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	<updated>2026-04-30T02:02:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30840</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30840"/>
		<updated>2022-05-04T06:30:26Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Station Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and be placed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
** The setup requires Exorium Tank, Exorium Processing Unit and Generator installed. Supply conduit terminal can then be used to turn on electricity production. If the Reconstruction Machine is connected to the network by Supply Conduit Nexus, it will now begin charging&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
*Station version has use range of 5000 KM&lt;br /&gt;
&lt;br /&gt;
[[File:StationReconMachineSetup.png|800px|Complete setup for a station reconstruction machine]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:StationReconMachineSetup.png&amp;diff=30839</id>
		<title>File:StationReconMachineSetup.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:StationReconMachineSetup.png&amp;diff=30839"/>
		<updated>2022-05-04T06:29:24Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Example of Station Reconstruciton Machine set up correctly&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30807</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30807"/>
		<updated>2022-05-03T13:03:03Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Station Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and be placed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
** The setup requires Exorium Tank, Exorium Processing Unit and Generator installed. Supply conduit terminal can then be used to turn on electricity production. If the Reconstruction Machine is connected to the network by Supply Conduit Nexus, it will now begin charging&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
*Station version has use range of 5000 KM&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Cargo beam]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Player_Stations&amp;diff=30796</id>
		<title>Player Stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Player_Stations&amp;diff=30796"/>
		<updated>2022-05-03T11:10:08Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Permissions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|de=Capital_Mega_Station:de&lt;br /&gt;
|fr=Capital_Mega_Station/fr&lt;br /&gt;
|ru=Мега Станция&lt;br /&gt;
|ua=Мега Станція&lt;br /&gt;
|pl=Capital_Mega_Station:pl&lt;br /&gt;
|zh-cn=首都超级空间站&lt;br /&gt;
|jp=キャピタル・メガステーション&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
WIP page, Please contribute!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Stations Introduction ==&lt;br /&gt;
Player stations can be built by placing a [[Station Foundation (Inside Safezone)]] or a [[Station Foundation (Outside Safezone)]]. These must be within or outside of Origin's Safezone respectively.&lt;br /&gt;
Player stations provide the user with a 300 meter radius Safezone which can be entered freely by the creator and anybody who is permitted.&lt;br /&gt;
&lt;br /&gt;
== Creating a Station ==&lt;br /&gt;
To place a player made station, you first need to research the foundation block. Go to your research tab (K) and find the &amp;quot;Advanced&amp;quot; tab. You will need to research the predecessor, the [[Advanced crafting bench]], before being allowed to research the station foundation block. If you wish to make a foundation outside of the safe zone, you will need to get to the bottom of the research tree to unlock the [[Station Foundation (Outside Safezone)]] research. This will take significantly more research.&lt;br /&gt;
&lt;br /&gt;
The player made station MUST be at least 1,000 meters (1km) away from another player station and at least 30,000 meters (30km) away from an Origin station. &lt;br /&gt;
Note: These numbers have not been confirmed yet.&lt;br /&gt;
&lt;br /&gt;
Once the station has been placed, the button on the projector has been pressed and there is no errors in chat, it will begin a ten minute timer. Once the ten minute timer is complete, the Station's Safezone is now active, alongside the transponder.&lt;br /&gt;
&lt;br /&gt;
== Permissions ==&lt;br /&gt;
To access the permissions menu, press your inventory key (I) and select &amp;quot;Stations&amp;quot;. You'll then see the &amp;quot;Stations List&amp;quot;. Select your station. In this menu, you can change the access privileges that players who have been granted access to the station have.&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
To build on your station, you will need the [[Advanced crafting bench]]. This provides the user with a variety of blocks to build their station with. However, the user will need to research these blocks in the &amp;quot;Advanced&amp;quot; research tab before being allowed to use them.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
=== Invisible transponder ===&lt;br /&gt;
If you can't see your station's transponder (i.e: User's Station) after the Safezone is secured, go to your Settings -&amp;gt; Transponders -&amp;gt; Station Transponders. From there, set these values for the following labelled settings:&lt;br /&gt;
* &amp;quot;Amount of received signals from Station Transponders&amp;quot; to 30&lt;br /&gt;
* &amp;quot;Receive signals from owned stations&amp;quot; to 3.0&lt;br /&gt;
* &amp;quot;Station Transponder range&amp;quot; to 500&lt;br /&gt;
* &amp;quot;Distance for hiding Station Transponder signals&amp;quot; from 0.1 to 1.5&lt;br /&gt;
