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  • ...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
  • 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
  • ...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
  • |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
  • ...an in some cases be favourable, especially on larger ships where main-ship power for turrets may be limited. *<big>'''Aux Bank:'''</big> This term refers to a grouping of the [[Power Auxiliary]] block into numbers that normally do not exceed 10,000 blocks pe
    5 KB (847 words) - 12:46, 13 December 2023
  • !Power <span style="color: cornflowerblue">■</span> <br/><small>(Total/Recharge) |style="border-bottom: solid 1px;" |Power Usage<span style="color: grey"><small> (Per Array/Per Activation)</small></
    43 KB (5,642 words) - 03:25, 18 June 2017
  • !Power <span style="color: cornflowerblue">■</span> <br/><small>(Total/Recharge) |style="border-bottom: solid 1px;"| Power Usage<span style="color: grey"><small> (Per Array & Per Activation)</small>
    79 KB (10,351 words) - 00:09, 12 March 2017
  • !Power <span style="color: cornflowerblue">■</span> <br/><small>(Total/Recharge) |Power Usage<span style="color: grey"><small> (Per Array & Per Activation)</small>
    56 KB (7,244 words) - 01:01, 12 March 2017
  • | Power || double || 0 double power;
    4 KB (452 words) - 04:13, 25 July 2018
  • ...reate a new output while adding to an already existing group increases the power of that grouping. ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (290 words) - 23:48, 12 August 2018
  • ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (259 words) - 00:45, 13 August 2018
  • ...a 1/1 ratio players get the more damage is added at the cost of increased power usage.
    2 KB (231 words) - 01:37, 13 August 2018
  • ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (262 words) - 23:46, 12 August 2018
  • ...a 1/1 ratio players get the more damage is added at the cost of increased power usage.
    2 KB (231 words) - 01:36, 13 August 2018
  • ...a 1/1 ratio players get the more damage is added at the cost of increased power usage.
    2 KB (231 words) - 01:34, 13 August 2018
  • ...y for each new non contiguous array. While [[Effects]] only increase their power requirements with each block connected.
    2 KB (262 words) - 00:45, 13 August 2018
  • ...3|Advanced Factory|left}}{{blockbox|1|Reactor Power|right|3d}}{{blockbox|1|Power (Old)|right|3d}}<font color="BlueViolet">'''<big>blockboxutil|1| ou 2 displ
    6 KB (913 words) - 23:29, 27 July 2018
  • |[[File:Reactor Main.png|link=Reactors/de|100px]] || [[File:Reactor Power Chamber.png|link=Reactor Chambers/de|100px]] ||[[File:Thruster Module.png|l
    8 KB (1,072 words) - 18:09, 8 August 2019
  • ...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, ...rajectory. Deals significant Kinetic damage and has high block penetration power.
    11 KB (1,758 words) - 18:44, 27 November 2021
  • ...systems installed. However the down side to this is that turrets will draw power from its parent entity. Players should design their ships accordingly if th
    5 KB (896 words) - 18:07, 19 July 2020
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks.
    5 KB (654 words) - 02:55, 7 January 2021
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks. {{tree|Jump Power <br/>Efficiency 1|note=New Chamber|children=
    7 KB (907 words) - 22:54, 5 June 2021
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks. ...ntuple crafting speed for all factories and enahncers, but also quintuples power drain of all factories and enhancers. <br>
    3 KB (438 words) - 01:29, 4 June 2021
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks. ...rusting to.<br/>Its strength depends on your thrust to mass ratio.<br/>Its power consumption depends on how much thrust you have.||style="text-align:center;
    5 KB (634 words) - 02:38, 7 January 2021

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