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	<updated>2026-06-05T03:14:00Z</updated>
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	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Common_YOLOL&amp;diff=28782</id>
		<title>Common YOLOL</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Common_YOLOL&amp;diff=28782"/>
		<updated>2021-08-18T16:18:41Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: added to Networks category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Standard Generator Script (Basic YOLOL Chip)==&lt;br /&gt;
&lt;br /&gt;
''Note: This script will require enough batteries on the ship to act as a buffer for the generator spool up time.''&lt;br /&gt;
&lt;br /&gt;
===Default Fields===&lt;br /&gt;
&lt;br /&gt;
 :FuelChamberUnitRateLimit=100-:StoredBatteryPower/100 goto 1&lt;br /&gt;
&lt;br /&gt;
===Non Default Fields===&lt;br /&gt;
&lt;br /&gt;
''Note: This version of the script assumes either &amp;quot;'''GeneratorUnitRateLimit'''&amp;quot; or &amp;quot;'''FuelChamberRateLimit'''&amp;quot; (preferably the latter) are renamed to &amp;quot;'''limit'''&amp;quot;, and at least one battery exists on the network with it's &amp;quot;'''StoredBatteryPower'''&amp;quot; field renamed to &amp;quot;'''bat'''&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
 :limit=100-:bat/100 goto 1&lt;br /&gt;
&lt;br /&gt;
===Tutorial Laborer===&lt;br /&gt;
&lt;br /&gt;
''Note: The Laborer has renamed field names by default so this version will work for the tutorial ship.''&lt;br /&gt;
&lt;br /&gt;
 :Generator=100-:Battery_1/100 goto 1&lt;br /&gt;
&lt;br /&gt;
===Namrog84's Alternative===&lt;br /&gt;
&lt;br /&gt;
The above scripts suffer a weakness that some might have noticed, they attempt to scale the generator linearly between 0 and 10,000 battery to have generator match them from 0% to 100%.  E.g. at 50%(5000) battery the generators go to 50% only to KEEP UP with the drain. But won't actually recharge them to max.&lt;br /&gt;
The below math might look at first glance to be the same. However, it is subtly different.  If battery is at 9000, then generators will go to 100% (and will be at 100% for anything below 9000).  However when batteries are at 9500 the generators will be at 50%.  But then by 9950 batteries, generator will be 5% and will eventually hit 0 or near 0 when at full charge.  &lt;br /&gt;
&lt;br /&gt;
  :FuelChamberUnitRateLimit=1000-:StoredBatteryPower/10 goto 1&lt;br /&gt;
&lt;br /&gt;
==Settable on/off Generator flag==&lt;br /&gt;
 c=(c&amp;lt;1)*(:Battery_1&amp;lt;5000)+c*(:Battery_1&amp;lt;9999) :Gen=c*22+0.001 goto 1&lt;br /&gt;
Fitting this code on the Laborer Module requires renaming at least one device. (here the Generator was renamed Gen) &lt;br /&gt;
&lt;br /&gt;
5000 and 9999 are the start-charging and stop-charging levels. 22 is just enough charge to run the stock two box thrusters.&lt;br /&gt;
&lt;br /&gt;
==Awesome Generator Script (Basic YOLOL Chip)==&lt;br /&gt;
&lt;br /&gt;
This YOLOL script is inspired by the standard generator script and is further optimized.&lt;br /&gt;
You can set from which amount of stored battery power the generator should generate less compared to the stored battery power.&lt;br /&gt;
&lt;br /&gt;
It is assumed that specific YOLOL fields are renamed:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship Part !! Old YOLOL field name !! New YOLOL field name&lt;br /&gt;
|-&lt;br /&gt;
| Every Fuel Chamber || FuelChamberUnitRateLimit || Gen&lt;br /&gt;
|-&lt;br /&gt;
| One Rechargeable Battery || StoredBatteryPower || Bat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Depending on the amount of batteries and the amount of generators, a higher or lower value can be used for the variable &amp;quot;a&amp;quot; in the script. A too high value leads to the fact that the algorithm cannot find an optimal balance for the FuelChamberUnitRateLimit/Gen.&lt;br /&gt;
&lt;br /&gt;
===Awesome Generator Script===&lt;br /&gt;
&lt;br /&gt;
 // Variables for Tweaking&lt;br /&gt;
 a = 9500 // If Battery Amount is lower than this, Gen is 100%&lt;br /&gt;
 // Static variables and precalculation&lt;br /&gt;
 c = 10000 // Max Stored Battery Power&lt;br /&gt;
 d = 100 // 100%&lt;br /&gt;
 e = (c-a)/d&lt;br /&gt;
 // Final Generator Scriptline&lt;br /&gt;
 :Gen=((:Bat&amp;lt;a)*d)+((:Bat&amp;gt;a)*((:Bat-c)*-1)/e) goto 9&lt;br /&gt;
