Difference between revisions of "Weapons"

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===Primary Weapons===
 
===Primary Weapons===
{|class="wikitable" width="60%"
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{| class="wikitable" width="60%"
!width="17%"| System !! Effect
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! width="17%" | System !! Effect
 
|-
 
|-
!<big>[[Cannon Computer|Cannons]]</big><br/>[[File:Cannon Computer.png|link=Cannon Computer|75px]][[File:Cannon Barrel.png|link=Cannon Barrel|75px]]  
+
!<big>[[Cannon Computer|Cannons]]</big><br />[[File:Cannon Computer.png|link=Cannon Computer|75px]][[File:Cannon Barrel.png|link=Cannon Barrel|75px]]  
 
|Fires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.
 
|Fires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.
<br/>
+
<br />
Every shot also produces recoil that is exerted on both the shooter and the target. The shooting entity (unless anchored to a [[Space Station]]) will be pushed back in the opposite direction of the shot. A target that is hit will also experience a similar effect on them at the point of impact. The amount of recoil depends greatly on the damage output of the cannon system.
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Every shot also produces recoil that is exerted on both the shooter and the target. The shooting entity (unless anchored to a [[Space Station]]) will have its bow recoil upwards. A target that is hit will be pushed back at the point of impact. The amount of recoil depends greatly on the damage output of the cannon system.
 
|-
 
|-
!<big>[[Missile Computer|Missiles]]</big><br/>[[File:Missile Computer.png|link=Missile Computer|75px]][[File:Missile Tube.png|link=Missile Tube|75px]]
+
!<big>[[Missile Computer|Missiles]]</big><br />[[File:Missile Computer.png|link=Missile Computer|75px]][[File:Missile Tube.png|link=Missile Tube|75px]]
|Fires a relatively fast moving dumb fire missile. Deals EM (Electromagnetic) damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load.
+
|Fires a relatively fast moving dumb fire missile. Deals Heat damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load.
<br/>
+
<br />
Missiles also can be shoot down with [[Cannon Computer|cannons]]. To prevent this missiles have hit points to them. The amount of HP depends on the missile's damage output.
+
Missiles also can be shot down with [[Cannon Computer|cannons]]. To prevent this missiles have hit points to them. The amount of HP depends on the missile's damage output.
 
|-
 
|-
!<big>[[Damage Beam Computer|Damage Beam]]</big><br/>[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]][[File:Damage Beam Module.png|link=Damage Beam Module|75px]]
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!<big>[[Damage Beam Computer|Damage Beam]]</big><br />[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]][[File:Damage Beam Module.png|link=Damage Beam Module|75px]]
|Fires an instantaneous laser beam that deals damage over time. Deals tremendous Heat damage and is great at dropping shields.
+
|Fires an instantaneous laser beam that deals damage over time. Deals tremendous EM (Electromagnetic) damage and is great at dropping shields.
<br/>
+
<br />
 
Its damage potential is based on its range. At less than 400m it will deal its full amount of damage to a target. Any range greater than 400m then its damage output begins to drop the further away the target is. The lowest damage output possible is 40%.  
 
Its damage potential is based on its range. At less than 400m it will deal its full amount of damage to a target. Any range greater than 400m then its damage output begins to drop the further away the target is. The lowest damage output possible is 40%.  
 
|}
 
|}
  
 
===Mines===
 
===Mines===
{|class="wikitable" width="60%"
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{| class="wikitable" width="60%"
!width="17%"| System !! Effect
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! width="17%" | System !! Effect
 
