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

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