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	<updated>2026-05-12T00:23:48Z</updated>
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	<entry>
		<id>https://starmadepedia.net/index.php?title=Support_Tool_Systems&amp;diff=11283</id>
		<title>Support Tool Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Support_Tool_Systems&amp;diff=11283"/>
		<updated>2018-10-07T22:58:49Z</updated>

		<summary type="html">&lt;p&gt;OfficialCoding: /* Astrotech */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
Support Tool Systems are specialized tools which are primarily used for non-combat or supportive functions, and fulfill a variety of roles. &lt;br /&gt;
&lt;br /&gt;
A few of them have niche roles in combat, as a supplementary system rather than a primary weapon. For example, although a Power Drain beam can significantly disadvantage an enemy ship while benefiting the ship firing it (by transferring an amount of the power drained), it is not capable of dealing any block damage, and should be used alongside other [[Weapon Systems]] in order to succeed.&lt;br /&gt;
&lt;br /&gt;
==[[Salvage Computer|Salvage]]==&lt;br /&gt;
The use of salvage beams is the primary means of resource gathering in StarMade. Although an astronaut can salvage blocks and mine ore by hand, salvage beams are far more efficient at this task. &lt;br /&gt;
&lt;br /&gt;
The effectiveness of a salvager is determined by a hidden HP value called &amp;quot;Salvage HP&amp;quot;. Salvagers deal &amp;quot;damage&amp;quot; to this, and when a block's Salvage HP is depleted, it is removed, and transferred to the cargo of the ship which salvaged it. All blocks have a Salvage HP of 200. &lt;br /&gt;
&lt;br /&gt;
Missile-slaved salvage beams split their damage evenly amongst the beams emitted.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Stats for this system !!colspan=&amp;quot;4&amp;quot;|Values for this system's slaves&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200pt&amp;quot; | Name (unit)&lt;br /&gt;
!width=&amp;quot;90pt&amp;quot; | Per module&lt;br /&gt;
!width=&amp;quot;110pt&amp;quot; | Values&lt;br /&gt;
!width=&amp;quot;110pt&amp;quot; | Cannon&lt;br /&gt;
!width=&amp;quot;110pt&amp;quot; | Missile&lt;br /&gt;
!width=&amp;quot;110pt&amp;quot; | Damage Beam&lt;br /&gt;
!width=&amp;quot;110pt&amp;quot; | Damage Pulse&lt;br /&gt;
|-&lt;br /&gt;
| Power Consumption (e/s)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 48&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 96&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Power (damage/hit)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | yes&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate (hits/second)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 6.667&lt;br /&gt;
|-&lt;br /&gt;
| Burst Time (s)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
| Cooldown (s)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 2.5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
| Range (in % of sector size)&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0.12&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0.12&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0.12&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0.36&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 0.12&lt;br /&gt;
|-&lt;br /&gt;
| Initial Hits &lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Beams&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | no&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:right&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==[[Astrotech Computer|Astrotech]]==&lt;br /&gt;
Astrotech beams have the ability to repair damaged blocks and replace destroyed ones. To replace blocks, however, the astrotech system needs to be linked to storage and the blocks to be replaced must be in the storage.&lt;br /&gt;
&lt;br /&gt;
==[[Power Supply Computer|Power Supply Beam]]==&lt;br /&gt;
Power Supply beams transfer power from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain.&lt;br /&gt;
&lt;br /&gt;
==[[Power Drain Computer|Power Drain Beam]]==&lt;br /&gt;
Power Drain beams draw power from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain.&lt;br /&gt;
&lt;br /&gt;
==[[Push Pulse Computer|Push Pulse]]==&lt;br /&gt;