|-
 
|-
!<big>[[Mine Layer|Mine Layer]]</big><br/>[[File:Mine Layer.png|link=Mine Layer|75px]][[File:Mine Core.png|link=Mine Core|75px]]<br/>[[File:Allied AI Mine-Module.png|link=Allied AI Mine-Module|40px]][[File:Cannon Type Mine-Module.png|link=Cannon Type Mine-Module|40px]][[File:Missile Type Mine-Module.png|link=Missile Type Mine-Module|40px]][[File:Personal AI Mine-Module.png|link=Personal AI Mine-Module|40px]][[File:Proximity Type Mine-Module.png|link=Proximity Type Mine-Module|40px]][[File:Stealth Mine-Module.png|link=Stealth Mine-Module|40px]][[File:Strength Mine-Module.png|link=Strength Mine-Module|40px]]
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!<big>[[Mine Layer|Mine Layer]]</big><br />[[File:Mine Layer.png|link=Mine Layer|75px]][[File:Mine Core.png|link=Mine Core|75px]]<br />[[File:Allied AI Mine-Module.png|link=Allied AI Mine-Module|40px]][[File:Cannon Type Mine-Module.png|link=Cannon Type Mine-Module|40px]][[File:Missile Type Mine-Module.png|link=Missile Type Mine-Module|40px]][[File:Personal AI Mine-Module.png|link=Personal AI Mine-Module|40px]][[File:Proximity Type Mine-Module.png|link=Proximity Type Mine-Module|40px]][[File:Stealth Mine-Module.png|link=Stealth Mine-Module|40px]][[File:Strength Mine-Module.png|link=Strength Mine-Module|40px]]
 
|Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding {{K|break block}}.
 
|Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding {{K|break block}}.
<br/>
+
<br />
 
By placing additional modules adjacent to the [[Mine Core]] players can alter the nature of the mines that that system can lay. For instance, placing the [[Cannon Type Mine-Module]] will change the mines into projectile firing entities while using the [[Missile Type Mine-Module]] makes the mines fire heat seeking missiles. Other mine modules add other properties such as [[Stealth Mine-Module|stealth]] and [[Allied AI Mine-Module|friendly fire avoidance]].  
 
By placing additional modules adjacent to the [[Mine Core]] players can alter the nature of the mines that that system can lay. For instance, placing the [[Cannon Type Mine-Module]] will change the mines into projectile firing entities while using the [[Missile Type Mine-Module]] makes the mines fire heat seeking missiles. Other mine modules add other properties such as [[Stealth Mine-Module|stealth]] and [[Allied AI Mine-Module|friendly fire avoidance]].  
 
|}
 
|}
  
 
===Other===
 
===Other===
{|class="wikitable" width="60%"
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{| class="wikitable" width="60%"
!width="17%"| System !! Effect
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! width="17%" | System !! Effect
 
|-
 
|-
!<big>[[Warhead]]</big><br/>[[File:Warhead.png|link=Warhead|75px]]
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!<big>[[Warhead]]</big><br />[[File:Warhead.png|link=Warhead|75px]]
 
|Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes.
 
|Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes.
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+
<br />
 
They can also be triggered remotely using [[Logic Signals]] or by simply pressing {{K|activate module}} (unadvised).     
 
They can also be triggered remotely using [[Logic Signals]] or by simply pressing {{K|activate module}} (unadvised).     
 
|}
 
|}
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Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, Increasing the penetration power of the weapon.
 
Weapon systems can also have [[Effects|effects]] linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, Increasing the penetration power of the weapon.
 
===Master/Slave Chart===
 
===Master/Slave Chart===
{|class="wikitable"
+
{| class="wikitable"
 
! rowspan="2" |Primary
 
! rowspan="2" |Primary
 
! colspan="3" |Secondary
 
! colspan="3" |Secondary
 
|-
 
|-
![[Cannon Computer|Cannons]]<br/>[[File:Cannon Computer.png|link=Cannon Computer|75px]]
+
![[Cannon Computer|Cannons]]<br />[[File:Cannon Computer.png|link=Cannon Computer|75px]]
![[Missile Computer|Missiles]]<br/>[[File:Missile Computer.png|link=Missile Computer|75px]]
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![[Missile Computer|Missiles]]<br />[[File:Missile Computer.png|link=Missile Computer|75px]]
![[Damage Beam Computer|Damage Beam]]<br/>[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]
+
![[Damage Beam Computer|Damage Beam]]<br />[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]
 
