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  • '''For information on the current system of power generation in Starmade, see [[Reactors]].''' ...version was used to design and implement Starmade's current power system, Power 2.0.
    19 KB (2,675 words) - 01:35, 6 May 2018
  • File:Power Reactor Module.png
    (150 × 150 (27 KB)) - 11:10, 11 August 2016
  • File:Power Capacitor.png
    (150 × 150 (27 KB)) - 11:04, 11 August 2016
  • File:Power Supply Computer.png
    (150 × 150 (17 KB)) - 04:12, 6 May 2018
  • {{infobox block|type=Power Supply Computer|hp=50|aval=0.0|rhp=0|mass=0.10|light=none|dv=334}}
    93 bytes (13 words) - 04:12, 6 May 2018
  • |ot1=Power Supply Computer
    136 bytes (17 words) - 04:12, 6 May 2018
  • ...eam Computer|damage beams]] but instead of inflicting damage they transfer power from the parent entity to entity that the beam hits. ...Power Supply Modules using V while it is selected and you are looking at a Power Supply Module. This controller can be connected to other weapons
    4 KB (568 words) - 12:07, 6 May 2018
  • {{infobox block|type=Power Capacitor|hp=25|armor=0.0%|ahp=0|shp=100|mass=0.10|light=none|dv=331}}
    97 bytes (13 words) - 11:04, 11 August 2016
  • |ot1=Power Capacitor
    97 bytes (12 words) - 11:04, 11 August 2016
  • ...power is lost. Systems trying to draw more power than is available in the power storage will have difficulty operating as well. ...Capacitors are like the batteries of a ship, while [[Power Reactor Module|Power Reactor Modules]] are the generators.
    620 bytes (96 words) - 19:21, 8 January 2017
  • File:Power Drain Computer.png
    (150 × 150 (17 KB)) - 04:31, 6 May 2018
  • {{infobox block|type=Power Drain Computer|hp=50|aval=0.0|rhp=0|mass=0.10|light=none|dv=332}}
    92 bytes (13 words) - 04:31, 6 May 2018
  • |ot1=Power Drain Computer
    135 bytes (17 words) - 04:31, 6 May 2018
  • '''Power Drain Computers''' are the main terminals of Power drain systems. Power drain systems fire beams similar to [[Damage Beam Computer|damage beams]] b ...Power Drain Modules using V while it is selected and you are looking at a Power Drain Module. This controller can be connected to other weapons
    2 KB (378 words) - 12:08, 6 May 2018
  • {{infobox block|type=Power Reactor Module|hp=25|armor=0.0%|ahp=0|shp=100|mass=0.10|light=none|dv=2}}
    170 bytes (29 words) - 04:04, 31 December 2016
  • |ot1=Power Reactor Module
    103 bytes (14 words) - 11:10, 11 August 2016
  • ...til it reaches 1 Million power generation. Each module also adds a flat 25 power generation per second. This flat rate is always granted independantly of th ...Reactor Modules are like the generators of a ship, while [[Power Capacitor|Power Capacitors]] are the batteries of a ship.
    801 bytes (124 words) - 19:22, 8 January 2017
  • File:Power Drain Module.png
    (150 × 150 (27 KB)) - 04:38, 6 May 2018
  • {{infobox block|type=Power Drain Module|hp=100|aval=0.0|rhp=0|mass=0.10|light=none|dv=333}}
    91 bytes (13 words) - 04:38, 6 May 2018
  • |ot1=Power Drain Module
    133 bytes (17 words) - 04:38, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...er rate. You can also choose which block outputs the effect by finding the Power Drain Module you want to output the effect, and pressing R on it."
    2 KB (340 words) - 12:08, 6 May 2018
  • File:Power Supply Module.png
    (150 × 150 (26 KB)) - 04:52, 6 May 2018
  • {{infobox block|type=Power Supply Module|hp=100|aval=0.0|rhp=0|mass=0.10|light=none|dv=335}}
    92 bytes (13 words) - 04:52, 6 May 2018
  • |ot1=Power Supply Module
    134 bytes (17 words) - 04:52, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...er rate. You can also choose which block outputs the effect by finding the Power Supply Module you want to output the effect, and pressing R on it."
