recursal/Fanatic-Fandom huggingface dataset:
Mining

**Mining** is the process of locating and harvesting various minerals in the Universe. It is an essential process in the crafting of items and blocks.

## Overview

Mining in Starship Evo is the first phase in the game's crafting system. It involves harvesting various resources from mineral veins located throughout the galaxy. Once collected, these ores can then be refined and used to create items and blocks used in construction.

To begin the process of mining, the player will first need a Ship. This ship must have at least one Mining Beam to mine the ore. The mining beam will act like the Beam weapon and blast apart rock. Unlike the beam weapon, the mining beam will spawn small ore chunks that will float in space. The player can grab these floating rocks by pressing **[F]** on them and throw them by pressing **[Left Mouse Button]**. Once caught, the ore chunks can be placed in cargo by hand; however, this is not ideal for large-scale mining.

To collect these chunks more efficiently, the ship must use a Collector to act as a vacuum. While the collector has internal storage, it can not store limitless amounts of items. If full, the collector will no longer collect ore, but the vacuum effect will still occur. Conveyor tubes must be used to move the materials from the collector into cargo storage. *Currently, there is no way to transfer items from a ship's cargo to another entity without extensive use of collectors on both entities.*

### Ore Veins

Ore veins will randomly spawn on asteroids in the rings of Gas giants. They can be found dotting the surface in brownish mounds with colored stripes indicating the ore type. Ore chunks that have spawned will not have their positions saved when the area it is in is unloaded and reloaded.

## Refining

*see:Furnace*

Once the player has gathered sufficient resources, it is time to refine them into a more usable state. Refining is done through the use of the Furnace. Placing ore chunks into it will automatically smelt them into ingots ready to be used for crafting.

## Tips

* Since only half of an asteroid is illuminated by the sun, it is recommended to use light-emitting blocks (excluding the Flood light) to help see clearly in the shadows.
* Floating objects like ore chunks have physics to them and can cause collisions. Multiple Collectors on a ship pulling in different directions could cause chunks to get stuck between them. This could result in the vessel being thrown around by the endless collisions of the chunks.

## Trivia

* When first introduced ore chunks and ingots could be thrown endlessly, effectively spawning unlimited resources. This is most likely a debugging tool and won't make it into the final product.

1. ↑ *Likely subject to change in the future*
Weapons

*The information in this article is **out of date**. You can help Starship EVO Wiki by updating it.*

A variety of starship **weapon** systems are available in Starship EVO. They can be Integrated with player ships to create turrets or hardpoints. The can be used in the construction of handhelds.

Weapons are fired by linking them to a logical signal source. They will attempt to continue to fire until the entity overheats, runs out of power, or the signal is otherwise toggled off.

## Laser

The Laser is a base weapon system that creates a weapon that fires individual projectiles at a high velocity. It is highly versatile and can be equipped with a variety of attachments.

## Beam

The Beam is the big brother of the Laser, and as it's name suggests, it fires a high-power hit-scan laser that does impressive damage. It can be equipped with a variety of attachments.

## Repair Beam

The counterpart to the Beam, the repair beam restores HP and repairs blocks at the cost of power. It cannot be equipped with attachments.

## Mining Beam

Another variant of the Beam, Mining Beams are designed to mine ore veins which will produce ore chunks. It cannot be equipped with attachments.

## Stats

Stats and Stat Types
The heat generated in *h/s* while the trigger is pulled
the amount of damage in *hp* dealt to hull armor
The amount of time between each firing of the weapon
 Power draw -
The power drawn in *e/s* while the trigger is pulled
the amount of heat in flat *h* added to target on hit
 Regen Heat -
The heat generated in *h/s* while the weapon is recharging
This is added to the Heat generated while firing
Equates to Heat Damage
 Regen Power -
The power consumed in *e/s* while the weapon is recharging
This is also added to the Power draw while firing
The accuracy of the weapon
V27 Hotwing

Category
 Weapon Score
 Mass
 Size
 Hull Points
 Shield Points

## Overview

The V27 Hotwing is a Heavy Corvette sized ship that is used by numerous factions. It is one of 3 blueprints that is provided to the player when they first start playing the game.

## Interior

This ship features several interior rooms for work and leisure. They include:

* Engine Room
* Crew Quarters
* Bathroom
* Ground Elevator
* Social Area
* Cockpit
Motor

**Motors** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Thruster Unit

**Thruster Units** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Conveyor Belt

**Conveyor Belts** are conveyor blocks that can move objects placed on top of it.

## Construction

1x Motor
2x Mechanical Components
1x Electrical Components

## Overview

Conveyor Belts are part of the conveyor system along with Conveyor Tubes. Unlike conveyor tubes, conveyor belts physically move objects around. Conveyers can sweep metal ingots and even the player if they stand on its belt.

