Shipyard

**Shipyards** are system blocks that allow players to create their own landing pads. In the future they will likely gain the ability to automatically build ships for the player.

## Overview

Shipyards can be found all over the galaxy and are the primary means of docking Ships to other entities. Nearly all NPC space stations will spawn with at least one shipyard segment to allow players to dock to them. If an entity has a shipyard installed they can be targeted for lightcruise using the Holomap.

Players must first send a request to dock to the desired port to initiate the docking process. While piloting a ship, pressing **[R]** will cycle through all targets within the player's vicinity. Once the desired port has been targeted, pressing **[F]** will bring up the context menu. Selecting **"Request Landing"** will ask the port for permission to dock. Once granted, a message and a navigation marker will appear, directing the player to their assigned docking spot. Pressing **[X]** at any time will cancel the docking procedure. Once the ship has reached a certain distance from the docking port, the AI will automatically take control away from the player and fly the ship into position on the dock. Once docked, a new menu will appear asking the player to either **"Repair"** or **Undock."** Pressing the "X" on the menu will kick the player out of the Yoke they were using to pilot the ship so they can leave their vessel.

Once a ship has docked to an entity, it will be attached. When the parent entity moves, so do the docked ship(s). Large ships can ferry other smaller vessels around the universe.

### Landing Pads

Shipyards can be placed on any entity. Once selected on the toolbar the placement ghost will feature an arrow. This arrow indicates the direction of the "Ground" for the shipyard. Once placed, pressing **[F]** on the shipyard will bring up the Shipyard Menu. Here players can set the parameters of their landing pad.

Using the Link tool on the shipyard will allow the player to see the bounds of the landing pad. These boundaries determine whether a ship can or can not dock at that specific port. A ship docking at a shipyard will position itself in the center of the borders. If an entity has no docking port(s) a ship can fit into; then the shipyard will send a warning message.

The three columns for inputs correspond to the ZYX axis's.
 Bounds Minimum
 Bounds Maximum
 Up Direction
 Forward Direction
 Is Landing Pad
 Force Enter Direction
 Enter Direction

### Services

Once a ship has been docked, various services will be available to the player. Immediately upon docking, players are presented with the option to repair their ship. This service comes standard on all shipyards, and unlike Repair Kiosks, it is free.

Another service that becomes available is the option to refuel a ship. This, however can not be done from the initial docking menu. The player must find a Fuel Kiosk and purchase the fuel manually. Players will still need to buy fuel even if they use a fuel kiosk they have set up.

While not necessary, docking to a station will aid in Bounty Hunting missions. The difficulty of various missions will be affected by the weapon score of the selected ship.

## Event Gate Triggers

 **[Signal] Is Docking Requested** | Sends a logic signal when a ship requests to dock to this Shipyard

## Tips

* Ships that have other ships docked to them may dock to another entity; effectively allowing daisy-chain docking.
	+ Daisy-chained docked ships are not considered part of the parent ship's dimensions. They will bleed through the docking boundaries of an entity the parent ship is docked to.
* When the AI automatically docks the ship for the player, it **does not** consider the parent entity's dimensions in relation to its shipyard boundaries. Vessels may dock at ports that are impossible to fit into, which can cause intense collision issues. Consider using the "Force Enter Direction" setting to mitigate this.
	+ Space Station Computers have an "Anchor" setting that plants the entity. If the AI docking is causing too many collisions, then consider turning on this setting.
	+ While players control a docked ship, any Turrets or Mechanisms linked to the primary Yoke will remain active; this can be a problem as these devices can cause collisions upon undocking if parts of them extend into the parent entity.
* Shipyards are movable with Mechanisms that move their docking port. It is possible to create carrier-like lift systems to receive and deploy ships.
* Parent entities Shields **do not** cover any of their docked ships. To ensure all docked ships are protected, build docks in enclosed spaces. Mechanisms can help shield the ports.
* A ship's Weapons will not fire when docked at a shipyard.