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  • ...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
  • !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

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