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  • ...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

  • ...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

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