    2 KB (340 words) - 12:08, 6 May 2018
  • File:Power Block Compact.png
    (928 × 160 (8 KB)) - 00:29, 20 August 2016
  • {{infobox block/Power Auxiliary}} ...a constant increase in power regeneration. This comes with a risk, though: Power Auxiliary blocks which are destroyed will start a chain reaction within the
    10 KB (1,632 words) - 09:42, 23 October 2016
  • #REDIRECT [[Power Auxiliary]]
    29 bytes (3 words) - 05:15, 3 October 2016
  • {{infobox block|type=Power Auxiliary|hp=50|armor=0.0%|ahp=0|shp=25|mass=0.10|light=none|dv=978}}
    96 bytes (13 words) - 05:38, 3 October 2016
  • |it1=Power Reactor Module |it2=Power Capacitor
    113 bytes (15 words) - 05:44, 3 October 2016
  • File:Power Auxiliary No Chain.png
    Visual proof that explosions in one [[Power Auxiliary]] grouping do not cause separate groupings to begin exploding, ev
    (1,280 × 751 (1.2 MB)) - 23:18, 3 October 2016
  • File:Power Auxiliary.png
    (150 × 150 (26 KB)) - 21:14, 8 October 2016
  • {{infobox block/Reactor Power Chamber}} Reactor Chamber to enhance power.
    2 KB (258 words) - 02:41, 7 January 2021
  • {{infobox block|type=Reactor Power|hp=100|aval=0.0|rhp=40|mass=0.15|volume=0.1|light=none|dv=1008}}
    99 bytes (13 words) - 23:06, 11 June 2021

Page text matches

  • ...:Alloyed Metal Mesh.png]]|note=10|class=}}}}|power capacitor={{tree|[[File:Power Capacitor.png]]|root|class=manufacturing_tree horizontal single {{#ifeq: {{
    215 KB (29,353 words) - 17:01, 8 July 2016
  • |[[File:Reactor Main.png|link=Reactors|100px]] || [[File:Reactor Power Chamber.png|link=Reactor Chambers|100px]] ||[[File:Thruster Module.png|link
    8 KB (976 words) - 03:48, 18 March 2019
  • |[[File:Reactor Main.png|link=Reactors|100px]]||[[File:Reactor Power Chamber.png|link=Reactor Chambers|100px]]||[[File:Thruster Module.png|link=
    8 KB (954 words) - 07:08, 1 January 2020
  • ...of items that only that type of factory can manufacture. Factories require power in order to manufacture parts. Once a factory has been powered, players can ...essary for any technology and can be generated from [[Power Reactor Module|Power Reactor Modules]].
    8 KB (1,174 words) - 12:29, 2 August 2019
  • *'''Power:''' The current power level for the entity that the player is currently modifying or utilizing. T ===Power===
    23 KB (3,826 words) - 01:30, 29 April 2023
  • *Also more instant information like power failure, being hit by a weapon with a side effect and much more will now ap *Selecting an object now displays shield and power on the top left. Also if the name is too long, it will automatically scroll
    13 KB (2,175 words) - 21:47, 23 December 2018
  • ...ng on the factory, running a production cycle may require power, with more power being required by more advanced factories or factories which have been [[#E ...'/'''Inactive''' button above their inventory. Active blocks will consume power even if they do not have enough resources to produce anything.
    6 KB (964 words) - 17:48, 22 July 2020
  • * A power source (see [[Reactors]]) ...ates to absorb internal damage (making sure that these do not break up the Power Auxiliary grouping).
    9 KB (1,315 words) - 17:49, 7 May 2018
  • '''For information on the current system of power generation in Starmade, see [[Reactors]].''' ...version was used to design and implement Starmade's current power system, Power 2.0.
    19 KB (2,675 words) - 01:35, 6 May 2018
  • ...up an FTL Chamber improves an aspect of the jump drive (e.g. charge speed, power efficiency).
    4 KB (639 words) - 18:35, 15 September 2018
  • ...e 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, ...s damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.
