recursal/Fanatic-Fandom huggingface dataset:
RGB Gate

**RGB Gates** are logic gates that are designed to create flashing Lights.

## Overview

In Starship EVO Lights can be very handy in the darkness of the universe. However lights only come with an on and off state which can be quite boring and limiting. The RGB Gate changes that by allowing players to create flashing lights for any occasion be it utility or aesthetic.

### Setup

RGB Gates are placed on any entity, come in the standard logic block shape, and can not be scaled or stretched. Logic blocks do not require energy to function and do not generate heat.

As gates, logic signals can toggle them on or off. When an "on" signal has been received, then the effects of the gate will activate the connected lights. When an "off" signal is received, all related light sources will return to their normal state and color.

### Usage

Once placed, the player must link the RGB Gate to their desired light source. This link is absolute and will not allow anything else to connect to the light source(s). Pressing **[F]** on the RGB Gate will bring up its context menu. Here the player can configure the way the lights will change color. The Colors configured in the RGB Gate will override the painted tint of the light source as long as the RGB Gate has an "On" signal.

The first parameter will determine the number of colors the lights will change through. The maximum per RGB Gate is four. The next is the duration each color will display; This is done in half seconds, so a period of 5 will, in turn, last 2.5 seconds. The "Gain" stat affects the speed of color changes. Lower numbers will have a smooth gradient effect, while higher numbers will have more hard cuts to each color. The gain stat cuts into the duration, so players should be mindful. The cycle mode changes the order in which each color is displayed. Ping pong will show the colors in sequential order and then in reverse. Loop mode will repeat the sequential order. Finally, there are the color settings. The three input windows will affect the color displayed and represent the RGB value of a standard HTML color.

Setting the RGB mode to use only a single color will allow the user to toggle a light's color from the one assigned to the one painted.

## RGB Gate Menu

 **Cycle Mode** | Changes the order in which colors are displayed.
* **Ping-Pong**-*Colors are displayed sequentially forward then backwards. eg. Color #1>Color#2>Color#3>Color#2>Color#1*
 **Colors #x** | Adjusts the colors to be used. The three input fields correspond to Reds, Greens, and Blues. The maximum input for each field is 250; colors becomes much more vibrant and saturated the higher the number is.

## Tips

* RGB gate effects only override the current state that a light source is in. Lights that were previously on will remain on when the RGB gate is off. *Currently there is no way to activate a RGB gate then deactivate both the RGB gate and the light source.*
	+ Light source do not save their on and off state after quitting the game.

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

System Blocks are blocks within Starship EVO that have an advanced function, such as the creation of a new structure, and the cores of the various types of craft.

# Systems

## Weapons

Deals damage.

*All weapons and attachments can be scaled from 1/8 to 4m.*

*Required component for Turrets. Can Be Painted. Can be toggled by logic.*

Weapons can be used alongside a variety of Attachments to augment their function to fulfill a variety of roles and increase their efficiency:

## Mechanisms

*All mechanisms can be scaled from 1/4 to 32m.*

## Doors and Hatches

*Provides a premade functional entryway. Toggleable with Logic.*

# Transport

## Substance Transport

These blocks are capable of carrying Hydrogen, Water, and Oxygen. They are scalable from 1/8th to 32m. They can also pass through solid blocks.

## Item Transport

These blocks are for transporting various items to and from item storage blocks such as Cargo boxes. They are scalable from 1/8th to 32m.

## Item Storage

*These blocks are capable of storing various substances or items.*

*Scalable from 1/8th to 32m.*

# Scripting

These blocks are for scripting missions. They have some gameplay use but they are mostly for use in the background.
Civilians

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

**Civilians** are random, unaffiliated NPCs that populate the Galaxy. They can be found everywhere.

## Overview

Civilians on their own are hardly a faction. There are numberless masses of NPCs and Ships roaming the Starship EVO Galaxy. Each member of this "Faction" functions as an independent citizen trying to make a living. They will not act as a cohesive unit when attacked. Some will defend themselves, while others will try and run for it.

Players can find most civilian ships flying aimlessly around star systems. Some will fly to the nearest Standard Interplanetary Station and encircle it. If their ship is small enough they will attempt to dock at the station. Civilian ships use the **"Passive"** AI and will not respond unless attacked.

### Ships

* Servo Fuel Tanker
* T-400 Oarfish
* Narwhal
* FT-00 Percheron
* The Bulk
* [SI] F-4000 Series Fuel Tanker
* Itaki Light Freighter

### Stations

*\*This Faction currently does not own any Stations\**

## Faction Relations

### Player Actions

Players may gain or lose faction reputation based on how they interact with this faction. This can have a dramatic impact on how this faction treats the player as they progress through the game. *High faction reputation may grant the player special privileges while low reputation may see serious negative consequences*. Players may view their current faction relations in the Player Progression Tab in the Codex which is the 2nd tab from the left.