### Setup

Conveyor Belts can be placed on any entity; however, they will be most beneficial if placed on entities with Gravity. Conveyors aren't scaleable but stretchable in the **X** and **Z** dimensions. *It does not require energy to function and does not produce waste heat*.

To configure the belt, press **[F]** to bring up the Conveyor Belt menu. Here are two settings: **"Is Reversed"** and **"Belt Velocity."** The former determines the direction in which the belt moves. The latter is a slider that configures the speed of the belt. By default, conveyor belts will set their belt speed to 0%, even when turned on via logic.

### Usage

Certain crafting blocks such as Furnaces will have natural openings to accept and expel objects.

Objects in transit have physics and can potentially fall off or be otherwise disrupted. The only way to put these objects into storage is to use Collectors. Conversely, collectors can be used to take things out of cargo and place them onto conveyor belts.

 **Belt Velocity** | 0-10.0. Sets belt speed. Set to 0 by default.

## Logic

   Button(Pulse) | System remains active as long as the button is pressed.

## Tips

* While primarily used for crafting, conveyor belts can have other aesthetic uses such as moving walkways or treadmills.
* Blocks like hull blocks built on top of the conveyor belt do not move with the belt but will still have collisions. Items like ore chunks and ingots placed on the belt will stop when colliding.

## Upcoming Features

* A variant of the conveyor belt will eventually be added that is sloped or angled to allow objects to be moved up or down.

1. ↑ https://store.steampowered.com/news/app/711980/view/3404176654590842308
Computer

**Computers** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.

## Trivia

* Computers reuse the model for "Upgrade Chips", a defunct game mechanic where players would've been able to upgrade the performance of their ships with special chips looted from enemy ships.
Camera

**Cameras** are system blocks that allows a player to change their perspective.

## Overview

In Starship EVO, players have the total freedom to build however large they want. The consequence of this freedom is that eventually, they will find it difficult to see while they fly their gargantuan constructs. The solution is the **Camera** block. A small yet handy tool that can be mounted anywhere to help players better view the universe.

### Setup

   Cameras are place-able on any entity. They can not be scaled or stretched and only come in one set size. As they are observation blocks, they do not require energy to function and generate no heat.

When selected on the toolbar, the camera will display its orientations with two arrows. The green arrow indicates the *"UP"* direction, while the red arrow indicates the *"FORWARD"* direction. The two arrows correspond with the orientation arrows of other system blocks like the Yoke.

Cameras have a 1/4m long blind spot starting from its lens. This blind spot is designed to allow cameras to still see perfectly even when there is other blocks physically in its way. Anything placed in front of the 1/4m blind spot will begin to obstruct the camera's view.

### Usage

Once placed, the camera's lens position will become its point of view. Pressing and holding **[F]** until the on-screen circle is full will automatically change the player's perspective to that of the camera. To exit this view, players need only press and hold the **[F]** key again until the on-screen circle is complete. If the camera is disconnected, then the view will be static.

Cameras become extremely powerful when players use the link tool to connect them to another system. Linking a Yoke to a camera attached to a ship or turret will allow players to pilot when they take control of it. Taking manual control of a turret with an attached camera will be very similar to taking control of a yoke with a linked camera. If players wish to view a camera angle remotely, they can access a Monitor connected to said camera. Players can use cameras in place of a weapon on Turrets. The main drawback to these viewing options is that it disables the use of **3rd person mode** (**[F4]**) when used.
Reactor

**Reactors** are a system block capable of generating Power. In order to do so, it must be connected to a Fuel Source via a Pipe.

## Overview

Reactors are the primary means of generating power in Starship EVO. Reactors are the primary consumers of Fuel and will need a constant supply to continue operating. All Ship Systems require energy to function. Entities will need reactor blocks regardless of type. If an entity lacks power, all its systems will cease to work and be left vulnerable until it regenerates its power supply.

### Setup

Reactors are usually one of the first blocks placed on an entity. They are so vital that certain entities such as Ships and Hovercrafts **will not** allow players even to take control of them if the ship is operating at a deficit. Reactors will automatically begin to generate energy for the entity and all of its child entities. Using the link tool on a reactor will allow players to see the statistical breakdown of that particular block.

