<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.starbasegame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PetraFB</id>
	<title>Starbase wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.starbasegame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PetraFB"/>
	<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Special:Contributions/PetraFB"/>
	<updated>2026-05-01T18:29:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.37.1</generator>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_resources&amp;diff=18538</id>
		<title>Spaceship resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_resources&amp;diff=18538"/>
		<updated>2020-10-13T08:31:53Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Replaceable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Resources =&lt;br /&gt;
&lt;br /&gt;
'''[[Propellant|Propellant]]''' - Thrusters burn propellant to create thrust that moves the ship. The propellant is stored in propellant tanks.&lt;br /&gt;
&lt;br /&gt;
'''Electricity''' - Devices and machinery need power to operate. Electricity can be produced with [[Generator|generators]] and it can be stored in [[Battery|batteries]].&lt;br /&gt;
&lt;br /&gt;
'''Fuel''' - Generators use [[Fuel_rod|fuel rods]] for electricity production. &lt;br /&gt;
&lt;br /&gt;
'''Coolant''' - While producing electricity, generators will produce heat as well that needs to be cooled down. Coolant runs through the generator units and can be stored in [[Cooling_rack#Cooling_cells|coolant cells]] placed in a [[Cooling_rack|cooling rack]]. [[Radiator|Radiators]] can recycle certain amount of coolant and re-use it again.&lt;br /&gt;
&lt;br /&gt;
== Refillable and rechargeable ==&lt;br /&gt;
&lt;br /&gt;
'''[[Propellant|Propellant tanks]]''' can be refilled at Refill Stations with the resource bridge connection. The ship's resource bridge needs to have a pipe connection to propellant tanks and a tether connection to the Refill Station's resource bridge.&lt;br /&gt;
&lt;br /&gt;
'''[[Battery|Batteries]]''' can be recharged at the Refill Stations with the resource bridge connection. The ship's resource bridge needs to have a cable connection to the batteries and a tether connection to the Refill Station's resource bridge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400px heights=300px mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:resource_bridge_connection.jpg|Resource bridge&lt;br /&gt;
File:refill_and_recharge.jpg|Connected to refill station&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Replaceable ==&lt;br /&gt;
&lt;br /&gt;
'''[[Fuel_rod|Fuel rods]]''' need to be replaced with new ones when ran out of fuel.&lt;br /&gt;
&lt;br /&gt;
'''[[Cooling_rack#Cooling_cells|Coolant cells]]''' need to be replaced with new ones when ran out of coolant. Coolant cells can be refilled in the [[Coolant_refill_rack|coolant refill rack]].&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=%E5%86%B7%E5%8D%B4%E6%B6%B2%E4%BA%A4%E6%8D%A2%E5%99%A8&amp;diff=18537</id>
		<title>冷却液交换器</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=%E5%86%B7%E5%8D%B4%E6%B6%B2%E4%BA%A4%E6%8D%A2%E5%99%A8&amp;diff=18537"/>
		<updated>2020-10-13T08:31:09Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: Text replacement - &amp;quot;Coolant recharge rack&amp;quot; to &amp;quot;Coolant refill rack&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|en=Coolant refill rack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 简介 ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CoolantRechargeRack.png|200px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* 将旧的（热）冷却液从放置在冷却液交换器内部的[[冷却室槽#冷却室|冷却室]]中循环回可用（冷）冷却液。&lt;br /&gt;
* 安装在固定支架上。&lt;br /&gt;
* 需要连接散热器才能回收冷却液。&lt;br /&gt;
&lt;br /&gt;
== 设备参数 ==&lt;br /&gt;
&lt;br /&gt;
要了解有关参数的更多信息，请查阅以下Wiki页面：&lt;br /&gt;
* [[交互屏|交互屏]]&lt;br /&gt;
* [[数据网络|数据网络]]&lt;br /&gt;
* [[YOLOL语言|YOLOL语言]]&lt;br /&gt;
&lt;br /&gt;
===冷却液交换器===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! YOLOL 参数&lt;br /&gt;
! 描述&lt;br /&gt;
! 范围&lt;br /&gt;
|-&lt;br /&gt;
! '''CoolantRechargeRateLimit&lt;br /&gt;
冷却液补给率限制'''&lt;br /&gt;
| 此交换器的转换率上限&lt;br /&gt;
| 0 - 100&lt;br /&gt;
|-&lt;br /&gt;
! '''CoolantRechargeRate&lt;br /&gt;
冷却液补给率'''&lt;br /&gt;
| 该交换器的当前转换率&lt;br /&gt;
| 0 - 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Cooling_rack&amp;diff=18536</id>
		<title>Cooling rack</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Cooling_rack&amp;diff=18536"/>
		<updated>2020-10-13T08:30:34Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: Text replacement - &amp;quot;Coolant recharge rack&amp;quot; to &amp;quot;Coolant refill rack&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|zh-cn=冷却室槽&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Starbase_generator_coolingboard.png|200px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* The cooling board can hold up to three cooling cells.&lt;br /&gt;
* Receives '''Coolant''' from the cooling cells and processes it to reduce '''Heat'''.&lt;br /&gt;
* The cooling board can be placed anywhere. The cooling pipes running through the whole system will handle the cooling of all the fuel chambers and generator units.&lt;br /&gt;
* It can also be placed on a separate coolant socket board and connected to the generator network through pipes.&lt;br /&gt;
* Only the calculated amount of '''Heat''' that the system produces is relevant. The cooling power of the cooling board must match the '''Heat''' amount produced, or preferably exceed it.&lt;br /&gt;
* There is only one connector on the cooling board.&lt;br /&gt;