### Relations with other Factions

This faction will interact with other NPC factions based on their preset relations to them. These can not be changed.

 Pirates | Hostile | Will either run away or defend themselves.

## Upcoming Features

* More player interactions.
* Set routines per ship.

## Bugs

* The ship AI bugs out when attempting to dock to a station or undock. Resulting in the ship spinning in place endlessly.

1. ↑ *Currently unimplemented*
Speedometer

**Speedometers** are decorative blocks that display an entity's current speed.

## Overview

Speed is one of the most important aspects of any craft players can control. How fast you go in the Galaxy of Starship EVO can mean the difference between life and death. If players want to check how fast they are going, they need only install Speedometers on their craft.

### Setup

Speedometers can be placed on any entity. They can not be scaled or expanded and only come in one size. They require no energy to function and produce no heat.

The text display of a speedometer is orientated downward toward the block it is placed on. If players want to mount a speedometer vertically, they will need to put it on the side of a block.

### Usage

Once placed, a speedometer will begin to display the current speed of the entity it is on. The number will correspond to the HUD speedometer that players will see upon taking control of a Ship or a Hovercraft. Speedometers are mainly for decorative purposes as well as immersion. They are not required for any craft to function.

## Tips

* Speedometers will track any and all momentum that is conferred onto an entity including Gravity based movement.
Medbay

**Medbays** are medical systems that act as healing and respawn points for players.

## Overview

The Galaxy of Starship EVO is a dangerous place. Inevitably players will get injured or even killed in their efforts to explore the vast ocean of space. Luckily there is a way for players to return to the land of the living by using Med-bays.

Found throughout the galaxy, Medbays are the first thing players will see when starting a new game. The respawn animation is the same as the one played to begin the game. Naturally, most med-bays that players find will be on NPC Space Stations. They will come in the form of Medbay Kiosks and cost nothing to use.

### Usage

Players can set up Medbays on their ships and stations. Medbays come in one set size.

*Medbays do not require power to function*.

Once placed, Medbays will be immediately ready to use.

Pressing and holding **[F]** on the Medbay will place the player into the bay, similarly to taking control of a Yoke. The camera will change to third-person, and a menu will appear. Upon stepping into the Medbay, the player will automatically start healing any injuries incurred. The prompt asks the player if they want to set their respawn point to this specific med-bay. If accepted, the med-bay will play a scanning animation to save their DNA for later recall. Pressing the "x" on the prompt will release the player from the med-bay. If the player's med-bay has been destroyed or removed, they will respawn at the Starting Station.

## Tips

* The color of the scan the Medbay performs on the player will be the same as the painted Medbay.
* *Medbays can be installed on Handhelds. They work perfectly and can be used to create pocket respawn points.*
	+ *Players will respawn on the spot if killed with a Medbay handheld in the toolbar. However, the player drops all handhelds on death. If whatever killed the player is still attacking, their Medbay handheld can be destroyed*.

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

The **Codex** is a central menu where players can access everything. It can be reached by pressing **[TAB]**.

# Main Tabs

## Blocks

Contains all Bricks/Blocks presently available to the player.

*See: Blocks, Bricks*

## Player Progression

*Main Article:Player Progression*

Tab that displays the player's overall game progression.

## Missions

*Main Article:Missions*

Displays all the player's currently accepted missions.

## Teleport

This tab will list all accessible Teleport Stations within a player's range.

## Blueprint Menu

This Tab will appear and display the last entity you built on.

### Text Fields

*This menu offers the following text fields:*
 Faction
 Description

### Buttons

*This menu offers the following buttons:*
 [Unspawn Entity]
 [Export Locally]
 [Export To Workshop]
 [Refuel All Tanks]\*

*\*Creative Only*

### Creative Options

*This menu offers the following creative options:*

### Station/Submodule Options

*This menu offers the following options applicable to station and submodule entities*
 Station Module Type
* Joint
* Hub
* Shipyard
* Habitat
* Decorative
* Turret
* Cargo
* Fuel
 Kiosk Type
* Mission
* Tutorial
* Repair
* Restaurant
* Rest
* Decoration
* Medbay
 Sub Module Tag
 Randomize Rotation
 Is Station Module End Cap

## LEGACY - Upgrade Chips

Displays the ship upgrade chip slots and the ships upgrade chip inventory. Chip slots are dependent on the category size of your entity. As of 22w33a, This game mechanic is defunct and will be removed at a later time.

## Clipboard

*Main Article: Clipboard.*

This tab will only appear when the player has used the Copy-Paste tool to copy an entity.

# Creative Menu

*Presently, creative represents the only way in which to play Starship Evo and thus this section may be subject to change.*

## Paint

Contains all default paint options along with any custom paints added.

*See: Paint*

## Material Paint

Similar to Paint, Material paints will however change the appearance of the underlying texture to that of the chosen material. Blocks that have been material-painted can still be painted normally and will appear as such. The material coat will remain underneath it..