### Fueling

Reactors actively require fuel. Pipes must deliver fuel to reactors through connections to fuel tanks installed elsewhere on the same entity. Other systems will leech off the energy reactors generate. Reactors have internal fuel tanks and will consume that supply before pulling reserves from elsewhere. Reactors that run out of fuel will cease to function and no longer contribute power to the entity's total power system.

### Power

Reactors blocks provide energy capacity and energy generation. Reactors will also generate heat. The size and scale dictate the amount of power and heat an array generates. Smaller arrays stretched to the same size as larger scaled, un-stretched ones will yield more power generated at the cost of greater heat output.

Reactors can use Capacitors, an augmenting block designed to increase the capacity of whatever connected system. Each top block surface counts as a capacitor connection point when players stretch to expand a reactor before placing them. Capacitors can additionally be used on Shields and Warp Cores.

#### Capacitor

*When connected to a capacitor of x units long, the power capacity is increased by*

x
⋅
2
(
1000
⋅

4

log

2

⁡
(
s
c
a
l
e
)

)

{\displaystyle x\cdot2(1000\cdot4^{\log\_{2}(scale)})}

.

## Logic

Power capacity is immediately emptied if the system is turned off.
  Slider

## Tips

* Reactors placed on child entities will generate power for its parent entity
	+ Fuel can be shared between parent and child entities. Connecting pipes directly into a Mechanisms base will allow any piping on the child entity to draw fuel from the parent entity.

## Trivia

* Due to a rounding point error, the reactor block produces **0.25 h/s less** than expected at 1/4 scale, and **0.5 h/s more** at 1/2 scale.
* Each scale up produces 1/2 the power but 1/4 of the heat, making larger scales far more heat efficient.
Glass Tile

**Glass Tiles** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
RAZORFACE

Category
 Weapon Score
 Mass
 Size
 Hull Points
 Shield Points

## Overview

The RAZORFACE is a Corvette sized ship that is used by numerous factions. It is one of 3 blueprints that is provided to the player when they first start playing the game. It is a far more combat focused ship capable of hitting above its weight class.

## Interior

This ship features several interior rooms for work and leisure. They include:

* Crew Quarters
* Bathroom
* Landing bay
* Social Area
* Handhelds Locker
* Systems control
* Cockpit

## Weapons

### Onboard Weapons

 Heat Damage/per Second
 Recharge Time
 Firing Time
 Range
 Power Draw Idle
 Self Heat Generated
 Power Drain on Charge
 Self Heat Generated on Charge
Teleport Station

**Teleport Stations** are special systems blocks that act as instantaneous transportation points for the player.

## Overview

Teleport Stations serve as a short-range method of fast travel. Any entity can host one or even multiple teleport stations. The faction affiliation of the entity will affect the player's ability to teleport to it. *At present, there are currently no negative consequences for teleportation.*

### Setup

Teleport stations can be placed on any entity. They can not be scaled or expanded and only comes in one size. *Currently, it does not require power to use*. Once placed, it will immediately become active and ready for use. The dead center of its top side is the teleportation point, and players will appear here.

### Usage

To Teleport, the player will need to initiate it from their codex. Open the codex (Press **[TAB]**) and select the teleportation option at the top of the screen. Opening the Teleportation menu will give the player a list of all destinations they can actively reach. Each entry corresponds to a different teleport station. Entities with multiple teleport stations will appear more than once on the list. Once the desired teleportation point has been selected, the player will appear on top of the unit.

The maximum range of teleportation is approximately 10km from the teleport station.

## Tips

* While they can be moved around with Mechanisms teleport stations can not be turned off with logic. This can present a problem for those that wish to make various teleportation contraptions as the station could receive guests while it is inside a wall.
* *Teleport Stations can be placed on Handhelds and used with no problems*.
* Despite no indications Teleport Stations have an orientation to them. This orientation determines the direction the teleporting player will face upon arriving. The direction can be changed by rotating the station with **[R]** before placing.
* If the player is in creative mode then they can use the special **[F1]** menu to enable the "Teleport to any ship" option. This allows the player to use the teleport menu to teleport to any ship in the current Star System. This includes NPC ships.

1. ↑ 1.0 1.1 *Likely subject to change in the future*
Frame

**Frames** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Trap Door

**Trap Doors** are prebuilt door types for Ships and other entities. They are designed to swing open and close.

## Overview

Trap Doors, like its cousin the Blast Door, serve an essential role in Starship construction. They function as ready-made doors in the form of blocks. They are much simpler than custom doors made with Mechanisms and are the preferred option unless the player has something else in mind. Trap doors are designed to function like floor hatches and traditional swinging doors. Paint and decals can be applied to the door itself.