&lt;br /&gt;
===Awesome Generator Script with On/Off Button and Minimum Power Production===&lt;br /&gt;
&lt;br /&gt;
If the battery consumption is very high and the amount of rechargeable batteries is not enough until the generator produces enough power, you should consider using the following version of the script.&lt;br /&gt;
&lt;br /&gt;
Use a Hybrid-Button with the following field names and values configured:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Value&lt;br /&gt;
|-&lt;br /&gt;
| On || 0&lt;br /&gt;
|-&lt;br /&gt;
| ButtonOnStateValue || 1&lt;br /&gt;
|-&lt;br /&gt;
| ButtonOffStateValue || 0&lt;br /&gt;
|-&lt;br /&gt;
| ButtonStyle || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The variable b can be used to set the minimum amount of power that the generators should generate. A too low value, can lead to the fact that the generators do not provide enough power yet and the batteries are already discharged. A too high value leads to the fuel rod consumption during standstill being too high.&lt;br /&gt;
&lt;br /&gt;
 // Variables for Tweaking&lt;br /&gt;
 a = 9500 // If Battery Amount is lower than this, Gen is 100%&lt;br /&gt;
 b = 10 // If Button is On, Gen will be at least this much&lt;br /&gt;
 // Static variables and precalculation&lt;br /&gt;
 c = 10000 // Max Stored Battery Power&lt;br /&gt;
 d = 100 // 100%&lt;br /&gt;
 e=(c-a)/d f=(d/b)&lt;br /&gt;
 // Final Generator Scriptline&lt;br /&gt;
 :Gen=:On*(((:Bat&amp;lt;a)*d)+((:Bat&amp;gt;a)*(((:Bat-c)*-1)+(:Bat-a)/f)/e)) goto 9&lt;br /&gt;
&lt;br /&gt;
==Receiver Signal Display==&lt;br /&gt;
Using a display named '''Nav'''&lt;br /&gt;
 if :SignalStrength&amp;gt;0 then goto2 else :Nav=&amp;quot;No Signal&amp;quot; goto1 end&lt;br /&gt;
 :Nav=:Message+&amp;quot;\n&amp;quot;+(1000000-:SignalStrength)/1000+&amp;quot; km&amp;quot; goto1&lt;br /&gt;
&lt;br /&gt;
==Single lever forward/backward script (Basic YOLOL Chip)==&lt;br /&gt;
&lt;br /&gt;
''Note: This script assumes you have a center lever bound to FcuForward''&lt;br /&gt;
&lt;br /&gt;
===Default device fields===&lt;br /&gt;
&lt;br /&gt;
 :FcuBackward=-:FcuForward goto 1&lt;br /&gt;
&lt;br /&gt;
==Material Point Scanner Script==&lt;br /&gt;
''Note: Additionally to two output panels for '''&amp;quot;Material&amp;quot;''' and '''&amp;quot;Volume&amp;quot;''' and two buttons to toggle '''&amp;quot;Active&amp;quot;''' and '''&amp;quot;Scan&amp;quot;''' install a third button and rename '''&amp;quot;ButtonState&amp;quot;''' to '''&amp;quot;Next&amp;quot;''' and set its '''&amp;quot;ButtonStyle&amp;quot;''' to '''1'''.''&lt;br /&gt;
 :Material=:Material :Volume=:Volume&lt;br /&gt;
 :Index=(:Index+:Next)*(:Index&amp;lt;:ScanResults) :Next=0 goto 1&lt;br /&gt;
&lt;br /&gt;
==Continuous Material Point Scanner Script==&lt;br /&gt;
''Note: This is a modified version of the above script''&lt;br /&gt;
 :Material=:Material :Volume=:Volume&lt;br /&gt;
 :Index=(:Index+:Next)*(:Index&amp;lt;:ScanResults) :Next=1&lt;br /&gt;
 //pause&lt;br /&gt;
 :Scan=1&lt;br /&gt;
 goto 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This page is a WIP. Please contribute to it!''&lt;br /&gt;
&lt;br /&gt;
[[Category:Networks|YOLOL]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Data_networks&amp;diff=28781</id>
		<title>Data networks</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Data_networks&amp;diff=28781"/>
		<updated>2021-08-18T16:09:38Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: minor typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|de=Data_networks:de&lt;br /&gt;
|fr=Data_networks/fr&lt;br /&gt;
|ru=Информационная_сеть&lt;br /&gt;
|zh-cn=数据网络&lt;br /&gt;
|ua=Інформаційна мережа&lt;br /&gt;
|jp=データネットワーク&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Data networks enable the creation, maintenance and control of large number of [[Devices and machines|devices]]. [[Universal tool|Universal tool]] and [[Cable tool|cable tool]] are the tools generally used for managing data networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Data networks enable designers and pioneers to create, modify and maintain devices, such as [[Generator (Assembly)|power generators]], programmable logic [[YOLOL Chip|chips]] and more mundane devices such as [[Hinges|doors]] and elevators. &amp;lt;br&amp;gt;&lt;br /&gt;
