Difference between revisions of "Template:Db/Version/0.200.335/Sub"

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|Activation Gate Controller={{#switch:{{{2}}}
 
|Activation Gate Controller={{#switch:{{{2}}}
 
|link=Activation Gate Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Activation Gate Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|Ctrling=Activation Gate Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Activation Gate Module| }}
 
|Price=200  
 
|Price=200  
 
|Desc=Activation Gates are capable of detecting an entity passing through it's Gate structure, sending a True signal to any Logic block linked to the Controller.. The gate must be a solid, 1 block deep ring structure linked to a Activation Gate controller. To link your Activation Gate Controller to the Activation Gate Module structure, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.   
 
|Desc=Activation Gates are capable of detecting an entity passing through it's Gate structure, sending a True signal to any Logic block linked to the Controller.. The gate must be a solid, 1 block deep ring structure linked to a Activation Gate controller. To link your Activation Gate Controller to the Activation Gate Module structure, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.   
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|Activation Gate Module={{#switch:{{{2}}}
 
|Activation Gate Module={{#switch:{{{2}}}
 
|link=Activation Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Activation Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|CtrlBy=Activation Gate Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Activation Gate Controller| }}
 
|Price=200  
 
|Price=200  
 
|Desc=Activation Gates are capable of detecting an entity passing through it's Gate structure, sending a True signal to any Logic block linked to the Controller.. The gate must be a solid, 1 block deep ring structure linked to a Activation Gate controller. To link your Activation Gate Controller to the Activation Gate Module structure, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.   
 
|Desc=Activation Gates are capable of detecting an entity passing through it's Gate structure, sending a True signal to any Logic block linked to the Controller.. The gate must be a solid, 1 block deep ring structure linked to a Activation Gate controller. To link your Activation Gate Controller to the Activation Gate Module structure, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.   
Line 44: Line 44:
 
|Activation Module={{#switch:{{{2}}}
 
|Activation Module={{#switch:{{{2}}}
 
|link=Activation Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Activation Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|CtrlBy=Sensor|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Sensor| }}
 
|Price=200  
 
|Price=200  
 
|Desc=This module can be used to remotely activate any other module that can be activated. Press $ACTIVATE to Activate/Deactivate. You have to select it and connect it to the module (e.g. a door) for it to work. (Default: select with C, look at the door and press V.)   
 
|Desc=This module can be used to remotely activate any other module that can be activated. Press $ACTIVATE to Activate/Deactivate. You have to select it and connect it to the module (e.g. a door) for it to work. (Default: select with C, look at the door and press V.)   
Line 58: Line 58:
 
|Advanced Factory={{#switch:{{{2}}}
 
|Advanced Factory={{#switch:{{{2}}}
 
|link=Advanced Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Alloyed Metal Mesh|50|Crystal Composite }}
 
|link=Advanced Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Alloyed Metal Mesh|50|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
 
|Price=750  
 
|Price=750  
 
|Desc=Manufactures advanced blocks from a variety of resources. Press $ACTIVATE to Open/Close the Factory's Internal Inventory. (Used for placing the necessary materials for recipes.)   
 
|Desc=Manufactures advanced blocks from a variety of resources. Press $ACTIVATE to Open/Close the Factory's Internal Inventory. (Used for placing the necessary materials for recipes.)   
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|Astrotech Computer={{#switch:{{{2}}}
 
|Astrotech Computer={{#switch:{{{2}}}
 
|link=Astrotech Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sapsun Capsule|100|Crystal Composite }}
 
|link=Astrotech Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sapsun Capsule|100|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Astrotech Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Astrotech Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Astrotech Computer is required for creating functioning Repair systems. It is capable of controlling any amount of Astrotech Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Astrotech Modules using V while it is selected and you are looking at an Astrotech Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Astrotech Computer is required for creating functioning Repair systems. It is capable of controlling any amount of Astrotech Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Astrotech Modules using V while it is selected and you are looking at an Astrotech Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 138: Line 138:
 
|Astrotech Module={{#switch:{{{2}}}
 
|Astrotech Module={{#switch:{{{2}}}
 
|link=Astrotech Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sapsun Capsule|25|Crystal Composite }}
 
|link=Astrotech Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sapsun Capsule|25|Crystal Composite }}
|CtrlBy=Astrotech Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Astrotech Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Astrotech Module, when used in conjunction with an Astrotech Computer, can create a basic but effective repair system. The Astrotech Module fires a repair beam in a straight line. Astrotech Modules do benefit from being grouped together (being adjacent to one another), increasing their repair speed. You can also choose which block outputs the beam by finding the Astrotech Module you want to output the beam, and pressing $ACTIVATE on it. AstroTech Modules can used to repair damage to blocks.   
 
|Desc=The Astrotech Module, when used in conjunction with an Astrotech Computer, can create a basic but effective repair system. The Astrotech Module fires a repair beam in a straight line. Astrotech Modules do benefit from being grouped together (being adjacent to one another), increasing their repair speed. You can also choose which block outputs the beam by finding the Astrotech Module you want to output the beam, and pressing $ACTIVATE on it. AstroTech Modules can used to repair damage to blocks.   
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|Basic Factory={{#switch:{{{2}}}
 
|Basic Factory={{#switch:{{{2}}}
 
|link=Basic Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
 
|link=Basic Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
 
|FullName=Macro Assembler  
 
|FullName=Macro Assembler  
 
|Price=100  
 
|Price=100  
Line 2,064: Line 2,064:
 
|Cannon Barrel={{#switch:{{{2}}}
 
|Cannon Barrel={{#switch:{{{2}}}
 
|link=Cannon Barrel |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Hylat Capsule|100|Crystal Composite }}
 
|link=Cannon Barrel |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Hylat Capsule|100|Crystal Composite }}
|CtrlBy=Cannon Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cannon Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Cannon Barrel, when used in conjunction with a Cannon Computer, can create a basic but effective weapons system. The Cannon fires a simple projectile in a straight line. Cannons do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the projectile by finding the Cannon Barrel you want to output the shot, and pressing $ACTIVATE on it.   
 
|Desc=The Cannon Barrel, when used in conjunction with a Cannon Computer, can create a basic but effective weapons system. The Cannon fires a simple projectile in a straight line. Cannons do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the projectile by finding the Cannon Barrel you want to output the shot, and pressing $ACTIVATE on it.   
Line 2,078: Line 2,078:
 
|Cannon Computer={{#switch:{{{2}}}
 
|Cannon Computer={{#switch:{{{2}}}
 
|link=Cannon Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hylat Capsule|500|Crystal Composite }}
 
|link=Cannon Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hylat Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Cannon Barrel|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cannon Barrel| }}
 
|Price=12500  
 
|Price=12500  
 
|Desc=The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Cannon Computer is required for creating functioning Cannon systems. It is capable of controlling any amount of Cannon Barrels, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Cannon Barrels using V while it is selected and you are looking at a Cannon Barrel. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 2,093: Line 2,093:
 
|Capsule Refinery={{#switch:{{{2}}}
 
|Capsule Refinery={{#switch:{{{2}}}
 
|link=Capsule Refinery |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
 
|link=Capsule Refinery |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
 
|FullName=Capsule Refinery  
 
|FullName=Capsule Refinery  
 
|Price=200  
 
|Price=200  
Line 2,124: Line 2,124:
 
|Cargo Space={{#switch:{{{2}}}
 
|Cargo Space={{#switch:{{{2}}}
 
|link=Cargo Space |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Cargo Space |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Shipyard Computer|Micro Assembler|Storage|Standard Factory|Shop Module  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Shipyard Computer|Micro Assembler|Storage|Standard Factory|Shop Module }}
 
|Price=100  
 
|Price=100  
 
|Desc=Cargo Space blocks are used to expand the volume of a chest, this allows you to store more blocks in it. \n\rYou have to link the Storage block to the Cargo Space blocks.  
 
|Desc=Cargo Space blocks are used to expand the volume of a chest, this allows you to store more blocks in it. \n\rYou have to link the Storage block to the Cargo Space blocks.  
Line 2,290: Line 2,290:
 
|Cloaker={{#switch:{{{2}}}
 
|Cloaker={{#switch:{{{2}}}
 
|link=Cloaker |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Nocx Capsule|50|Macet Capsule }}
 
|link=Cloaker |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Nocx Capsule|50|Macet Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
 
|Price=800  
 
|Price=800  
 
|Desc=The Cloaker is capable of rendering anobject completely invisible for a period of time. Larger objects will need a larger amount of power to remain cloaked. It will appear in the weapon panel to put in the hotbar for use.   
 
|Desc=The Cloaker is capable of rendering anobject completely invisible for a period of time. Larger objects will need a larger amount of power to remain cloaked. It will appear in the weapon panel to put in the hotbar for use.   
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|Damage Beam Computer={{#switch:{{{2}}}
 
|Damage Beam Computer={{#switch:{{{2}}}
 
|link=Damage Beam Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|500|Crystal Composite }}
 
|link=Damage Beam Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Damage Beam Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Damage Beam Module| }}
 
|Price=12500  
 
|Price=12500  
 
|Desc=The Damage Beam Computer is required for creating functioning Damage Beam systems. It is capable of controlling any amount 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 Modules using V while it is selected and you are looking at a Damage Beam Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Damage Beam Computer is required for creating functioning Damage Beam systems. It is capable of controlling any amount 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 Modules using V while it is selected and you are looking at a Damage Beam Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
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|Damage Beam Module={{#switch:{{{2}}}
 
|Damage Beam Module={{#switch:{{{2}}}
 
|link=Damage Beam Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Zercaner Capsule|100|Crystal Composite }}
 
|link=Damage Beam Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Zercaner Capsule|100|Crystal Composite }}
|CtrlBy=Damage Beam Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Damage Beam Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Damage Beam Module, when used in conjunction with a Damage Beam Computer, can create a basic but effective weapons system. The Damage Beam fires an energy beam in a straight line. Damage Beams do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the beam by finding the Damage Beam Module you want to output the beam, and pressing $ACTIVATE on it.   
 