### Setup

Trap Doors can be placed on any entity and stretched 1 meter at a time in the ***X*** and ***Z*** dimensions. They can not be scaled. The extent of the expansion is limited to 4x4m. Despite moving, they require no energy to function. With Logic, players will be able to automate the opening and closing of the door.

### Usage

Pressing **[F]** on the door will toggle it open or closed. The door flap of the trap door will only swing open on one side of the block, so orientating it with **[R]** is advised. When placing the trap door, the side where the door flap will swing will be where the mouse cursor is. The door flap itself has selective collisions. It will be solid when dealing with entities like the player; however, it can clip into other blocks in its open state. A 2-meter tall frame is enough to accommodate the player's size.

## Logic

   Button(Pulse) | Door remains open as long as the button is pressed.

## Tips

* While the door flap has no collision with other blocks they can obstruct Weapons from firing when closed.
* The frame is deep enough to place things like Logic blocks within making trap doors great for circuit boxes.
* Blocks can not be placed on the door flap, only on the frame.
	+ When closed the flap will prevent the player placing blocks onto the frame however the flap will clip through any block that is placed on the frame when closed.
Gravity Unit (Component)

**Gravity Unit (Component)s** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Electrical Components

**Electrical Components** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Fan

**Fans** are decorative blocks that resemble ventilation fans.

## Setup

Fans can be placed on any entity. They can be scaled but not Stretched. Despite their movement they do not require any power and thus do not generate any heat; they are purely aesthetic.

Pressing **[F]** on a fan will bring up a config menu. In this menu players can adjust the speed at which the fan will spin. This is purely aesthetic and has no functionality whatsoever.

## Logic

   Button(Pulse) | Fan remains on as long as the button is pressed.
Warning Message Gate

**Warning Message Gates** are logic gates intended to display a custom message to the player when activated.

## Overview

Warning message gates are one of the simplest logic blocks in Starship EVO but can also be one of the most useful. They serve as an unlimited ranged messenger system as their messages will appear to whoever activates them.

### Setup

Warning Message Gates can be placed on any entity. They are the same shape and size as other Logic blocks.

### Usage

When a Warning Message Gate receives an "On" signal, it will send a message to the player who initially sent it. This message will only appear when direct actions from the player trigger it. Pressing a button linked to the message gate is considered an immediate action and will send the message. Indirect actions, such as a signal sent when a Ship has docked at a Shipyard, do not display a message.

When first placed, they will need to be configured before they can be used. Pressing **[F]** on the warning message gate will bring up its context menu. Here players will be able to edit the text that appears when the message gate is activated. The text input window has the same abilities as the one found on Screen blocks. Pressing **[ESC]** while in this menu will undo everything that was typed in this session; A session is created every time the player accesses the menu.

## Warning Message Gate Menu

 **Type** | Changes the way the message is delivered to the player.
* **HUD Message**-*Displays the message at the bottom of the players HUD.*
 **Window (Right)** | Sprite window. A list of all the sprite images that players can render with the <sprite=xxx> parameter. Clicking and flicking with **[Left Mouse Button]** will scroll the list.

### Text Codes

These are the most commonly used codes. The full list of supported text codes can be found here.

## Tips

* Window messages are a great way to add controls/usage guides for creations that may be too complex for other players to understand intuitively.
* Despite it taking up a relatively small portion of the screen, the HUD message can still display large amounts of text. It will expand its height to a certain point then scroll through the text.
* There is no limit to how many characters can be inputted into the text window; however there is a limit how much text can be displayed at a given time.
	+ HUD Messages will scroll through text too fast to be read properly while the Windows will extend past the bounds of the player's monitor.
* Multiple HUD messages can be triggered sequentially using Timer gates. Window messages can only display one message at a time unfortunately.
* Volumetric Sensors and Laser Sensors **cannot** trigger Message gates.
Cargo

**Cargo** are storage blocks that are used to store items.

## Overview

As players traverse the breadth of the galaxy, they will inevitably begin to collect an assortment of useful items. The player's inventory space should be spacious in the short term; however, as time goes on, the need for more resources will quickly overwhelm the player.

### Setup

Cargo blocks can be scaled and stretched. They do not require power.

Volume determines the storage capacity of a cargo block. The larger the cargo block, the more it can store.

### Usage

Once placed, the Cargo block is ready to accept items. Each cargo block is its self-contained box. Any object placed in it will remain within unless removed or the container destroyed.