The signals are controlled with [[YOLOL|programming language YOLOL]] that is accessible to everyone.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
Objects have physical '''sockets''' and virtual '''device fields''' inside them.&lt;br /&gt;
* '''Sockets''' are used to connect objects to data networks with cables or directly through other devices.&lt;br /&gt;
* '''[[Device fields]]''' are configured and accessed when objects share the same data network.&lt;br /&gt;
** A device field controls one specific attribute or feature within a [[Devices and machines|device]].&lt;br /&gt;
*** The device field can for example be the amount of generated heat within a [[Thrusters|thruster]], or a value that can be manually changed such as button states in [[Buttons|buttons]].&lt;br /&gt;
** These device field names can generally be configured by using the appropriate [[Universal tool|tool]].&lt;br /&gt;
&amp;lt;!-- Device fields --&amp;gt;&lt;br /&gt;
&amp;lt;!-- device field --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Data network resources ==&lt;br /&gt;
&lt;br /&gt;
Data networks are connected together with cables.&amp;lt;br&amp;gt;&lt;br /&gt;
When devices are connected together, the data network can transfer two different resources.&amp;lt;br&amp;gt;&lt;br /&gt;
# '''Electricity'''&lt;br /&gt;
# '''Signals'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity: all objects within the data network share power'''&lt;br /&gt;
* A [[Generator (Assembly)|generator]] attached to a data network tries to supply power to multiple [[Devices and machines|devices or machines]].&lt;br /&gt;
** This is why it is important to have multiple generators if there are many devices connected to the data network that need power.&lt;br /&gt;
&lt;br /&gt;
'''Signals: all objects within the data network are able to communicate with each other'''&lt;br /&gt;
* Cables can connect to each other directly.&lt;br /&gt;
* Sockets may have multiple connections and cables may branch.&lt;br /&gt;
* There are no limits to how many data networks can exist e.g. on one spaceship.&lt;br /&gt;
** A branched data network doesn't break as easily during combat.&lt;br /&gt;
&lt;br /&gt;
=== Device fields ===&lt;br /&gt;
&lt;br /&gt;
Each device can have a set of device fields. This fields constist of a name and a value and both is customizable. Any field on the network can have any name you wish, &amp;quot;conflicting&amp;quot; names are allowed too, in fact sometimes they are used to build a network. Renaming a device field does not changes how the device manages it, swapping the name of two device fields' name within the same device does '''not''' actually swaps the two field. The devices' manages their field by their '''position''', not by their name, e.g.: A box thruster's first field will be always the control field regardless of it's name, while the second field will always be the feedback.&lt;br /&gt;
&lt;br /&gt;
=== Field type ===&lt;br /&gt;
&lt;br /&gt;
These fields can be of 3 type: input, output or IO (input + output).&lt;br /&gt;
&lt;br /&gt;
* '''Input''' fields are purely for controlling the device. The device itself does not changes the value of an input field but changes it's way of operation e.g.: ThrusterPowerLevel. The thruster increases or decreases it's current thrust based on what you set the ThrusterPowerLevel field to, but on it's own it will never change the value of the field.&lt;br /&gt;
&lt;br /&gt;
* '''Output''' fields are the exact opposite. No matter what you write into these fields it will never affect how the device operates. Output fields are only for monitoring the devices' states. The devices periodically writes values into their output fields overwriting whatever was in there previously. An example is the &amp;quot;CurrentThrust&amp;quot; field of the thruster, you can not modify the thruster with that field, and whenever the thruster changes it's thrust level, it overwrites this field with the new value,.&lt;br /&gt;
&lt;br /&gt;
* IO fields are the combination of both input and output. You can manually write a value in them and that will change the operation of the device but on the other hand some events within the device (e.g.: pulling a lever) will cause the device to also write a new value into the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Value propagation ===&lt;br /&gt;