|Desc=The Damage Beam Module, when used in conjunction with a Damage Beam Computer, can create a basic but effective weapons system. The Damage Beam fires an energy beam in a straight line. Damage Beams do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the beam by finding the Damage Beam Module you want to output the beam, and pressing $ACTIVATE on it.   
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|Damage Pulse Computer={{#switch:{{{2}}}
 
|Damage Pulse Computer={{#switch:{{{2}}}
 
|link=Damage Pulse Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|500|Crystal Composite }}
 
|link=Damage Pulse Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Damage Pulse Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Damage Pulse Module| }}
 
|Price=12500  
 
|Price=12500  
 
|Desc=The Damage Pulse Computer is required for creating functioning Damage Pulse systems. It is capable of controlling any amount of Damage Pulse Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Pulse Modules using V while it is selected and you are looking at a Damage Pulse Modules. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Damage Pulse Computer is required for creating functioning Damage Pulse systems. It is capable of controlling any amount of Damage Pulse Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Damage Pulse Modules using V while it is selected and you are looking at a Damage Pulse Modules. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 2,412: Line 2,412:
 
|Damage Pulse Module={{#switch:{{{2}}}
 
|Damage Pulse Module={{#switch:{{{2}}}
 
|link=Damage Pulse Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Fertikeen Capsule|100|Crystal Composite }}
 
|link=Damage Pulse Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Fertikeen Capsule|100|Crystal Composite }}
|CtrlBy=Damage Pulse Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Damage Pulse Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Damage Pulse Module, when used in conjunction with a Damage Pulse Computer, can create a basic but effective weapons system. The Damage Pulse fires an AOE field directly adjacent to the output point. Damage Pulses do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the pulse by finding the Damage Pulse Module you want to output the pulse, and pressing $ACTIVATE on it.   
 
|Desc=The Damage Pulse Module, when used in conjunction with a Damage Pulse Computer, can create a basic but effective weapons system. The Damage Pulse fires an AOE field directly adjacent to the output point. Damage Pulses do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the pulse by finding the Damage Pulse Module you want to output the pulse, and pressing $ACTIVATE on it.   
Line 2,924: Line 2,924:
 
|Docking Enhancer={{#switch:{{{2}}}
 
|Docking Enhancer={{#switch:{{{2}}}
 
|link=Docking Enhancer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sintyr Capsule|25|Alloyed Metal Mesh }}
 
|link=Docking Enhancer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sintyr Capsule|25|Alloyed Metal Mesh }}
|CtrlBy=Docking Module|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Docking Module| }}
 
|Price=500  
 
|Price=500  
 
|Desc=The Docking Enhancer can be used to increase the size of the Docking Zone created by a Docking Module. To use them, simply connect them to the Docking Module whose zone you want to increase by selecting the Module with C, and then using V to connect each Enhancer. As with Weapons, and other blocks that can be connected. The Docking Enhancers do not have to be adjacent to the Docking Module. Alternatively, you can lay a Docking Module down, select it with C, and then each Docking Enhancer you put down afterwards will be automatically connected to the Docking Module. As of now, there is no need to orient Docking Enhancers, as they will increase the Docking Zone all around, no matter which way they are facing, or where they are put in correlation to the Docking Module.   
 
|Desc=The Docking Enhancer can be used to increase the size of the Docking Zone created by a Docking Module. To use them, simply connect them to the Docking Module whose zone you want to increase by selecting the Module with C, and then using V to connect each Enhancer. As with Weapons, and other blocks that can be connected. The Docking Enhancers do not have to be adjacent to the Docking Module. Alternatively, you can lay a Docking Module down, select it with C, and then each Docking Enhancer you put down afterwards will be automatically connected to the Docking Module. As of now, there is no need to orient Docking Enhancers, as they will increase the Docking Zone all around, no matter which way they are facing, or where they are put in correlation to the Docking Module.   
Line 2,938: Line 2,938:
 
|Docking Module={{#switch:{{{2}}}
 
|Docking Module={{#switch:{{{2}}}
 
|link=Docking Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sintyr Capsule|50|Alloyed Metal Mesh }}
 
|link=Docking Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sintyr Capsule|50|Alloyed Metal Mesh }}
|Ctrling=Docking Enhancer|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Docking Enhancer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Docking Module allows the user to create a fixed Docking Zone. This Zone can then be Docked/Undocked with, by using the Ship Core's built-in Docking Beam. Docking Modules can be oriented, and must not have any obstructions in their Zone (The Green Box), other than the docked item in question. Otherwise, the Module will go offline, and no docking will be allowed until the obstruction is removed.   
 
|Desc=The Docking Module allows the user to create a fixed Docking Zone. This Zone can then be Docked/Undocked with, by using the Ship Core's built-in Docking Beam. Docking Modules can be oriented, and must not have any obstructions in their Zone (The Green Box), other than the docked item in question. Otherwise, the Module will go offline, and no docking will be allowed until the obstruction is removed.   
Line 2,978: Line 2,978:
 
|EMP Effect Computer={{#switch:{{{2}}}
 
|EMP Effect Computer={{#switch:{{{2}}}
 
|link=EMP Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|1000|Bastyn Capsule }}
 
|link=EMP Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|1000|Bastyn Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=EMP Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|EMP Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 2,993: Line 2,993:
 
|EMP Effect Module={{#switch:{{{2}}}
 
|EMP Effect Module={{#switch:{{{2}}}
 
|link=EMP Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Fertikeen Capsule|100|Bastyn Capsule }}
 
|link=EMP Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Fertikeen Capsule|100|Bastyn Capsule }}
|CtrlBy=EMP Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|EMP Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 3,007: Line 3,007:
 
|Explosive Effect Computer={{#switch:{{{2}}}
 
|Explosive Effect Computer={{#switch:{{{2}}}
 
|link=Explosive Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|1000|Sintyr Capsule }}
 
|link=Explosive Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|1000|Sintyr Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Explosive Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Explosive Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 3,022: Line 3,022:
 
|Explosive Effect Module={{#switch:{{{2}}}
 
|Explosive Effect Module={{#switch:{{{2}}}
 
|link=Explosive Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Jisper Capsule|100|Sintyr Capsule }}
 
|link=Explosive Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Jisper Capsule|100|Sintyr Capsule }}
|CtrlBy=Explosive Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Explosive Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 3,089: Line 3,089:
 
|Factory Enhancer={{#switch:{{{2}}}
 
|Factory Enhancer={{#switch:{{{2}}}
 
|link=Factory Enhancer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Alloyed Metal Mesh|50|Crystal Composite }}
 
|link=Factory Enhancer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Alloyed Metal Mesh|50|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Standard Factory }}
 
|FullName=Macro Assembler Enhancer  
 
|FullName=Macro Assembler Enhancer  
 
|Price=750  
 
|Price=750  
Line 4,942: Line 4,942:
 
|Ion Effect Computer={{#switch:{{{2}}}
 
|Ion Effect Computer={{#switch:{{{2}}}
 
|link=Ion Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hylat Capsule|1000|Varat Capsule }}
 
|link=Ion Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hylat Capsule|1000|Varat Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Ion Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ion Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 4,957: Line 4,957:
 
|Ion Effect Module={{#switch:{{{2}}}
 
|Ion Effect Module={{#switch:{{{2}}}
 
|link=Ion Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hylat Capsule|100|Varat Capsule }}
 
|link=Ion Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hylat Capsule|100|Varat Capsule }}
|CtrlBy=Ion Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ion Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 5,048: Line 5,048:
 
|Jump Drive Computer={{#switch:{{{2}}}
 
|Jump Drive Computer={{#switch:{{{2}}}
 
|link=Jump Drive Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|1000|Crystal Composite }}
 
|link=Jump Drive Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|1000|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Jump Drive Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Jump Drive Module| }}
 
|Price=20000  
 
|Price=20000  
 
|Desc=Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors. The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method. Entering a waypoint in the navigation panel will enable you to jump towards it no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar for use. Keep in mind that there is a sweet spot for jump Drive modules. You can build them as small as you want, but they will take much longer to charge the up. Placing more blocks than the sweet spot will make charging 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 shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small 10 second cooldown after jumps. But be warned, changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).   
 
|Desc=Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors. The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method. Entering a waypoint in the navigation panel will enable you to jump towards it no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar for use. Keep in mind that there is a sweet spot for jump Drive modules. You can build them as small as you want, but they will take much longer to charge the up. Placing more blocks than the sweet spot will make charging 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 shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small 10 second cooldown after jumps. But be warned, changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).   
Line 5,063: Line 5,063:
 
|Jump Drive Module={{#switch:{{{2}}}
 
|Jump Drive Module={{#switch:{{{2}}}
 
|link=Jump Drive Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Macet Capsule|100|Crystal Composite }}
 
|link=Jump Drive Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Macet Capsule|100|Crystal Composite }}
|CtrlBy=Jump Drive Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Jump Drive Computer| }}
 
|Price=3000  
 
|Price=3000  
 
|Desc=Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors. The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method. Entering a waypoint in the navigation panel will enable you to jump towards it no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar for use. Keep in mind that there is a sweet spot for jump Drive modules. You can build them as small as you want, but they will take much longer to charge the up. Placing more blocks than the sweet spot will make charging 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 shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small 10 second cooldown after jumps. But be warned, changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).   
 
