optimal stabilization. The game GUI already has a built-in indicator to show where the stabilizers will be most effective. Any effectiveness less than 100% simply means you must linearly compensate for that distance with more stabilizers. I.e. 2 stabilizers at 50% effectiveness is equal to 1 stabilizer at 100%.&lt;br /&gt;
&lt;br /&gt;
In version 0.200.332, the most recent changes to the stabilizer/power system, the stabilizers have two unique properties when designing and working with power systems.&lt;br /&gt;
# Size of Stabilizer Group and Distance from the active Reactor&lt;br /&gt;
# Number of Independent Stabilizer Groups and their relative location around the active Reactor&lt;br /&gt;
[[File:Optimum distance.png|thumb|504x504px|Log-Axis graph showing # reactors to optimum distance for stabilizers.]]&lt;br /&gt;
&lt;br /&gt;
=== 1 - Single Group and Distance ===&lt;br /&gt;
To reach 100% stability in for the reactor core, there must be 10 less stabilizers than the number of reactor blocks, placed at or farther than, the optimum distance.&lt;br /&gt;
&lt;br /&gt;
When working with stabilizer groups that are not at 100% optimized distance, a linear relationship is used. The values ''ReactorStablizerLinearFalloff'' ''One'' determine at what distance the individual stabilizer becomes 100% effective. This optimum distance is the distance that is determined by the exponential curve. As you grow the size of your reactor core, the distance ('''D''', blocks) that the stabilizers need to be at to achieve optimum stabilization per block is exponential as below:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;Of course, because StarMade is voxel (discrete) game, the location must be to the next integer value for a stabilizer to be placed with 100% efficiency. Additionally, the player may choose to design a ship or station that does not use optimum distance to stabilize the power reactor, possibly due to size restrictions. The minimum distance required for an individual stabilizer block to add stability to the power reactor replaces the '''F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;''' with '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;'''. &amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;With the current values of '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;''', this distance (as of 0.200.335) is simply 0. This means as long as you do not place the stabilizer directly next to the reactor core, the entity will benefit from increased stability.&lt;br /&gt;
&lt;br /&gt;
The minimum number of stabilizers ('''S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;''') required to bring a reactor to full power is determined when the stability is greater than ''ReactorStabilizationPowerEffectiveFull'' ('''E'''), currently set to 25%.&amp;lt;blockquote&amp;gt;S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = ''max''[ 0, (E - 10/B) / (1/B) ] =  ''max''[ 0, (E · B - 10)]&amp;lt;/blockquote&amp;gt;Notice, that therefore stabilizers are only required when the reactor has more than 40 blocks, as discussed briefly above. As soon as the number of reactor blocks exceeds, 40, then the simple formula is '''E · B - 10'''. Additionally, the below formula can be used to determine the amount of stability ('''Y''') added by the currently placed stabilizers in a single group is a sum of the stability added by each individual stabilizer block, as distance '''D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;''' :&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, ''max''[ 0 , ((D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;) / (D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;)) ] ] / B&amp;lt;/blockquote&amp;gt;To add values as of 0.200.335:&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, (D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  / D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; ) ] / B&amp;lt;/blockquote&amp;gt;And, finally, pre- 0.200.332, the above equation applied to each and every independent group of stabilizers., up to 20 groups, by default. A group was defined as any array of stabilizer blocks that either touched or were within 3 (by default) blocks or each other. &lt;br /&gt;
&lt;br /&gt;
=== 2 - Advanced Stabilizer Placement ===&lt;br /&gt;
[[File:Zones Illustration -3.png|thumb|Stabilizer Zones Around a Reactor]]&lt;br /&gt;
&lt;br /&gt;
Post Version 0.200.332, the dimensional bonus were added to the stabilizers system.&lt;br /&gt;
&lt;br /&gt;
From the config files:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stage&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0.5&lt;br /&gt;
|}&lt;br /&gt;