Whenever a device changes its own fields' values, the change is propagated through the network. Every other device will update their fields of the same name to the new value. Updating the field through the Universal tool does not cause a change propagation but manual events (e.g.: pulling a lever) do. The propagation affects both the input and output fields of every device on the same network. Thus you don't need Yolol to connect 2 devices, just name one device's input or IO field to the same name as another device's output or IO field. Yolol chips cause value propagation when you set a global name (e.g.: '':GlobalName = value''), but keep in mind that if the name does not exist on the network then the yolol line will fail. The previous yolol code is valid if there is at least one device that has a field with the given name (without the ':' prefix) or if there is a yolol memory chip with an entry with the given name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- cable network --&amp;gt;&lt;br /&gt;
&amp;lt;!-- signal network --&amp;gt;&lt;br /&gt;
&amp;lt;!-- device fields --&amp;gt;&lt;br /&gt;
[[Category:Networks|Data network]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Data_networks&amp;diff=28780</id>
		<title>Data networks</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Data_networks&amp;diff=28780"/>
		<updated>2021-08-18T16:05:27Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: minor syntax improvements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|de=Data_networks:de&lt;br /&gt;
|fr=Data_networks/fr&lt;br /&gt;
|ru=Информационная_сеть&lt;br /&gt;
|zh-cn=数据网络&lt;br /&gt;
|ua=Інформаційна мережа&lt;br /&gt;
|jp=データネットワーク&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Data networks enable the creation, maintenance and control of large number of [[Devices and machines|devices]]. [[Universal tool|Universal tool]] and [[Cable tool|cable tool]] are the tools generally used for managing data networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Data networks enable designers and pioneers to create, modify and maintain devices, such as [[Generator (Assembly)|power generators]], programmable logic [[YOLOL Chip|chips]] and more mundane devices such as [[Hinges|doors]] and elevators. &amp;lt;br&amp;gt;&lt;br /&gt;
The signals are controlled with [[YOLOL|programming language YOLOL]] that is accessible to everyone.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
Objects have physical '''sockets''' and virtual '''device fields''' inside them.&lt;br /&gt;
* '''Sockets''' are used to connect objects to data networks with cables or directly through other devices.&lt;br /&gt;
* '''[[Device fields]]''' are configured and accessed when objects share the same data network.&lt;br /&gt;
** A device field controls one specific attribute or feature within a [[Devices and machines|device]].&lt;br /&gt;
*** The device field can for example be the amount of generated heat within a [[Thrusters|thruster]], or a value that can be manually changed such as button states in [[Buttons|buttons]].&lt;br /&gt;
** These device field names can generally be configured by using the appropriate [[Universal tool|tool]].&lt;br /&gt;
&amp;lt;!-- Device fields --&amp;gt;&lt;br /&gt;
&amp;lt;!-- device field --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Data network resources ==&lt;br /&gt;
&lt;br /&gt;
Data networks are connected together with cables.&amp;lt;br&amp;gt;&lt;br /&gt;
When devices are connected together, the data network can transfer two different resources.&amp;lt;br&amp;gt;&lt;br /&gt;
# '''Electricity'''&lt;br /&gt;
# '''Signals'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity: all objects within the data network share power'''&lt;br /&gt;
* A [[Generator (Assembly)|generator]] attached to a data network tries to supply power to multiple [[Devices and machines|devices or machines]].&lt;br /&gt;
** This is why it is important to have multiple generators if there are many devices connected to the data network that need power.&lt;br /&gt;
&lt;br /&gt;
'''Signals: all objects within the data network are able to communicate with each other'''&lt;br /&gt;
* Cables can connect to each other directly.&lt;br /&gt;
* Sockets may have multiple connections and cables may branch.&lt;br /&gt;