|Desc=Jump Drives are the portable version of structures that enable players to warp. You can put them on a ship, charge them up, and instantly travel up to 8 sectors. The destination to jump can be influenced in two ways. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method. Entering a waypoint in the navigation panel will enable you to jump towards it no matter in which direction you look. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Jump Drives can be placed like any other weapon or effect. They will appear in the weapon panel to put in the hotbar for use. Keep in mind that there is a sweet spot for jump Drive modules. You can build them as small as you want, but they will take much longer to charge the up. Placing more blocks than the sweet spot will make charging 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 shooting a weapon. After it is charged, you can press right click to jump. The mechanic to actively have to charge up the Jump Drive is in place to make it more dangerous to use in battle. The drive has a small 10 second cooldown after jumps. But be warned, changing the blocks on a jump drive will reset the charge immediately. The charge will also be reset if hit, so make sure you are safe before starting to charge up (you can still of course do it while flying).   
Line 5,077: Line 5,077:
 
|Jump Inhibitor Computer={{#switch:{{{2}}}
 
|Jump Inhibitor Computer={{#switch:{{{2}}}
 
|link=Jump Inhibitor Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Mattise Capsule|1000|Crystal Composite }}
 
|link=Jump Inhibitor Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Mattise Capsule|1000|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Jump Inhibitor Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Jump Inhibitor Module| }}
 
|Price=20000  
 
|Price=20000  
 
|Desc=Jump Inhibiter computer.\n\r  
 
|Desc=Jump Inhibiter computer.\n\r  
Line 5,092: Line 5,092:
 
|Jump Inhibitor Module={{#switch:{{{2}}}
 
|Jump Inhibitor Module={{#switch:{{{2}}}
 
|link=Jump Inhibitor Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Crystal Composite|50|Mattise Capsule }}
 
|link=Jump Inhibitor Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Crystal Composite|50|Mattise Capsule }}
|CtrlBy=Jump Inhibitor Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Jump Inhibitor Computer| }}
 
|Price=3000  
 
|Price=3000  
 
|Desc=Jump inhibitor module.\n\r  
 
|Desc=Jump inhibitor module.\n\r  
Line 5,456: Line 5,456:
 
|Micro Assembler={{#switch:{{{2}}}
 
|Micro Assembler={{#switch:{{{2}}}
 
|link=Micro Assembler |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|5|Alloyed Metal Mesh|5|Crystal Composite }}
 
|link=Micro Assembler |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|5|Alloyed Metal Mesh|5|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
 
|FullName=Micro Assembler  
 
|FullName=Micro Assembler  
 
|Price=100  
 
|Price=100  
Line 5,486: Line 5,486:
 
}}
 
}}
 
|Mine Core={{#switch:{{{2}}}
 
|Mine Core={{#switch:{{{2}}}
|link=Mine Core |CtrlBy=Mine Layer|  
+
|link=Mine Core |CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Mine Layer| }}
 
|Price=100  
 
|Price=100  
 
|Desc=undefined description  
 
|Desc=undefined description  
Line 5,499: Line 5,499:
 
}}
 
}}
 
|Mine Layer={{#switch:{{{2}}}
 
|Mine Layer={{#switch:{{{2}}}
|link=Mine Layer |CtrlBy=Ship Core|  
+
|link=Mine Layer |CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Mine Core|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Mine Core| }}
 
|Price=100  
 
|Price=100  
 
|Desc=Connect a mine core to this block to replicate and lay mines.\n\rAlso needs a connected storage for materials.  
 
|Desc=Connect a mine core to this block to replicate and lay mines.\n\rAlso needs a connected storage for materials.  
Line 5,514: Line 5,514:
 
|Missile Computer={{#switch:{{{2}}}
 
|Missile Computer={{#switch:{{{2}}}
 
|link=Missile Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|500|Crystal Composite }}
 
|link=Missile Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Missile Tube|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Missile Tube| }}
 
|Price=12500  
 
|Price=12500  
 
|Desc=The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Missile Computer is required for creating functioning missile systems. It is capable of controlling any amount of Missile Tubes, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Missile Tubes using V while it is selected and you are looking at a Missile Tube. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 5,529: Line 5,529:
 
|Missile Tube={{#switch:{{{2}}}
 
|Missile Tube={{#switch:{{{2}}}
 
|link=Missile Tube |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Threns Capsule|100|Crystal Composite }}
 
|link=Missile Tube |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Threns Capsule|100|Crystal Composite }}
|CtrlBy=Missile Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Missile Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Missile Tube, when used in conjunction with a Missile Computer, can create a basic but effective weapons system. The Missile fires a dumb missile in a straight line. Missiles do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the projectile by finding the Missile Tube you want to output the missile, and pressing $ACTIVATE on it.   
 
|Desc=The Missile Tube, when used in conjunction with a Missile Computer, can create a basic but effective weapons system. The Missile fires a dumb missile in a straight line. Missiles do benefit from being grouped together (being adjacent to one another), increasing their damage. You can also choose which block outputs the projectile by finding the Missile Tube you want to output the missile, and pressing $ACTIVATE on it.   
Line 6,205: Line 6,205:
 
|Overdrive Effect Computer={{#switch:{{{2}}}
 
|Overdrive Effect Computer={{#switch:{{{2}}}
 
|link=Overdrive Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sapsun Capsule|1000|Parseen Capsule }}
 
|link=Overdrive Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sapsun Capsule|1000|Parseen Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Overdrive Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Overdrive Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 6,220: Line 6,220:
 
|Overdrive Effect Module={{#switch:{{{2}}}
 
|Overdrive Effect Module={{#switch:{{{2}}}
 
|link=Overdrive Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sapsun Capsule|100|Parseen Capsule }}
 
|link=Overdrive Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sapsun Capsule|100|Parseen Capsule }}
|CtrlBy=Overdrive Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Overdrive Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its computer   
 
|Desc=Connects to its computer   
Line 6,387: Line 6,387:
 
|Piercing Effect Computer={{#switch:{{{2}}}
 
|Piercing Effect Computer={{#switch:{{{2}}}
 
|link=Piercing Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|1000|Hattel Capsule }}
 
|link=Piercing Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|1000|Hattel Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Piercing Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Piercing Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 6,402: Line 6,402:
 
|Piercing Effect Module={{#switch:{{{2}}}
 
|Piercing Effect Module={{#switch:{{{2}}}
 
|link=Piercing Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Threns Capsule|100|Hattel Capsule }}
 
|link=Piercing Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Threns Capsule|100|Hattel Capsule }}
|CtrlBy=Piercing Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Piercing Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 7,057: Line 7,057:
 
|Power Drain Computer={{#switch:{{{2}}}
 
|Power Drain Computer={{#switch:{{{2}}}
 
|link=Power Drain Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|500|Crystal Composite }}
 
|link=Power Drain Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Power Drain Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Power Drain Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Power Drain Computer is required for creating functioning Power Drain systems. It is capable of controlling any amount of Power Drain Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Power Drain Modules using V while it is selected and you are looking at a Power Drain Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Power Drain Computer is required for creating functioning Power Drain systems. It is capable of controlling any amount of Power Drain Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Power Drain Modules using V while it is selected and you are looking at a Power Drain Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 7,072: Line 7,072:
 
|Power Drain Module={{#switch:{{{2}}}
 
|Power Drain Module={{#switch:{{{2}}}
 
|link=Power Drain Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Jisper Capsule|100|Crystal Composite }}
 
|link=Power Drain Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Jisper Capsule|100|Crystal Composite }}
|CtrlBy=Power Drain Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Power Drain Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Power Drain Module, when used in conjunction with a Power Drain Computer, can create a basic but effective power transfer system. The Power Drain Module fires a transfer beam in a straight line. Power Drain Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Power Drain Module you want to output the effect, and pressing $ACTIVATE on it.   
 
|Desc=The Power Drain Module, when used in conjunction with a Power Drain Computer, can create a basic but effective power transfer system. The Power Drain Module fires a transfer beam in a straight line. Power Drain Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Power Drain Module you want to output the effect, and pressing $ACTIVATE on it.   
Line 7,086: Line 7,086:
 
|Power Supply Computer={{#switch:{{{2}}}
 
|Power Supply Computer={{#switch:{{{2}}}
 
|link=Power Supply Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|500|Crystal Composite }}
 
|link=Power Supply Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Jisper Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Power Supply Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Power Supply Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Power Supply Computer is required for creating functioning Power Supply systems. It is capable of controlling any amount of Power Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Power Supply Modules using V while it is selected and you are looking at a Power Supply Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Power Supply Computer is required for creating functioning Power Supply systems. It is capable of controlling any amount of Power Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Power Supply Modules using V while it is selected and you are looking at a Power Supply Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 7,101: Line 7,101:
 
|Power Supply Module={{#switch:{{{2}}}
 
|Power Supply Module={{#switch:{{{2}}}
 
|link=Power Supply Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Jisper Capsule|100|Crystal Composite }}
 
|link=Power Supply Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Jisper Capsule|100|Crystal Composite }}
|CtrlBy=Power Supply Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Power Supply Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Power Supply Module, when used in conjunction with a Power Supply Computer, can create a basic but effective power transfer system. The Power Supply Module fires a transfer beam in a straight line. Power Supply Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Power Supply Module you want to output the effect, and pressing $ACTIVATE on it.   
 