Push Pulses try to push away ships in their radius. They effect a quite significant area compared to Damage Pulses, but have limited usefulness after the removal of their control-disabling functionality.&lt;br /&gt;
&lt;br /&gt;
==[[Shield Supply Computer|Shield Supply Beam]]==&lt;br /&gt;
Shield Supply beams transfer shields from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain.&lt;br /&gt;
&lt;br /&gt;
==[[Shield Drain Computer|Shield Drain Beam]]==&lt;br /&gt;
Shield Drain beams draw shields from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Game Mechanics]] [[Category:SupportTools]]&lt;/div&gt;</summary>
		<author><name>OfficialCoding</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11244</id>
		<title>Propulsion Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11244"/>
		<updated>2018-08-15T15:57:29Z</updated>

		<summary type="html">&lt;p&gt;OfficialCoding: /* Jump Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This page describes the various methods of getting a ship from one place to another.  Includes:&lt;br /&gt;
&lt;br /&gt;
==Thruster Modules==&lt;br /&gt;
&lt;br /&gt;
[[Thruster Module]]s are the standard Propulsion System utilized by ships in StarMade, practically required on any ship greater than a couple of blocks in size. Although a core does provide a small amount of thrust, this small quantity of thrust quickly becomes negligible as ships increase in size and mass. Larger ship should be equipped with an adequate number of Thruster Modules in order to move swiftly.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Activate module}} on a Thruster Module will open up the [[Thrust Management Menu]], allowing you to allocate the percentage of thrust thats outputted in any given direction. Other options can also be activated/deactivated through this menu. Auto-Dampeners can be toggled on to automatically slow your ship down when you take your hands off any of the movement keys. You can also choose to inherit thrust from all docked entities allowing you to supplement the total thrust of your mother ship. This menu can also be accessed under the &amp;quot;Ship&amp;quot; Tab on the menu bar at the top of your HUD whenever you have a menu open.&lt;br /&gt;
&lt;br /&gt;
==Jump Drive==&lt;br /&gt;
&lt;br /&gt;
The Jump Drive system enables a ship to rapidly &amp;quot;jump&amp;quot; a distance of up to 16 [[sector]]s. This process is not instantaneous - a jump takes approximately 5 seconds to complete. The Jump Drive must also be charged for a certain time before it can be activated.&lt;br /&gt;
&lt;br /&gt;
Every ship which has a reactor has a weak jump drive; However, to improve the jump drive Reactor FTL chambers are used. Leveling up an FTL Chamber improves an aspect of the jump drive (e.g. charge speed, power efficiency).&lt;br /&gt;
&lt;br /&gt;
Combined with waypoint navigation, the Jump Drive is the usual way for advanced ships to get around in or between [[system|systems]]. With an average speed of more than one system per minute (depending on Charge Speed Chamber level and Jump Distance Chamber level) it excels the normal thrusters in terms of mid- to long-range flights.&lt;br /&gt;
&lt;br /&gt;
Detailed information on the operation of a Jump Drive system, can be found on the [[Reactor FTL Chamber]] page.&lt;br /&gt;
&lt;br /&gt;
==Warp Gate==&lt;br /&gt;
{{main|Warp Gate}}&lt;br /&gt;
[[Warp Gate]]s are paired structures built in space as space stations (therefore fixed in position). When a ship enters one warp gate, it is teleported, or &amp;quot;warped&amp;quot;, to the second warp gate. These warp gates must be within 128 sectors of each other. This equals a span of 8 systems.&lt;br /&gt;
&lt;br /&gt;
Because of the fixed position, the main purpose of Warp Gates is the connection of certain sectors, for example the sectors claimed by one [[faction]]. &lt;br /&gt;
&lt;br /&gt;
See [[Warp Gate Computer]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Defensive Effects==&lt;br /&gt;
&lt;br /&gt;
Effects Systems, when unlinked to other systems, can provide defensive effects. In these cases, the effects are related to the movement of the ship. The [[Push Effect Computer]] and [[Pull Effect Computer]], when used defensively, can provide a ship with short bursts of motion either forwards or backwards, respectively. The [[Stop Effect Computer]] will reduce the effect of a planet's gravity on a ship when it is active. The [[Overdrive Effect Computer]] increases a ship's maximum speed when active.&lt;br /&gt;