* There are no limits to how many data networks can exist e.g. on one spaceship.&lt;br /&gt;
** A branched data network doesn't break as easily during combat.&lt;br /&gt;
&lt;br /&gt;
=== Device fields ===&lt;br /&gt;
&lt;br /&gt;
Each device can have a set of device fields. This fields constist of a name and a value and both is customizable. Any field on the network can have any name you wish, &amp;quot;conflicting&amp;quot; names are allowed too, in fact sometimes they are used to build a network. Renaming a device field does not changes how the device manages it, swapping the name of two device fields' name within the same device does '''not''' actually swaps the two field. The devices' manages their field by their '''position''', not by their name, e.g.: A box thruster's first field will be always the control field regardless of it's name, while the second field will always be the feedback.&lt;br /&gt;
&lt;br /&gt;
=== Field type ===&lt;br /&gt;
&lt;br /&gt;
These fields can be of 3 type: input, output or IO (input + output).&lt;br /&gt;
&lt;br /&gt;
* '''Input''' fields are purely for controlling the device. The device itself does not changes the value of an input field but changes it's way of operation e.g.: ThrusterPowerLevel. The thruster increases or decreases it's current thrust based on what you set the ThrusterPowerLevel field to, but on it's own it will never change the value of the field.&lt;br /&gt;
&lt;br /&gt;
* '''Output''' fields are the exact opposite. No matter what you write into these fields it will never affect how the device operates. Output fields are only for monitoring the devices' states. The devices periodically writes values into their output fields overwriting whatever was in there previously. An example is the &amp;quot;CurrentThrust&amp;quot; field of the thruster, you can not modify the thruster with that field, and whenever the thruster changes it's thrust level, it overwrites this field with the new value,.&lt;br /&gt;
&lt;br /&gt;
* IO fields are the combination of both input and output. You can manually write a value in them and that will change the operation of the device but on the other hand some events within the device (e.g.: pulling a lever) will cause the device to also write a new value into the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Value propagation ===&lt;br /&gt;
Whenever a device changes it's own field's value, the change is propagated through the network. Every other device will update their fields of the same name to the new value. Updating the field through the Universal tool does not cause a change propagation but manual events (e.g.: pulling a lever) does. The propagation affects both input and output fields of every device on the same network. Thus you don't need Yolol to connect 2 devices, just name one device's input or IO field to the same name as another device's output or IO field. Yolol chips cause value propagation when you set a global name (e.g.: '':GlobalName = value''), but keep in mind that if the name does not exist on the network then the yolol line will fail. The previous yolol code is valid if there is at least one device that has a field with the given name (without the ':' prefix) or if there is a yolol memory chip with an entry with the given name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- cable network --&amp;gt;&lt;br /&gt;
&amp;lt;!-- signal network --&amp;gt;&lt;br /&gt;
&amp;lt;!-- device fields --&amp;gt;&lt;br /&gt;
[[Category:Networks|Data network]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Cutting_tool&amp;diff=28684</id>
		<title>Cutting tool</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Cutting_tool&amp;diff=28684"/>
		<updated>2021-08-14T14:41:42Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SB Infobox Begin&lt;br /&gt;
|{{SB Infobox Header&lt;br /&gt;
  |image=[[Image:Cutting tool.png]]&lt;br /&gt;
  |previewImage=[[Image:Cutting tool preview.png]]&lt;br /&gt;
  |name=&lt;br /&gt;
  |border=none&lt;br /&gt;
}}&lt;br /&gt;
|{{SB Infobox Equipment General Information&lt;br /&gt;
  |equipmentFunction=Deconstruction and salvaging&lt;br /&gt;
  |availability=[[Bolt]]&lt;br /&gt;
  |marketPrice=15,727&lt;br /&gt;
}}&lt;br /&gt;
|{{SB Infobox Equipment Specifications&lt;br /&gt;
  |damage=&lt;br /&gt;