|Desc=The Power Supply Module, when used in conjunction with a Power Supply Computer, can create a basic but effective power transfer system. The Power Supply Module fires a transfer beam in a straight line. Power Supply Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Power Supply Module you want to output the effect, and pressing $ACTIVATE on it.   
Line 7,141: Line 7,141:
 
|Pull Effect Computer={{#switch:{{{2}}}
 
|Pull Effect Computer={{#switch:{{{2}}}
 
|link=Pull Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
 
|link=Pull Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Pull Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Pull Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 7,156: Line 7,156:
 
|Pull Effect Module={{#switch:{{{2}}}
 
|Pull Effect Module={{#switch:{{{2}}}
 
|link=Pull Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
 
|link=Pull Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
|CtrlBy=Pull Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Pull Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 7,170: Line 7,170:
 
|Punch-Through Effect Computer={{#switch:{{{2}}}
 
|Punch-Through Effect Computer={{#switch:{{{2}}}
 
|link=Punch-Through Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|1000|Rammet Capsule }}
 
|link=Punch-Through Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|1000|Rammet Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=PUNCH-THROUGH_EFFECT_MODULE|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|PUNCH-THROUGH_EFFECT_MODULE| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 7,185: Line 7,185:
 
|Punch-Through Effect Module={{#switch:{{{2}}}
 
|Punch-Through Effect Module={{#switch:{{{2}}}
 
|link=Punch-Through Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sertise Capsule|100|Rammet Capsule }}
 
|link=Punch-Through Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sertise Capsule|100|Rammet Capsule }}
|CtrlBy=PUNCH-THROUGH_EFFECT_COMPUTER|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|PUNCH-THROUGH_EFFECT_COMPUTER| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 7,766: Line 7,766:
 
|Push Effect Computer={{#switch:{{{2}}}
 
|Push Effect Computer={{#switch:{{{2}}}
 
|link=Push Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
 
|link=Push Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Push Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Push Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 7,781: Line 7,781:
 
|Push Effect Module={{#switch:{{{2}}}
 
|Push Effect Module={{#switch:{{{2}}}
 
|link=Push Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
 
|link=Push Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
|CtrlBy=Push Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Push Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 7,795: Line 7,795:
 
|Push Pulse Computer={{#switch:{{{2}}}
 
|Push Pulse Computer={{#switch:{{{2}}}
 
|link=Push Pulse Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|500|Crystal Composite }}
 
|link=Push Pulse Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Fertikeen Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Push Pulse Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Push Pulse Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Push Pulse Computer is required for creating functioning Push Pulse systems. It is capable of controlling any amount 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 Modules using V while it is selected and you are looking at a Push Pulse Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Push Pulse Computer is required for creating functioning Push Pulse systems. It is capable of controlling any amount 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 Modules using V while it is selected and you are looking at a Push Pulse Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 7,810: Line 7,810:
 
|Push Pulse Module={{#switch:{{{2}}}
 
|Push Pulse Module={{#switch:{{{2}}}
 
|link=Push Pulse Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Fertikeen Capsule|100|Crystal Composite }}
 
|link=Push Pulse Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Fertikeen Capsule|100|Crystal Composite }}
|CtrlBy=Push Pulse Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Push Pulse Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Push Pulse Module, when used in conjunction with a Push Pulse Computer, can create a basic but effective momentum system. The Push Pulse Module fires a momentum AOE field directly adjacent to the output point. Push Pulse Modules do benefit from being grouped together (being adjacent to one another), increasing their effect. You can also choose which block outputs the effect by finding the Push Pulse Module you want to output the pulse, and pressing $ACTIVATE on it.   
 
|Desc=The Push Pulse Module, when used in conjunction with a Push Pulse Computer, can create a basic but effective momentum system. The Push Pulse Module fires a momentum AOE field directly adjacent to the output point. Push Pulse Modules do benefit from being grouped together (being adjacent to one another), increasing their effect. You can also choose which block outputs the effect by finding the Push Pulse Module you want to output the pulse, and pressing $ACTIVATE on it.   
Line 7,826: Line 7,826:
 
|Race Gate Controller={{#switch:{{{2}}}
 
|Race Gate Controller={{#switch:{{{2}}}
 
|link=Race Gate Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Bastyn Capsule }}
 
|link=Race Gate Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Bastyn Capsule }}
|Ctrling=Race Gate Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Race Gate Module| }}
 
|Price=200  
 
|Price=200  
 
|Desc=Race gate modules must form a 1 block deep loop to create a working Race Gate. \n\rTo link your Race Gate controller to its Race Gates, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\rLink multiple Race Gates with each other to create a Race Track. Right click the destination Gate with a Marker Beam tool and then left click the source Gate with it.\n\rTo create a race on your Race Track. Go to gate you want as starting position and open its Gate Controller Menu. Press the “Create new race” button and fill in the details.\n\r\n\rAfter that anyone can join the created list by clicking on it and pressing “Join Race”, you can also remove the race with the “Remove Race” button. \n\r\n\rWhen all racers are ready, link an activation controller or button to the starting gate’s controller. Sending a true signal will start the race. Every racer will see a marker which gate to go through first.\n\r\n\r  
 
|Desc=Race gate modules must form a 1 block deep loop to create a working Race Gate. \n\rTo link your Race Gate controller to its Race Gates, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\rLink multiple Race Gates with each other to create a Race Track. Right click the destination Gate with a Marker Beam tool and then left click the source Gate with it.\n\rTo create a race on your Race Track. Go to gate you want as starting position and open its Gate Controller Menu. Press the “Create new race” button and fill in the details.\n\r\n\rAfter that anyone can join the created list by clicking on it and pressing “Join Race”, you can also remove the race with the “Remove Race” button. \n\r\n\rWhen all racers are ready, link an activation controller or button to the starting gate’s controller. Sending a true signal will start the race. Every racer will see a marker which gate to go through first.\n\r\n\r  
Line 7,840: Line 7,840:
 
|Race Gate Module={{#switch:{{{2}}}
 
|Race Gate Module={{#switch:{{{2}}}
 
|link=Race Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|4|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Race Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|4|Alloyed Metal Mesh|2|Crystal Composite }}
|CtrlBy=Race Gate Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Race Gate Controller| }}
 
|Price=100  
 
|Price=100  
 
|Desc=Race gate modules must form a 1 block deep loop to create a working Race Gate. \n\rTo link your Race Gate controller to its Race Gates, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\rLink multiple Race Gates with each other to create a Race Track. Right click the destination Gate with a Marker Beam tool and then left click the source Gate with it.\n\rTo create a race on your Race Track. Go to gate you want as starting position and open its Gate Controller Menu. Press the “Create new race” button and fill in the details.\n\r\n\rAfter that anyone can join the created list by clicking on it and pressing “Join Race”, you can also remove the race with the “Remove Race” button. \n\r\n\rWhen all racers are ready, link an activation controller or button to the starting gate’s controller. Sending a true signal will start the race. Every racer will see a marker which gate to go through first.\n\r\n\r  
 
|Desc=Race gate modules must form a 1 block deep loop to create a working Race Gate. \n\rTo link your Race Gate controller to its Race Gates, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\rLink multiple Race Gates with each other to create a Race Track. Right click the destination Gate with a Marker Beam tool and then left click the source Gate with it.\n\rTo create a race on your Race Track. Go to gate you want as starting position and open its Gate Controller Menu. Press the “Create new race” button and fill in the details.\n\r\n\rAfter that anyone can join the created list by clicking on it and pressing “Join Race”, you can also remove the race with the “Remove Race” button. \n\r\n\rWhen all racers are ready, link an activation controller or button to the starting gate’s controller. Sending a true signal will start the race. Every racer will see a marker which gate to go through first.\n\r\n\r  
Line 7,854: Line 7,854:
 
|RadarJammer={{#switch:{{{2}}}
 
|RadarJammer={{#switch:{{{2}}}
 
|link=RadarJammer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hattel Capsule|50|Threns Capsule }}
 
|link=RadarJammer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hattel Capsule|50|Threns Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
 
|Price=900  
 
|Price=900  
 
|Desc=The Radar Jammer will hide your Signature toall other pilots in the sector. However it's limitationsare similar to that of the Cloaker. Larger objects will need a larger amount of power to remain jammed. It will appear in the weapon panel to put in the hotbar for use.   
 