Pressing **[F]** on the cargo block will bring up its context menu. This menu allows players to inspect the contents of that particular cargo block. Players can place items into the cargo block's inventory by dragging and dropping items from their toolbar directly into an open slot. In contrast, conveyors can place items en masse using a Collector.

Players can change the name of each cargo individual cargo block. Each cargo block is automatically named based on the order placed. The context menu can also push the cargo block's inventory to another connected system's inventory via the conveyor system.

### Conveyor System

*See:Conveyor System*

Items placed in cargo blocks transfer elsewhere using conveyor tubes. Opening the context menu and clicking on the box with arrows will bring up an additional window with a drop-down menu. This drop-down menu will determine where the contents of this cargo block will be sent. The contents of the drop-down menu will be the names of all available containers on the same entity. Selecting a destination from the available options will automatically set the cargo block to send its contents to that container.

## Bugs

* As of 22w33a, items contained within a cargo block will be permanently deleted if the cargo block is removed.
Screen

**Screens** are special interactable blocks that displays text written by the player.

## Overview

Screens in Starship EVO act as customizable text boxes for players to place on their creations. Their text can help convey useful information or just simple flavor text for immersion. They also can make use of various text codes for advanced text creations.

### Setup

Screens can be placed on any entity. Screens are not scalable but can be expanded in the ***X*** and ***Y*** dimensions. Screens do not require energy to function and do not produce heat.

Once placed, the screen will have an invisible text box cast within 1 meter of its origin block. The text renders on one side of the screen; it's hidden if viewed from the other side. The game does not indicate what side the text will appear on, so players must rotate the block with **[R]** and type something to check. The origin block is greatly determined by how the screen stretches. Even if placed as a single block, the top of the text box will float well above the origin. The bottom text will always end near the bottom of the screen block.

### Usage

The Screen block's primary use is to display text for players to read. Pressing **[F]** on the screen block will display the screen menu. Here players will be able to type freely, and the result will appear in the world. This menu contains some essential text formatting tools present in word processors. Pressing **[ESC]** while in this menu will undo everything that was typed in this session; A session is created every time the player accesses the menu.

To the left of the text, input is the preview window. This window will display the text players have typed as they appear in the world. The menu will render text codes used in the text input in the preview window. On the right-hand side of the menu is the sprite list containing a comprehensive collection of all the sprites that players can render. Players must use the *<sprite=xxx>* text code to generate each one. The three-digit value corresponds to a different graphic. To scroll down the list of sprites, players must click on the list with the **[Left Mouse Button]** and drag. There is a multitude of usable text codes. Users can find a complete list of supported text codes here.

### Screen Menu

 **Window (Right)** | Sprite window. A list of all the sprite images that players can render with the <sprite=xxx> parameter. Clicking and flicking with **[Left Mouse Button]** to scroll the list.

## Tips

* Through the use of the Copy & Paste tool's grid offset, players can properly align the screen block with other blocks for flush designs
* Nearly all text codes will work on anything that can have a custom label. This includes event gate custom labels and such.
Monitor

**Monitors** are interface blocks that have different functions depending on their connection.

## Overview

Monitors serve as the general terminal block for various systems. They allow players to remotely access the devices on their crafts and display vital system information; monitors can still be used for decorative purposes even when unlinked.

### Setup

Monitors can be placed anywhere and are stretched in the ***X*** and ***Z*** dimensions. Players can fully extend wedged Monitors.

They do not require energy to function.

### Usage

Monitors on their own do not have a function. They gain use only when they are linked to another system. The most common usage of the monitor is to display system information. Linking a monitor to a Shield block will show the current shield integrity of the entity in real time. *The same goes for connecting a monitor to a Reactor, as it will show the current power reserves*.

Monitors can access various systems remotely. Linking a monitor to an interactable block and Pressing **[F]** on the monitor will allow the player to access whatever the monitor has been attached to remotely. Connecting a Camera to a monitor will allow players to view the camera by accessing the monitor. Since the monitor is not a Yoke, they will only have a static view and can not control it unless a player is already in control via a yoke or chair. Players can manually use monitors instead of a yoke to control a Turret system. Linking a monitor to a Chair or a Medbay will allow players to teleport to them from anywhere on the same entity.

## Tips

* Through the use of Event Gates and Chairs players can create a type of intrasystem teleportation on an entity.
Shield Unit

**Shield Units** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Major Updates

All major content updates and important events after the original kickstarter release on October 27, 2017. (wow, it's been *that* long already?)

