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	<updated>2026-06-05T00:23:27Z</updated>
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	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Damage&amp;diff=31730</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Damage&amp;diff=31730"/>
		<updated>2022-11-01T11:16:05Z</updated>

		<summary type="html">&lt;p&gt;Jojo7682345: /* Armor degrade multiplier (ADM) */ added result to formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|de=Damage:de&lt;br /&gt;
|ru=Урон&lt;br /&gt;
|zh-cn=伤害&lt;br /&gt;
|ua=Пошкодження&lt;br /&gt;
}}&lt;br /&gt;
== Damage model ==&lt;br /&gt;
&lt;br /&gt;
=== Basic information ===&lt;br /&gt;
The amount of damage objects can sustain depends on their weight and material.&amp;lt;br&amp;gt;&lt;br /&gt;
Impact damage is presented as the amount of energy hitting the object.&amp;lt;br&amp;gt;&lt;br /&gt;
Objects may have or change their status to different status such as [[Damage#Corrosive status|Corrosion]], depending on the damage they receive.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
&lt;br /&gt;
* '''Armor Value (AV)'''&lt;br /&gt;
** Object's armor value indicating resistance to Projectile Energy&lt;br /&gt;
* '''Density'''&lt;br /&gt;
** Key material property to define how durable material is against impacting energy. Higher Density value increases Armor Value loss on impact.&lt;br /&gt;
* '''Projectile Energy (PE)'''&lt;br /&gt;
** The total energy value when projectile hits an object.&lt;br /&gt;
** Projectile Energy values are calculated in advance for each possible weapon-projectile combination.&lt;br /&gt;
** Projectile Energy formula uses weapon's velocity to fire projectiles with and projectile's mass.&lt;br /&gt;
*** Laser weapons that transmit energy have their own energy value that is not affected by projectile mass or velocity.&lt;br /&gt;
* '''Armor Degrade Multiplier (ADM)'''&lt;br /&gt;
** Multiplies Energy value before it reduces Impact Armor.&lt;br /&gt;
* '''Armor Damage (AD)'''&lt;br /&gt;
** The actual amount of damage to be reduced from current Armor value.&lt;br /&gt;
**  Damage amount is calculated from the Energy value after material reductions, multiplied with the Armor Degrade Multiplier.&lt;br /&gt;
* '''Energy Through Armor (ETA)'''&lt;br /&gt;
** The Energy amount exceeding object's current Armor value.&lt;br /&gt;
* '''Breaking Damage'''&lt;br /&gt;
** Small amount of energy weakens the object when the energy exceeds the object's Armor value.&lt;br /&gt;
* '''Fracturing Damage'''&lt;br /&gt;
** Large amount of energy fractures the object when exceeding the object's Armor value, breaking off pieces of the object.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
General overview of the damage calculation:&lt;br /&gt;
&lt;br /&gt;
# '''Projectile Energy''' impacting an object is calculated from projectile '''mass''' and weapon '''velocity'''. The projectile mass is most commonly the caliber of a bullet.&lt;br /&gt;
# '''Armor Value''' will decrease whenever an object takes a hit. &lt;br /&gt;
# If '''Projectile Energy''' exceeds object's '''Armor''' value, '''Breaking Damage''' will occur.&lt;br /&gt;
#* '''NOTE!''' Heat Status will cause a negative effect on the Armor Value.&lt;br /&gt;
# '''Voxel Damage''' amount is calculated from '''Projectile Energy''' exceeding the object's '''Armor''' value.&lt;br /&gt;
# '''Armor Degrade Multiplier''' is calculated from '''Density''' property of the object's material and from '''volume''' of the object. &lt;br /&gt;
# '''Armor Damage''' is calculated from '''Projectile Energy''' and '''Armor Degrade Multiplier'''. The '''Armor Damage''' is reduced from current '''Armor Value'''.&lt;br /&gt;
&lt;br /&gt;
=== Damage details ===&lt;br /&gt;
&lt;br /&gt;
===='''Projectile energy (PE)'''====&lt;br /&gt;
The formula for calculating projectile energy: &lt;br /&gt;
 Projectile Energy = (M * V² / 2) / 10000&lt;br /&gt;
* M stands for projectile '''mass''', which is most commonly the caliber of the bullet.&lt;br /&gt;
* V stands for bullet '''velocity'''.&lt;br /&gt;
* For example [[Long rifle]] has muzzle velocity of 1,000 and projectile mass of 2,4 due to the caliber. &lt;br /&gt;
** The formula would give [[Long rifle]] '''Projectile energy''' value of 120.&lt;br /&gt;
&lt;br /&gt;
===='''Armor degrade multiplier (ADM)'''====&lt;br /&gt;
The formula for calculating Armor degrade multiplier:&lt;br /&gt;
 ADM = MM * WM * CM&lt;br /&gt;
* Armor degrade multiplier is a percentage value of the Projectile Energy that actually damages the object's Armor.&lt;br /&gt;
* MM stands for '''Material multiplier''', which is the percentage of how much the material of the object negates Projectile energy.&lt;br /&gt;