|Desc=The Radar Jammer will hide your Signature toall other pilots in the sector. However it's limitationsare similar to that of the Cloaker. Larger objects will need a larger amount of power to remain jammed. It will appear in the weapon panel to put in the hotbar for use.   
Line 7,868: Line 7,868:
 
|Rail Basic={{#switch:{{{2}}}
 
|Rail Basic={{#switch:{{{2}}}
 
|link=Rail Basic |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
 
|link=Rail Basic |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
|CtrlBy=Rail Speed Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Speed Controller| }}
|Ctrling=Storage|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Storage| }}
 
|Price=100  
 
|Price=100  
 
|Desc=This is the basic rail module. As a single block this module works like a docking module. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
 
|Desc=This is the basic rail module. As a single block this module works like a docking module. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
Line 7,883: Line 7,883:
 
|Rail Docker={{#switch:{{{2}}}
 
|Rail Docker={{#switch:{{{2}}}
 
|link=Rail Docker |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Jisper Capsule|25|Alloyed Metal Mesh }}
 
|link=Rail Docker |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Jisper Capsule|25|Alloyed Metal Mesh }}
|Ctrling=Storage|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Storage| }}
 
|Price=500  
 
|Price=500  
 
|Desc=This is a rail docking module. It is used to dock to a basic rail, a rail rotator, or a Rail Turret Axis. The arrow on its top side works like a magnet aligning itself with the arrow on the block you are docking to. For each docker you can set a docking beam from within your weapon panel. There is no restriction to the size and mass in docking, except overlapping areas are not allowed.   
 
|Desc=This is a rail docking module. It is used to dock to a basic rail, a rail rotator, or a Rail Turret Axis. The arrow on its top side works like a magnet aligning itself with the arrow on the block you are docking to. For each docker you can set a docking beam from within your weapon panel. There is no restriction to the size and mass in docking, except overlapping areas are not allowed.   
Line 7,897: Line 7,897:
 
|Rail Load={{#switch:{{{2}}}
 
|Rail Load={{#switch:{{{2}}}
 
|link=Rail Load |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
 
|link=Rail Load |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
|CtrlBy=Rail Speed Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Speed Controller| }}
|Ctrling=Storage|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Storage| }}
 
|Price=100  
 
|Price=100  
 
|Desc=This is the load rail module. Docking to a block like this will push items from the connected chests of this rail block to the chests that are connected to the rail docker of the docked ship. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
 
|Desc=This is the load rail module. Docking to a block like this will push items from the connected chests of this rail block to the chests that are connected to the rail docker of the docked ship. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
Line 7,925: Line 7,925:
 
|Rail Rotator Clock Wise={{#switch:{{{2}}}
 
|Rail Rotator Clock Wise={{#switch:{{{2}}}
 
|link=Rail Rotator Clock Wise |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
 
|link=Rail Rotator Clock Wise |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
|CtrlBy=Rail Speed Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Speed Controller| }}
|Ctrling=Activation Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Activation Module| }}
 
|Price=100  
 
|Price=100  
 
|Desc=This is the rail rotation module. Whatever goes on to it will rotate by default 90 degrees, and then move on in the given direction if there is another rail block to go to. The degree of rotation can be modified by connecting activation blocks. Connect from the rail rotator up to 9 activation blocks. Each active block will add 45 degrees to its rotation. So it is possible to dynamically change the rotation by just activating and deactivating the activation blocks. Nine active blocks will result in a constant rotation.   
 
|Desc=This is the rail rotation module. Whatever goes on to it will rotate by default 90 degrees, and then move on in the given direction if there is another rail block to go to. The degree of rotation can be modified by connecting activation blocks. Connect from the rail rotator up to 9 activation blocks. Each active block will add 45 degrees to its rotation. So it is possible to dynamically change the rotation by just activating and deactivating the activation blocks. Nine active blocks will result in a constant rotation.   
Line 7,940: Line 7,940:
 
|Rail Rotator Counter Clock Wise={{#switch:{{{2}}}
 
|Rail Rotator Counter Clock Wise={{#switch:{{{2}}}
 
|link=Rail Rotator Counter Clock Wise |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
 
|link=Rail Rotator Counter Clock Wise |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
|CtrlBy=Rail Speed Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Speed Controller| }}
|Ctrling=Activation Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Activation Module| }}
 
|Price=100  
 
|Price=100  
 
|Desc=This is the rail rotation module. Whatever goes on to it will rotate by default 90 degrees, and then move on in the given direction if there is another rail block to go to. The degree of rotation can be modified by connecting activation blocks. Connect from the rail rotator up to 9 activation blocks. Each active block will add 45 degrees to its rotation. So it is possible to dynamically change the rotation by just activating and deactivating the activation blocks. Nine active blocks will result in a constant rotation.   
 
|Desc=This is the rail rotation module. Whatever goes on to it will rotate by default 90 degrees, and then move on in the given direction if there is another rail block to go to. The degree of rotation can be modified by connecting activation blocks. Connect from the rail rotator up to 9 activation blocks. Each active block will add 45 degrees to its rotation. So it is possible to dynamically change the rotation by just activating and deactivating the activation blocks. Nine active blocks will result in a constant rotation.   
Line 7,955: Line 7,955:
 
|Rail Speed Controller={{#switch:{{{2}}}
 
|Rail Speed Controller={{#switch:{{{2}}}
 
|link=Rail Speed Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Jisper Capsule|25|Sintyr Capsule }}
 
|link=Rail Speed Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Jisper Capsule|25|Sintyr Capsule }}
|Ctrling=Rail Basic|Rail Rotator Clock Wise|Rail Rotator Counter Clock Wise  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Basic|Rail Rotator Clock Wise|Rail Rotator Counter Clock Wise }}
 
|Price=500  
 
|Price=500  
 
|Desc=The rail speed controller is used to manipulate the speed of your rails. Place it down and connect from it to all the rails that should be controlled. Using shift+V in build mode will add all touching rail blocks in the same direction. Then connect any number of activation blocks from the rail speed controller. The number of active blocks in opposition to the number of inactive blocks determines the speed percentage. So 5 active and 5 inactive is 50% of max speed, the same as 100 active and 100 inactive   
 
|Desc=The rail speed controller is used to manipulate the speed of your rails. Place it down and connect from it to all the rails that should be controlled. Using shift+V in build mode will add all touching rail blocks in the same direction. Then connect any number of activation blocks from the rail speed controller. The number of active blocks in opposition to the number of inactive blocks determines the speed percentage. So 5 active and 5 inactive is 50% of max speed, the same as 100 active and 100 inactive   
Line 7,982: Line 7,982:
 
|Rail Unload={{#switch:{{{2}}}
 
|Rail Unload={{#switch:{{{2}}}
 
|link=Rail Unload |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
 
|link=Rail Unload |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Sintyr Capsule }}
|CtrlBy=Rail Speed Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Rail Speed Controller| }}
|Ctrling=Storage|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Storage| }}
 
|Price=100  
 
|Price=100  
 
|Desc=This is the unload rail module. Docking to a block like this will pull items from the chests that are connected to the rail docker of the docked ship to the chests that are connected to this rail block. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
 
|Desc=This is the unload rail module. Docking to a block like this will pull items from the chests that are connected to the rail docker of the docked ship to the chests that are connected to this rail block. You can put more of them together to make a track. Use the 'Rail Docker' to dock to this block.   
Line 8,956: Line 8,956:
 
|Salvage Computer={{#switch:{{{2}}}
 
|Salvage Computer={{#switch:{{{2}}}
 
|link=Salvage Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Crystal Composite|100|Alloyed Metal Mesh }}
 
|link=Salvage Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Crystal Composite|100|Alloyed Metal Mesh }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Salvage Module|Storage  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Salvage Module|Storage }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Salvage Computer is required for creating functioning Salvage/Mining systems. It is capable of controlling any amount of Salvage Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Salvage Modules using V while it is selected and you are looking at a Salvage Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Salvage Computer is required for creating functioning Salvage/Mining systems. It is capable of controlling any amount of Salvage Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Salvage Modules using V while it is selected and you are looking at a Salvage Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 8,971: Line 8,971:
 
|Salvage Module={{#switch:{{{2}}}
 
|Salvage Module={{#switch:{{{2}}}
 
|link=Salvage Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Alloyed Metal Mesh|25|Crystal Composite }}
 
|link=Salvage Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Alloyed Metal Mesh|25|Crystal Composite }}
|CtrlBy=Salvage Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Salvage Computer| }}
 
|Price=100  
 
|Price=100  
 
|Desc=The Salvage Module, when used in conjunction with a Salvage Computer, can create a basic but effective salvage/mining system. The Salvage Module fires a salvage beam in a straight line. Salvage Modules do benefit from being grouped together (being adjacent to one another), increasing their salvage speed. You can also choose which block outputs the beam by finding the Salvage Module you want to output the beam, and pressing $ACTIVATE on it. Salvage Modules can be used to Salvage parts from inactive or defeated Ships and Stations or mine Asteroids and Planets for resources.   
 
|Desc=The Salvage Module, when used in conjunction with a Salvage Computer, can create a basic but effective salvage/mining system. The Salvage Module fires a salvage beam in a straight line. Salvage Modules do benefit from being grouped together (being adjacent to one another), increasing their salvage speed. You can also choose which block outputs the beam by finding the Salvage Module you want to output the beam, and pressing $ACTIVATE on it. Salvage Modules can be used to Salvage parts from inactive or defeated Ships and Stations or mine Asteroids and Planets for resources.   
Line 9,097: Line 9,097:
 
|Scanner Antenna={{#switch:{{{2}}}
 
|Scanner Antenna={{#switch:{{{2}}}
 
|link=Scanner Antenna |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hattel Capsule|50|Threns Capsule }}
 
|link=Scanner Antenna |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Hattel Capsule|50|Threns Capsule }}
|CtrlBy=Scanner Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Scanner Computer| }}
 
|Price=1500  
 
|Price=1500  
 
|Desc=Antennas reduce the time needed to scan. The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.   
 