Material paints can be applied to blocks by first adding a material paint to your hotbar, selecting that paint and then using the mouse to place it down as you would have a block.

## Decals

Contains all Decals, both shaped paints decals and normal map decals.

*See: Decals*

## Prefabs

*See: Prefabs*

1. ↑ Default Keybinding
Docking Controller

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

## Docking Controller

### Type

Docking

**Docking Controllers** are special config blocks that are designed to configure Docking Connectors and Connectors for the Station generation system.

*As of 23w41a, the Station generation system has not been fully implemented yet. Attempting to use this block to generate stations will do nothing.*

## Overview

Docking Controllers are a unique config block used exclusively in the procedural station module generation system. Without it the game will not be able to spawn modules to specific ports.

### Setup

Docking Controllers can be placed on any entity although they are only useful on non-Handhelds. They can not be scaled nor expanded. They are config blocks so they do not require power in order to function.

Despite its look this block cannot be linked to any Logic block and has no logic functionality whatsoever.

### Usage

Docking controllers must be linked to at least one Docking Connector or Connector in order to function. Pressing **[F]** on the Docking Controller will bring up its context menu. Here players will be able to change various settings which will affect what can spawn at the linked connectors.

## Procedural Generation

***Additional information on the procedural generation system is pending***

Docking Controllers are used in the station module procedural generation system. Linking a docking controller to Docking Connectors and Connectors will determine what the system will spawn at those docks.
Life Support

**Life Support** units are vital systems designed to disperse Air into a confined space. They are required for prolonged space travel.

## Overview

In Survival Mode players will need to breathe Air in order to survive. Air naturally only exists on certain planets so in order for players to travel off world they will need a means to disperse oxygen throughout their ships.

## Setup

Life Support units can be placed on any entity. They can not be scaled or stretched meaning that they only come in one set size. They require a small amount of power and generate no waste heat.

Life Support units have an internal oxygen tank that it will use first. Once used it will pull its supply from any Oxygen tank present on the same entity. *As of 23w50b, this feature has not been fully implemented yet.* The volume of the room(s) that a unit fills will affect how much oxygen is used. To manually refill a life support unit players will need to use a Bottle filled with oxygen.

## Usage

Life Support units should only be placed in confined spaces. Once placed, a unit will attempt to fill the surrounding area with air. When the room has been successfully filled with oxygen the life support unit will stop dispersing. This process may take some time as air particles are physically dispensed from the life support unit. Players can see the entire process if they select the Life Support unit with the link tool. The current status of the life support unit will be indicated on its integrated screen.

Life Support units will react to any change in the immediate area. If a door opens or a block is placed/removed then the unit will attempt to restart the pressurization process again. If a leak is detected then the process is halted. Players can see where the leak originates from by selecting the life support unit with the link tool.

Not all blocks will act as a solid barrier to contain air particles. Blocks like grates and fences will allow air to flow through them while preventing players and other entities from passing through them. If players wish to have entities pass between pressurized and non pressurized area then they will need to use Force Fields.

## Logic

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

## Event Gate Triggers

 **[Percentage] Tank Level** | Sends a logic signal when the internal O2 reserves surpassed the configured threshold.

## Tips

* Life Support units can operate as long as the fan portion of the unit is not obstructed.
* Players can remove the air flow effect from life support units if they place a vent (The square one with grates) over the unit.
Pirates

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

**Pirates** are the catchall term for the numerous aggressive factions found throughout the Galaxy. They are hostile and will attack on sight.

## Overview

Pirates are the omnipresent threat currently plaguing the Galaxy. They represent the opposite end of the spectrum from the Space Police and only live to take and destroy. Even though they may come from different gangs, these thieves apparently have some honor. No matter the time or the place, there will always be those willing to kill for some loot. If one pirate is attacked, all other pirates in the area will jump to his aid.

Pirates roam the star systems. They will usually hang around Standard Interplanetary stations waiting for something to happen. These pirates will be primarily passive and will not attack unless provoked. However, there are much stronger and more dangerous pirates out there. Players can only encounter them undertaking Bounty Hunting Missions.

### Ships

* V83
* Sanguine Rose
* BLOCKHEAD
* S-204 Manta
* H-500 Barracuda
* The Mendacious Wraith
* Nadezhda Raider V2
* RAZORFACE
* V27 Hotwing

### Stations

*\*This Faction currently does not own any Stations\**

## Faction Relations

### Player Actions

Players may gain or lose faction reputation based on how they interact with this faction. This can have a dramatic impact on how this faction treats the player as they progress through the game. *High faction reputation may grant the player special privileges while low reputation may see serious negative consequences*. Players may view their current faction relations in the Player Progression Tab in the Codex which is the 2nd tab from the left.

### Relations with other Factions

This faction will interact with other NPC factions based on their preset relations to them. These can not be changed.

 Space Police | Hostile | Will attack once identified.