# Timeline of Important Events

**Original Announcement of Existence:**

**Original Kickstarter Release:** October 27, 2017

**Open Early Access Release:** June 19, 2020

**Full Release:** farther future

# Update Timeline

## Restricted Alpha Updates

11/12/17 - 17w45c | the original iteration of the quick action wheel was added

12/06/17 - 17w49 | various logic gates added, first new action bar look

12/16/17 - 17w50 | power and heat systems introduced

12/24/17 - 17w51a | first freeform block introduced - oooo-oo we're halfway the-er!

03/12/18 - 18w11a | capacitor block and shield system introduced

03/25/18 - 18w12a | block health, damage and repair added

04/10/18 - 18w15 | multitool introduced

06/03/18 - 18w22a | new logic system; link tool

06/13/18 - 18w24a | general aesthetics and logic update

#### 10/25/18 - Legacy Update

Transition from old game system to newer system

11/10/18 - 18w45a | building drone added

11/23/18 - 18w47b | first new scalable hinge added, new vehicle cores

12/04/18 - 18w50a | stencils, Stickers, Patterns, and Paint Update

06/07/19 - 19w23c | symmetry tool update

07/08/19 - 19w28a | shipyard and various AI items added

07/29/19 - 19w30a | slider extension, system balance, additional AI

09/18/19 - 19w38a | new damage, decals, and paints

#### 01/04/20 - December 2019 update

Large update introducing game balance, gravity, weapons, system blocks, personal movement, and the re-introduction of ring habitats. see the Kickstarter update for full info.

01/09/20 - 20w02b | blast door added
01/23/20 - 20w04a | weapon barrels for laser block added [weapons update 1]

02/03/20 - 20w06a | asteroids transferred to new visual model (blocks-are-gone) (crab rave)

02/24/20 - 20w09a | brick systems added (woo) and collision system reworked (again, woo)

## Open Early Access Updates **[current phase]**

[New build - DEFAULT] 24w04a: Hotfixes - - 2024/01/25 06:18
[New build - DEFAULT] 24w03a: Hotfixes - - 2024/01/22 05:23
[New build - DEFAULT] 24w02a: New Year Hotfixes - - 2024/01/10 05:11
[New build - EXPERIMENTAL] 23w52b: Grab Tool, Hovercraft improvements - - 2023/12/30 01:40
[New build - EXPERIMENTAL] 23w52a: Better Hovercrafts, hotfixes - - 2023/12/26 00:39
[New build - EXPERIMENTAL] 23w50b: Memory and FPS improvements - - 2023/12/13 07:31
[New build - EXPERIMENTAL] 23w50a: Better Mining - - 2023/12/12 06:19
[New build - EXPERIMENTAL] 23w49a: Hotfix, better jetpack camera - - 2023/12/04 08:24
[New build - EXPERIMENTAL] 23w48a: Survival Early Game Components - - 2023/12/01 07:49
[New build - EXPERIMENTAL] 23w45a: More Hotfixes - - 2023/11/14 01:20
Hover Pod

Antigrav Thrust | 4 kn

**Hover Pods** are the thruster systems for Hovercrafts. They allow them to levitate above the ground. They are **Required** in order for a hovercraft to function.

## Overview

Hover pods are the unique primary thrusters for Hovercraft. They operate much like wheels for conventional terrestrial land vehicles. However, unlike wheeled vehicles, they allow hovercrafts to float above the ground and over obstacles. Normal thrust can be used for additional lateral movement.

### Setup

Hover pods can be placed on any entity but are only functional when used on Hovercrafts. They can not be scaled but stretching them does the same thing. They require energy to function and produce heat. Stretched hover pods are exponentially more potent than their smaller counterparts.

When selected on the toolbar, the hover pods will have an arrow on the placement ghost. This arrow indicates the thrust direction of the hover pod. Several hover pods must be pointing down toward the "ground for a hovercraft to hover." Once placed, hover pods will only begin to function when the player has taken control of the hovercraft.

### Usage

When installed on a hovercraft, the hover pod will provide thrust in a cone-shaped field in the direction of the arrow. The field itself is invisible; however, using the link tool on the Hovercraft Computer will enable the player to see a more detailed look at their hovercraft's thrust stats. The size of its white arrow will indicate a hover pod's thrust strength. Placing blocks in front of the hover pod's thrust direction will not affect the thrust strength but keeping the hover pod as close to the ground as possible allows them to operate more efficiently.