    29 KB (3,853 words) - 12:18, 31 October 2021
  • ...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 | Power Consumption (e/s)
    5 KB (690 words) - 00:58, 8 October 2018
  • ...ts strength is 25%. This converts 25% of the missile's damage to "stopping power". ...trength is 100%, and all of the missile's damage is converted to "stopping power".
    21 KB (2,850 words) - 09:28, 3 May 2018
  • ...demands the [[Shield-Recharger]]s will make on the ship's [[Power_Systems|power system]]. | '''P''' || Power Usage
    18 KB (2,853 words) - 19:09, 12 January 2021
  • ...to operate. capable of sensing the state of various systems like shields, power, ect. and sending out a logic signal when a configurable threshold is met o
    7 KB (1,035 words) - 02:03, 13 March 2019
  • | give || /give schema Power 100 || PlayerName(String), ElementName(String), Count(Integer) || Gives pla | spawn_item || /spawn_item Power 100 || BlockName(String), Count(Integer) || Spawn an item in front of you.
    12 KB (1,713 words) - 16:56, 14 November 2019
  • ...ll shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors." ...ich are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.
    4 KB (650 words) - 14:46, 24 August 2020
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (344 words) - 00:50, 13 August 2018
  • ...ount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barr |Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||sty
    14 KB (1,997 words) - 06:54, 27 October 2018
  • ...R_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)<br/> ...IZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)<br/>
    19 KB (2,913 words) - 01:17, 1 February 2017
  • ...planet their home base, all plates will benefit from the invulnerability. Power and Shielding unfortunately '''do not''' transfer between plates.
    6 KB (953 words) - 02:53, 6 December 2017
  • ...uipment, tools, and weapons. All players spawn with a Laser, Healing Beam, Power Supply Beam, Marker Beam, Helmet, and Flashlight. All equipment (except the *Power Supply Beam - A short-ranged beam that can provide 50 energy to a ship per
    4 KB (648 words) - 02:09, 7 January 2021
  • | [[Reactor Power]] || [[File:Reactor_Power.png | 50px]] | [[Reactor Power Chamber]] || [[File:Reactor Power Chamber.png | 50px]]
    68 KB (7,973 words) - 16:22, 25 May 2019
  • ...er entity in StarMade. Docked ships gain various benefits such as sharing power, shielding, and even homebase invulnerability. ...players intend to have many turrets on their ships that they design their power systems accordingly. If the rail block that is connecting a docked entity t
    12 KB (1,958 words) - 08:15, 5 November 2018
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (272 words) - 12:06, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (358 words) - 00:43, 13 August 2018
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module ...e power cost of the weapon increases dramatically. Only ships with a hefty power generation should mount this effect. The module count ratio can be seen in
    2 KB (269 words) - 12:06, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (346 words) - 00:54, 13 August 2018
  • ...entity hit. If not then it can be used to give an entity a defense against power draining effects. ...wer Draining <br/>effect to weapons'' ||style="text-align:center;"| ''Adds Power Drain <br/>defense to entity''
    4 KB (623 words) - 12:06, 6 May 2018
  • ...t claims no longer exist''. The precise formulas affecting charge time and power consumption for a given Scanner are listed in the [[#Scanner Rules|Scanner As well as the formulas governing power consumption, power required, and overall charge time (as derived from these two factors), scan
    5 KB (823 words) - 12:06, 6 May 2018
  • ...t of Astrotech Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Astrotech M |Power Consumption<span style="color: grey"><small> (Per Tick/Per Activation)</sma
    4 KB (537 words) - 23:40, 12 August 2018
  • ...aced on planets, asteroids, and Space Stations. However, they do require a power output to become functional. !colspan="2" style="text-align:center;" height="40px"| Power Consumption<br/><span style="color: grey"><small>(Per Production Tick, Whil
    4 KB (472 words) - 04:03, 23 July 2020
  • ...arget that meets the criteria set. Just like docked ships, turrets use the power from the ship they are docked to. If nested, it will follow the line down t
    4 KB (647 words) - 16:16, 28 July 2021
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (356 words) - 00:53, 13 August 2018
  • |[[Power_Capacitor|Power Capacitor]]||[[File:Power_Capacitor.png|Power Capacitor|center|50px]] || style="text-align:center" | x20 ..._Supply_Computer|Power Supply Computer]]||[[File:Power_Supply_Computer.png|Power Supply Computer|center|50px]] || style="text-align:center" | x500
    13 KB (1,715 words) - 12:07, 6 May 2018
  • !colspan="2" style="text-align:center;" height="40px"| Power Consumption<br/><span style="color: grey"><small>(Per Production Tick, Whil
    2 KB (291 words) - 02:12, 4 April 2019
  • |[power] ||''Displays the current amount of [[Power Systems|energy]] in the entity.'' ...e maximum amount of energy in the entity. Best used in conjunction with'' [power]
    11 KB (1,661 words) - 08:36, 23 November 2020
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (256 words) - 12:07, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (365 words) - 23:50, 12 August 2018
  • ...dule (e/sec/block), and only work if the entity they are on has sufficient power. ...ed in the text above, which govern the mass threshold provided by, and the power consumption of, a group of Rail Mass Enhancers.