* &amp;quot;Speed limit for Station Transponder visibility&amp;quot; to 0&lt;br /&gt;
&lt;br /&gt;
=== Can't press blue button without a system error ===&lt;br /&gt;
If you are too close to an Origin Station, you will get the error that says:&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;You are attempting to build your station in a restricted area, please find another location&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
To alleviate this, ensure that you are at least 30km away from an Origin station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you're too close to a Player Station, you will get the error that says:&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;You are too close to other stations to activate the projector&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
To fix this, look for any player stations surrounding you. In your transponder settings, max the &amp;quot;Receive signals from x&amp;quot; values to ensure that you can see all player stations, regardless of affiliation. This can be reverted afterwards if you wish.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
A player station can hold somewhere between 6,500 and 10,000 total items, but this number has not been thoroughly tested. This number may vary depending on the mass of each item stored in the station.&lt;br /&gt;
&lt;br /&gt;
Currently, you cannot use the [[Auction House]] at a player station.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stations]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30683</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30683"/>
		<updated>2022-04-28T08:43:55Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Station Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and be placed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
** The setup requires Exorium Tank, Exorium Processing Unit and Generator installed. Supply conduit terminal can then be used to turn on electricity production. If the Reconstruction Machine is connected to the network by Supply Conduit Nexus, it will now begin charging&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Cargo beam]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30682</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30682"/>
		<updated>2022-04-28T08:42:58Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Station Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and be placed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
** The setup requires Exorium Tank, Exorium Processing Unit and Generator installed. Supply conduit terminal can then be used to turn on electricity production to the Reconstruction Machine if it is connected to the network&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Cargo beam]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30561</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30561"/>
		<updated>2022-04-13T13:03:17Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Damaged parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available. The original blueprint is the state of the ship when it is bought.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However, having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: a known issue exists where pieces fixed with the building tool can sometimes still count as damaged, leading to them not being saved properly to the blueprint! This mostly happens if fixing without the ship blueprint visualization turned on.'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will reset any saves it might have had in its save slots, and the original blueprint save will become the state the ship is in when claimed.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30560</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30560"/>
		<updated>2022-04-13T13:02:47Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Damaged parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available. The original blueprint is the state of the ship when it is bought.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However, having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: a known issue exists where pieces fixed with the building tool can sometimes still count as damaged, leading to them not being saved properly to the blueprint!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will reset any saves it might have had in its save slots, and the original blueprint save will become the state the ship is in when claimed.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30559</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30559"/>
		<updated>2022-04-13T13:02:07Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available. The original blueprint is the state of the ship when it is bought.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However, having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will reset any saves it might have had in its save slots, and the original blueprint save will become the state the ship is in when claimed.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30558</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30558"/>
		<updated>2022-04-13T13:01:07Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Blueprints on claimed ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available if that blueprint is in the player's possession.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However, having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will reset any saves it might have had in its save slots, and the original blueprint save will become the state the ship is in when claimed.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30557</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30557"/>