|-
 
|-
![[Cannon Computer|Cannons]]<br/>[[File:Cannon Computer.png|link=Cannon Computer|75px]]
+
![[Cannon Computer|Cannons]]<br />[[File:Cannon Computer.png|link=Cannon Computer|75px]]
|style="text-align:center"|'''Machine Gun'''<br/><small><span style="color: green">+Increased Rate of fire<br/>+Decreased reload<br/>+Decreased Power usage</span><br/><span style="color: red">-Decreased Damage per bullet</span></small>
+
| style="text-align:center" |'''Machine Gun'''<br /><small><span style="color: green">+Increased Rate of fire<br />+Decreased reload<br />+Decreased Power usage</span><br /><span style="color: red">-Decreased Damage per bullet</span></small>
|style="text-align:center"|'''Charge Shot'''<br/><small><span style="color: green">+Can be charged<br/>+Increased Damage</span><br/><span style="color: red">-Increased Power usage<br/>-Increased Reload</span></small>
+
| style="text-align:center" |'''Charge Shot'''<br /><small><span style="color: green">+Can be charged<br />+Increased Damage</span><br /><span style="color: red">-Increased Power usage<br />-Increased Reload</span></small>
|style="text-align:center"|'''Sniper'''<br/><small><span style="color: green">+Increased Damage<br/>+Increased Projectile Speed<br/>+Increased Penetration</span><br/><span style="color: red">-Increased Power usage<br/>-Increased Recoil<br/>-Decreased Rate of fire</span></small>
+
| style="text-align:center" |'''Sniper'''<br /><small><span style="color: green">+Increased Damage<br />+Increased Projectile Speed<br />+Increased Penetration</span><br /><span style="color: red">-Increased Power usage<br />-Increased Recoil<br />-Decreased Rate of fire</span></small>
 
|-
 
|-
![[Missile Computer|Missiles]]<br/>[[File:Missile Computer.png|link=Missile Computer|75px]]
+
![[Missile Computer|Missiles]]<br />[[File:Missile Computer.png|link=Missile Computer|75px]]
|style="text-align:center"|'''Heat Seeker Swarm'''<br/><small><span style="color: green">+Increased Missiles per shot</span><br/><span style="color: red">-Decreased Projectile speed<br/>-Missiles are indiscriminate</span></small>
+
| style="text-align:center" |'''Heat Seeker Swarm'''<br /><small><span style="color: green">+Increased Missiles per shot</span><br /><span style="color: red">-Decreased Projectile speed<br />-Missiles are indiscriminate</span></small>
|style="text-align:center"|'''Nuke'''<br/><small><span style="color: green">+Increased Damage<br/>+Ignores Shields</span><br/><span style="color: red">-Increased Power usage<br/>-Increased Reload<br/>-Propulsion-less<br/>-Takes time to arm</span></small>
+
| style="text-align:center" |'''Nuke'''<br /><small><span style="color: green">+Increased Damage<br />+Ignores Shields</span><br /><span style="color: red">-Increased Power usage<br />-Increased Reload<br />-Propulsion-less<br />-Takes time to arm</span></small>
|style="text-align:center"|'''Homing'''<br/><small><span style="color: green">+Increased Damage<br/>+Increased Projectile Speed<br/>+Can lock-on to targets</span><br/><span style="color: red">-Increased Power usage<br/>-Increased Reload</span></small>
+
| style="text-align:center" |'''Homing'''<br /><small><span style="color: green">+Increased Damage<br />+Increased Projectile Speed<br />+Can lock-on to targets</span><br /><span style="color: red">-Increased Power usage<br />-Increased Reload</span></small>
 