** '''Density''' increases damage done to Armor Value.&lt;br /&gt;
* WM stands for '''Weight multiplier''', which balances armor degrade between different sized objects.&lt;br /&gt;
** Larger objects get a bonus, and sustain impacting energy more efficiently.&lt;br /&gt;
* CM stands for '''Corrosion multiplier''', which increases the '''Armor degrade multiplier'''.&lt;br /&gt;
** Corrosion status increases the armor degrade on each impact of energy.&lt;br /&gt;
&lt;br /&gt;
===='''Armor damage (AD)'''====&lt;br /&gt;
The formula for calculating Armor damage is:&lt;br /&gt;
 Armor damage  = MPE * ADM&lt;br /&gt;
* MPE stands for '''Modified Projectile Energy'''.&lt;br /&gt;
* ADM stands for '''Armor degrade multiplier'''.&lt;br /&gt;
* The damage amount that degrades armor is calculated by multiplying incoming Modified Projectile Energy with the Armor degrade multiplier.&lt;br /&gt;
&lt;br /&gt;
===='''Armor value (AV)'''====&lt;br /&gt;
The formula for calculating Armor value:&lt;br /&gt;
 Armor value = AV - AD&lt;br /&gt;
* AD stands for '''Armor damage'''.&lt;br /&gt;
* AV stands for '''Armor value'''.&lt;br /&gt;
* Armor damage is reduced from the current Armor value.&lt;br /&gt;
** While taking damage, armor value drops from every hit until it reaches 0.&lt;br /&gt;
&lt;br /&gt;
===='''Energy through armor (ETA)'''====&lt;br /&gt;
The formula for calculating Energy through armor:&lt;br /&gt;
 Energy through armor = PE - AV&lt;br /&gt;
* PE stands for '''Projectile energy'''.&lt;br /&gt;
* AV stands for '''Armor value'''.&lt;br /&gt;
* Armor value is subtracted from projectile energy, which equals the actual damage that the object receives through armor.&lt;br /&gt;
&lt;br /&gt;
===='''Damage depth (DD)'''====&lt;br /&gt;
The formula for calculating Damage depth:&lt;br /&gt;
 Damage depth = ETA / PE * P&lt;br /&gt;
* ETA stands for '''Energy through armor'''.&lt;br /&gt;
* PE stands for '''Projectile energy'''.&lt;br /&gt;
* P stands for '''Penetration multiplier''', which is based on a weapon's caliber.&lt;br /&gt;
* The percentage of energy through armor divided by projectile energy determines the damage depth.&lt;br /&gt;
* Note: if the damage depth exceeds the thickness of the target, the bullet penetrates the target.&lt;br /&gt;
** This means remaining energy of the bullet will be calculated again if it hits a new target.&lt;br /&gt;
&lt;br /&gt;
===='''Object Thickness'''====&lt;br /&gt;
* When object is hit by projectile, depth of potential penetration is calculated and depending on thickness on moment of impact, Projectile Energy is modified.&lt;br /&gt;
* Projectile Energy multiplier has default value of 1.0 on 12 cm thickness and can be decreased down to 0.33 multiplier at most when impact angle is low or more thicker object is struck. At maximum, the modifier can reach 100.0 value.&lt;br /&gt;
* Modifier for thicker than 12 cm objects is 0.6&lt;br /&gt;
* Modifier for less than 12 cm thick objects is 1.2&lt;br /&gt;
&lt;br /&gt;
 Projectile Energy Modifier(PEM) = (1+((PenDepth/12-1)*Multiple))&lt;br /&gt;
&lt;br /&gt;
 Modified Projectile Energy(MPE) = PE/PEM&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Some [[Weapons|weapons]] and environmental effects, such as nebulae, can cause negative status effects to objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Possible known status effects that can be encountered in the galaxy are listed below.&lt;br /&gt;
&lt;br /&gt;
=== Corrosive status ===&lt;br /&gt;
&lt;br /&gt;
Corrosive status reduces structural durability and armor value of an object.&amp;lt;br&amp;gt;&lt;br /&gt;
Corrosion requires time to take full effect, but to dissipate the effect, the object needs to be repaired.&amp;lt;br&amp;gt;&lt;br /&gt;
Corrosive status may cause malfunctions in mechanical objects like door [[Hinges|hinges]] or [[Mounted weapons|mounted weapons]].&lt;br /&gt;
&lt;br /&gt;
==== Corrosive mechanics ====&lt;br /&gt;
&lt;br /&gt;
'''Stack'''&lt;br /&gt;
&lt;br /&gt;
# When corrosive effect is added to any object via weapon or environmental effect, it is put into a '''stack'''.&lt;br /&gt;
# This '''stack''' counts all corrosive effects that the object has received, which are not yet fully effecting the object. &lt;br /&gt;
# Portion of this stack is then applied to the object over time at certain intervals.&lt;br /&gt;
&lt;br /&gt;
'''Status'''&lt;br /&gt;
&lt;br /&gt;
# When corrosion is absorbed from stack to actual object over time, '''Corrosive status''' will become active.&lt;br /&gt;
#* It reduces object's armor value, structural durability, and fracture threshold.&lt;br /&gt;
# Corrosive Status also causes malfunctions in [[Devices and machines|mechanical objects]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Corrosion flow'''&amp;lt;br&amp;gt;&lt;br /&gt;
A simplified description of how corrosion status affects objects:&lt;br /&gt;