		<updated>2022-04-13T12:44:56Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available if that blueprint is in the player's possession.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However, having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will set it's blueprints to the current form of the ship. The original blueprint will not be available for use in these ships.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30556</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30556"/>
		<updated>2022-04-13T12:44:29Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available if that blueprint is in the player's possession.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will set it's blueprints to the current form of the ship. The original blueprint will not be available for use in these ships.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30555</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30555"/>
		<updated>2022-04-13T12:43:37Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]] or with the blueprint filler functionality.&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will set it's blueprints to the current form of the ship. The original blueprint will not be available for use in these ships.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30554</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30554"/>
		<updated>2022-04-13T12:42:17Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]]&lt;br /&gt;
&lt;br /&gt;
[[File:BlueprintUpdateUI.png|600px|thumb|right|Blueprint Files UI ]]&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will set it's blueprints to the current form of the ship. The original blueprint will not be available for use in these ships.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:BlueprintUpdateUI.png&amp;diff=30553</id>
		<title>File:BlueprintUpdateUI.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:BlueprintUpdateUI.png&amp;diff=30553"/>
		<updated>2022-04-13T12:41:55Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueprint update UI&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30552</id>
		<title>Ship Blueprint Update</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Blueprint_Update&amp;diff=30552"/>
		<updated>2022-04-13T12:41:30Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: Created page with &amp;quot;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at Ship Repair Terminal  = How to use =  By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.  The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship blueprint update allows saving the ship's current build into a saveslot, which can then be utilized to repair into desired version at [[Ship Repair Terminal]]&lt;br /&gt;
&lt;br /&gt;
= How to use =&lt;br /&gt;
&lt;br /&gt;
By default, the blueprint files menu opens by opening the universal tool near a ship you have access to. You can also set a custom button to open only the blueprint files from Controls-&amp;gt; Menus.&lt;br /&gt;
&lt;br /&gt;
The feature has 3 save slots, one of which can be set to automatic save. Whenever automatic or manual save triggers, there is a short period of time to cancel before the save goes through. By clicking activate, any of the 3 slots can be set as the ship's active blueprint. Blueprint filler and Ship Repair Terminal can use these saves to effectively allow each ship to have 3 versions set up. &lt;br /&gt;
&lt;br /&gt;
The save slots can be renamed by clicking on the names for better identification. &lt;br /&gt;
&lt;br /&gt;
Besides the 3 save slots, the original form of the ship is also always available.&lt;br /&gt;
&lt;br /&gt;
Only the person hosting a ship at the time can access the blueprint files. However having operator access is enough to be able to alter them. &lt;br /&gt;
&lt;br /&gt;
Easy build ships are not currently supported properly for the Ship Blueprint Update. Making a save on such a ship may allow fixing it with blueprint filler tool, but the fixed modules are no longer counted as modules but single parts.&lt;br /&gt;
&lt;br /&gt;
= Damaged parts =&lt;br /&gt;
&lt;br /&gt;
Damaged parts will not be saved to the blueprint if a save is made when they are present on the ship. &lt;br /&gt;
&lt;br /&gt;
'''Note: currently pieces fixed with building tool are still counted as damaged, leading to them not being saved properly!'''&lt;br /&gt;
&lt;br /&gt;
= Blueprints on claimed ships =&lt;br /&gt;
&lt;br /&gt;
Claiming a ship with a deed will set it's blueprints to the current form of the ship. The original blueprint will not be available for use in these ships.&lt;br /&gt;
&lt;br /&gt;
= Settings=&lt;br /&gt;
&lt;br /&gt;
The feature has configurable settings at Gameplay -&amp;gt; Ship Blueprint Autosave. You can define how fast the actual save begins from pressing a manual save or autosave being detected. You can also choose which methods trigger the autosave: 60 seconds after last modification, sitting on a pilot chair and moving away from the ship.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30538</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30538"/>
		<updated>2022-04-11T09:57:52Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Capturing process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 hours from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Limitations on stations and capital ships that are scheduled for siege =&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the target station has following limitations:&lt;br /&gt;