&lt;br /&gt;
For information on the usage of these effects, see the [[Effects#Defensive Use|Effects]] page.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OfficialCoding</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11243</id>
		<title>Propulsion Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11243"/>
		<updated>2018-08-14T23:55:31Z</updated>

		<summary type="html">&lt;p&gt;OfficialCoding: /* Jump Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This page describes the various methods of getting a ship from one place to another.  Includes:&lt;br /&gt;
&lt;br /&gt;
==Thruster Modules==&lt;br /&gt;
&lt;br /&gt;
[[Thruster Module]]s are the standard Propulsion System utilized by ships in StarMade, practically required on any ship greater than a couple of blocks in size. Although a core does provide a small amount of thrust, this small quantity of thrust quickly becomes negligible as ships increase in size and mass. Larger ship should be equipped with an adequate number of Thruster Modules in order to move swiftly.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Activate module}} on a Thruster Module will open up the [[Thrust Management Menu]], allowing you to allocate the percentage of thrust thats outputted in any given direction. Other options can also be activated/deactivated through this menu. Auto-Dampeners can be toggled on to automatically slow your ship down when you take your hands off any of the movement keys. You can also choose to inherit thrust from all docked entities allowing you to supplement the total thrust of your mother ship. This menu can also be accessed under the &amp;quot;Ship&amp;quot; Tab on the menu bar at the top of your HUD whenever you have a menu open.&lt;br /&gt;
&lt;br /&gt;
==Jump Drive==&lt;br /&gt;
&lt;br /&gt;
The Jump Drive system enables a ship to rapidly &amp;quot;jump&amp;quot; a distance of up to 32 [[sector]]s. This process is not instantaneous - a jump takes approximately 5 seconds to complete. The Jump Drive must also be charged for a certain time before it can be activated.&lt;br /&gt;
&lt;br /&gt;
Every ship which has a reactor has a weak jump drive; However, to improve the jump drive Reactor FTL chambers are used. Leveling up an FTL Chamber improves an aspect of the jump drive (e.g. charge speed, power efficiency).&lt;br /&gt;
&lt;br /&gt;
Combined with waypoint navigation, the Jump Drive is the usual way for advanced ships to get around in or between [[system|systems]]. With an average speed of more than one system per minute (depending on Charge Speed Chamber level and Jump Distance Chamber level) it excels the normal thrusters in terms of mid- to long-range flights.&lt;br /&gt;
&lt;br /&gt;
Detailed information on the operation of a Jump Drive system, can be found on the [[Reactor FTL Chamber]] page.&lt;br /&gt;
&lt;br /&gt;
==Warp Gate==&lt;br /&gt;
{{main|Warp Gate}}&lt;br /&gt;
[[Warp Gate]]s are paired structures built in space as space stations (therefore fixed in position). When a ship enters one warp gate, it is teleported, or &amp;quot;warped&amp;quot;, to the second warp gate. These warp gates must be within 128 sectors of each other. This equals a span of 8 systems.&lt;br /&gt;
&lt;br /&gt;
Because of the fixed position, the main purpose of Warp Gates is the connection of certain sectors, for example the sectors claimed by one [[faction]]. &lt;br /&gt;
&lt;br /&gt;
See [[Warp Gate Computer]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Defensive Effects==&lt;br /&gt;
&lt;br /&gt;
Effects Systems, when unlinked to other systems, can provide defensive effects. In these cases, the effects are related to the movement of the ship. The [[Push Effect Computer]] and [[Pull Effect Computer]], when used defensively, can provide a ship with short bursts of motion either forwards or backwards, respectively. The [[Stop Effect Computer]] will reduce the effect of a planet's gravity on a ship when it is active. The [[Overdrive Effect Computer]] increases a ship's maximum speed when active.&lt;br /&gt;
&lt;br /&gt;
For information on the usage of these effects, see the [[Effects#Defensive Use|Effects]] page.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OfficialCoding</name></author>
		