&lt;br /&gt;
# Object is hit with ammunition with a corrosion payload.&lt;br /&gt;
# The corrosion is stored in a '''Stack'''.&lt;br /&gt;
#* The stack size will increase each time new corrosion payload affects the object.&lt;br /&gt;
# Object will slowly absorb corrosion from the '''Stack'''.&lt;br /&gt;
#* Once the first '''Stack''' is converted into corrosion, '''Corrosion status''' becomes active.&lt;br /&gt;
#* The corrosion effect can increase up to 100% corrosion.&lt;br /&gt;
#* The corrosion can be resisted or slowed down based on the '''Corrosion property''' of the affected material.&lt;br /&gt;
# Corrosion status is a way to measure corrosion effects of objects.&lt;br /&gt;
#* '''Armor value''' will decrease whenever corrosion is absorbed, eventually to 0.&lt;br /&gt;
#* '''Fracture threshold''' will increase whenever corrosion is absorbed, eventually to 99,99%.&lt;br /&gt;
#* '''Structural durability''' will decrease whenever corrosion is absorbed, eventually to 50% from the original value.&lt;br /&gt;
#* '''Corrosion status''' can cause temporary or permanent malfunctions in mechanical devices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Weaponry|Damage]]&lt;/div&gt;</summary>
		<author><name>Jojo7682345</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Laser_designator_(Assembly)&amp;diff=30044</id>
		<title>Laser designator (Assembly)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Laser_designator_(Assembly)&amp;diff=30044"/>
		<updated>2022-02-03T21:10:18Z</updated>

		<summary type="html">&lt;p&gt;Jojo7682345: added redirect to torpedo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|jp=レーザーデジネーター（アセンブリ）&lt;br /&gt;
|ua=Лазерний цілевказувач (комплект)&lt;br /&gt;
}}{{SB Infobox Begin&lt;br /&gt;
	|{{SB Infobox Header&lt;br /&gt;
	  |image=[[Image:Laser designator (assembly, blown-up).png]]&lt;br /&gt;
	  |factionLogo=&lt;br /&gt;
	  |caption=The components of an assembled laser designator&lt;br /&gt;
	  |name=&lt;br /&gt;
	  |border=none&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
	|{{SB Infobox Device General Information&lt;br /&gt;
	  |type=Weapon device&lt;br /&gt;
	  |function=Guides [[Torpedo|torpedoes]]&lt;br /&gt;
	  &lt;br /&gt;
	  |size=132×84×36 cm&lt;br /&gt;
	  |mass=2,538&lt;br /&gt;
	  |volume=255&lt;br /&gt;
	  |corrosionResistance=370&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=Passive&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;
	}}&lt;br /&gt;
	|{{SB Infobox Component Section&lt;br /&gt;
	  |Laser designator&lt;br /&gt;
	  |Utility tool body type 2&lt;br /&gt;
	  |Utility tool capacitor&lt;br /&gt;
	}}&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The Laser Designator is a device used primarily in combination with [[Torpedo|torpedos]] to guide them towards a target. &amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
&lt;br /&gt;
*Laser Designators need to hit a target in order for the torpedo laser sensor to update their fields.&amp;lt;br&amp;gt; &lt;br /&gt;
*The Laser Designator fits into the utility tool body 2 only.&amp;lt;br&amp;gt;&lt;br /&gt;
*Currently the Laser Designator functions without a power supply.&amp;lt;br&amp;gt;&lt;br /&gt;
*Connecting the Laser Designator to a power source will randomly reset its active field to 0. &amp;lt;br&amp;gt;&lt;br /&gt;
*A torpedo linked to a Laser Designator can use the acquired field information to guide itself towards the tip of the laser using YOLOL.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Device fields ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! YOLOL field&lt;br /&gt;
! description&lt;br /&gt;
! range&lt;br /&gt;
|-&lt;br /&gt;
! '''Active'''&lt;br /&gt;
| Turns the laser designator on/off&lt;br /&gt;
| 0 - 1&lt;br /&gt;
|-&lt;br /&gt;
! '''LaserLength'''&lt;br /&gt;
| The maximum length of the beam. Measured in meters.&lt;br /&gt;
| 0 - 1000&lt;br /&gt;
|-&lt;br /&gt;
! '''IdentifierId'''&lt;br /&gt;
| What torpedo laser sensors connect to when IdentifierId is the same. Both strings and numbers can be used.  &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! '''TargetFound'''&lt;br /&gt;
| 1 if the designator is hitting a surface, otherwise 0.&lt;br /&gt;
| 0 - 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To learn more about how to use fields, consult these wiki pages:&lt;br /&gt;
* [[Universal tool|Universal Tool]]&lt;br /&gt;
* [[Data networks|Data networks]]&lt;br /&gt;
* [[YOLOL|YOLOL]]&lt;br /&gt;
* [[Torpedo|Torpedo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Laser Designator]]&lt;/div&gt;</summary>