## Tips

* Ships that are spawned in with the **Aggressive AI** will automatically be be marked as a pirate.

## Upcoming Features

* More player interactions.
* Set routines per ship.

1. ↑ *Currently unimplemented*
Repair Beam

Stats are based off of 1 meter block

**Repair beams** are a special variant of Beam weapons that are designed to repair instead of destroy blocks.

## Overview

The Repair Beam is a Ship-compatible repair system allowing players to restore damaged entities to full health. They are a viable alternative to Repair Kiosks as they do not require the player to pay for repairs. *At present, repair beams only need power to function correctly* .

### Setup

Repair Beams can be scaled but only stretched in barrel length. Repair beams can not use Weapon Attachments, and scale and barrel length limits strength. Players must configure a firing method to use the Repair Beam. The most common practice is using an Event Gate linked to a Yoke. The alternative is using Logic signals. Pressing **[F]** will bring up a statistical breakdown of that array.

When configured as the **"Primary Fire"** or **"Secondary Fire,"** the repair beam will have a gimble effect, meaning that the repair beam can be aimed with the mouse cursor. If it is fired via logic, it will simply fire straight ahead. Manually controlled Turrets will have a combination of both the gimble effect along with the synchronized movements to the player's mouse cursor.

Repair Beams must have a clear shot to fire. Blocks from the same entity directly in front of the beam's line of sight will prevent it from firing. AI Turrets can use repair beams if they are linked directly to them; however, manual turrets still require an event gate.

### Repairing

When a repair beam system is active, blocks that can be repaired will be highlighted in green.

Similarly to the Beam weapon, the repair beam will fire a constant stream of energy. The repair beam deals no damage meaning that there is no risk of accosting NPC patrols if accidentally used on them. Blocks that have sustained damage but have not been destroyed will have visual indicators such as dents and exposed interior structures.

All damaged blocks will appear with a green overlay. When hit with the repair beam, these blocks will begin to restore their HP and slowly return to their normal appearance. The actual beam has an area of effect to it, meaning that players will not have to be accurate and hit every block to repair it.

The repair beam can also restore destroyed blocks. Shooting these blocks will slowly restore that blocks HP until it has reappeared. *There is no resource requirement to restore destroyed blocks*.

## Logic

Weapons fired via logic will not have the gimble effect and will fire straight ahead.
   Button(Pulse)

## Tips

* If repair beams are installed on Handhelds, the green overlay does not appear while wielding them.
* It is possible to repair the damaged blocks on wrecks. It is unknown if this is a glitch or possibly the first step in a future mechanic to recover destroyed ships.
* Using Timer gates, it is possible to set up constantly firing repair beam arrays. However, since they are set up using logic, they will only bore fire and not have the gimble effect unless a hotkey initially triggers them.

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

Block dimensions are 3x3x3 meters

**Furnaces** are refinery blocks that are used to refine raw ore into ingots.

## Overview

Furnaces are the primary refineries in Starship EVO and are designed for large scale smelting. It is the fastest method to turn raw ore chunks acquired from Mining into metal ingots used for crafting.

### Setup

Furnaces can be placed on any entity. They can not be scaled or expanded and only comes in one size. They require energy to function and do not produce heat.

Once placed down, furnaces need to be orientated in the proper direction to function as required. There are two holes in the device. The input opening is indicated by its larger gate. The furnace will accept physical items in input and expel them from its output. When items are smelting, there is a visual effect of the furnace heating up.

### Smelting

Furnaces will first need to have the raw ore chunks delivered to them to begin. Raw ore chunks will need to be physically fed to the furnace. Conveyor Belts can achieve this by moving ore chunks along a horizontal axis. Collectors can significantly help with this method. Items can also be moved internally via the Conveyor System. If the furnace's inventory is full, it will not accept more ore until enough space has been freed.

Once inserted, the raw ore will be automatically smelted into their respective ingots. Pressing **[F]** on the Furnace will bring up the furnace menu. Here the current smelting progress can be viewed along with the furnace's internal inventory. The menu also contains several settings to change certain functions of the furnace. The furnace will automatically physically expel finished ingots out of its output by default. Players can turn this off to keep the ingots in their internal inventory so conveyors can transfer them to another Cargo box. Automatic smelting can also be toggled on or off from this menu.