	</entry>
	<entry>
		<id>https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11242</id>
		<title>Propulsion Systems</title>
		<link rel="alternate" type="text/html" href="https://starmadepedia.net/index.php?title=Propulsion_Systems&amp;diff=11242"/>
		<updated>2018-08-14T23:54:13Z</updated>

		<summary type="html">&lt;p&gt;OfficialCoding: /* Jump Drive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
This page describes the various methods of getting a ship from one place to another.  Includes:&lt;br /&gt;
&lt;br /&gt;
==Thruster Modules==&lt;br /&gt;
&lt;br /&gt;
[[Thruster Module]]s are the standard Propulsion System utilized by ships in StarMade, practically required on any ship greater than a couple of blocks in size. Although a core does provide a small amount of thrust, this small quantity of thrust quickly becomes negligible as ships increase in size and mass. Larger ship should be equipped with an adequate number of Thruster Modules in order to move swiftly.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Activate module}} on a Thruster Module will open up the [[Thrust Management Menu]], allowing you to allocate the percentage of thrust thats outputted in any given direction. Other options can also be activated/deactivated through this menu. Auto-Dampeners can be toggled on to automatically slow your ship down when you take your hands off any of the movement keys. You can also choose to inherit thrust from all docked entities allowing you to supplement the total thrust of your mother ship. This menu can also be accessed under the &amp;quot;Ship&amp;quot; Tab on the menu bar at the top of your HUD whenever you have a menu open.&lt;br /&gt;
&lt;br /&gt;
==Jump Drive==&lt;br /&gt;
&lt;br /&gt;
The Jump Drive system enables a ship to rapidly &amp;quot;jump&amp;quot; a distance of up to 32 [[sector]]s. This process is not instantaneous - a jump takes approximately 5 seconds to complete. The Jump Drive must also be charged for a certain time before it can be activated.&lt;br /&gt;
&lt;br /&gt;
Every ship which has a reactor has a weak jump drive; However, to improve the jump drive Reactor FTL chambers are used. Leveling up an FTL Chamber improves an aspect of the jump drive (e.g. charge speed, power efficiency).&lt;br /&gt;
&lt;br /&gt;
Combined with waypoint navigation, the Jump Drive is the usual way for advanced ships to get around in or between [[system|systems]]. With an average speed of more than one system per minute (depending on Charge Speed chamber level and Jump Distance Chamber level) it excels the normal thrusters in terms of mid- to long-range flights.&lt;br /&gt;
&lt;br /&gt;
Detailed information on the operation of a Jump Drive system, can be found on the [[Reactor FTL Chamber]] page.&lt;br /&gt;
&lt;br /&gt;
==Warp Gate==&lt;br /&gt;
{{main|Warp Gate}}&lt;br /&gt;
[[Warp Gate]]s are paired structures built in space as space stations (therefore fixed in position). When a ship enters one warp gate, it is teleported, or &amp;quot;warped&amp;quot;, to the second warp gate. These warp gates must be within 128 sectors of each other. This equals a span of 8 systems.&lt;br /&gt;
&lt;br /&gt;
Because of the fixed position, the main purpose of Warp Gates is the connection of certain sectors, for example the sectors claimed by one [[faction]]. &lt;br /&gt;
&lt;br /&gt;
See [[Warp Gate Computer]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Defensive Effects==&lt;br /&gt;
&lt;br /&gt;
Effects Systems, when unlinked to other systems, can provide defensive effects. In these cases, the effects are related to the movement of the ship. The [[Push Effect Computer]] and [[Pull Effect Computer]], when used defensively, can provide a ship with short bursts of motion either forwards or backwards, respectively. The [[Stop Effect Computer]] will reduce the effect of a planet's gravity on a ship when it is active. The [[Overdrive Effect Computer]] increases a ship's maximum speed when active.&lt;br /&gt;
&lt;br /&gt;
For information on the usage of these effects, see the [[Effects#Defensive Use|Effects]] page.&lt;br /&gt;
==Related==&lt;br /&gt;
{{Game Mechanics Navigator}}&lt;br /&gt;
[[Category:Ship]]&lt;br /&gt;
[[Category:Game Mechanics]]&lt;/div&gt;</summary>
		<author><name>OfficialCoding</name></author>
		
	</entry>
</feed>