		<author><name>Jojo7682345</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Materials&amp;diff=26125</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Materials&amp;diff=26125"/>
		<updated>2021-07-12T06:23:12Z</updated>

		<summary type="html">&lt;p&gt;Jojo7682345: /* Alloy materials */  added Bastonium and Ballistic Velidenum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|ru=Материалы&lt;br /&gt;
|ua=Матеріали&lt;br /&gt;
|fr=Matériaux&lt;br /&gt;
|zh-cn=材料&lt;br /&gt;
|pl=Materials:pl&lt;br /&gt;
|de=Materials:de&lt;br /&gt;
|jp=マテリアル&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
[[File:Material_inventory_icons.png|350px|thumb|Image of all currently known materials and refined ores.]]&lt;br /&gt;
&lt;br /&gt;
All objects consist of certain material or materials.&amp;lt;br&amp;gt;&lt;br /&gt;
Based on the material composition of the object, materials give them special properties.&amp;lt;br&amp;gt;&lt;br /&gt;
These properties include:&lt;br /&gt;
* '''Structural durability''': Has a high relevance in e.g. spaceship design. &lt;br /&gt;
** Structural durability of a spaceship can be monitored by using the [[Durability tool]].&lt;br /&gt;
* '''Armor value''', '''Density''', and '''Transformability''' are important when choosing the material for armor.&lt;br /&gt;
** The outer plating of spaceships and stations are categorized as armor as well.&lt;br /&gt;
* '''Weight''' is a factor when using dense, heavy, or just a lot of materials clumped together for a large ship (such as a capital ship).&lt;br /&gt;
** Ships with a large weight value need more [[Thrusters|thrust]] power to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Materials can break or withstand [[Damage]] in different ways:&lt;br /&gt;
* Materials can '''break'''.&lt;br /&gt;
** Shape and depth of the breakage varies based on the material properties, and impact energy.&lt;br /&gt;
* Materials can '''fracture'''.&lt;br /&gt;
** The more durable materials don't immediately get destroyed or break off parts, but rather fracture. Some materials fracture faster than others.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing cycle ==&lt;br /&gt;
&lt;br /&gt;
Materials can be both created and used to make other [[Devices and machines|devices]] and parts in the world.&amp;lt;br&amp;gt;&lt;br /&gt;
Here's a generic description of how the manufacturing cycle works:&lt;br /&gt;
# Mining raw [[Ores]]. Either by using a [[Pickaxe]], a [[Mining laser (Assembly)]] or by transporting asteroids whole.&lt;br /&gt;
# Refining materials to specific use.&lt;br /&gt;
# Printing devices and parts from different processed materials.&lt;br /&gt;
&lt;br /&gt;
== Material statistics ==&lt;br /&gt;
&lt;br /&gt;
* '''Armor Value''' - How much [[Damage#Projectile energy (PE)|Projectile Energy]] from weapons the material can resist.&lt;br /&gt;
&lt;br /&gt;
* '''Voxel Penetration Multiplier''' - Percentage multiplier to damage depth that weapons cause to materials. Value over 100% indicates that material takes increased voxel damage.&lt;br /&gt;
&lt;br /&gt;
* '''Heat''' - Threshold and reflect value for heat status.&lt;br /&gt;
&lt;br /&gt;
* '''Corrosion''' - Threshold and reduction value for [[Damage#Corrosive status|corrosion]].&lt;br /&gt;
&lt;br /&gt;
* '''Transformability''' - Represents the material's ability to sustain its form over stressful events such as heat, melting and structural stress. Also represents Allotropic properties. &lt;br /&gt;
&lt;br /&gt;
* '''Structural durability''' - How much structural strain object can handle from other objects.&lt;br /&gt;
&lt;br /&gt;
* '''Density''' - How dense atomic structure the object has. Higher density improves resistance against radiation and impact damage. Density also improves material's ability to withstand corrosion. Higher Density also affects the object's weight.&lt;br /&gt;
&lt;br /&gt;
* '''Endurance''' - Material's Ability to resist overall durability from damage. Higher endurance score reduces threshold against object destruction when missing pieces of the material (fracturing).&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Please note that the values listed below are for refined materials, not ore materials, ore materials have worse properties and are less dense.&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
''Surface material of many asteroids. Plentiful, cheap, and constantly in demand due to their wide use in base level manufacturing processes.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Rock materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Valkite&lt;br /&gt;
| Carbonate mineral that is used in station construction.&lt;br /&gt;
| 0,3&lt;br /&gt;
| 0&lt;br /&gt;
| 177%&lt;br /&gt;
| 400&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ajatite&lt;br /&gt;