|Desc=Antennas reduce the time needed to scan. The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.   
Line 9,111: Line 9,111:
 
|Scanner Computer={{#switch:{{{2}}}
 
|Scanner Computer={{#switch:{{{2}}}
 
|link=Scanner Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hattel Capsule|500|Threns Capsule }}
 
|link=Scanner Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Hattel Capsule|500|Threns Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Scanner Antenna|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Scanner Antenna| }}
 
|Price=12500  
 
|Price=12500  
 
|Desc=Antennas reduce the time needed to scan. The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.   
 
|Desc=Antennas reduce the time needed to scan. The value is determined by the longest touching group dimension (either X, Y, or Z) versus the longest dimension of the structure it is placed on.   
Line 9,150: Line 9,150:
 
|Sensor={{#switch:{{{2}}}
 
|Sensor={{#switch:{{{2}}}
 
|link=Sensor |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Sensor |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|Ctrling=Activation Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Activation Module| }}
 
|Price=200  
 
|Price=200  
 
|Desc=The sensor blocks is used to check the condition of a linked system.\n\rIt requires a touching activation block which will be used as output.\n\rIt also requires a block linked to the sensor to trigger a check. A clock that periodically sends a signal to the sensor is recommended.\n\r\n\rLink the sensor to any of these blocks:\n\r- power reactors\n\r- power auxiliaries\n\r- shields\n\r- doors/force fields\n\r- radar jammer\n\r- cloaker\n\r- jump drive\n\r- cargo\n\r\n\rThe sensor has a default state of 0%. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used.\n\r\n\rYou can link the sensor to a number of activation modules to set any % other than 0. It works like a rail speed controller using ratios. 3 true linked activation modules out of 6 will set it to 50%.  
 
|Desc=The sensor blocks is used to check the condition of a linked system.\n\rIt requires a touching activation block which will be used as output.\n\rIt also requires a block linked to the sensor to trigger a check. A clock that periodically sends a signal to the sensor is recommended.\n\r\n\rLink the sensor to any of these blocks:\n\r- power reactors\n\r- power auxiliaries\n\r- shields\n\r- doors/force fields\n\r- radar jammer\n\r- cloaker\n\r- jump drive\n\r- cargo\n\r\n\rThe sensor has a default state of 0%. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used.\n\r\n\rYou can link the sensor to a number of activation modules to set any % other than 0. It works like a rail speed controller using ratios. 3 true linked activation modules out of 6 will set it to 50%.  
Line 9,252: Line 9,252:
 
|Shield Drain Computer={{#switch:{{{2}}}
 
|Shield Drain Computer={{#switch:{{{2}}}
 
|link=Shield Drain Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|500|Crystal Composite }}
 
|link=Shield Drain Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Shield Drain Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shield Drain Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Shield Drain Computer is required for creating functioning Shield Drain systems. It is capable of controlling any amount of Shield Drain Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Drain Modules using V while it is selected and you are looking at a Shield Drain Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Shield Drain Computer is required for creating functioning Shield Drain systems. It is capable of controlling any amount of Shield Drain Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Drain Modules using V while it is selected and you are looking at a Shield Drain Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 9,267: Line 9,267:
 
|Shield Drain Module={{#switch:{{{2}}}
 
|Shield Drain Module={{#switch:{{{2}}}
 
|link=Shield Drain Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sertise Capsule|100|Crystal Composite }}
 
|link=Shield Drain Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sertise Capsule|100|Crystal Composite }}
|CtrlBy=Shield Drain Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shield Drain Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Shield Drain Module, when used in conjunction with a Shield Drain Computer, can create a basic but effective shield transfer system. The Shield Drain Module fires a transfer beam in a straight line. Shield Drain Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Shield Drain Module you want to output the effect, and pressing $ACTIVATE on it.   
 
|Desc=The Shield Drain Module, when used in conjunction with a Shield Drain Computer, can create a basic but effective shield transfer system. The Shield Drain Module fires a transfer beam in a straight line. Shield Drain Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Shield Drain Module you want to output the effect, and pressing $ACTIVATE on it.   
Line 9,281: Line 9,281:
 
|Shield Supply Computer={{#switch:{{{2}}}
 
|Shield Supply Computer={{#switch:{{{2}}}
 
|link=Shield Supply Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|500|Crystal Composite }}
 
|link=Shield Supply Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Sertise Capsule|500|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Shield Supply Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shield Supply Module| }}
 
|Price=7500  
 
|Price=7500  
 
|Desc=The Shield Supply Computer is required for creating functioning Shield Supply systems. It is capable of controlling any amount of Shield Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Supply Modules using V while it is selected and you are looking at a Shield Supply Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
 
|Desc=The Shield Supply Computer is required for creating functioning Shield Supply systems. It is capable of controlling any amount of Shield Supply Modules, although using multiple groups leads to escalating power costs. Once placed, you can select/deselect it with C, and link Shield Supply Modules using V while it is selected and you are looking at a Shield Supply Module. $MAINCOMBI Press $ACTIVATE to get in/out of the Computer.   
Line 9,296: Line 9,296:
 
|Shield Supply Module={{#switch:{{{2}}}
 
|Shield Supply Module={{#switch:{{{2}}}
 
|link=Shield Supply Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sertise Capsule|100|Crystal Composite }}
 
|link=Shield Supply Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|100|Sertise Capsule|100|Crystal Composite }}
|CtrlBy=Shield Supply Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shield Supply Computer| }}
 
|Price=750  
 
|Price=750  
 
|Desc=The Shield Supply Module, when used in conjunction with a Shield Supply Computer, can create a basic but effective shield transfer system. The Shield Supply Module fires a transfer beam in a straight line. Shield Supply Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Shield Supply Module you want to output the effect, and pressing $ACTIVATE on it.   
 
|Desc=The Shield Supply Module, when used in conjunction with a Shield Supply Computer, can create a basic but effective shield transfer system. The Shield Supply Module fires a transfer beam in a straight line. Shield Supply Modules do benefit from being grouped together (being adjacent to one another), increasing their transfer rate. You can also choose which block outputs the effect by finding the Shield Supply Module you want to output the effect, and pressing $ACTIVATE on it.   
Line 9,323: Line 9,323:
 
|Ship Core={{#switch:{{{2}}}
 
|Ship Core={{#switch:{{{2}}}
 
|link=Ship Core |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Alloyed Metal Mesh|25|Crystal Composite }}
 
|link=Ship Core |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Alloyed Metal Mesh|25|Crystal Composite }}
|Ctrling=Cannon Barrel|Jump Drive Computer|Cloaker|Thruster Module|Push Pulse Computer|Mine Layer|Scanner Computer|RadarJammer  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cannon Barrel|Jump Drive Computer|Cloaker|Thruster Module|Push Pulse Computer|Mine Layer|Scanner Computer|RadarJammer }}
 
|FullName=StarShip Core  
 
|FullName=StarShip Core  
 
|Price=1000  
 
|Price=1000  
Line 9,338: Line 9,338:
 
|Shipyard Computer={{#switch:{{{2}}}
 
|Shipyard Computer={{#switch:{{{2}}}
 
|link=Shipyard Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|500|Sintyr Capsule }}
 
|link=Shipyard Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Threns Capsule|500|Sintyr Capsule }}
|Ctrling=Cargo Space|Shipyard Module|Shipyard Core Anchor  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Shipyard Module|Shipyard Core Anchor }}
 
|Price=20000  
 
|Price=20000  
 
|Desc=A shipyard has several features. To access them, just hit ‘R’ (Activate/Open) on the shipyard, and press the “Place Order” Button.\n\rHere you can choose from several commands depending on the shipyard’s current state (e.g. if a ship is docked or not)\n\r\n\rThe Shipyard computer must be linked to both Shipyard Modules and exactly one Core Anchor to function.\n\rLink the computer and modules using C and V.\n\r\n\r  
 
|Desc=A shipyard has several features. To access them, just hit ‘R’ (Activate/Open) on the shipyard, and press the “Place Order” Button.\n\rHere you can choose from several commands depending on the shipyard’s current state (e.g. if a ship is docked or not)\n\r\n\rThe Shipyard computer must be linked to both Shipyard Modules and exactly one Core Anchor to function.\n\rLink the computer and modules using C and V.\n\r\n\r  
Line 9,352: Line 9,352:
 
|Shipyard Core Anchor={{#switch:{{{2}}}
 
|Shipyard Core Anchor={{#switch:{{{2}}}
 
|link=Shipyard Core Anchor |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Sintyr Capsule|20|Threns Capsule }}
 
|link=Shipyard Core Anchor |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Sintyr Capsule|20|Threns Capsule }}
|CtrlBy=Shipyard Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shipyard Computer| }}
 
|Price=2000  
 
|Price=2000  
 
|Desc=Place down exactly one shipyard core anchor anywhere within the arcs internal width / height. You can orientate this block in all 24 directions like a rail block.\n\rThis block will align the ships core within your shipyard.\n\r\n\r  
 
|Desc=Place down exactly one shipyard core anchor anywhere within the arcs internal width / height. You can orientate this block in all 24 directions like a rail block.\n\rThis block will align the ships core within your shipyard.\n\r\n\r  
Line 9,366: Line 9,366:
 
|Shipyard Module={{#switch:{{{2}}}
 
|Shipyard Module={{#switch:{{{2}}}
 
|link=Shipyard Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Sintyr Capsule|20|Threns Capsule }}
 