The unlisted stage, stage 1, is simply the first placed stabilizer group. Concisely, stabilizer groups of the same size receive bonus stabilization if they are on independent sides of the reactor core. The core, having 6 sides (just like dice), therefore has 6 slots to place the a stabilizer group to use for the bonuses. The bonuses are determined by summing each stage up to the number of sides used. If a reactor core has 4 same size stabilizer groups on 4 different sides of the core, then summing up the first four stages (where stage one is simply ‘1’) then you get 1+1+1+0.8 = 3.8. This factor 3.8 is applied to every stabilizer block in the 4 same size groups. At all 6 side covered, the number of total stabilizer blocks is therefore decreased by a 4.9x amount. The assumption made is that the stabilizer groups are equidistant (or at least optimum) from the reactor core center, and are all the same size. As soon as either distance or size of the stabilizer groups are changed, the contributions to the dimensional bonuses are reduced and modified. If there are more than one stabilizer group on a 'side' of the reactor, then the largest stabilizer group is used for the purposes of the dimensional bonus.&lt;br /&gt;
&lt;br /&gt;
To point this into an example, a ship has a core made up by a 7x7x7 cubic reactor (343 blocks).  The Optimum distance for effective stabilizers is 123.4, therefore 124 blocks away. All values in the table should be rounded up to the nearest integer for complete placement of the stabilizers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required Stabilizers&lt;br /&gt;
!Sides&lt;br /&gt;
!Stab. / Side&lt;br /&gt;
!Total Stab.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|333&lt;br /&gt;
|333&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|83.25&lt;br /&gt;
|166.5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|37.0&lt;br /&gt;
|111.0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|21.9&lt;br /&gt;
|87.6&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15.1&lt;br /&gt;
|75.7&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|11.3&lt;br /&gt;
|68.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
Based on the exponential distance model, there is no loss or change of reactor power per block. While there is code in the config files for a ‘soft cap’ of power, tests do not indicate a loss of power per block (i.e. 100 e/sec/block) above the indicated level (150000) of blocks or power, therefore, the system is theoretically infinitely scalable (not playtime tested yet) providing an immense and very large power generation for a very large number of draining blocks.&lt;br /&gt;
&lt;br /&gt;
Therefore there is not a definitive “optimum” power structure like the legacy model, which capped out at a certain size per independent group, caused by the capping or ‘soft cap’ built into the power system. Comparing number of reactor blocks to various metrics, there is not a optimum, but rather a fractional exponential relationship, similar in nature to the relationship between optimum distance and # reactor blocks. Tests of many different metrics have been conducted with no indication of a local optimum between 1 and 10^6 reactor blocks comparing the equations and in game determination.&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>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=11286</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=11286"/>
		<updated>2018-10-10T04:23:44Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: Large additional and changes to current page to provide direction and enumeration to players on the mechanics of the power system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
In StarMade, nearly all functional Computers, Modules and Blocks require power. As of version 0.200.311, the StarMade Power System has been overhauled with a different model to generate and utilize ship or station power. The ‘Power 2.0’ system is primarily based on a commensalistic relationship between a series [[Reactor Power]] modules and an array of [[Reactor Stabilizer]] modules. The Reactor Power block produces power, but without the required Reactor Stabilizer modules, the reactor is limited. The stabilizers however are independent, and do not require any other block for functioning or optimization.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Blocks and Overview ==&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}There are five possible components to reactors: Reactor Power blocks,  Reactor Stabilizer blocks, [[Reactor Stabilizer Stream Node]] blocks, and [[reactor chambers|Reactor Chambers]] and their connecting [[Reactor Conduit |Reactor Conduits]].&lt;br /&gt;
&lt;br /&gt;
=== System Modules ===&lt;br /&gt;
The [[:File:Developer Stabilizer Demo.png|original info-card]] is used as a graphical depiction of the generic effects of the two block types working in harmony. As with the previous version of the power system, the sheer amount of raw power is dependent on number of placed reactor blocks within a group. However, group and dimension sizes no longer matter, and only the sheer number of power reactors are what determines the possible power output.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor Chambers are linked to the reactor with Conduits. The minimum size of the Reactor Chambers is correlated to Reactor size. This minimum size can be seen in the Reactor menu and when placing Chamber blocks. Each chamber will use a portion of ''Reactor Points'', a virtual mechanic, that adds up to 100%. Making Chamber designs that go over 100% eventually deactivate all Chambers effecting the mother entity. This page will not discuss Reactor Chambers and Conduit usage in detail.&lt;br /&gt;