  |projectile=Laser&lt;br /&gt;
  |projectileMass=&lt;br /&gt;
  |suppressUnitsPM=&lt;br /&gt;
  |velocity=&lt;br /&gt;
  |rateOfFire=&lt;br /&gt;
  |bulletSpread=&lt;br /&gt;
  |magazineCapacity=1,000&lt;br /&gt;
  |reloadTime=3.2&lt;br /&gt;
}}&lt;br /&gt;
}}&amp;lt;section begin=summary/&amp;gt;The cutting tool is a projected energy tool that can cut an object by causing pin-point voxel damage, as opposed to the more brutish fracture damage that the [[Buzzsaw|buzz-saw]] causes. Like the buzz-saw, the cutting tool requires electricity to function and sources its power from power packs.&amp;lt;section end=summary/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Hand tools]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Station_Building_Guide&amp;diff=28606</id>
		<title>Station Building Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Station_Building_Guide&amp;diff=28606"/>
		<updated>2021-08-11T14:37:16Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: Kabeck515 moved page Station Building Guide to Station Building Guide (Obsolete)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Station Building Guide (Obsolete)]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Station_Building_Guide_(Obsolete)&amp;diff=28605</id>
		<title>Station Building Guide (Obsolete)</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Station_Building_Guide_(Obsolete)&amp;diff=28605"/>
		<updated>2021-08-11T14:37:16Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: Kabeck515 moved page Station Building Guide to Station Building Guide (Obsolete)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Summary =&lt;br /&gt;
Guide for Starbase Station building.&lt;br /&gt;
&lt;br /&gt;
== Access ==&lt;br /&gt;
&lt;br /&gt;
=== Enter the game ===&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose &amp;quot;ENTER UNIVERSE&amp;quot; from the Main Menu.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_30_43-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Create a character if you don't have one. If you do, just select Enter Universe.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_30_58-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Buy Station Foundation Blueprint Projector ===&lt;br /&gt;
When you have entered the game look for the Marketplace.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-04_15_51_55-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Find the shop called &amp;quot;Constructs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_32_22-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
Buy the Station Foundation Blueprint Projector and make sure it is in your inventory when leaving the station.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-04_16_02_20-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_44_00-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Create your station ===&lt;br /&gt;
&lt;br /&gt;
Find an empty spot in the universe and press the button on the Station Foundation Blueprint Projector.&lt;br /&gt;
* You cannot create your station too close to other stations&lt;br /&gt;
* You cannot create your station in restricted areas&lt;br /&gt;
* If you try to create your station but the area is restricted, pick up the projector and find a more suitable place&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_56_23-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_15_56_45-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Build station foundation ===&lt;br /&gt;
&lt;br /&gt;
Build the Station Foundation Blueprint. You can build it in three different ways:&lt;br /&gt;
&lt;br /&gt;
1. By using a building tool and having the correct materials in your inventory or station storage. &lt;br /&gt;
* You can see which materials are required for each part by accessing the Universal Tool and choosing the Materials tab&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_16_34_32-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
2. Automated building; you have correct pieces in your inventory or station storage and they automatically go to the blueprint at the rate of one piece in one second.&lt;br /&gt;
* You can change the automated building settings by pressing I and navigating to Stations tab, and choosing Building page&lt;br /&gt;
&lt;br /&gt;
