Search results

From StarMade Wiki
  • ...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
  • ...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
  • ...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
  • '''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
  • ...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
  • ...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

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)