&lt;br /&gt;
Finally, an optional block to add to and customize Reactor Systems is the Reactor Stabilizer Stream Node. The Reactor Stream, that is created from the center of the active Reactor group to the center of each Stabilizer Group, will be redirected through the nodes. Multiple nodes may be placed to for a multi-point form for the stream to reroute through. This allows for builders to route the stream through protected areas of the entity, protecting the stream from possible damage. Damage hitting the streams will temporarily reduce power output.&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
The biggest change in power mechanic for the ship or station usage of the power system is that there is no longer a capacitance or battery power, but rather only a constant stream of limited recharging power. As such, every usage of the power system is now in terms of amount of energy per sec (e/sec) versus raw or instantaneous energy upon activation. The difference, between a resting or charging amount of energy needed is dependent on the system type and size. E.g, the basic factory will use 10 e/sec when not in use, but when activated, jumps to 50 e/sec (with no upgrades or modifiers).&lt;br /&gt;
&lt;br /&gt;
The power distribution of the ship or station will depend on the individual entity, modified by the player. When power usage overtakes power production, certain systems will start to receive reduced or no power, as listed in a priority list set by the player. An entity may have more than one reactor group (a connected series of Reactor Power blocks), but only one reactor will be active, using that groups power production and size as the determining factor for active chambers, and power production available to systems on the entity. Therefore multiple reactors turn into redundant or modifying reactors to change the secondary effects of chambers to the ship. This page will not go into detail about this or other power routing systems as set in the game.&lt;br /&gt;
&lt;br /&gt;
=== Legacy Reactors ===&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, However it is largely unsupported and will be fully deprecated in the future.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
&lt;br /&gt;
The current power model in simply a linear relationship between the number of reactors and amount of power generated. As of 0.200.335, the amount is set to 100 e/sec/block. However, as soon as there are more than 10 reactor blocks in a single reactor, each additional block reduces the reactor’s stability. Stability of the reactor is the second factor of power generation. As soon as the power stability goes below 25% power generation is capped, and the maximum power generation without stabilizers is 4000 e/sec., which occurs with a reactor group size of 40 blocks.&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
Below is a list of variables their current settings as of 0.200.335, as listed in &amp;lt;gamefolder&amp;gt;\StarMade\data\config\blockBehaviorConfig.xml:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Variables, Power&lt;br /&gt;
!Config File Name&lt;br /&gt;
!Meaning&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ReactorCalcStyle&lt;br /&gt;
|Active Calculation Model:&lt;br /&gt;
Linear, Logarithmic and Logarithmic_Leveled are possible&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExpMult&lt;br /&gt;
|Exponential Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExp&lt;br /&gt;
|Exponent&lt;br /&gt;
|a&lt;br /&gt;
|0.333&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerStartingDistance&lt;br /&gt;
|Offset Distance, Constant&lt;br /&gt;
|s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
| -7.5&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffOne&lt;br /&gt;
|Optimal Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffZero&lt;br /&gt;
|Minimum Distance Constant of Stabilizers&lt;br /&gt;
|F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerFreeMainReactorBlocks&lt;br /&gt;
|Number of Reactors that are not affected by Stability&lt;br /&gt;
|B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceTotalMult&lt;br /&gt;
|Final Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizationPowerEffectiveFull&lt;br /&gt;
|Percent of Stability required for Full Power Output&lt;br /&gt;
|E&lt;br /&gt;
|0.25&lt;br /&gt;
|}&lt;br /&gt;