| Abundantly found material used in making glass, basic electronic components and composite materials.&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0&lt;br /&gt;
| 261%&lt;br /&gt;
| 500&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Industrial materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bastium&lt;br /&gt;
| Sturdy metal that is common in low-G planetoids and asteroids. Widely used in many applications.&lt;br /&gt;
| 0,75&lt;br /&gt;
| 0,1&lt;br /&gt;
| 177%&lt;br /&gt;
| 400&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Aegisium&lt;br /&gt;
| Corrosion resistant metal that is used in applications that require resistance against corrosive substances or highly allotropic properties.&lt;br /&gt;
| 1,9&lt;br /&gt;
| 0,5&lt;br /&gt;
| 191%&lt;br /&gt;
| 800&lt;br /&gt;
| 150&lt;br /&gt;
| 60&lt;br /&gt;
| 9,67&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Oninum&lt;br /&gt;
| Metal with high density that is rarely found in large quantities outside gravity wells of planets or large moons.&lt;br /&gt;
| 5,7&lt;br /&gt;
| 0,25&lt;br /&gt;
| 33%&lt;br /&gt;
| 500&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 22,50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Charodium&lt;br /&gt;
| Heavy metal with high melting point. Used widely as heat shielding material in machinery and as armor.&lt;br /&gt;
| 3,7&lt;br /&gt;
| 0,35&lt;br /&gt;
| 67%&lt;br /&gt;
| 200&lt;br /&gt;
| 70&lt;br /&gt;
| 60&lt;br /&gt;
| 15,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Merkerium&lt;br /&gt;
| Lightweight fibrous material that has excellent electric resistance.&lt;br /&gt;
| 1,9&lt;br /&gt;
| 0,4&lt;br /&gt;
| 209%&lt;br /&gt;
| 200&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 9,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Lukium&lt;br /&gt;
| Dense metal that is used as radiation shielding material.&lt;br /&gt;
| 3,5&lt;br /&gt;
| 0,1&lt;br /&gt;
| 28%&lt;br /&gt;
| 600&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 25,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minor noble metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Minor noble metal ores, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Tengium&lt;br /&gt;
| Lightweight metal that is a prevalently used material in tools, electronics and machinery.&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0,25&lt;br /&gt;
| 261%&lt;br /&gt;
| 600&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ilmatrium&lt;br /&gt;
| Reactive alkali metal that is used in optics, energy storage and as heat transfer material.&lt;br /&gt;
| 0,35&lt;br /&gt;
| 0,3&lt;br /&gt;
| 177%&lt;br /&gt;
| 500&lt;br /&gt;
| 70&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ukonium&lt;br /&gt;
| Highly reactive metal. Used as heat transfer material and in some applications in electronics.&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0,15&lt;br /&gt;
| 261%&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 20&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Vokarium&lt;br /&gt;
| Ductile and light metal that is commonly used in electronics as a power transfer medium.&lt;br /&gt;
| 0,25&lt;br /&gt;
| 0,15&lt;br /&gt;
| 232%&lt;br /&gt;
| 200&lt;br /&gt;
| 80&lt;br /&gt;
| 60&lt;br /&gt;
| 9,01&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Exorium&lt;br /&gt;
| Radioactive metal that is used in fission generators as fuel. Exorium also has uses in some sensors and in kinetic ammunition as penetrator.&lt;br /&gt;
| 2,0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 32%&lt;br /&gt;
| 600&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 23,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ymrium&lt;br /&gt;
| Light and ductile metal that has excellent heat resistance.&lt;br /&gt;
| 2,25&lt;br /&gt;
| 0,15&lt;br /&gt;
| 248%&lt;br /&gt;
| 400&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 8.78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Noble metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Noble metal ores, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Kutonium&lt;br /&gt;
| Strong and lightweight metal, commonly used in tools and weapons.&lt;br /&gt;
| 2,1&lt;br /&gt;
| 0,1&lt;br /&gt;
| 209%&lt;br /&gt;
| 200&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 9,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Arkanium&lt;br /&gt;
| Rare transition metal that has wide use in electronics, alloys and weapons.&lt;br /&gt;
| 0,45&lt;br /&gt;
| 0,25&lt;br /&gt;
| 261%&lt;br /&gt;
| 700&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 6,99&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Corazium&lt;br /&gt;
| Dense transition metal that is used in advanced electronics.&lt;br /&gt;
| 0,35&lt;br /&gt;
| 0,05&lt;br /&gt;