While allowing the hovercraft to levitate is their primary purpose, the secondary purpose of hover pods is to help distribute weight. Much like a traditional automobile, a hovercraft's weight distribution will affect its balance and overall hovering height. Hover pods placed in the four corners of a hovercraft will effectively balance it out in most situations. If a hovercraft's balance is off, it will impact handling and increase the likelihood of it toppling over. As the hovercraft grows, players might need to install additional hover pods to bear the load.

Pressing **[F]** on a hover pod will call up a menu. This menu only allows the player to adjust the thrust strength of that particular hover pod. If players want to affect the thrust strength of all hover pods on a hovercraft, they will need to access the hovercraft menu from the Hovercraft Computer.

## Tips

* Hover pods facing forward and to the sides will help prevent a hovercraft from toppling over.
* Through logic, players can make their hovercrafts "hop" by installing many more hover pods under their craft and simply turning them on when needed.
* Angled hover pods made by placing hover pods on Mechanisms offer more stability then ones placed in a cardinal direction.
Mechanical Components

**Mechanical Components** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.
Electrolyser

Block dimensions are 1 x 1 x (X)

**Electrolysers** are filtration blocks that convert water into hydrogen and oxygen.

## Overview

When first starting out players will not have access to a ship to gather much needed to fuel from space. Luckily fuel can be gathered or rather crafted out of water that is present on most worlds. Electrolysers will separate the hydrogen and oxygen atoms from water that is passed through it.

## Setup

Electrolysers can be placed on any entity. They **can not** be scaled but they can be stretched 1 meter at a time along the X axis. Each meter adds an additional power cost to the water conversion process; They also do not generate any waste heat.

Electrolysers have an internal storage for each substance. using the link tool will allow players to see this tank. This internal storage will increase as the block is stretched. Using supplementary Storage tanks will allow players to store more of each resource type without the added power cost.

## Usage

Once placed, Electrolysers will do nothing on their own. They will need to have water piped into it from either a storage tank or from a Fuel Scoop. Once they block senses that it has water in it internal storage the water conversion process will automatically begin. The process will draw a large amount of energy so it is advised that players have an ample supply before starting.

The conversion process will produce roughly 2:1 hydrogen to oxygen units for every production tick. Both hydrogen and oxygen will first be stored in the electrolysers internal tanks. Once both hydrogen and oxygen tanks are full the conversion process will halt. Players can connect additional storage tanks for each resource in order to have the electrolyser continuously working.

## Logic

   Button(Pulse) | System remains active as long as the button is pressed.

## Tips

* It is possible to create self sustaining water processing systems by feeding converted hydrogen back into the Reactors that are powering the Electrolysers.
* Despite its shape, hydrogen and oxygen outputs are not direction based. As long as a tank of the appropriate type is connected the electrolyser will automatically send the resource to it.
* Since all planets have a water "layer" on them it is possible to harvest water from planets without any visible water. It may require players to extend a pipe and Fuel scoop underground.
Mag-Lock

**Mag-Locks** are utility devices that allow an entity to "grab" another object and move them around.

## Overview

   Mag-locks are system blocks capable of capturing free-floating entities in their magnetic effect. Entities locked in will share their movement and momentum with the parent entity. *There is no limit on what can be grabbed and moved. Even anchored Space Stations can be moved and re-positioned. Captured NPC ships and Stations will not respond nor retaliate to being Mag-Locked.*

### Setup

Mag-locks can be placed on any entity, including turrets. They can be scaled. They will produce some waste heat during use and generate a small amount of energy.

When placed, the business end of the Mag-Lock will be facing up. The "face" of the mag-lock must be pointed at potential targets for the magnetic force to work. The magnetic effect can go through blocks, so burying the Mag-lock within an entity's hull is an option. The face has a solid hit box, so players will be able to walk on top of it. *Regardless of the size of a mag-lock system, they will all have a maximum tonnage limit of 5,000 Tons*.

### Usage

Mag-Locks will emit a magnetic force in a set range from the front of the block when activated. If any entity is within the range of an active mag-lock, it will become locked in. A successful mag-lock will transmit a message to the player indicating that the entity has been captured. From here, the captured entity can be moved around as long as the mag-lock system is active. Mag-locked objects will even remain locked in while the parent entity is in light cruise mode and warp jumps.

If the captured entity has AI upon release, the AI will immediately retake control. When released, the entity will stop dead in space. By way of this, players can eliminate the momentum of ships.

 Range

## Logic

   Button(Pulse) | System remains active as long as the button is pressed.