3. Manually snapping the correct piece into place (press C to toggle snapping on/off) and weld with M1 (and unweld with M2 if needed) using the welding tool.&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_16_50_48-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-07_16_51_02-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Add modules to your station ===&lt;br /&gt;
&lt;br /&gt;
Once the station foundation is finished, the Station Designer can be accessed from the terminal inside it!&lt;br /&gt;
&lt;br /&gt;
[[File:2020-12-08_13_08_34-Starbase.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==== Warning! ====&lt;br /&gt;
Your Station will not work properly if the modules are not fully attached to the Foundation. The Landing Pad does not snap to it, only lot modules. Use the '''&amp;quot;Show detached Station parts&amp;quot;''' button in the station desinger to highlight faulty modules before saving.&lt;br /&gt;
&lt;br /&gt;
=== Resigning and claiming a station ===&lt;br /&gt;
&lt;br /&gt;
* You can resign a station from the terminal inside the station foundation at any time&lt;br /&gt;
* You can also resign the station by pressing the button on Station Foundation Blueprint Projector, if nothing has been built yet&lt;br /&gt;
* Once you resign your station, anyone can claim it, becoming the new owner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Videos ==&lt;br /&gt;
=== Placing 45 degree corners ===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;200&amp;quot; height=&amp;quot;120&amp;quot;&amp;gt;53QrbA0LWGg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Placing 90 degree corners ===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;200&amp;quot; height=&amp;quot;120&amp;quot;&amp;gt;n2_XVZxwbbk&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Placing vertical bridges ===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;200&amp;quot; height=&amp;quot;120&amp;quot;&amp;gt;wSX-TgiuqW0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stacking vertical bridges ===&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;200&amp;quot; height=&amp;quot;120&amp;quot;&amp;gt;WCl0UFyXt50&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Building]] [[Category:Stations]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=YSuite&amp;diff=28370</id>
		<title>YSuite</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=YSuite&amp;diff=28370"/>
		<updated>2021-08-03T17:37:24Z</updated>

		<summary type="html">&lt;p&gt;Kabeck515: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;float: right; clear: right; margin: 0 0 1em 1em; width: 400px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-size: 90%;&amp;quot; |[[Image:YSuite Logo.png|400px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;background: none; width: 400px; margin: 0 auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #5794D5; font-size: 120%; text-align: center;&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;span style=&amp;quot;color: #FFFFFF;&amp;quot;&amp;gt;YSuite&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|'''Dev'''||[[User:Senkii|Senkii]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|'''Website'''||[http://ysuite.senkii.space YSuite homepage]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[http://ysuite.senkii.space/ YSuite website]&lt;br /&gt;
&lt;br /&gt;
OBSOLETE&lt;br /&gt;
&lt;br /&gt;
YSuite is a series of YOLOL-based products, focused on making life easier for shipbuilders, be they new to the game, or advanced builders who would like to save some time. YSuite is focused on easy installation, with every module being freely downloadable, while instructions for manual installation are also available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
=== YS.pos ===&lt;br /&gt;
&lt;br /&gt;
[[File:discord_YSpos.png|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YS.pos is a YOLOL-based GPS and velocity indication system.&lt;br /&gt;
&lt;br /&gt;
YS.pos uses a single-receiver, single-chip setup, and has relatively accurate position and velocity indications while moving.&lt;br /&gt;
&lt;br /&gt;
The module download and installation instructions for YS.pos are available on the [http://ysuite.senkii.space/pos/ YS.pos product page].&lt;/div&gt;</summary>
		<author><name>Kabeck515</name></author>
	</entry>
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