| 100%&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 12,50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Xhalium&lt;br /&gt;
| Very rare transition metal. Used in advanced energy weapons and high end electronics.&lt;br /&gt;
| 0,33&lt;br /&gt;
| 0,25&lt;br /&gt;
| 357%&lt;br /&gt;
| 750&lt;br /&gt;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 7,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frozen materials ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Frozen materials, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ice&lt;br /&gt;
| Compound of hydrogen and oxygen.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Surtrite&lt;br /&gt;
| Often manifests in gas or crystalline form. Highly reactive material and when oxidized, Surtrite becomes highly corrosive to many materials.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Nhurgite&lt;br /&gt;
| Corrosive gas which is used in explosives and as reaction propellant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Haderite&lt;br /&gt;
| Inert gas manifested from supernovae of dying stars.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Karnite&lt;br /&gt;
| Radioactive gas which is often used in energy weapons and lights.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alloy materials ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Materials made from two or more other materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requires&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Velidenum&lt;br /&gt;
| Transparent glass-like material.&lt;br /&gt;
| Ajatite, Bastium, Tengium&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 177%&lt;br /&gt;
| 500&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ballistic Velidenum&lt;br /&gt;
| More durable version of Velidenum.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bastonium&lt;br /&gt;
| Light material with a relatively high armor value, used for military purposes.&lt;br /&gt;
| Bastium, Kutonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Collection]]&lt;/div&gt;</summary>
		<author><name>Jojo7682345</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Materials&amp;diff=26124</id>
		<title>Materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Materials&amp;diff=26124"/>
		<updated>2021-07-12T06:20:58Z</updated>

		<summary type="html">&lt;p&gt;Jojo7682345: /* Alloy materials */  added Bastonium&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|ru=Материалы&lt;br /&gt;
|ua=Матеріали&lt;br /&gt;
|fr=Matériaux&lt;br /&gt;
|zh-cn=材料&lt;br /&gt;
|pl=Materials:pl&lt;br /&gt;
|de=Materials:de&lt;br /&gt;
|jp=マテリアル&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
[[File:Material_inventory_icons.png|350px|thumb|Image of all currently known materials and refined ores.]]&lt;br /&gt;
&lt;br /&gt;
All objects consist of certain material or materials.&amp;lt;br&amp;gt;&lt;br /&gt;
Based on the material composition of the object, materials give them special properties.&amp;lt;br&amp;gt;&lt;br /&gt;
These properties include:&lt;br /&gt;
* '''Structural durability''': Has a high relevance in e.g. spaceship design. &lt;br /&gt;
** Structural durability of a spaceship can be monitored by using the [[Durability tool]].&lt;br /&gt;
* '''Armor value''', '''Density''', and '''Transformability''' are important when choosing the material for armor.&lt;br /&gt;
** The outer plating of spaceships and stations are categorized as armor as well.&lt;br /&gt;
* '''Weight''' is a factor when using dense, heavy, or just a lot of materials clumped together for a large ship (such as a capital ship).&lt;br /&gt;
** Ships with a large weight value need more [[Thrusters|thrust]] power to move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Materials can break or withstand [[Damage]] in different ways:&lt;br /&gt;
* Materials can '''break'''.&lt;br /&gt;
** Shape and depth of the breakage varies based on the material properties, and impact energy.&lt;br /&gt;
* Materials can '''fracture'''.&lt;br /&gt;
** The more durable materials don't immediately get destroyed or break off parts, but rather fracture. Some materials fracture faster than others.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing cycle ==&lt;br /&gt;
&lt;br /&gt;
Materials can be both created and used to make other [[Devices and machines|devices]] and parts in the world.&amp;lt;br&amp;gt;&lt;br /&gt;
Here's a generic description of how the manufacturing cycle works:&lt;br /&gt;
# Mining raw [[Ores]]. Either by using a [[Pickaxe]], a [[Mining laser (Assembly)]] or by transporting asteroids whole.&lt;br /&gt;
# Refining materials to specific use.&lt;br /&gt;
# Printing devices and parts from different processed materials.&lt;br /&gt;
&lt;br /&gt;