*More objects can be added to the station to prepare for siege, and can be removed shortly after placement &lt;br /&gt;
*Objects that were in place before scheduling the siege cannot be removed&lt;br /&gt;
*It is not possible to expand to new build zones&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the participating capital ship has following limitations:&lt;br /&gt;
*The capital ship cannot be altered in any way, as adding or removing objects could break warp requirements&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the '''center''' is defined: for Capital Ships center zone is the one with the siege terminal. If a space station has a siege terminal, that is also the center for them; if not, then the zone with the station foundation becomes the center. Next, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones in order. Capturing is only possible for the currently active layer. Once the entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well, if nothing has yet been captured from the newly unlocked layer by the attacker. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30537</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30537"/>
		<updated>2022-04-11T09:57:18Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Forming of capture zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 hours from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Limitations on stations and capital ships that are scheduled for siege =&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the target station has following limitations:&lt;br /&gt;
*More objects can be added to the station to prepare for siege, and can be removed shortly after placement &lt;br /&gt;
*Objects that were in place before scheduling the siege cannot be removed&lt;br /&gt;
*It is not possible to expand to new build zones&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the participating capital ship has following limitations:&lt;br /&gt;
*The capital ship cannot be altered in any way, as adding or removing objects could break warp requirements&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the '''center''' is defined: for Capital Ships center zone is the one with the siege terminal. If a space station has a siege terminal, that is also the center for them; if not, then the zone with the station foundation becomes the center. Next, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones in order. Layers form from outside towards the center. The center is the build zone with the station foundation, or the build zone with the siege terminal for capitals. Each layer is formed by picking furthest away zones from the center, with layer ending up containing at least 4 zones. If there are not enough zones at a set range to form the layer, the system looks for the next closest zones to combine with. This can create layers bigger than 4 zones.  &lt;br /&gt;
&lt;br /&gt;
Capturing is only possible for the currently active layer. Once the entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well, if nothing has yet been captured from the newly unlocked layer by the attacker. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30536</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30536"/>
		<updated>2022-04-11T09:54:25Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Station Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and be placed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Cargo beam]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30535</id>
		<title>Reconstruction machine</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Reconstruction_machine&amp;diff=30535"/>
		<updated>2022-04-11T09:54:06Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Reconstruction_machine.png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=An assembled reconstruction machine&lt;br /&gt;
	  |name=Reconstruction machine&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Respawn device&lt;br /&gt;
	  |function=[[Endoskeleton]] reconstruction&lt;br /&gt;
	  |availability=[[X-Constructs]]&lt;br /&gt;
	  |size=288×288×216 cm&lt;br /&gt;
	  |mass=87,932.25&lt;br /&gt;
	  |volume=10,224.68&lt;br /&gt;
	  |corrosionResistance=320&lt;br /&gt;
	  |suppressUnitsKg&lt;br /&gt;
	  |suppressUnitsKv&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device IO&lt;br /&gt;
	  |electricIn=1 e/s&lt;br /&gt;
	  |electricOut=&lt;br /&gt;
	  |energyCapacity=&lt;br /&gt;
	  |coolantIn=&lt;br /&gt;
	  |coolantOut=&lt;br /&gt;
	  |coolantCapacity=&lt;br /&gt;
	  |coolantRefresh=&lt;br /&gt;
	  |heatGeneration=&lt;br /&gt;
	  |heatDissipation&lt;br /&gt;
	  |propellantIn=&lt;br /&gt;
	  |propellantOut=&lt;br /&gt;
	  |propellantCapacity&lt;br /&gt;
	  |fuelIn=&lt;br /&gt;
	  |fuelOut=&lt;br /&gt;
	  |fuelCapacity&lt;br /&gt;
	  |sockets=&lt;br /&gt;
	  |YOLOLchips=&lt;br /&gt;
	  |modInterfaces=&lt;br /&gt;
	  |deviceInterfaces=&lt;br /&gt;
	  |enhancement=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (cradle)&lt;br /&gt;
	  |aegisium=25.59%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=15.35%&lt;br /&gt;
	  |bastium=1.49%&lt;br /&gt;
	  |charodium=19.19%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=25.59%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38.38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (fabricator)&lt;br /&gt;
	  |aegisium=&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=39.02%&lt;br /&gt;