From the following formula, the amount of reactors ('''B''') outputs generation ('''P''', e/sec) inherent to a group that has zero stabilizers can be determined: &amp;lt;blockquote&amp;gt;P = B · 100 · ''min'' [ 1 , 10 / (B·E) ]&amp;lt;/blockquote&amp;gt;This simple formula shows that the power generated is linearly associated with number of reactor blocks in the group. Then, if the number blocks exceeds ''10/E'' (that is, 40 blocks), then power is capped and at which stabilizers are required. &lt;br /&gt;
&lt;br /&gt;
== Reactor Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Stabilizers, primarily, add potential power capability to a reactor. Secondary effects like damage reduction and other effectiveness due to stability will not be discussed in this page. The relationship between the number of stabilizers and the distance they are away from the active reactor group is determined by an exponential equation that is dependent on the size of the reactor core, and number of stabilizers you wish to use. The values determined by the distance models output two values for use with a single reactor core, the minimum number of stabilizers required, and a minimum distance for optimal stabilization. The game GUI already has a built-in indicator to show where the stabilizers will be most effective. Any effectiveness less than 100% simply means you must linearly compensate for that distance with more stabilizers. I.e. 2 stabilizers at 50% effectiveness is equal to 1 stabilizer at 100%.&lt;br /&gt;
&lt;br /&gt;
In version 0.200.332, the most recent changes to the stabilizer/power system, the stabilizers have two unique properties when designing and working with power systems.&lt;br /&gt;
# Size of Stabilizer Group and Distance from the active Reactor&lt;br /&gt;
# Number of Independent Stabilizer Groups and their relative location around the active Reactor&lt;br /&gt;
[[File:Optimum distance.png|thumb|504x504px|Log-Axis graph showing # reactors to optimum distance for stabilizers.]]&lt;br /&gt;
&lt;br /&gt;
=== 1 - Single Group and Distance ===&lt;br /&gt;
To reach 100% stability in for the reactor core, there must be 10 less stabilizers than the number of reactor blocks, placed at or farther than, the optimum distance.&lt;br /&gt;
&lt;br /&gt;
When working with stabilizer groups that are not at 100% optimized distance, a linear relationship is used. The values ''ReactorStablizerLinearFalloff'' ''One'' determine at what distance the individual stabilizer becomes 100% effective. This optimum distance is the distance that is determined by the exponential curve. As you grow the size of your reactor core, the distance ('''D''', blocks) that the stabilizers need to be at to achieve optimum stabilization per block is exponential as below:&amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;Of course, because StarMade is voxel (discrete) game, the location must be to the next integer value for a stabilizer to be placed with 100% efficiency. Additionally, the player may choose to design a ship or station that does not use optimum distance to stabilize the power reactor, possibly due to size restrictions. The minimum distance required for an individual stabilizer block to add stability to the power reactor replaces the '''F&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;''' with '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;'''. &amp;lt;blockquote&amp;gt;D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; · [s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt; + (C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; · (B - B&amp;lt;sub&amp;gt;f&amp;lt;/sub&amp;gt;)&amp;lt;sup&amp;gt;a&amp;lt;/sup&amp;gt;) ]&amp;lt;/blockquote&amp;gt;With the current values of '''F&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;''', this distance (as of 0.200.335) is simply 0. This means as long as you do not place the stabilizer directly next to the reactor core, the entity will benefit from increased stability.&lt;br /&gt;
&lt;br /&gt;
The minimum number of stabilizers ('''S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;''') required to bring a reactor to full power is determined when the stability is greater than ''ReactorStabilizationPowerEffectiveFull'' ('''E'''), currently set to 25%.&amp;lt;blockquote&amp;gt;S&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt; = ''max''[ 0, (E - 10/B) / (1/B) ] =  ''max''[ 0, (E · B - 10)]&amp;lt;/blockquote&amp;gt;Notice, that therefore stabilizers are only required when the reactor has more than 40 blocks, as discussed briefly above. As soon as the number of reactor blocks exceeds, 40, then the simple formula is '''E · B - 10'''. Additionally, the below formula can be used to determine the amount of stability ('''Y''') added by the currently placed stabilizers in a single group is a sum of the stability added by each individual stabilizer block, as distance '''D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;''' :&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, ''max''[ 0 , ((D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;) / (D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; - D&amp;lt;sub&amp;gt;min&amp;lt;/sub&amp;gt;)) ] ] / B&amp;lt;/blockquote&amp;gt;To add values as of 0.200.335:&amp;lt;blockquote&amp;gt;Y = &amp;lt;big&amp;gt;Σ&amp;lt;/big&amp;gt;&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  ''min''[1, (D&amp;lt;sub&amp;gt;i&amp;lt;/sub&amp;gt;  / D&amp;lt;sub&amp;gt;opt&amp;lt;/sub&amp;gt; ) ] / B&amp;lt;/blockquote&amp;gt;And, finally, pre- 0.200.332, the above equation applied to each and every independent group of stabilizers., up to 20 groups, by default. A group was defined as any array of stabilizer blocks that either touched or were within 3 (by default) blocks or each other. &lt;br /&gt;