|-
 
|-
![[Damage Beam Computer|Damage Beams]]<br/>[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]
+
![[Damage Beam Computer|Damage Beams]]<br />[[File:Damage Beam Computer.png|link=Damage Beam Computer|75px]]
|style="text-align:center"|'''Pulse Beam'''<br/><small><span style="color: green">+Increased Rate of fire<br/>+Decreased reload</span><br/><span style="color: red">-Decreased Damage<br/>-No Latch on</span></small>
+
| style="text-align:center" |'''Pulse Beam'''<br /><small><span style="color: green">+Increased Rate of fire<br />+Decreased reload</span><br /><span style="color: red">-Decreased Damage<br />-No Latch on</span></small>
|style="text-align:center"|'''Lock on Beam'''<br/><small><span style="color: green">+Increased Damage<br/>+Locks on<br/>+Increased Burst time</span><br/><span style="color: red">-Increased Reload<br/>-Increased Power usage</span></small>
+
| style="text-align:center" |'''Lock on Beam'''<br /><small><span style="color: green">+Increased Damage<br />+Locks on<br />+Increased Burst time</span><br /><span style="color: red">-Increased Reload<br />-Increased Power usage</span></small>
|style="text-align:center"|'''Death Beam'''<br/><small><span style="color: green">+Increased Damage<br/>+Increased Burst time</span><br/><span style="color: red">-Must be charged to use<br/>-Stops shields <br/>regenerating while charging<br/>-Increased Power usage<br/>-Increased Reload<br/>-No latch on</span></small>
+
| style="text-align:center" |'''Death Beam'''<br /><small><span style="color: green">+Increased Damage<br />+Increased Burst time</span><br /><span style="color: red">-Must be charged to use<br />-Stops shields <br />regenerating while charging<br />-Increased Power usage<br />-Increased Reload<br />-No latch on</span></small>
 
|}
 
|}
  
 
===Effects===
 
===Effects===
 
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found.
 
A tertiary system is an [[:Category:Effect|effect computer]] slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found.
{|class="wikitable" width="60%"
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{| class="wikitable" width="60%"
!width="17%"| System !! Effect
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! width="17%" | System !! Effect
 
|-
 
|-
!<big>[[Kinetic Effect Computer|Kinetic]]</big><br/>[[File:Kinetic Effect Computer.png|link=Kinetic Effect Computer|75px]][[File:Kinetic Effect.png|link=Kinetic Effect|75px]]  
+
!<big>[[Kinetic Effect Computer|Kinetic]]</big><br />[[File:Kinetic Effect Computer.png|link=Kinetic Effect Computer|75px]][[File:Kinetic Effect.png|link=Kinetic Effect|75px]]  
 
| Increases the amount of Kinetic damage a weapon system deals to a target.
 
| Increases the amount of Kinetic damage a weapon system deals to a target.
 
|-
 
|-
!<big>[[EM Effect Computer|EM (Electromagnetic)]]</big><br/>[[File:EM Effect Computer.png|link=EM Effect Computer|75px]][[File:EM Effect.png|link=EM Effect|75px]]  
+
!<big>[[EM Effect Computer|EM (Electromagnetic)]]</big><br />[[File:EM Effect Computer.png|link=EM Effect Computer|75px]][[File:EM Effect.png|link=EM Effect|75px]]  
 
| Increases the amount of EM damage a weapon system deals to a target.
 
| Increases the amount of EM damage a weapon system deals to a target.
 
|-
 
|-
!<big>[[Heat Effect Computer|Heat]]</big><br/>[[File:Heat Effect Computer.png|link=Heat Effect Computer|75px]][[File:Heat Effect.png|link=Heat Effect|75px]]  
+
!<big>[[Heat Effect Computer|Heat]]</big><br />[[File:Heat Effect Computer.png|link=Heat Effect Computer|75px]][[File:Heat Effect.png|link=Heat Effect|75px]]  
 
| Increases the amount of Heat damage a weapon system deals to a target.
 