	  |bastium=5.23%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=31.22%&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=24.53%&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (generator)&lt;br /&gt;
	  |aegisium=25%&lt;br /&gt;
	  |ajatite=&lt;br /&gt;
	  |arkanium=&lt;br /&gt;
	  |bastium=15%&lt;br /&gt;
	  |charodium=22%&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=38%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device Construction&lt;br /&gt;
	  |headerOverride=Composition (terminal)&lt;br /&gt;
	  |aegisium=20.56%&lt;br /&gt;
	  |ajatite=12.85%&lt;br /&gt;
	  |arkanium=30.83%&lt;br /&gt;
	  |bastium=10.07%&lt;br /&gt;
	  |charodium=&lt;br /&gt;
	  |corazium=&lt;br /&gt;
	  |exorium=&lt;br /&gt;
	  |haderite=&lt;br /&gt;
	  |ice=&lt;br /&gt;
	  |ilmatrium=&lt;br /&gt;
	  |karnite=&lt;br /&gt;
	  |kutonium=&lt;br /&gt;
	  |lukium=&lt;br /&gt;
	  |merkerium=&lt;br /&gt;
	  |nhurgite=&lt;br /&gt;
	  |oninum=&lt;br /&gt;
	  |surtrite=&lt;br /&gt;
	  |tengium=&lt;br /&gt;
	  |ukonium=&lt;br /&gt;
	  |valkite=&lt;br /&gt;
	  |vokarium=25.7%&lt;br /&gt;
	  |xhalium=&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The reconstruction machine is a device capable of rebuilding [[Endoskeleton|endoskeletons]] should they come to an untimely end. It consumes an [[Endoskeleton replacement kit|replacement kit]] for each reconstruction it performs, and the endoskeleton must be linked to the machine prior to destruction in order to reactivate at the machine. Owing to their significant expense, reconstruction machines are rarely mounted on personal craft or fighters.&lt;br /&gt;
&lt;br /&gt;
Reconstruction machine also heals damaged endoskeletons close to it, one at a time.&lt;br /&gt;
*'''Note!''' Reconstruction machines have a 100km range. If you die outside of the range, you cannot respawn at the machine.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
The reconstruction machine is assembled from four distinct modules:&lt;br /&gt;
* The cradle, which performs the physical assembly&lt;br /&gt;
* The fabricator, which prepares resources for the reconstruction&lt;br /&gt;
* The generator, which consumes and converts network power&lt;br /&gt;
* The terminal, which provides a user interface for operating the machine&lt;br /&gt;
&lt;br /&gt;
Though the reconstruction machine does have an internal battery and a generator, it requires external power to recharge after usage.&lt;br /&gt;
&lt;br /&gt;
==Station Version==&lt;br /&gt;
&lt;br /&gt;
Station version of the Reconstruction Machine can be crafted as a single module and installed on Space Stations, Moon Bases or Capital Ships. It functions similarly to the ship version, except:&lt;br /&gt;
*Station version does not have limitation of being linked to one machine at a time&lt;br /&gt;
*Station version must be powered up by station machinery setup with electricity running, linking to the supply conduit network with the supply conduit nexus module&lt;br /&gt;
*A station can only have a set amount of Reconstruction Machines, and machines beyond this limit won't activate. The limit is 2 machines + 1 more per 4 station class&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Cargo beam]]&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30534</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30534"/>
		<updated>2022-04-11T06:55:45Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 hours from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Limitations on stations and capital ships that are scheduled for siege =&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the target station has following limitations:&lt;br /&gt;
*More objects can be added to the station to prepare for siege, and can be removed shortly after placement &lt;br /&gt;
*Objects that were in place before scheduling the siege cannot be removed&lt;br /&gt;
*It is not possible to expand to new build zones&lt;br /&gt;
&lt;br /&gt;
When a siege has been announced the participating capital ship has following limitations:&lt;br /&gt;
*The capital ship cannot be altered in any way, as adding or removing objects could break warp requirements&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones in order. Layers form from outside towards the center. The center is the build zone with the station foundation, or the build zone with the siege terminal for capitals. Each layer is formed by picking furthest away zones from the center, with layer ending up containing at least 4 zones. If there are not enough zones at a set range to form the layer, the system looks for the next closest zones to combine with. This can create layers bigger than 4 zones.  &lt;br /&gt;
&lt;br /&gt;
Capturing is only possible for the currently active layer. Once the entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well, if nothing has yet been captured from the newly unlocked layer by the attacker. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30533</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30533"/>
		<updated>2022-04-11T06:53:23Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Capturing process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 hours from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones in order. Layers form from outside towards the center. The center is the build zone with the station foundation, or the build zone with the siege terminal for capitals. Each layer is formed by picking furthest away zones from the center, with layer ending up containing at least 4 zones. If there are not enough zones at a set range to form the layer, the system looks for the next closest zones to combine with. This can create layers bigger than 4 zones.  &lt;br /&gt;