    4 KB (657 words) - 12:07, 6 May 2018
  • ...f Damage Pulse Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Puls |Power Consumption<span style="color: grey"><small> (Per Activation)</small></span
    3 KB (486 words) - 07:15, 28 July 2018
  • ...a weapon system to convert weapon damage to power damage, which reduce the power of the entity hit. ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (313 words) - 12:07, 6 May 2018
  • {{infobox block|type=Power Supply Computer|hp=50|aval=0.0|rhp=0|mass=0.10|light=none|dv=334}}
    93 bytes (13 words) - 04:12, 6 May 2018
  • |ot1=Power Supply Computer
    136 bytes (17 words) - 04:12, 6 May 2018
  • ...eam Computer|damage beams]] but instead of inflicting damage they transfer power from the parent entity to entity that the beam hits. ...Power Supply Modules using V while it is selected and you are looking at a Power Supply Module. This controller can be connected to other weapons
    4 KB (568 words) - 12:07, 6 May 2018
  • ...se of their low SHP contribution), compared to other system blocks such as Power Reactors. ...a number of formulas governing shields and their regeneration, as well as power consumption.
    3 KB (448 words) - 12:07, 6 May 2018
  • {{infobox block|type=Power Capacitor|hp=25|armor=0.0%|ahp=0|shp=100|mass=0.10|light=none|dv=331}}
    97 bytes (13 words) - 11:04, 11 August 2016
  • |ot1=Power Capacitor
    97 bytes (12 words) - 11:04, 11 August 2016
  • ...power is lost. Systems trying to draw more power than is available in the power storage will have difficulty operating as well. ...Capacitors are like the batteries of a ship, while [[Power Reactor Module|Power Reactor Modules]] are the generators.
    620 bytes (96 words) - 19:21, 8 January 2017
  • ...mount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tub |Power Consumption<span style="color: grey"><small> (Per Activation)</small></span
    5 KB (745 words) - 18:43, 17 February 2024
  • ...h a range of 64 sectors (4 systems) by default. <br> They have a permanent power cost based on their gate size. (B*10)^1.3 by default, where B is the number
    1 KB (180 words) - 21:13, 3 June 2021
  • ...h a range of 64 sectors (4 systems) by default. <br> They have a permanent power cost based on their gate size. (B*10)^1.3 by default, where B is the number
    1 KB (182 words) - 21:17, 3 June 2021
  • |[[Power_Supply_Module|Power Supply Module]]||[[File:Power_Supply_Module.png|Power Supply Module|center|50px]] || style="text-align:center" | x25 ..._Supply_Computer|Power Supply Computer]]||[[File:Power_Supply_Computer.png|Power Supply Computer|center|50px]] || style="text-align:center" | x250
    2 KB (319 words) - 12:07, 6 May 2018
  • ...aced on planets, asteroids, and Space Stations. However, they do require a power output to become functional. !colspan="2" style="text-align:center;" height="40px"| Power Consumption<br/><span style="color: grey"><small>(Per Production Tick, Whil
    3 KB (422 words) - 04:49, 23 July 2020
  • Factory Enhancers consume power while the factory is active.