&lt;br /&gt;
=== 2 - Advanced Stabilizer Placement ===&lt;br /&gt;
[[File:Zones Illustration -3.png|thumb|Stabilizer Zones Around a Reactor]]&lt;br /&gt;
&lt;br /&gt;
Post Version 0.200.332, the dimensional bonus were added to the stabilizers system.&lt;br /&gt;
&lt;br /&gt;
From the config files:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Stage&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|0.8&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|0.6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|0.5&lt;br /&gt;
|}&lt;br /&gt;
The unlisted stage, stage 1, is simply the first placed stabilizer group. Concisely, stabilizer groups of the same size receive bonus stabilization if they are on independent sides of the reactor core. The core, having 6 sides (just like dice), therefore has 6 slots to place the a stabilizer group to use for the bonuses. The bonuses are determined by summing each stage up to the number of sides used. If a reactor core has 4 same size stabilizer groups on 4 different sides of the core, then summing up the first four stages (where stage one is simply ‘1’) then you get 1+1+1+0.8 = 3.8. This factor 3.8 is applied to every stabilizer block in the 4 same size groups. At all 6 side covered, the number of total stabilizer blocks is therefore decreased by a 4.9x amount. The assumption made is that the stabilizer groups are equidistant (or at least optimum) from the reactor core center, and are all the same size. As soon as either distance or size of the stabilizer groups are changed, the contributions to the dimensional bonuses are reduced and modified. If there are more than one stabilizer group on a 'side' of the reactor, then the largest stabilizer group is used for the purposes of the dimensional bonus.&lt;br /&gt;
&lt;br /&gt;
To point this into an example, a ship has a core made up by a 7x7x7 cubic reactor (343 blocks).  The Optimum distance for effective stabilizers is 123.4, therefore 124 blocks away. All values in the table should be rounded up to the nearest integer for complete placement of the stabilizers.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Required Stabilizers&lt;br /&gt;
!Sides&lt;br /&gt;
!Stab. / Side&lt;br /&gt;
!Total Stab.&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|333&lt;br /&gt;
|333&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|83.25&lt;br /&gt;
|166.5&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|37.0&lt;br /&gt;
|111.0&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|21.9&lt;br /&gt;
|87.6&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15.1&lt;br /&gt;
|75.7&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|11.3&lt;br /&gt;
|68.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Optimization ==&lt;br /&gt;
Based on the exponential distance model, there is no loss or change of reactor power per block. While there is code in the config files for a ‘soft cap’ of power, tests do not indicate a loss of power per block (i.e. 100 e/sec/block) above the indicated level (150000) of blocks or power, therefore, the system is theoretically infinitely scalable (not playtime tested yet) providing an immense and very large power generation for a very large number of draining blocks.&lt;br /&gt;
&lt;br /&gt;
Therefore there is not a definitive “optimum” power structure like the legacy model, which capped out at a certain size per independent group, caused by the capping or ‘soft cap’ built into the power system. Comparing number of reactor blocks to various metrics, there is not a optimum, but rather a fractional exponential relationship, similar in nature to the relationship between optimum distance and # reactor blocks. Tests of many different metrics have been conducted with no indication of a local optimum between 1 and 10^6 reactor blocks comparing the equations and in game determination.&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>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=File:Optimum_distance.png&amp;diff=11285</id>
		<title>File:Optimum distance.png</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=File:Optimum_distance.png&amp;diff=11285"/>