&lt;br /&gt;
Capturing is only possible for the currently active layer. Once the entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well, if nothing has yet been captured from the newly unlocked layer by the attacker. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30510</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30510"/>
		<updated>2022-04-08T12:49:36Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Choosing the target station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 hours from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30509</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30509"/>
		<updated>2022-04-08T11:55:46Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Choosing the target station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled '''at minimum 24 hours from now''', and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:SiegeSchedule.png&amp;diff=30508</id>
		<title>File:SiegeSchedule.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:SiegeSchedule.png&amp;diff=30508"/>
		<updated>2022-04-08T10:16:49Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: ArsiFB uploaded a new version of File:SiegeSchedule.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege schedule UI&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30507</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30507"/>
		<updated>2022-04-08T10:16:30Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Initiating a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled at minimum 24 hours from now, and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30506</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30506"/>
		<updated>2022-04-08T10:12:08Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Initiating a siege */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled at minimum 24 hours from now, and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30505</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30505"/>
		<updated>2022-04-08T10:11:03Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
[[File:SiegeSchedule.png|thumb|800px|center|Choosing siege schedule from the siege tab]]&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled at minimum 24 hours from now, and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:SiegeSchedule.png&amp;diff=30504</id>
		<title>File:SiegeSchedule.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:SiegeSchedule.png&amp;diff=30504"/>
		<updated>2022-04-08T10:09:56Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Siege schedule UI&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30479</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30479"/>
		<updated>2022-04-07T06:49:58Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0. '''Note that this only updates times for the next coming week, not the current one!''' &lt;br /&gt;
&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled at minimum 24 hours from now, and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30478</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Siege&amp;diff=30478"/>
		<updated>2022-04-06T13:07:25Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Siege time limitations and ending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;'''Sieges are available for testing on the PTU server ONLY.'''&amp;lt;/big&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Siege battles allow launching attacks against space stations with military capital ships. During these fights it is possible to end up capturing the enemy structure, taking ownership of it.&lt;br /&gt;
&lt;br /&gt;
= Initiating a siege =&lt;br /&gt;
&lt;br /&gt;
There are many requirements for a siege to be possible:&lt;br /&gt;
* The attacking capital ship must be turned into a military capital ship from the station management UI&lt;br /&gt;
* The attacking capital ship must be of equal or higher size class than the targeted station&lt;br /&gt;
* The attacking capital ship must have 1 Capital Ship Shieldbreaker installed and connected to resource network per size class of target station&lt;br /&gt;
* The attacking capital ship must have a siege terminal installed&lt;br /&gt;
* The attacking capital ship must fulfill usual warp requirements for the siege warp. More details in [[Capital Ships|Capital Ships]] page&lt;br /&gt;
* The targeted station must have chosen their preferred siege times from siege tab -&amp;gt; schedule, and the chosen time must have updated to the servers. The update of schedules happens every monday 00:00 UTC+0&lt;br /&gt;
&lt;br /&gt;
== Choosing the target station ==&lt;br /&gt;
&lt;br /&gt;
To choose the siege target, you need a navigation chip saved within 200 kilometers of the station in question. Having such a navigation chip in your inventory while using the siege terminal will show possible target stations as a list. Your own stations or your company's stations will not show up as options. You can then proceed to choose one of the timeslots the station has allocated for the siege, and confirm it. '''Note that when a siege is confirmed, it cannot be prevented by any means!'''&lt;br /&gt;
&lt;br /&gt;
A siege can be scheduled at minimum 24 hours from now, and maximum of 192 from now. There is a 4 hour break period after any scheduled siege where the station cannot be target of another siege.  &lt;br /&gt;