== Material statistics ==&lt;br /&gt;
&lt;br /&gt;
* '''Armor Value''' - How much [[Damage#Projectile energy (PE)|Projectile Energy]] from weapons the material can resist.&lt;br /&gt;
&lt;br /&gt;
* '''Voxel Penetration Multiplier''' - Percentage multiplier to damage depth that weapons cause to materials. Value over 100% indicates that material takes increased voxel damage.&lt;br /&gt;
&lt;br /&gt;
* '''Heat''' - Threshold and reflect value for heat status.&lt;br /&gt;
&lt;br /&gt;
* '''Corrosion''' - Threshold and reduction value for [[Damage#Corrosive status|corrosion]].&lt;br /&gt;
&lt;br /&gt;
* '''Transformability''' - Represents the material's ability to sustain its form over stressful events such as heat, melting and structural stress. Also represents Allotropic properties. &lt;br /&gt;
&lt;br /&gt;
* '''Structural durability''' - How much structural strain object can handle from other objects.&lt;br /&gt;
&lt;br /&gt;
* '''Density''' - How dense atomic structure the object has. Higher density improves resistance against radiation and impact damage. Density also improves material's ability to withstand corrosion. Higher Density also affects the object's weight.&lt;br /&gt;
&lt;br /&gt;
* '''Endurance''' - Material's Ability to resist overall durability from damage. Higher endurance score reduces threshold against object destruction when missing pieces of the material (fracturing).&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
Please note that the values listed below are for refined materials, not ore materials, ore materials have worse properties and are less dense.&lt;br /&gt;
&lt;br /&gt;
=== Rocks ===&lt;br /&gt;
''Surface material of many asteroids. Plentiful, cheap, and constantly in demand due to their wide use in base level manufacturing processes.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Rock materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Valkite&lt;br /&gt;
| Carbonate mineral that is used in station construction.&lt;br /&gt;
| 0,3&lt;br /&gt;
| 0&lt;br /&gt;
| 177%&lt;br /&gt;
| 400&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ajatite&lt;br /&gt;
| Abundantly found material used in making glass, basic electronic components and composite materials.&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0&lt;br /&gt;
| 261%&lt;br /&gt;
| 500&lt;br /&gt;
| 40&lt;br /&gt;
| 30&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Industrial metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Industrial materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bastium&lt;br /&gt;
| Sturdy metal that is common in low-G planetoids and asteroids. Widely used in many applications.&lt;br /&gt;
| 0,75&lt;br /&gt;
| 0,1&lt;br /&gt;
| 177%&lt;br /&gt;
| 400&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Aegisium&lt;br /&gt;
| Corrosion resistant metal that is used in applications that require resistance against corrosive substances or highly allotropic properties.&lt;br /&gt;
| 1,9&lt;br /&gt;
| 0,5&lt;br /&gt;
| 191%&lt;br /&gt;
| 800&lt;br /&gt;
| 150&lt;br /&gt;
| 60&lt;br /&gt;
| 9,67&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Oninum&lt;br /&gt;
| Metal with high density that is rarely found in large quantities outside gravity wells of planets or large moons.&lt;br /&gt;
| 5,7&lt;br /&gt;
| 0,25&lt;br /&gt;
| 33%&lt;br /&gt;
| 500&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| 22,50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Charodium&lt;br /&gt;
| Heavy metal with high melting point. Used widely as heat shielding material in machinery and as armor.&lt;br /&gt;
| 3,7&lt;br /&gt;
| 0,35&lt;br /&gt;
| 67%&lt;br /&gt;
| 200&lt;br /&gt;
| 70&lt;br /&gt;
| 60&lt;br /&gt;
| 15,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Merkerium&lt;br /&gt;
| Lightweight fibrous material that has excellent electric resistance.&lt;br /&gt;
| 1,9&lt;br /&gt;
| 0,4&lt;br /&gt;
| 209%&lt;br /&gt;
| 200&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 9,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Lukium&lt;br /&gt;
| Dense metal that is used as radiation shielding material.&lt;br /&gt;
| 3,5&lt;br /&gt;
| 0,1&lt;br /&gt;
| 28%&lt;br /&gt;
| 600&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 25,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minor noble metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Minor noble metal ores, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Tengium&lt;br /&gt;
| Lightweight metal that is a prevalently used material in tools, electronics and machinery.&lt;br /&gt;
| 0,5&lt;br /&gt;
| 0,25&lt;br /&gt;
| 261%&lt;br /&gt;
| 600&lt;br /&gt;
| 50&lt;br /&gt;
| 50&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ilmatrium&lt;br /&gt;