## Logic

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

## Event Gate Triggers

 **[Pulse] On Ingot Smelted** | Sends a logic signal when the furnace has successfully smelted an ingot.

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 *Likely subject to change in the future*

## Tips

* An expelling Collector can be placed directly in front of the input opening to save space. Unfortunately the output opening requires a small clearance gap in order for a collector to gather the ingots properly.
* Set all collecting collectors with a very low range. If one collector's collection range overlaps with another it may pull away items that were meant for another.
* Using Gravity Units and Jump Pads will help move ore vertically.
Faction

Note: "*No note has been provided*"

*There is a great amount of speculative information in this article. It is for the purpose of entertainment and should not be treated as canon unless confirmed.*
Reason: "''*"*
>
> "It's been 100 years since the Artura Insurrection was won, but the price paid was high. Now, Armistice station lies in disuse and virtual ruin, House Imperitus has secured its borders after leaving the Coalition shortly after the conflict ended.
>
>
> More recently, having lost hope for any meaningful peace negotiations, House Elgari along with several of the other powerful Houses left the once proud alliance. The Coalition itself is but a shadow of what it once was, reduced to a parliament of squabbling smaller factions, each attempting to gain the upper hand against the others. All the while each house strengthens its military and prepares for another conflict.
>
>
>
>
> The galaxy is in a state of cold war, and somewhere on the outer rim, a long forgotten eye opens, looking inward to the core."
>
>
>
>

**Factions** are various non-player races, nations, or organizations that may become a feature of Starship EVO. They will likely appear in both multiplayer and single-player as NPC groups.

There are 5 known factions originating from the original Kickstarter:

* House Imperitus, a militaristic empire set on expanding their borders
* House Elgari, a race of aliens that promote peace and equality
* Senrai Mining Corporation, a massive corporation providing a huge amount of resources to the galaxy
* The Coalition, the remnants of the Anti-Artura Coalition, made up of many smaller Houses
* The Petcha, a loose association of space wanderers and refugees just trying to survive

1. ↑ https://www.kickstarter.com/projects/skywanderers/skywanderers
Solar Panel

**Solar Panels** are power supplying blocks that generate power when facing the system's Star.

## Overview

During the early game, players will not have access to Reactors and will need to power their structures and vehicles some other way. Solar panels allow players to generate power as long as the panel is facing the sun.

### Setup

Solar Panels can be placed on any entity. They come in normal square and wedged shapes. They can also be both scaled and stretched.

Larger scaled solar panels will generate exponentially more energy than similarly sized smaller scaled ones. They generate next to no heat.

Using the link tool on a solar panel will bring up a status menu. The stats displayed in the window are calculated in real time.

### Usage

Once placed, Solar panels will need to have either of its flat surfaces facing toward the system's Star. The panel's total energy generation will depend on how much sunlight it is catching at the moment. Using Mechanisms can greatly help with angling and positioning of solar panels for maximum efficiency.

## Logic

Power capacity is immediately emptied if the system is turned off.
   Button(Pulse) | System remains active as long as the button is pressed.

## Tips

* Solar Panels can still receive power even if they are completely covered up by other blocks.
	+ Stacking solar panels on top of each other has the potential to generate more power collectively then a similarly sized Reactor block.
Hovercraft Computer

**Hovercraft Computers** are system computers that designate an entity as a Hovercraft. They are **Required** in order for hovercrafts to function.

## Overview

The hovercraft computer, much like the Starship Computer, acts as the central computer of a hovercraft. An entity will operate like a Hovercraft when players take control of a Yoke linked to a Hovercraft Computer.

### Setup

Hovercraft Computers can be placed on any entity; however, they can only be helpful if placed on non-Handhelds. They can not be scaled or expanded and only come in one size. They require energy to function and will not allow players to control them unless powered.

For a Hovercraft computer to turn an entity into a Hovercraft, it will need first to have a Yoke linked to it. The first yoke linked will determine the orientation of the craft. All subsequent yokes oriented in the same direction will act as additional control points. Yokes that have different orientations will cause control issues. If a player wishes to have their yokes move into place via Mechanisms, they will need to link the child entity yoke to a yoke placed on the parent entity.

Pressing **[F]** on the Hovercraft Computer will bring up the hovercraft menu. Here players can change several settings that can significantly affect the hovercraft's performance. Players who use the link tool on the hovercraft computer will be shown more advanced stats of their craft.

### Driving

Once linked, the controls of the yoke switch over to that of hovercrafts. If the hovercraft has any Hover Pods installed, they will automatically activate when the player has taken control. More terrestrial two-dimensional controls replace three-dimensional movement. If an entity has Lightcruise Engines or Warp Cores installed, they will become **inoperable.**

### Hovercraft Menu

 **Auto Roll while turning** | Affects the degrees the hovercraft will automatically roll while turning. Greatly affected by the Anti Roll Strength setting.

## Event Gate Triggers

 **[Percentage] Heat Balance Percentage** | Sends a logic signal based on the current Heat Balance Percentage of the hovercraft

## Tips

* Much like the Starship Computer, Hovercraft computers need to be placed on the parent entity in order for a craft to function as a hovercraft.
* Hovercraft Computers can be copied using the copy/paste tool however they **cannot** be pasted.
* Using Cameras attached to Turrets it is possible to have full 360 degree viewing angles on Hovercrafts.