|link=Shipyard Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Sintyr Capsule|20|Threns Capsule }}
|CtrlBy=Shipyard Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Shipyard Computer| }}
 
|Price=2000  
 
|Price=2000  
 
|Desc=Shipyard Modules build the outer frame and define the usuable build-area of your shipyard.\n\rAfter selecting your shipyard computer, place down an arc (U shape) of modules. Both end points have to be in line with each other.\n\rPlace down duplicate arcs to create a corridor. (The maximal distance from arc to arc is currently 32 blocks).\n\r\n\r  
 
|Desc=Shipyard Modules build the outer frame and define the usuable build-area of your shipyard.\n\rAfter selecting your shipyard computer, place down an arc (U shape) of modules. Both end points have to be in line with each other.\n\rPlace down duplicate arcs to create a corridor. (The maximal distance from arc to arc is currently 32 blocks).\n\r\n\r  
Line 9,393: Line 9,393:
 
|Shop Module={{#switch:{{{2}}}
 
|Shop Module={{#switch:{{{2}}}
 
|link=Shop Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Mattise Capsule|20|Alloyed Metal Mesh }}
 
|link=Shop Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Mattise Capsule|20|Alloyed Metal Mesh }}
|CtrlBy=Storage|Shop Module  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Storage|Shop Module }}
|Ctrling=Cargo Space|Shop Module  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Shop Module }}
 
|Price=500  
 
|Price=500  
 
|Desc=Used by players to create their own shops that they can stock with blocks and/or items and open to the public or keep restricted to specific faction ranks. The prices of each block may be set here, as well as the quantities desired.   
 
|Desc=Used by players to create their own shops that they can stock with blocks and/or items and open to the public or keep restricted to specific faction ranks. The prices of each block may be set here, as well as the quantities desired.   
Line 9,593: Line 9,593:
 
|Standard Factory={{#switch:{{{2}}}
 
|Standard Factory={{#switch:{{{2}}}
 
|link=Standard Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Alloyed Metal Mesh|20|Crystal Composite }}
 
|link=Standard Factory |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|20|Alloyed Metal Mesh|20|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Factory Enhancer|Capsule Refinery|Micro Assembler|Storage|Standard Factory }}
 
|FullName=Power Module Factory  
 
|FullName=Power Module Factory  
 
|Price=300  
 
|Price=300  
Line 9,635: Line 9,635:
 
|Stop Effect Computer={{#switch:{{{2}}}
 
|Stop Effect Computer={{#switch:{{{2}}}
 
|link=Stop Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
 
|link=Stop Effect Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Zercaner Capsule|1000|Mattise Capsule }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
|Ctrling=Stop Effect Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Stop Effect Module| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=$EFFECT   
 
|Desc=$EFFECT   
Line 9,650: Line 9,650:
 
|Stop Effect Module={{#switch:{{{2}}}
 
|Stop Effect Module={{#switch:{{{2}}}
 
|link=Stop Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
 
|link=Stop Effect Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Zercaner Capsule|100|Mattise Capsule }}
|CtrlBy=Stop Effect Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Stop Effect Computer| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=Connects to its Computer   
 
|Desc=Connects to its Computer   
Line 9,664: Line 9,664:
 
|Storage={{#switch:{{{2}}}
 
|Storage={{#switch:{{{2}}}
 
|link=Storage |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
 
|link=Storage |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|10|Alloyed Metal Mesh|10|Crystal Composite }}
|CtrlBy=Advanced Factory|Basic Factory|Salvage Computer|Capsule Refinery|Rail Basic|Rail Docker|Micro Assembler|Storage|Standard Factory  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Advanced Factory|Basic Factory|Salvage Computer|Capsule Refinery|Rail Basic|Rail Docker|Micro Assembler|Storage|Standard Factory }}
|Ctrling=Cargo Space|Advanced Factory|Basic Factory|Capsule Refinery|Activation Module|Micro Assembler|AND-SIGNAL|Storage|OR-SIGNAL|Standard Factory|Shop Module  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Cargo Space|Advanced Factory|Basic Factory|Capsule Refinery|Activation Module|Micro Assembler|AND-SIGNAL|Storage|OR-SIGNAL|Standard Factory|Shop Module }}
 
|Price=100  
 
|Price=100  
 
|Desc=The Storage block functions like a persistent, dynamic inventory. This enables the user to store items from their inventory in it. You can expand its volume size by linking it to Cargo Space blocks. Press $ACTIVATE to access. Storage blocks can also act as filters, and can be linked to; Salvage systems, Logic blocks and Factories. This makes them quite useful in various automated setups.   
 
|Desc=The Storage block functions like a persistent, dynamic inventory. This enables the user to store items from their inventory in it. You can expand its volume size by linking it to Cargo Space blocks. Press $ACTIVATE to access. Storage blocks can also act as filters, and can be linked to; Salvage systems, Logic blocks and Factories. This makes them quite useful in various automated setups.   
Line 10,269: Line 10,269:
 
|Transporter Controller={{#switch:{{{2}}}
 
|Transporter Controller={{#switch:{{{2}}}
 
|link=Transporter Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|500|Nocx Capsule }}
 
|link=Transporter Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|500|Nocx Capsule }}
|Ctrling=Transporter Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Transporter Module| }}
 
|Price=100000  
 
|Price=100000  
 
|Desc=The Transporter allows you to teleport to other nearby Transporters. Both Transporter Controllers need to be connected to their own Transporter Modules. Each Controller can have multiple Modules.\n\r\n\rDefault mode is “Private”, these transporters can only targeted by other transporters on the same entity.\n\r“Public Access” can be targeted by any transporter in range. Using it however will drop both the shields of the ship you transported from and to.\n\r“Faction access” can be targeted by any transporter in range that belongs to the same Faction. Shields will also drop on transporting.\n\r\n\rTo link your Transporter controller to its Transporter Modules, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\r\n\r  
 
|Desc=The Transporter allows you to teleport to other nearby Transporters. Both Transporter Controllers need to be connected to their own Transporter Modules. Each Controller can have multiple Modules.\n\r\n\rDefault mode is “Private”, these transporters can only targeted by other transporters on the same entity.\n\r“Public Access” can be targeted by any transporter in range. Using it however will drop both the shields of the ship you transported from and to.\n\r“Faction access” can be targeted by any transporter in range that belongs to the same Faction. Shields will also drop on transporting.\n\r\n\rTo link your Transporter controller to its Transporter Modules, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\r\n\r  
Line 10,283: Line 10,283:
 
|Transporter Module={{#switch:{{{2}}}
 
|Transporter Module={{#switch:{{{2}}}
 
|link=Transporter Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Nocx Capsule|25|Macet Capsule }}
 
|link=Transporter Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Nocx Capsule|25|Macet Capsule }}
|CtrlBy=Transporter Controller|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Transporter Controller| }}
 
|Price=5000  
 
|Price=5000  
 
|Desc=The Transporter allows you to teleport to other nearby Transporters. Both Transporter Controllers need to be connected to their own Transporter Modules. Each Controller can have multiple Modules.\n\r\n\rDefault mode is “Private”, these transporters can only targeted by other transporters on the same entity.\n\r“Public Access” can be targeted by any transporter in range. Using it however will drop both the shields of the ship you transported from and to.\n\r“Faction access” can be targeted by any transporter in range that belongs to the same Faction. Shields will also drop on transporting.\n\r\n\rTo link your Transporter controller to its Transporter Modules, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\r\n\r  
 
|Desc=The Transporter allows you to teleport to other nearby Transporters. Both Transporter Controllers need to be connected to their own Transporter Modules. Each Controller can have multiple Modules.\n\r\n\rDefault mode is “Private”, these transporters can only targeted by other transporters on the same entity.\n\r“Public Access” can be targeted by any transporter in range. Using it however will drop both the shields of the ship you transported from and to.\n\r“Faction access” can be targeted by any transporter in range that belongs to the same Faction. Shields will also drop on transporting.\n\r\n\rTo link your Transporter controller to its Transporter Modules, press C on the Controller, then V on the individual modules, or alternatively Shift + V to mass select grouped modules.\n\r\n\r  
Line 10,297: Line 10,297:
 
|Trigger (Area)={{#switch:{{{2}}}
 
|Trigger (Area)={{#switch:{{{2}}}
 
|link=Trigger (Area) |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Trigger (Area) |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|CtrlBy=TRIGGER_(AREA)_CONTROLLER|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|TRIGGER_(AREA)_CONTROLLER| }}
 
|Price=200  
 
|Price=200  
 
|Desc=This block can only be seen in the structure's build mode. It connects to the Trigger (Area) Controller. Use it to build areas that activate when someone enters it. On activation, only one signal is sent. It will not activate again, until the catalyst leaves the area. It will activate once for each object, should multiple objects enter the area.   
 
|Desc=This block can only be seen in the structure's build mode. It connects to the Trigger (Area) Controller. Use it to build areas that activate when someone enters it. On activation, only one signal is sent. It will not activate again, until the catalyst leaves the area. It will activate once for each object, should multiple objects enter the area.   
Line 10,311: Line 10,311:
 
|Trigger (Area) Controller={{#switch:{{{2}}}
 
|Trigger (Area) Controller={{#switch:{{{2}}}
 
|link=Trigger (Area) Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
 
|link=Trigger (Area) Controller |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|2|Crystal Composite }}
|Ctrling=TRIGGER_(AREA)|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|TRIGGER_(AREA)| }}
 
|Price=200  
 
|Price=200  
 
|Desc=This controller has to be placed next to an activation module for it to work. If a ship or person enters the area blocks connected to this controller, it will activate all activation blocks next to this block.   
 