    1 KB (144 words) - 12:07, 6 May 2018
  • {{infobox block|type=Power Drain Computer|hp=50|aval=0.0|rhp=0|mass=0.10|light=none|dv=332}}
    92 bytes (13 words) - 04:31, 6 May 2018
  • |ot1=Power Drain Computer
    135 bytes (17 words) - 04:31, 6 May 2018
  • '''Power Drain Computers''' are the main terminals of Power drain systems. Power drain systems fire beams similar to [[Damage Beam Computer|damage beams]] b ...Power Drain Modules using V while it is selected and you are looking at a Power Drain Module. This controller can be connected to other weapons
    2 KB (378 words) - 12:08, 6 May 2018
  • ...of Damage Beam Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Beam |Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||sty
    4 KB (629 words) - 18:44, 17 February 2024
  • ...even faster, if you want a specialized jump ship. But keep the escalating power costs in mind. To charge, you have to hold the left mouse button like shoot ...even faster, if you want a specialized jump ship. But keep the escalating power costs in mind.
    2 KB (422 words) - 12:08, 6 May 2018
  • {{infobox block|type=Power Reactor Module|hp=25|armor=0.0%|ahp=0|shp=100|mass=0.10|light=none|dv=2}}
    170 bytes (29 words) - 04:04, 31 December 2016
  • |ot1=Power Reactor Module
    103 bytes (14 words) - 11:10, 11 August 2016
  • ...til it reaches 1 Million power generation. Each module also adds a flat 25 power generation per second. This flat rate is always granted independantly of th ...Reactor Modules are like the generators of a ship, while [[Power Capacitor|Power Capacitors]] are the batteries of a ship.
    801 bytes (124 words) - 19:22, 8 January 2017
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (281 words) - 12:08, 6 May 2018
  • ...unt of Salvage Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Salvage Mod
    2 KB (349 words) - 23:24, 12 August 2018
  • {{infobox block|type=Power Drain Module|hp=100|aval=0.0|rhp=0|mass=0.10|light=none|dv=333}}
    91 bytes (13 words) - 04:38, 6 May 2018
  • |ot1=Power Drain Module
    133 bytes (17 words) - 04:38, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...er rate. You can also choose which block outputs the effect by finding the Power Drain Module you want to output the effect, and pressing R on it."
    2 KB (340 words) - 12:08, 6 May 2018
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (281 words) - 12:08, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (340 words) - 12:08, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (340 words) - 12:08, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (372 words) - 23:50, 12 August 2018
  • !colspan="2" style="text-align:center;" height="40px"| Power Consumption<br/><span style="color: grey"><small>(Per Production Tick, Whil
    15 KB (1,891 words) - 02:50, 4 April 2019
  • {{infobox block|type=Power Supply Module|hp=100|aval=0.0|rhp=0|mass=0.10|light=none|dv=335}}
    92 bytes (13 words) - 04:52, 6 May 2018
  • |ot1=Power Supply Module
    134 bytes (17 words) - 04:52, 6 May 2018
  • ...lone to create a new firing array or with an existing group to enhance its power. ...er rate. You can also choose which block outputs the effect by finding the Power Supply Module you want to output the effect, and pressing R on it."
    2 KB (340 words) - 12:08, 6 May 2018
  • ...Shield Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Supp
    2 KB (378 words) - 07:15, 23 July 2017
  • ...ds, since entities have a base shield regeneration rate of 0. They consume power to regenerate shields, and have a passive cost when shields are at 100% HP, ...se of their low SHP contribution), compared to other system blocks such as Power Reactors.