## Trivia

* The icon on the Hovercraft computer is likely based on Luke Skywalker's X-34 Landspeeder from Star Wars: Episode 4.
Kiosk Computer

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

## Kiosk Computer

### Type

Computer

**Kiosk Computers** are system blocks used to create Kiosks. They are required for a kiosk to function correctly.

## Overview

Kiosks are a way for players to use a variety of non-NPC related services. Every kiosk that is procedurally generated at NPC Stations contains a kiosk computer. Players can setup their own kiosks on their crafts or build some for use in the procedural generation system.

### Setup

Kiosk Computers can be placed on any entity. It can not be scaled or stretched and do not require energy to function.

### Usage

Pressing **[F]** on the kiosk computer will bring up the kiosk menu. Here players can choose what type of kiosk they wish to create. Once they have selected their desired type, they must use the link tool to connect the kiosk computer to a Monitor. Accessing the monitor by pressing **[F]** on it will bring up the associated service menu of the selected kiosk type.

 Repair
 Restaurant
 Rest
 Decoration

### Procedural Generation

TBA

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

**Volumetric Sensors** are logic blocks that will send a "ON" signal when something has entered its sensory field.

## Overview

Volumetric Sensors are a special proximity sensors designed to detect the presence of an entity and send out a logic signal. They are one of two proximity sensors in the game. The other is the Laser Sensor.

### Setup

Volumetric Sensors can be placed on any entity and linked to any other logic-enabled block. They can not be scaled nor expanded and only come in one set size.

Pressing **[F]** on the volumetric sensor will bring up its context menu. Here players can alter various settings. The first set of parameters will determine the sensory area of that particular sensor. Players can see the boundaries of this field by having the volumetric sensor selected on their toolbar. The three input fields for the maximum/minimum boundaries correspond to the *XYZ* axis; each unit equals to 1 meter in size. The max range of each is 9999 units in both positive and negative numbers. The input fields only allows whole numbers, decimal numbers will round down to the nearest whole number. The other settings determine what triggers a logic signal. There are triggers for player, entities, and items/objects. The last setting affects how quickly the sensor will send a signal when it has detected something.

The sensor's boundaries do not emanate from the block itself. Once placed, the sensor will cast its boundaries based on the parent entity's global grid setting. This can make designing specific areas of detection very difficult.

### Menu

The three columns for inputs correspond to the XYZ axis's
 **Update Frequency** | Affects the frequency at which the sensor checks to see if something is within the boundaries. The higher the number the faster the sensor will send a signal when it has detected something.

### Usage

Once placed, the volumetric sensor will cast a sensory field in a defined area. Any entity that enters this field will trigger an ON signal to any linked device. The volumetric sensor will continue sending an ON signal so long as something is in its proximity field. Toggling on the various detection settings will customize what the sensor will check for.

## Tips

* Planetary objects like the various rocks and trees that spawn across their surfaces count as "Items" so the **Trigger on Item Enter** setting can be used as a means of sensing the ground.
	+ As of 23w30a, Habitats all have prerendered terrain so the plants and boulders on them do not trigger a signal.
* Mag-Locks **can not** be triggered with Volumetric Sensors to automatically lock something that has entered its boundaries. They can only be triggered manually through player activated logic.
Light

**Lights** are a collection of illumination blocks that can brighten up an area.

## Overview

Space, by its nature, is a very dark place. The universe's only natural source of light is the stars spread across the sky. Players can use the various light blocks provided to illuminate their creations.

### Setup

Light blocks can be placed on any entity. Collectively they all can be scaled; however, each block can be expanded in different dimensions. Light Flats and Light Wedges can stretch in the ***X*** dimension. Light Tubes and Flood Lights can stretch in the ***Y*** dimension. Flood Lights are unique in that stretching changes the distance the light casts. Currently, they do not require energy to function.

Players can link an RGB Gate to any light block to make dynamic lights. When placed, lights, by default, will cast a cool white light. Applying paint to any light will not change the color of the block portion but instead change the color of the light it casts.

### Usage

Once placed, light blocks will cast a bright light in the immediate area. Light is obstructed by placing blocks in the path of the light. Logic can turn lights off and on. All light blocks beside Flood Lights can cast their glow across entities, such as illuminating the dark sides of asteroids.

### Glow blocks

Unlike lights, glow blocks will not produce any light beyond their glow effect.
Construction

# Light Sources

## Light Bricks

*Provides illumination.*

*Can be painted. Can be toggled with logic.*

(m)

## Glow Bricks

*Does not provide illumination. All glow bricks have a scale range of 1/8 to 32m.*

*Can be painted. Can be toggled with logic.*

# Decorative Blocks

## Seats

*Allows the player to sit down with **[F]****. Can trigger Event Gates.*

## Windows

*Decorative see-through blocks.*

1. ↑ Default Keybindings
Laser Sensor

**Laser Sensors** are logic blocks that send a logic ON signal when players cross its path.

## Overview

Laser Sensors are a special proximity sensors designed to detect the presence of an entity and send out a logic signal. They are one of two proximity sensors in the game. The other is the Volumetric Sensor.