&lt;br /&gt;
After a siege has been scheduled, players on the targeted station get a warning of the incoming siege and can prepare. Players on the capital ship can see a timer of when the siege warp will begin.&lt;br /&gt;
&lt;br /&gt;
= Siege startup =&lt;br /&gt;
&lt;br /&gt;
Once the siege warp countdown finishes, the capital ship begins it's warp to the siege location. After arrival, there is one minute before the safe zones of both the targeted station and capital ship go down and the fighting can begin! A large warzone area will also be created around the targeted station.&lt;br /&gt;
&lt;br /&gt;
Players who are within the warzone can choose the side they wish to support from an UI popup, or choose to remain unaffiliated. Choosing a side will allow you to help them with capturing areas. You can change the side if you re-enter the area. Players sharing a side will have their names shown and colored, and same applies to non-company ship transponders that are on. &lt;br /&gt;
&lt;br /&gt;
Capital ships cannot queue warps inside the warzone, but already scheduled warps will happen normally. For the duration of the siege, military capital ships also cannot warp outside the warzone to escape. &lt;br /&gt;
&lt;br /&gt;
For the duration of the siege, station damage is enabled for the participating station and capital ship.&lt;br /&gt;
&lt;br /&gt;
= Forming of capture zones =&lt;br /&gt;
&lt;br /&gt;
The station and capital ship form capture zones based on a layer mechanic. First the center is defined: the center of the station is the zone with the foundation and Capital Ships center zone is the one with the siege terminal. Then, distance of different zones are counted to the center, and starting from the outermost zones, layers containing at least 4 zones area formed. If there are not enough build zones at a set range, they are instead added to the count of the zones 1 step closer.&lt;br /&gt;
&lt;br /&gt;
For example, if the furthest zones of a station are 5 steps away from the center and there are three of them, and there are two zones at range 4, these layers would be combined and create 5 capturable zones.&lt;br /&gt;
&lt;br /&gt;
The center zone is always its own single layer.&lt;br /&gt;
&lt;br /&gt;
= Capturing process =&lt;br /&gt;
[[File:Starbase Siege Capture UI 4.4.2022.png|thumb|right]]&lt;br /&gt;
To capture a station, players go through the layers of capture zones. Once an entire layer has been captured, the next one unlocks. The defenders can however try to capture back the previous layer as well. Once the final, central layer of a structure is captured, that structure is now '''controlled''' by that side! If they keep the control until the end of siege, that side will gain ownership of the structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a zone happens by holding a majority of forces in there for long enough, signified by a meter in the UI. The capture speed varies based on the majority, with 60% being the lowest requirement and 90% ensuring fastest capturing. Amount of players also limits capturing speed: to be able to capture at the maximum speed, at least 4 players are required from a side to be present. &lt;br /&gt;
&lt;br /&gt;
If there are no opposing players in a zone, its capture state slowly returns towards the current controller of the zone.&lt;br /&gt;
&lt;br /&gt;
= Siege time limitations and ending =&lt;br /&gt;
&lt;br /&gt;
There are various time limitations in the siege battle. There is a minimum and maximum siege time, increasing with the size of the targeted station. While the minimum time is running, the siege victory countdown will not begin. Maximum time will end the siege eventually when it runs out.&lt;br /&gt;
&lt;br /&gt;
'''Note that these values are a subject to change'''&lt;br /&gt;
* Siege minimum time: 40 minutes + 1 minute per size class&lt;br /&gt;
* Siege maximum time: 80 minutes + 3 minutes per size class&lt;br /&gt;
* Victory timer with full control: 15 minutes &lt;br /&gt;
* Time for safe zones to go down after siege warp: 4 minutes&lt;br /&gt;
* Time for safe zones to return after siege ends: 4 minutes&lt;br /&gt;
&lt;br /&gt;
Controlling the opposing structure while the minimum siege time has passed starts the victory countdown. If the side retains the control of the structure until the timer passes, the siege will end.&lt;br /&gt;
&lt;br /&gt;
When the siege ends, ownership of each structure goes to the side who currently controls them (regardless if a victory timer had time to finish or not). After a delay, safe zones return to both structures and siege is officially over. At this point the warzone with its restrictions will shut down and station damage is turned off from participants.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30027</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30027"/>
		<updated>2022-01-17T14:57:28Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
[[File:RepairTerminal.png|thumb|right|700px|Repair terminal in use]]&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works.&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair. This will despawn the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station storage just like with cargo, and if the storage is full, they will be deleted and a warning prompt is shown in the terminal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any types of chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30026</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30026"/>