		<updated>2018-10-10T04:14:33Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: A simple graph displaying the exponential relationship between # reactors and optimum distance for a stabalizer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A simple graph displaying the exponential relationship between # reactors and optimum distance for a stabalizer.&lt;/div&gt;</summary>
		<author><name>MrsGrenth</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Reactors&amp;diff=11284</id>
		<title>Reactors</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Reactors&amp;diff=11284"/>
		<updated>2018-10-10T02:47:14Z</updated>

		<summary type="html">&lt;p&gt;MrsGrenth: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | text =  '''This page is up to date as of version 0.200.335.'''&lt;br /&gt;
 }}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
In StarMade, nearly all functional Computers, Modules and Blocks require power. As of version 0.200.311, the StarMade Power System has been overhauled with a different model to generate and utilize ship or station power. The ‘Power 2.0’ system is primarily based on a commensalistic relationship between a series [[Reactor Power]] modules and an array of [[Reactor Stabilizer]] modules. The Reactor Power block produces power, but without the required Reactor Stabilizer modules, the reactor is limited. The stabilizers however are independent, and do not require any other block for functioning or optimization.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Reactor Blocks and Overview ==&lt;br /&gt;
{{infobox block/Reactor Stabilizer}}&lt;br /&gt;
{{infobox block/Reactor Main}}There are five possible components to reactors: Reactor Power blocks,  Reactor Stabilizer blocks, [[Reactor Stabilizer Stream Node]] blocks, and [[reactor chambers|Reactor Chambers]] and their connecting [[Reactor Conduit |Reactor Conduits]].&lt;br /&gt;
&lt;br /&gt;
=== System Modules ===&lt;br /&gt;
The [[:File:Developer Stabilizer Demo.png|original info-card]] is used as a graphical depiction of the generic effects of the two block types working in harmony. As with the previous version of the power system, the sheer amount of raw power is dependent on number of placed reactor blocks within a group. However, group and dimension sizes no longer matter, and only the sheer number of power reactors are what determines the possible power output.&lt;br /&gt;
&lt;br /&gt;
Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. Reactor Chambers are linked to the reactor with Conduits. The minimum size of the Reactor Chambers is correlated to Reactor size. This minimum size can be seen in the Reactor menu and when placing Chamber blocks. Each chamber will use a portion of ''Reactor Points'', a virtual mechanic, that adds up to 100%. Making Chamber designs that go over 100% eventually deactivate all Chambers effecting the mother entity. This page will not discuss Reactor Chambers and Conduit usage in detail.&lt;br /&gt;
&lt;br /&gt;
Finally, an optional block to add to and customize Reactor Systems is the Reactor Stabilizer Stream Node. The Reactor Stream, that is created from the center of the active Reactor group to the center of each Stabilizer Group, will be redirected through the nodes. Multiple nodes may be placed to for a multi-point form for the stream to reroute through. This allows for builders to route the stream through protected areas of the entity, protecting the stream from possible damage. Damage hitting the streams will temporarily reduce power output.&lt;br /&gt;
&lt;br /&gt;
[[File:Developer Stabilizer Demo.png|thumb|Developer Chart From Jan 20, 2018 News Update.]]&lt;br /&gt;
&lt;br /&gt;
=== Power Distribution ===&lt;br /&gt;
The biggest change in power mechanic for the ship or station usage of the power system is that there is no longer a capacitance or battery power, but rather only a constant stream of limited recharging power. As such, every usage of the power system is now in terms of amount of energy per sec (e/sec) versus raw or instantaneous energy upon activation. The difference, between a resting or charging amount of energy needed is dependent on the system type and size. E.g, the basic factory will use 10 e/sec when not in use, but when activated, jumps to 50 e/sec (with no upgrades or modifiers).&lt;br /&gt;
&lt;br /&gt;
The power distribution of the ship or station will depend on the individual entity, modified by the player. When power usage overtakes power production, certain systems will start to receive reduced or no power, as listed in a priority list set by the player. An entity may have more than one reactor group (a connected series of Reactor Power blocks), but only one reactor will be active, using that groups power production and size as the determining factor for active chambers, and power production available to systems on the entity. Therefore multiple reactors turn into redundant or modifying reactors to change the secondary effects of chambers to the ship. This page will not go into detail about this or other power routing systems as set in the game.&lt;br /&gt;
&lt;br /&gt;