### Setup

Laser sensors can be placed on any entity. They can be linked to any other logic-enabled block. The sensor itself is the same size as all other logic gates.

Pressing **[F]** on the laser sensor will bring up its context menu. Here the player can change several settings: The ray length and whatever can trigger a logic signal. The laser sensor's default range is set at 8 meters and can adjusted to be longer or shorter by inputting a new number. The maximum distance the ray can extend to is the maximum dimensions of the entity that the laser sensor is on. The other settings determine what type of entity will trigger a signal. There's settings for players, ships, and even objects like ores. The last setting affects the speed at which the sensor will send a signal when it has detected something.

### Menu

 **Update Frequency** | Affects the frequency at which the sensor checks to see if something is within the boundaries. The higher the number the faster the sensor will send a signal when it has detected something.

### Usage

Once placed, the Laser sensor will emit a faint light straight ahead from its center. This light beam is the logic trigger, and any entity that crosses it will trigger a logic signal. The light beam is not affected by solid objects and will go through other blocks. The laser sensor will send a signal so long as it detects something breaking its light beam. Turning on the various trigger settings will customize what the sensor will check for.

## Tips

* Since the Laser will pass through other blocks it can be used as a laser dot sight for aiming something.
* Painting the Laser Sensor will change the color of its beam. Painting it black will make the beam nearly invisible.
* Planetary objects like the various rocks and trees that spawn across their surfaces count as "Items" so the **Trigger on Item Enter** setting can be used as a means of sensing the ground.
	+ As of 23w30a, Habitats all have prerendered terrain so the plants and boulders on them do not trigger a signal.
* Mag-Locks **can not** be triggered with Laser Sensors to automatically lock something that has tripped the laser. They can only be triggered manually through player activated logic.
Salvage

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

**Salvaging** is a game mechanic that allows players to recapture resources and reconstitute them into more usable crafting components.

## Overview

When any block gets destroyed by weapons fire it will spawn several small chunks of scrap. This is what is known as salvage and can be collected by the player. The primary use for salvage is in smelting them back into metal ingots which can be used in crafting. Players can easily acquire scrap from battles. Either emerging victorious or merely picking an old battlefield clean, all destroyed ships can be salvaged for resources.

The amount of salvage that is created depends on the scale and size of the block being destroyed. Larger blocks will spawn more pieces of scrap. The type of scrap that is created will depend on the type of block that is destroyed. For instance, hull blocks will only spawn metal scrap while system blocks will spawn circuitry scrap.

### Wrecks

Wrecked ships are another source of scrap. Wrecks are the remains of crashed or abandoned ships that can be found randomly on Planets. They will usually be partially buried in the planet's surface and can sometimes be found underwater. These wrecks will be in varying states of decay and overgrowth so they will have less scrap than if the vessel were intact.

## Smelting

*see:Furnace*

Placing scrap into a furnace will turn it back into metal ingots. The amount of scrap that is need per ingot will vary depending on type. Scrap is physically too large to fit into the furnace's input opening so they must be transferred via the Conveyor System.

### Types of Salvage

*As of 23w44a, The only scrap that spawns is Metal Scrap. More will be added in the future.*
Space Police

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

The **Space Police** are the enforcers of law and order throughout the Galaxy.

## Overview

The Galaxy of Starship EVO is as large as it is treacherous. A vast ocean of stars can cast a torrent of light across the void. However, in the shadows is where crime occurs. The Space Police are the ever-present flood light dealing with all the scum and villainy a far away galaxy could muster. To all evildoers, lowlifes, and dirtbags who infest the void, heed the age-old advice: "Stay out of trouble."

Players can find space police patrolling all over star systems. Found congregating around Standard Interplanetary stations, attacking these establishments is considered a crime. Players who engage in this offense will first receive a warning. If the notice goes unheeded, the player will be attacked and pursued by any Space Police vessels in the area. The player will become a wanted felon and will need to lay low to travel in the galaxy safely.

### Stations

*\*This Faction currently does not own any Stations\**

## Faction Relations

### Player Actions

Players may gain or lose faction reputation based on how they interact with this faction. This can have a dramatic impact on how this faction treats the player as they progress through the game. *High faction reputation may grant the player special privileges while low reputation may see serious negative consequences*. Players may view their current faction relations in the Player Progression Tab in the Codex which is the 2nd tab from the left.

### Relations with other Factions

This faction will interact with other NPC factions based on their preset relations to them. These can not be changed.

 Pirates | Hostile | Will attack once identified.

## Tips

* As of 22w33a, The Space Police do not pursue players even if they are currently wanted.

## Upcoming Features

* More player interactions.
* Set routines per ship.
* Treat the player according to their current relations with them.

1. ↑ *Currently unimplemented*
Logic Field

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

## Logic Field

### Type

Mission Scripting

**Logic Fields** are special scripting blocks only intended for use in mission scripting. They are unrelated to the Logic system.