		<updated>2022-01-17T14:57:02Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* Items not matching the blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
[[File:RepairTerminal.png|thumb|right|700px|Repair terminal in use]]&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works.&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair. This will despawn the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station storage just like with cargo, and if the storage is full, they will be deleted and a warning prompt is shown in the terminal.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30025</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30025"/>
		<updated>2022-01-17T14:55:17Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
[[File:RepairTerminal.png|thumb|right|700px|Repair terminal in use]]&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works.&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair. This will despawn the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station inventory just like cargo, also with a warning if the station invetory is full and they would be deleted instead. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30024</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30024"/>
		<updated>2022-01-17T14:54:46Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
[[File:RepairTerminal.png|thumb|right|700px|Repair terminal in use]]&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works.&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair, despawning the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station inventory just like cargo, also with a warning if the station invetory is full and they would be deleted instead. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30023</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30023"/>
		<updated>2022-01-17T14:53:31Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
[[File:RepairTerminal.png|thumb|right|700px|Repair terminal in use]]&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works-&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair, despawning the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station inventory just like cargo, also with a warning if the station invetory is full and they would be deleted instead. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:RepairTerminal.png&amp;diff=30022</id>
		<title>File:RepairTerminal.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:RepairTerminal.png&amp;diff=30022"/>
		<updated>2022-01-17T14:51:02Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Repair Terminal being used on Origin ship building center&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30021</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30021"/>
		<updated>2022-01-17T14:43:13Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works-&lt;br /&gt;
&lt;br /&gt;
3. Initiate the repair, despawning the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
&lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station inventory just like cargo, also with a warning if the station invetory is full and they would be deleted instead. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30020</id>
		<title>Ship Repair Terminal</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Ship_Repair_Terminal&amp;diff=30020"/>
		<updated>2022-01-17T14:41:29Z</updated>

		<summary type="html">&lt;p&gt;ArsiFB: Created page with &amp;quot;=Ship Repair Terminal=  Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Ship Repair Terminal=&lt;br /&gt;
&lt;br /&gt;
Ship repair terminals can be used to repair broken spaceships back to a state that matches their blueprint. A blueprint update feature is also planned, allowing new additions to be included in the blueprint and choosing which version you wish to repair your ship to.&lt;br /&gt;
&lt;br /&gt;
A player may only have 1 ship in repair at once. &lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
1. Fly your broken ship to a ship editor area on an Origin station's ship building center, or spawn it there from the terminal.&lt;br /&gt;
2. Go to the repair terminal near the area. You can choose if you want to use ready parts from station storage similarly to how buying ships works-&lt;br /&gt;
3. Initiate the repair, despawning the ship. Repair will last a set amount of time depending on the severity of damage being fixed. &lt;br /&gt;
4. After the repair finishes, the ship will spawn again if you are still near the area. You will gain crafting points from any parts that had to be crafted and you have researched already.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
&lt;br /&gt;
Any cargo inside the ship will be moved to station storage during the repair. Items that don't fit into the storage will be deleted, and user will be warned with a confirmation popup in that case. &lt;br /&gt;
&lt;br /&gt;
== Items not matching the blueprint ==&lt;br /&gt;
&lt;br /&gt;
There may be additional parts attached to the ship that do not match its blueprint. All such pieces will be moved to the station inventory just like cargo, also with a warning if the station invetory is full and they would be deleted instead. &lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Only the person currently hosting the ship can start the repair process&lt;br /&gt;
* Repair terminal does not support easy build ships yet.&lt;br /&gt;
* Any chips that are part of the actual ship blueprint may get their data reverted to their original state during repair.&lt;/div&gt;</summary>
		<author><name>ArsiFB</name></author>
	</entry>
</feed>