| Increases the amount of Heat damage a weapon system deals to a target.
 
|}
 
|}

Latest revision as of 17:44, 27 November 2021

Overview

Each weapon system consists of a computer linked to at least 1 module of the same type (Cannon Computer with Cannon Barrel, etc.). Weapon modules in a physically-contiguous grouping are considered one group, and will output 1 projectile (unless modified otherwise). Larger groups have a directly proportionate increase in damage output and power cost per firing of the weapon. Although several groups can be linked to one computer, the total power cost is increased by 10% for every subsequent group for cannons and beams, and by 2.5% for missiles. Damage pulse has no penalty for multiple groups linked to the same computer.

In each group, one block is defined as the "output": the location from which projectiles are emitted. The output of a group can be changed by aiming at the desired block and pressing R. The text which appears while aiming at a block will read "[R]: Make Output (CURRENT)" if that block is the current output for its group, and "[R]: Make Output" otherwise. The direction in which a weapon fires, relative to the ship it is on, depends on the orientation of the primary weapon computer. Because of this, players should be sure to place weapon computers in the default orientation unless they intend to make a weapon with non-standard characteristics (eg. vertical-launch missiles).

Coloring

The projectile or effect color of any weapon can be altered by linking the primary weapon computer to any light emitting block.

Primary Weapons

System Effect
Cannons
Cannon Computer.pngCannon Barrel.png
Fires a single powerful projectile in a linear trajectory. Deals significant Kinetic damage and has high block penetration power.


Every shot also produces recoil that is exerted on both the shooter and the target. The shooting entity (unless anchored to a Space Station) will have its bow recoil upwards. A target that is hit will be pushed back at the point of impact. The amount of recoil depends greatly on the damage output of the cannon system.

Missiles
Missile Computer.pngMissile Tube.png
Fires a relatively fast moving dumb fire missile. Deals Heat damage and is best suited for area-of-effect attacks that destroy multiple blocks at once. It also makes use of a replenishing ammo supply. The amount of missiles that can be fired depends on the amount of missiles that the entity can load.


Missiles also can be shot down with cannons. To prevent this missiles have hit points to them. The amount of HP depends on the missile's damage output.

Damage Beam
Damage Beam Computer.pngDamage Beam Module.png
Fires an instantaneous laser beam that deals damage over time. Deals tremendous EM (Electromagnetic) damage and is great at dropping shields.


Its damage potential is based on its range. At less than 400m it will deal its full amount of damage to a target. Any range greater than 400m then its damage output begins to drop the further away the target is. The lowest damage output possible is 40%.

Mines

System Effect
Mine Layer
Mine Layer.pngMine Core.png
Allied AI Mine-Module.pngCannon Type Mine-Module.pngMissile Type Mine-Module.pngPersonal AI Mine-Module.pngProximity Type Mine-Module.pngStealth Mine-Module.pngStrength Mine-Module.png
Lays out a customize-able mine into space. Multiple mines may be laid however each mine layer system can only support one output module. Players must arm the mines by pressing and holding Right Click.


By placing additional modules adjacent to the Mine Core players can alter the nature of the mines that that system can lay. For instance, placing the Cannon Type Mine-Module will change the mines into projectile firing entities while using the Missile Type Mine-Module makes the mines fire heat seeking missiles. Other mine modules add other properties such as stealth and friendly fire avoidance.

Other

System Effect
Warhead
Warhead.png
Warheads are raw explosive blocks that will explode if they physically collide with another entity or any damage is dealt to them. They have no means of propulsion so any entity that wishes to make use of them must also have sufficient thrust to move. Their defining trait is their explosions ignore shields making ideal for ship based torpedoes.


They can also be triggered remotely using Logic Signals or by simply pressing R (unadvised).