## Overview

The logic field block is a unique blend of gameplay and background systems. It exists to enable scripted triggers to occur on player Blueprints. They act as a proximity trigger version of the Tag tool.

### Setup

Logic Fields can be placed on any entity. They can be both scaled and expanded. They are scripting blocks so they are designed to have very little weight and consume no power.

Logic fields are both invisible and intangible meaning that players will most likely never even know they are there. The only way for players to see them is to have a logic field selected on their hot bar.

Logic fields are the only blocks whose boundaries can overlap with another block. In terms of placement, they function just like any other block; however they can be stretched to cover an area already occupied by other bricks. Blocks can also be placed inside preexisting logic fields.

### Usage

Despite its name logic fields have nothing to do with Logic signals. Logic fields are designed to be intangible as they are suppose to act as triggers for preprogrammed scripted events. Players that have entered the area of a logic field will automatically trigger whatever scripted event is suppose to happen. As of 22w33a, there is no way for players to create missions scripts; at least in-game.

Pressing **[F]** on the logic field will bring up its context menu. Here there are only two options: Label and Tag. This menu is identical to the one that appears when using the Tag tool on any block.

## Tips

* Logic fields can extend an entity's boundaries while not increasing its overall mass or volume. This can come in handy for various systems that use an entity's dimensions to operate such as Gravity Units.
	+ This will also effect the ability for Ships to dock at Shipyards as it will change their dimensions. Logic fields placed on child entities will mitigate this.
* Logic fields are completely immune from weapon damage and do not contribute to an entity's HP pool. Projectiles and beams will pass right through it.
Bottle

**Bottles** are personal items that can be used to carry various substances such as Fuel and Air.

## Overview

Bottles are small utility items that players can use to transport and store various useful non-solid resources. They can only be crafted using Assemblers so players will need to advance far enough to be able to use them.

Bottles are items so they can be stored in either player's inventory or inside of a Cargo container. Players will need to place them on their hotbar in order to use them. Once selected, pressing **[Left Mouse Button]** will cause the player to throw the bottle into the world. Bottles will become physical items that can be influenced by things like Gravity or Conveyor Belts.

*As of 23w49a, Throwing bottles will clone them. This is most-likely a debugging tool and will not make into the final game.*

### Usage

Bottles can hold all non-solid resources in the game. This includes Hydrogen, Oxygen, and Water. All bottles can hold a maximum of 200 L of a substance. Bottles can only be used on tanks that hold non-solid resources.

To gather their desired substance from a container players will need to be looking at it until it is highlighted. Valid containers will give the player a prompt to press and hold the **[R]** key. Once the circle is full the bottle will be completely filled. Pressing and holding the **[R]** key at any time will empty the contents of the bottle. To fill a container players will simply repeat the process.

#### Hazard

Certain substances can be dangerous when held within a bottle. For instance, bottles containing hydrogen **can combust** if they receive any form of damage. When first struck, the bottle will begin to leak fuel. This fuel will act as propellant and launch the bottle forward in an unpredictable course before exploding. This explosion will damage everything within the blast radius, blocks, terrain and even the player themselves.
Paint

Paints are the way Blocks and Bricks are colored in this game, by default the game codex provides you with a palette of 35 paints, 30 colors and 5 shades of gray. Custom paint palletes are supported.

Paints can be applied to blocks by first adding a paint to your hotbar, selecting that paint and then using the mouse to place it down as you would have a block.

Not to be confused with Material Paints

## Adding a Custom Palette

```
1. Open PaintPalettes.XML, located in : *\AppData\LocalLow\Moonfire Entertainment\Starship EVO*

```

```
2. Save a backup with a new name.

```

```
3. Make a new line after "<ArrayOfPaintPalette>.

```

```
4. Paste the following in that new line.

```

```
 <PaintPalette>
    <name>YOUR NAME HERE</name>
    <colors>
      <Color32>
        <r>RRR</r>
        <g>GGG</g>
        <b>BBB</b>
        <a>255</a>
      </Color32>
    </colors>
  </PaintPalette>

```

```
5. Change [YOUR NAME HERE] to whatever you'd like to call your palette.

```

```
6. Change the RRR,GGG,BBB,AAA to the rgba value of your custom color.

```

```
7. To add more colors, repeat the instance of <Color32> to </Color32> within <colors></colors>.

```

```
8. Save your file.

```

```
9. Load the game.

```

## Tips

* There is actually a special "null" color that is only applied to blocks as a default. This color is not found in the default palette and can only be selected by using the Quick select menu by pressing **[Middle Mouse Button]**.
	+ Null has an unusual effect when applied to Light blocks. It will stop them from casting light. This is excellent for RGB Gates set ups where players want a dedicated flashing light.

## Useful Tools

SEVO Tools- A website to test uploading and viewing custom paint palettes.