|Desc=This controller has to be placed next to an activation module for it to work. If a ship or person enters the area blocks connected to this controller, it will activate all activation blocks next to this block.   
Line 10,338: Line 10,338:
 
|Turret Docking Enhancer Unit={{#switch:{{{2}}}
 
|Turret Docking Enhancer Unit={{#switch:{{{2}}}
 
|link=Turret Docking Enhancer Unit |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sintyr Capsule|25|Jisper Capsule }}
 
|link=Turret Docking Enhancer Unit |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|25|Sintyr Capsule|25|Jisper Capsule }}
|CtrlBy=Turret Docking Unit|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Turret Docking Unit| }}
 
|Price=500  
 
|Price=500  
 
|Desc=The Turret Docking Enhancer can be used for the Turret Docking Module, much like the Docking Enhancer can be for the Docking Module. To use them, you must simply connect them to the Turret Docking Module whose zone you want to increase by selecting the Unit with C, and then using V to connect each Enhancer. As with Weapons, and other blocks that can be connected. The Turret Docking Enhancers do not have to be adjacent to the Turret Docking Module. Alternatively, you can lay a Turret Docking Module down, select it with C, and then each Turret Docking Enhancer you put down afterwards will be automatically connected to the Turret Docking Module. As of now, there is no need to orient Turret Docking Enhancer, as they will increase the Docking Zone all around, no matter which way they are facing, or where they are put in correlation to the Turret Docking Module.   
 
|Desc=The Turret Docking Enhancer can be used for the Turret Docking Module, much like the Docking Enhancer can be for the Docking Module. To use them, you must simply connect them to the Turret Docking Module whose zone you want to increase by selecting the Unit with C, and then using V to connect each Enhancer. As with Weapons, and other blocks that can be connected. The Turret Docking Enhancers do not have to be adjacent to the Turret Docking Module. Alternatively, you can lay a Turret Docking Module down, select it with C, and then each Turret Docking Enhancer you put down afterwards will be automatically connected to the Turret Docking Module. As of now, there is no need to orient Turret Docking Enhancer, as they will increase the Docking Zone all around, no matter which way they are facing, or where they are put in correlation to the Turret Docking Module.   
Line 10,352: Line 10,352:
 
|Turret Docking Unit={{#switch:{{{2}}}
 
|Turret Docking Unit={{#switch:{{{2}}}
 
|link=Turret Docking Unit |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sintyr Capsule|50|Jisper Capsule }}
 
|link=Turret Docking Unit |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Sintyr Capsule|50|Jisper Capsule }}
|Ctrling=Turret Docking Enhancer Unit|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Turret Docking Enhancer Unit| }}
 
|Price=1000  
 
|Price=1000  
 
|Desc=The Turret Docking Module functions very similarly to the Docking Module. Except that it allows the docked item to freely rotate, thus enabling turret capabilites. All the other rules and limitations of the Docking Module still apply. You can orient the block and thus the zone, and there must be no other blocks than the docked item in the zone.   
 
|Desc=The Turret Docking Module functions very similarly to the Docking Module. Except that it allows the docked item to freely rotate, thus enabling turret capabilites. All the other rules and limitations of the Docking Module still apply. You can orient the block and thus the zone, and there must be no other blocks than the docked item in the zone.   
Line 10,507: Line 10,507:
 
|Warhead={{#switch:{{{2}}}
 
|Warhead={{#switch:{{{2}}}
 
|link=Warhead |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|3|Crystal Composite }}
 
|link=Warhead |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|2|Alloyed Metal Mesh|3|Crystal Composite }}
|CtrlBy=Ship Core|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Ship Core| }}
 
|Price=100  
 
|Price=100  
 
|Desc=The Warhead is a simple, but effective explosive. It can be grouped with other warheads to increase the explosion created. They may be activated by collisions, triggered by logic systems, manual triggering (risky stuff), or simply shot. The can be used for ramming, self destruct systems, breaching charges, traps, demolition and more. Press $ACTIVATE to detonate   
 
|Desc=The Warhead is a simple, but effective explosive. It can be grouped with other warheads to increase the explosion created. They may be activated by collisions, triggered by logic systems, manual triggering (risky stuff), or simply shot. The can be used for ramming, self destruct systems, breaching charges, traps, demolition and more. Press $ACTIVATE to detonate   
Line 10,521: Line 10,521:
 
|Warp Gate Computer={{#switch:{{{2}}}
 
|Warp Gate Computer={{#switch:{{{2}}}
 
|link=Warp Gate Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|500|Nocx Capsule }}
 
|link=Warp Gate Computer |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|500|Macet Capsule|500|Nocx Capsule }}
|Ctrling=Warp Gate Module|  
+
|Ctrling={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Warp Gate Module| }}
 
|Price=100000  
 
|Price=100000  
 
|Desc=Warp Gates are a stationary structure that enables players to travel vast distances instantly. Their range is 8 systems (128 sectors). They have a permanent power cost based on their gate size and additionally a one time power cost per ship which passes through the gate.  This cost is calculated on the mass of the warping ship. \n\r\n\rWarp Gates are constructed from a 1 block deep ring structure created from Warp Gate Modules. This must then be connected to a Warp Gate Computer.  Press C on the computer, then V on the modules to link the two. Alternatively use Shift + V to mass link grouped modules.\n\r\n\rAfter creating both the entry and exit gates at your target departure and destination structures, you must link the two with the Marker Beam.  This handheld Support Tool is sold by Trade Guild vendors. Equipping the Marker Beam and Right Clicking on a Warp Gate Computer  will “Mark” the departure structure. Left Clicking on the destination will pair the two and finalise the warp route.  \n\r\n\r  
 
|Desc=Warp Gates are a stationary structure that enables players to travel vast distances instantly. Their range is 8 systems (128 sectors). They have a permanent power cost based on their gate size and additionally a one time power cost per ship which passes through the gate.  This cost is calculated on the mass of the warping ship. \n\r\n\rWarp Gates are constructed from a 1 block deep ring structure created from Warp Gate Modules. This must then be connected to a Warp Gate Computer.  Press C on the computer, then V on the modules to link the two. Alternatively use Shift + V to mass link grouped modules.\n\r\n\rAfter creating both the entry and exit gates at your target departure and destination structures, you must link the two with the Marker Beam.  This handheld Support Tool is sold by Trade Guild vendors. Equipping the Marker Beam and Right Clicking on a Warp Gate Computer  will “Mark” the departure structure. Left Clicking on the destination will pair the two and finalise the warp route.  \n\r\n\r  
Line 10,535: Line 10,535:
 
|Warp Gate Module={{#switch:{{{2}}}
 
|Warp Gate Module={{#switch:{{{2}}}
 
|link=Warp Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Macet Capsule|50|Nocx Capsule }}
 
|link=Warp Gate Module |Item={{tablebox|{{{1}}}|{{{3}}}|{{{4}}}|50|Macet Capsule|50|Nocx Capsule }}
|CtrlBy=Warp Gate Computer|  
+
|CtrlBy={{tablebox|{{{2}}}|{{{3}}}|{{{4}}}|Warp Gate Computer| }}
 
|Price=10000  
 
|Price=10000  
 
|Desc=Warp Gates are a stationary structure that enables players to travel vast distances instantly. Their range is 8 systems (128 sectors). They have a permanent power cost based on their gate size and additionally a one time power cost per ship which passes through the gate.  This cost is calculated on the mass of the warping ship. \n\r\n\rWarp Gates are constructed from a 1 block deep ring structure created from Warp Gate Modules. This must then be connected to a Warp Gate Computer.  Press C on the computer, then V on the modules to link the two. Alternatively use Shift + V to mass link grouped modules.\n\r\n\rAfter creating both the entry and exit gates at your target departure and destination structures, you must link the two with the Marker Beam.  This handheld Support Tool is sold by Trade Guild vendors. Equipping the Marker Beam and Right Clicking on a Warp Gate Computer  will “Mark” the departure structure. Left Clicking on the destination will pair the two and finalise the warp route.  \n\r\n\r  
 
|Desc=Warp Gates are a stationary structure that enables players to travel vast distances instantly. Their range is 8 systems (128 sectors). They have a permanent power cost based on their gate size and additionally a one time power cost per ship which passes through the gate.  This cost is calculated on the mass of the warping ship. \n\r\n\rWarp Gates are constructed from a 1 block deep ring structure created from Warp Gate Modules. This must then be connected to a Warp Gate Computer.  Press C on the computer, then V on the modules to link the two. Alternatively use Shift + V to mass link grouped modules.\n\r\n\rAfter creating both the entry and exit gates at your target departure and destination structures, you must link the two with the Marker Beam.  This handheld Support Tool is sold by Trade Guild vendors. Equipping the Marker Beam and Right Clicking on a Warp Gate Computer  will “Mark” the departure structure. Left Clicking on the destination will pair the two and finalise the warp route.  \n\r\n\r  

Revision as of 19:19, 15 May 2018