    2 KB (305 words) - 05:31, 20 October 2016
  • ...s the ship it is on to become invisible for as long as there is sufficient power to operate it. It is often used in combination with a [[RadarJammer]] in or ...nvisible for a period of time. Larger objects will need a larger amount of power to remain cloaked. To use, you must assign them to a keylike other ship sys
    4 KB (592 words) - 16:18, 27 November 2016
  • ...wer_Reactor_Module|Power Reactor Module]]||[[File:Power_Reactor_Module.png|Power Reactor Module|center|50px]] || style="text-align:center" | x20
    12 KB (1,555 words) - 03:53, 7 June 2021
  • ...f Shield Drain Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Drai |Power Consumption<span style="color: grey"><small> (Per Tick/Per Activation)</sma
    4 KB (633 words) - 07:11, 23 July 2017
  • ...of Push Pulse Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Push Pulse
    1 KB (183 words) - 11:21, 11 August 2016
  • ...even faster, if you want a specialized jump ship. But keep the escalating power costs in mind. To charge, you have to hold the left mouse button like shoot EG Total power required when J>R
    6 KB (1,000 words) - 12:32, 30 September 2017
  • ...of your ship, it also provides a basic amount of thrust, power generation, power capacity, as well as some shield capacity. Remember, always carry spare cor
    459 bytes (75 words) - 11:22, 11 August 2016
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module ...e. At 100% ratio all of the weapon system's damage is turned into stopping power. At this stage no damage is dealt to the target at all. The module count ra
    2 KB (282 words) - 23:15, 11 September 2016
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module
    2 KB (300 words) - 00:32, 12 September 2016
  • 2 KB (254 words) - 18:44, 23 July 2017
  • ...odules''' much like any other enhancer module are designed to increase the power and effectiveness of its associated system. As an effect system this module ...io all of the weapon system's damage will be dealt directly to the shields power. At this stage no damage is dealt to the target at all. The module count ra
    2 KB (287 words) - 23:45, 11 September 2016
  • ...ar to that of the [[Cloaker]]. Larger objects will need a larger amount of power to remain jammed. To use, you must assign them to a key like other ship sys ...n on the hot bar glowing. While the system is active it should be draining power.
    4 KB (648 words) - 23:52, 31 March 2017
  • * Outside of ''StarMade'', Andy works in a coal power plant in Germany.
    632 bytes (90 words) - 06:33, 18 August 2016
  • {{infobox block/Power Auxiliary}} ...a constant increase in power regeneration. This comes with a risk, though: Power Auxiliary blocks which are destroyed will start a chain reaction within the
    10 KB (1,632 words) - 09:42, 23 October 2016
  • #REDIRECT [[Power Auxiliary]]
    29 bytes (3 words) - 05:15, 3 October 2016
  • {{infobox block|type=Power Auxiliary|hp=50|armor=0.0%|ahp=0|shp=25|mass=0.10|light=none|dv=978}}
    96 bytes (13 words) - 05:38, 3 October 2016
  • |it1=Power Reactor Module |it2=Power Capacitor
    113 bytes (15 words) - 05:44, 3 October 2016
  • File:Power Auxiliary No Chain.png
    Visual proof that explosions in one [[Power Auxiliary]] grouping do not cause separate groupings to begin exploding, ev
    (1,280 × 751 (1.2 MB)) - 23:18, 3 October 2016
  • ...ave been met. They can measure the status of a variety of systems, such as power, shields, and cargo. The value at which they return a high signal is set by - Power Reactors <br/>
    2 KB (269 words) - 19:30, 4 May 2021
  • ...ries of the gate, and as long as the entrance gate is receiving sufficient power. ((B*10)^1.3) where B is the number of [[Warp Gate Module]]s by default. Th ...stantly be transported to its destination regardless of the dimensions and power status of the destination gate so long as it is within range of the entranc
    7 KB (1,037 words) - 03:30, 7 June 2021
  • ...corative cladding on stealth ships, where other blocks would cost too much power to [[Cloaker|cloak]] and [[RadarJammer|jam]] due to their higher mass value
    308 bytes (47 words) - 00:21, 20 October 2016
  • |Tractor Power<span style="color: grey"><small>(Per Tick/Per Second)</small></span> ||styl |Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||sty
    3 KB (486 words) - 21:02, 19 April 2019
  • ...cally increases the entity's power regen. This sudden but limited boost in power allows ships or space stations to field more powerful weapons and systems t ...ty on ships. It contains basic buffs to recharge speed, scan strength, and power efficiency however it also allows for interesting and unique upgrades. The
    5 KB (789 words) - 13:53, 25 July 2020

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