=== Legacy Reactors ===&lt;br /&gt;
Information on legacy power systems can be found[[ Power Systems | here]]. However, it is strongly recommended that you no longer use legacy power. It currently remains in-game for compatibility reasons, However it is largely unsupported and will be fully deprecated in the future.&lt;br /&gt;
&lt;br /&gt;
== Power Generation ==&lt;br /&gt;
&lt;br /&gt;
The current power model in simply a linear relationship between the number of reactors and amount of power generated. As of 0.200.335, the amount is set to 100 e/sec/block. However, as soon as there are more than 10 reactor blocks in a single reactor, each additional block reduces the reactor’s stability. Stability of the reactor is the second factor of power generation. As soon as the power stability goes below 25% power generation is capped, and the maximum power generation without stabilizers is 4000 e/sec., which occurs with a reactor group size of 40 blocks.&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
Below is a list of variables their current settings as of 0.200.335, as listed in &amp;lt;gamefolder&amp;gt;\StarMade\data\config\blockBehaviorConfig.xml:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Variables, Power&lt;br /&gt;
!Config File Name&lt;br /&gt;
!Meaning&lt;br /&gt;
!Symbol&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|ReactorCalcStyle&lt;br /&gt;
|Active Calculation Model:&lt;br /&gt;
Linear, Logarithmic and Logarithmic_Leveled are possible&lt;br /&gt;
|&lt;br /&gt;
|EXP&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExpMult&lt;br /&gt;
|Exponential Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt;&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceExp&lt;br /&gt;
|Exponent&lt;br /&gt;
|a&lt;br /&gt;
|0.333&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerStartingDistance&lt;br /&gt;
|Offset Distance, Constant&lt;br /&gt;
|s&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
| -7.5&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffOne&lt;br /&gt;
|Optimal Distance Constant of Stabilizers&lt;br /&gt;
|&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerLinearFalloffZero&lt;br /&gt;
|Minimum Distance Constant of Stabilizers&lt;br /&gt;
|&lt;br /&gt;
|0.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerFreeMainReactorBlocks&lt;br /&gt;
|Number of Reactors that are not affected by Stability&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizerDistanceTotalMult&lt;br /&gt;
|Final Multiplier&lt;br /&gt;
|C&amp;lt;sub&amp;gt;0&amp;lt;/sub&amp;gt;&lt;br /&gt;
|2.0&lt;br /&gt;
|-&lt;br /&gt;
|ReactorStabilizationPowerEffectiveFull&lt;br /&gt;
|Percent of Stability required for Full Power Output&lt;br /&gt;
|&lt;br /&gt;
|0.25&lt;br /&gt;
|}&lt;br /&gt;
From the following formula, the amount of reactor power generation (e/sec) inherent to a group that has zero stabilizers can be determined: &lt;br /&gt;
&lt;br /&gt;
== Advanced Stabilizer Placement ==&lt;br /&gt;
&lt;br /&gt;
Stabilizer groups do not need to be placed along one axis to achieve the maximum stabilizer efficiency. While it might suffice to have stabilizers placed along one axis for a reactor this can become an issue with larger reactors.&lt;br /&gt;
&lt;br /&gt;
To decrease the distance that each stabilizer group needs to be placed on either side of the main reactor group, stabilizers can be placed in zones which correspond to each of the 6 cardinal directions (up, down, left, right, forward, behind) of the reactor. When stabilizer groups are placed in multiple directions from the reactor, two new pieces of information will show up on the reticule. The first is 'Stabilizer Bonus Slot' and the second is 'bonus efficiency compared to biggest stabilizer'. An illustration of stabilizer group zones can be seen below and to the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Zones Illustration -3.png|thumb|Stabilizer Zones Around a Reactor]]&lt;br /&gt;
&lt;br /&gt;
When multiple stabilizer groups are in different zones of a reactor the total distance is split between them '''provided that for each stabilizer group on one face, there is an equidistant and equally sized group on the opposite face'''. So, if a reactor calls for 17 stabilizers to be 37 meters away from the reactor the player can place 4 groups of 4 stabilizers at 14 meters each, or two groups of 8 at 19 meters each. However it is not possible to split the distance between two equidistant stabilizer groups and a third non-equidistant group, and easily manage maximum efficiency per group. All zone-centered stabilizer groups must be equidistant.&lt;br /&gt;
&lt;br /&gt;
Using this mechanic the total distance required for the stabilizers to be away from the reactor can be decreased to 20% distance across all 6 sides while still maintaining mass efficiency.&lt;br /&gt;
&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Articles]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>MrsGrenth</name></author>
		
	</entry>
</feed>