## Tips

* NPC Stations that are moved around with Mag-Locks do not save their new positions and will return to their original spot upon restarting the game.
* Mag-Locked entities will remain mag-locked even when the area is unloaded.
* Since captured entities move as if it is apart of the parent entity Mag-locks can be used as an alternative to Shipyards.
* Mag-locks can theoretically be used in combat as there is no restrictions on who can be locked in. A player could fly up to an enemy ship and mag lock them in a unprotected location to completely immobilize them.
* Can be used on Handhelds.
* Most effective when used with Pistons as they will extend the range objects can be grabbed.
* Mag-Locks used on Player controlled Turrets can create robotic arms capable of grabbing objects.
Standard Interplanetary

*This article is a stub. You can help Starship EVO Wiki by expanding it.*

**Standard Interplanetary** is a mega corporation that does business all throughout the Galaxy. They are ubiquitous and can be found in every star system.

## Overview

Money never sleeps in the Starship EVO Galaxy. Every passing second there's an opportunity for profit, and Standard Interplanetary is here checking the clock. This Mega corporation is the galaxy's one-stop shop for just about everything. This Conglomerate's origins are the same as the number of zeros in their quarterly revenues: Unknowable.

Standard Interplanetary is the most widespread faction in the game. Their influence extends to nearly every star system in the galaxy. They primarily operate Stations; however, they have found it economically viable to hire members of the Space Police to fly for them. Players will undoubtedly need to use one or more services brought to them by Standard Interplanetary. Angering them could be costly.

* [SI] FU-22 Police Interceptor

## Upcoming Features

* More player interactions.
* Set routines per ship.
Holomap

The Holomap is a special menu that players use to navigate around the galaxy. It is the only way players can travel between star systems.

## Overview

The Holomap is a menu that displays the current star system the player resides in and the entire galaxy. Accessed by entering a Ship with a Warp Core installed and pressing **[H]**, it is also possible to access the Holomap by pressing **[F]** on a Holo-Projector linked to a Starship Computer. Once opened, the Holomap can be used to navigate.

### Star System Map

Players can view the current star system in 2D or 3D in the system menu. The 2D view will give a general overview of all the points of interest in the system, from Planets to Space Stations. Clicking on POIs such as planets will bring up some information on it on the left side of the menu. Players can pan up and down this view by pressing and dragging the **[Middle mouse Button]**. As of 22w31b , the 2D view has minimal functionality, so it is not advised to use it for actual navigation.

3D view lets players get a fully interactive view of the star system. The map will highlight objects in real-time, allowing players to track ships flying through the system. Specific points of interest, such as Space Stations, Habitats or anything with a Shipyard installed can be clicked on and interacted with further. These objects can be targeted for lightcruise or bookmarked for later reference *(Currently not working)* Clicking on celestial objects with the **[Left Mouse Button]** will automatically zoom the camera in on them. Holding and dragging the **[Right Mouse button]** will rotate the camera around the object. Players can pan around the star system by holding and dragging the **[Middle Mouse Button]**.

* 2D view
* 3D View

### Galaxy Map

The entire galaxy will be displayed on the Galaxy map. Zooming in and out of the map can be done with the **[Mouse Wheel]** with the highest magnifications facilitating full 3D interaction. The option to align stars to a 2d plane is present. Players can pan around the galaxy view by holding the **[Middle Mouse Button]** and dragging around the mouse.

Every star on the map can be selected and targeted for Warp jumps. The distance between stars measures in lightyears. Once a star system is targeted, players can travel to it by closing the Holomap and using the **[F]** context menu while piloting a ship to initiate a warp jump. The warp jump range of the currently controlled vessel is displayed in the upper left corner of the screen. If the player ever gets lost while navigating the galaxy map, they can recenter their view on their current star system. Star systems can also be bookmarked for later reference *(currently not working)*.

* 3D view
* Full galaxy View

## Tips

* If players wish to be able to view the galaxy map while on a Space Station they will need to install a Starship Computer and then link a Holo-Projector to it.
* Entities with a Shipyard installed can be targeted for lightcruise from the Holoamp.
Glass Pipe

**Glass Pipes** are basic components that are used in the construction of other blocks.

## Overview

This item is an intermediary component that is required to construct more advanced blocks. They can be bought from shops, looted from containers as well as crafted directly. *As of 24w02a, this component can only be crafted. The other options have yet to be implemented.*

Once crafted they will be considered items and can be dropped into the world by the player. If dropped they will be subject to Gravity as well as the attracting influence of Collectors. Volumetric Sensors and Laser Sensors can be programmed to send a logic signal if they detect this item.