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  • '''For information on the current system of power generation in Starmade, see [[Reactors]].''' ...version was used to design and implement Starmade's current power system, Power 2.0.
    19 KB (2,675 words) - 01:35, 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
  • ...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
  • '''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
  • ...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
  • ...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
  • ...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
  • {{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/Reactor Power Chamber}} Reactor Chamber to enhance power.
    2 KB (258 words) - 02:41, 7 January 2021

Page text matches

  • |[[File:Reactor Main.png|link=Reactors|100px]] || [[File:Reactor Power Chamber.png|link=Reactor Chambers|100px]] ||[[File:Thruster Module.png|link
    8 KB (976 words) - 03:48, 18 March 2019
  • |[[File:Reactor Main.png|link=Reactors|100px]]||[[File:Reactor Power Chamber.png|link=Reactor Chambers|100px]]||[[File:Thruster Module.png|link=
    8 KB (954 words) - 07:08, 1 January 2020
  • ...of items that only that type of factory can manufacture. Factories require power in order to manufacture parts. Once a factory has been powered, players can ...essary for any technology and can be generated from [[Power Reactor Module|Power Reactor Modules]].
    8 KB (1,174 words) - 12:29, 2 August 2019
  • *'''Power:''' The current power level for the entity that the player is currently modifying or utilizing. T ===Power===
    23 KB (3,826 words) - 01:30, 29 April 2023
  • *Also more instant information like power failure, being hit by a weapon with a side effect and much more will now ap *Selecting an object now displays shield and power on the top left. Also if the name is too long, it will automatically scroll
    13 KB (2,175 words) - 21:47, 23 December 2018
  • ...ng on the factory, running a production cycle may require power, with more power being required by more advanced factories or factories which have been [[#E ...'/'''Inactive''' button above their inventory. Active blocks will consume power even if they do not have enough resources to produce anything.
    6 KB (964 words) - 17:48, 22 July 2020
  • * A power source (see [[Reactors]]) ...ates to absorb internal damage (making sure that these do not break up the Power Auxiliary grouping).
    9 KB (1,315 words) - 17:49, 7 May 2018
  • '''For information on the current system of power generation in Starmade, see [[Reactors]].''' ...version was used to design and implement Starmade's current power system, Power 2.0.
    19 KB (2,675 words) - 01:35, 6 May 2018
  • ...up an FTL Chamber improves an aspect of the jump drive (e.g. charge speed, power efficiency).
    4 KB (639 words) - 18:35, 15 September 2018
  • ...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, ...s damage in a relatively large sphere directly in front of the output. Low power consumption due to difficulty of use.
    29 KB (3,853 words) - 12:18, 31 October 2021
  • ...ship while benefiting the ship firing it (by transferring an amount of the power drained), it is not capable of dealing any block damage, and should be used | Power Consumption (e/s)
    5 KB (690 words) - 00:58, 8 October 2018
  • ...ts strength is 25%. This converts 25% of the missile's damage to "stopping power". ...trength is 100%, and all of the missile's damage is converted to "stopping power".
    21 KB (2,850 words) - 09:28, 3 May 2018
  • ...demands the [[Shield-Recharger]]s will make on the ship's [[Power_Systems|power system]]. | '''P''' || Power Usage
    18 KB (2,853 words) - 19:09, 12 January 2021
  • ...to operate. capable of sensing the state of various systems like shields, power, ect. and sending out a logic signal when a configurable threshold is met o
    7 KB (1,035 words) - 02:03, 13 March 2019
  • | give || /give schema Power 100 || PlayerName(String), ElementName(String), Count(Integer) || Gives pla | spawn_item || /spawn_item Power 100 || BlockName(String), Count(Integer) || Spawn an item in front of you.
    12 KB (1,713 words) - 16:56, 14 November 2019
  • ...ll shapes and sizes. Their main fuel source is power, taken from the ships Power Capacitors." ...ich are adjacent to each other. The exact values for thrust generation and power consumption can be calculated by the formulas shown below.
    4 KB (650 words) - 14:46, 24 August 2020
  • ...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 (344 words) - 00:50, 13 August 2018
  • ...ount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barr |Power Consumption<span style="color: grey"><small> (Resting)</small></span> ||sty
    14 KB (1,997 words) - 06:54, 27 October 2018
  • ...R_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)<br/> ...IZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)<br/>
    19 KB (2,913 words) - 01:17, 1 February 2017
  • ...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
  • !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
  • 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
  • {{infobox block/Reactor Power Chamber}} Reactor Chamber to enhance power.
    2 KB (258 words) - 02:41, 7 January 2021
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks. {{tree|Scanner Power <br/>Efficiency 1|note=New Chamber|children=
    4 KB (582 words) - 22:45, 5 June 2021
  • Needs to be physically connected with a Power Reactor by using Reactor Conduit blocks. {{tree|Stealth Power <br/>Efficiency 1|note=New Chamber|children=
    5 KB (622 words) - 16:27, 28 July 2021
  • ...array of [[Reactor Stabilizer]] modules. The Reactor Power block produces power, but without the required Reactor Stabilizer modules, the reactor is limite ...lock/Reactor Main}}There are five possible components to reactors: Reactor Power blocks, Reactor Stabilizer blocks, [[Reactor Stabilizer Stream Node]] bloc
    16 KB (2,496 words) - 01:07, 4 June 2021
  • ===Power=== ![[File:Reactor Power.png|100px]]
    22 KB (3,618 words) - 01:13, 3 November 2018
  • ...t the core and build your ship. Some blocks you will need on your ship are power reactors, thrusters, and hull blocks. Those are the basics. You can also ma
    702 bytes (135 words) - 03:23, 12 November 2018
  • ...a core element of defending your ship against incoming damage,. consuming power to protect the ship or station. While shields are one of the more intuitive ...ity, and recharge rate. Shield-Rechargers affect the radius of the bubble, power consumption, and maximum recharge rate of the shield. Shield Capacitors aff
    14 KB (2,237 words) - 02:21, 29 January 2020
  • |[[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
  • | give || /give schema Power 100 || SpielerName(String), GegenstandName(String), Menge(Integer) || Gives | spawn_item || /spawn_item Power 100 || BlockName(String), Menge(Integer) || Erstellt einen Gegenstand vor d
    12 KB (1,732 words) - 15:03, 26 August 2019
  • ...cursor when placing a system. [[Shield System | Shields]] and [[Reactors | power]] can be found in the buildmode menu while the integrity of [[Thruster Modu
    3 KB (466 words) - 22:50, 22 September 2019
  • ...actory; rather, it increases the items made per cycle by one. They consume power, however, so keep that in mind when using them.
    3 KB (554 words) - 03:35, 16 July 2020
  • [[Category:Chamber]] [[Category:Power]]
    637 bytes (82 words) - 04:28, 16 July 2020
  • |[[Player Items#Power Supply Beam|Power Supply Beam]]||style="text-align:right;"| 5,000''C''
    3 KB (455 words) - 23:25, 21 July 2020
  • ===Power Supply Beam=== [[File:Power Beam 3D Model.png|thumb|200px|Power Supply Beam 3D model as it appears in-game]]
    15 KB (2,299 words) - 19:32, 3 June 2021