Weapon Linking

The properties of a weapon system can be modified by linking to other weapon systems or effects. Each weapon may only support 1 secondary and 1 tertiary system at a time.

In linked weapon setups, the primary system is commonly referred to as the "master", with secondary and tertiary systems being termed "slaves". Only weapon systems can be used as secondary systems, not support tool systems. Secondary systems provide the bulk of statistic alterations, affecting at least 2 of the following values: damage, power consumption, range, projectile speed, and projectile quantity. Secondary (and tertiary) systems are a trade-off: For example, a beam system slaved to a cannon quadruples the damage of the cannon, and doubles its projectile speed, but also quadruples both reload time and power consumption.

Slaved systems lend their block-count to the primary system for purposes of damage and power calculations (which are linearly calculated per block), but do not act independently when slaved (they do not emit projectiles, and only the primary system is added to the hotbar and fired).

The effectiveness of secondary and tertiary systems is derived from their size proportional to the primary weapon system: if the total block count of a slaved system is equal to that of the primary system, its modifications will be applied at 100% effectiveness. If the slave's block count is only 50% of the primary, all changes applied will be 50% as strong as normal. A slaved system cannot be more than 100% effective: block-counts greater than those of the primary system are redundant.

Weapon systems can also have effects linked to them as tertiary systems, providing further modifications to weapon stats. These usually change what the weapon does with its damage output: for example, Increasing the penetration power of the weapon.

Master/Slave Chart

Primary Secondary
Cannons
Cannon Computer.png
Missiles
Missile Computer.png
Damage Beam
Damage Beam Computer.png
Cannons
Cannon Computer.png
Machine Gun
+Increased Rate of fire
+Decreased reload
+Decreased Power usage

-Decreased Damage per bullet
Charge Shot
+Can be charged
+Increased Damage

-Increased Power usage
-Increased Reload
Sniper
+Increased Damage
+Increased Projectile Speed
+Increased Penetration

-Increased Power usage
-Increased Recoil
-Decreased Rate of fire
Missiles
Missile Computer.png
Heat Seeker Swarm
+Increased Missiles per shot
-Decreased Projectile speed
-Missiles are indiscriminate
Nuke
+Increased Damage
+Ignores Shields

-Increased Power usage
-Increased Reload
-Propulsion-less
-Takes time to arm
Homing
+Increased Damage
+Increased Projectile Speed
+Can lock-on to targets

-Increased Power usage
-Increased Reload
Damage Beams
Damage Beam Computer.png
Pulse Beam
+Increased Rate of fire
+Decreased reload

-Decreased Damage
-No Latch on
Lock on Beam
+Increased Damage
+Locks on
+Increased Burst time

-Increased Reload
-Increased Power usage
Death Beam
+Increased Damage
+Increased Burst time

-Must be charged to use
-Stops shields
regenerating while charging
-Increased Power usage
-Increased Reload
-No latch on

Effects

A tertiary system is an effect computer slaved to a weapon system. For the purposes of any per-module cost or value (damage and power consumption), effect modules increase the effective module count of the primary weapon, up to the same limits applied to secondary systems (cannot exceed 100% efficiency). Effects apply all of their modifications after total block count is found.

System Effect
Kinetic
Kinetic Effect Computer.pngKinetic Effect.png
Increases the amount of Kinetic damage a weapon system deals to a target.
EM (Electromagnetic)
EM Effect Computer.pngEM Effect.png
Increases the amount of EM damage a weapon system deals to a target.
Heat
Heat Effect Computer.pngHeat Effect.png
Increases the amount of Heat damage a weapon system deals to a target.

Related

Game Mechanics
Build ModeCreditDefense SystemsDocking/RailsDoorsEffectsFactionFleetsFlight ModeLinkingLogic SignalsMapPlayerPlayer ItemsProductionPropulsion SystemsReactorsReactor ChambersResourcesShipyardsShopsSpace StationSupport Tool SystemsTrade NetworkWarp GateWeapons