| Reactive alkali metal that is used in optics, energy storage and as heat transfer material.&lt;br /&gt;
| 0,35&lt;br /&gt;
| 0,3&lt;br /&gt;
| 177%&lt;br /&gt;
| 500&lt;br /&gt;
| 70&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ukonium&lt;br /&gt;
| Highly reactive metal. Used as heat transfer material and in some applications in electronics.&lt;br /&gt;
| 0,2&lt;br /&gt;
| 0,15&lt;br /&gt;
| 261%&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 20&lt;br /&gt;
| 8,60&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Vokarium&lt;br /&gt;
| Ductile and light metal that is commonly used in electronics as a power transfer medium.&lt;br /&gt;
| 0,25&lt;br /&gt;
| 0,15&lt;br /&gt;
| 232%&lt;br /&gt;
| 200&lt;br /&gt;
| 80&lt;br /&gt;
| 60&lt;br /&gt;
| 9,01&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Exorium&lt;br /&gt;
| Radioactive metal that is used in fission generators as fuel. Exorium also has uses in some sensors and in kinetic ammunition as penetrator.&lt;br /&gt;
| 2,0&lt;br /&gt;
| 0,1&lt;br /&gt;
| 32%&lt;br /&gt;
| 600&lt;br /&gt;
| 20&lt;br /&gt;
| 30&lt;br /&gt;
| 23,00&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ymrium&lt;br /&gt;
| Light and ductile metal that has excellent heat resistance.&lt;br /&gt;
| 2,25&lt;br /&gt;
| 0,15&lt;br /&gt;
| 248%&lt;br /&gt;
| 400&lt;br /&gt;
| 80&lt;br /&gt;
| 70&lt;br /&gt;
| 8.78&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Noble metal ores ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Noble metal ores, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Kutonium&lt;br /&gt;
| Strong and lightweight metal, commonly used in tools and weapons.&lt;br /&gt;
| 2,1&lt;br /&gt;
| 0,1&lt;br /&gt;
| 209%&lt;br /&gt;
| 200&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 9,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Arkanium&lt;br /&gt;
| Rare transition metal that has wide use in electronics, alloys and weapons.&lt;br /&gt;
| 0,45&lt;br /&gt;
| 0,25&lt;br /&gt;
| 261%&lt;br /&gt;
| 700&lt;br /&gt;
| 80&lt;br /&gt;
| 20&lt;br /&gt;
| 6,99&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Corazium&lt;br /&gt;
| Dense transition metal that is used in advanced electronics.&lt;br /&gt;
| 0,35&lt;br /&gt;
| 0,05&lt;br /&gt;
| 100%&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
| 20&lt;br /&gt;
| 12,50&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Xhalium&lt;br /&gt;
| Very rare transition metal. Used in advanced energy weapons and high end electronics.&lt;br /&gt;
| 0,33&lt;br /&gt;
| 0,25&lt;br /&gt;
| 357%&lt;br /&gt;
| 750&lt;br /&gt;
| 90&lt;br /&gt;
| 30&lt;br /&gt;
| 7,36&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Frozen materials ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Frozen materials, listed in rarity order&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ice&lt;br /&gt;
| Compound of hydrogen and oxygen.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Surtrite&lt;br /&gt;
| Often manifests in gas or crystalline form. Highly reactive material and when oxidized, Surtrite becomes highly corrosive to many materials.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Nhurgite&lt;br /&gt;
| Corrosive gas which is used in explosives and as reaction propellant.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Haderite&lt;br /&gt;
| Inert gas manifested from supernovae of dying stars.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Karnite&lt;br /&gt;
| Radioactive gas which is often used in energy weapons and lights.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alloy materials ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align: left;&amp;quot; | Materials made from two or more other materials&lt;br /&gt;
|+ &lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! Requires&lt;br /&gt;
! Armor/Kv&lt;br /&gt;
! Min Armor/Kv&lt;br /&gt;
! Voxel Penetration Multiplier&lt;br /&gt;
! Corrosion Resistance&lt;br /&gt;
! Transformability&lt;br /&gt;
! Structural Durability&lt;br /&gt;
! Density (Kg per Kv)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Velidenum&lt;br /&gt;
| Transparent glass-like material.&lt;br /&gt;
| Ajatite, Bastium, Tengium&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 177%&lt;br /&gt;
| 500&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 9,95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Ballistic Velidenum&lt;br /&gt;
| More durable version of Velidenum.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! Bastonium&lt;br /&gt;
| Light material with a relatively high armor value, used for military purposes.&lt;br /&gt;
| Bastium, Kutonium&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Collection]]&lt;/div&gt;</summary>
		<author><name>Jojo7682345</name></author>
	</entry>
</feed>