&amp;lt;!-- * If an enhancement effect is used on the cooling board, the efficiency rate of reducing '''Heat''' from processing '''Coolant''' increases. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cooling cells ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Starbase_devices_generator_coolingcells.png|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Stores the '''Coolant'''.&lt;br /&gt;
* Placed inside a cooling board.&lt;br /&gt;
* Distributes '''Coolant''' to the cooling board.&lt;br /&gt;
* Cooling Cells can be recharged in a [[Coolant refill rack]].&lt;br /&gt;
&lt;br /&gt;
== Device fields ==&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;
&lt;br /&gt;
=== Cooling Rack ===&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;
! '''CoolerUnitRateLimit'''&lt;br /&gt;
|Upper limit for conversion rate for this cooler&lt;br /&gt;
|0 - 100&lt;br /&gt;
|-&lt;br /&gt;
! '''CoolerUnitRate'''&lt;br /&gt;
|Current conversion rate for this cooler. Conversion is being performed at 1 conversion * this percentage per second.&lt;br /&gt;
|0 - 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Cooling Cell ===&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;
! '''CoolantPriority'''&lt;br /&gt;
| Lower values are used first&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! '''UsedCoolantPriority'''&lt;br /&gt;
| Lower values are used first&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! '''StoredCoolant'''&lt;br /&gt;
| The amount of coolant currently available in this cell&lt;br /&gt;
| 0 - 5000&lt;br /&gt;
|-&lt;br /&gt;
! '''MaxCoolant'''&lt;br /&gt;
| Maximum amount of coolant that can be stored in a coolant cell&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Coolant_recharge_rack&amp;diff=18534</id>
		<title>Coolant recharge rack</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Coolant_recharge_rack&amp;diff=18534"/>
		<updated>2020-10-13T08:26:59Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: PetraFB moved page Coolant recharge rack to Coolant refill rack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|zh-cn=冷却液交换器&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:CoolantRechargeRack.png|200px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Recycles used (hot) coolant from [[Cooling_rack#Cooling_cells|coolant cells]] that are placed inside it back into usable (cold) coolant.&lt;br /&gt;
* Mounted on a device base.&lt;br /&gt;
* Requires connection to a Radiator to recycle the coolant&lt;br /&gt;
&lt;br /&gt;
== Device fields ==&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;
&lt;br /&gt;
===Coolant Recharge Rack===&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;
! '''CoolantRechargeRateLimit'''&lt;br /&gt;
| Upper limit for conversion rate for this recharge rack&lt;br /&gt;
| 0 - 100&lt;br /&gt;
|-&lt;br /&gt;
! '''CoolantRechargeRate'''&lt;br /&gt;
| Current conversion rate for this recharge rack.&lt;br /&gt;
| 0 - 100&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Romulus&amp;diff=16908</id>
		<title>Romulus</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Romulus&amp;diff=16908"/>
		<updated>2020-08-04T06:07:46Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|fr=Romulus:fr&lt;br /&gt;
|de=Romulus:de&lt;br /&gt;
|ru=Romulus:ru&lt;br /&gt;
|zh-cn=罗慕路斯&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Starbase_romulus.png&lt;br /&gt;
|Ship caption=Romulus&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Class and Type=Civilian ship, cargo&lt;br /&gt;
|Ship name=Romulus&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
| Hauler&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1 pilot&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
| 450,000&lt;br /&gt;
|-&lt;br /&gt;
| Electricity output: &lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
| 232 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|8 box, 10 triangle, 20 maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The generator unit|Generator units]]: &lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The fuel chamber|Fuel chambers]]: &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
| 6 small&lt;br /&gt;
|-&lt;br /&gt;
| Other equipment: &lt;br /&gt;
| [[Cargo beam|Cargo beam]] setup&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Romulus is a cargo ship made specifically for transportation and hauling of large objects, such as [[Capital Mega Station|station parts]] or asteroids.&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike its brother ship, [[Remus]], the Romulus is loaded from the top side of the ship, allowing for easier loading and unloading of cargo.&amp;lt;br&amp;gt;&lt;br /&gt;
It is equipped with cargo beams for transporting large objects and it is also generally considered to be easier to pilot than the Remus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
&amp;lt;!-- Remulus --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Romus --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some [[Capital Mega Station|Mega Stations]] or [[Trading station|trading stations]] sell and lease [[:Category:civilian spaceships|civilian spaceships]].&amp;lt;br&amp;gt;&lt;br /&gt;
A model version of Romulus can be found at the Mega Station ship showroom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spaceships|Romulus]]&lt;br /&gt;
[[Category:Civilian spaceships|Romulus]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Vector&amp;diff=16907</id>
		<title>Vector</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Vector&amp;diff=16907"/>
		<updated>2020-08-04T05:35:53Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|fr=Vector:fr&lt;br /&gt;
|de=Vector:de&lt;br /&gt;
|ru=Vector:ru&lt;br /&gt;
|zh-cn=向量&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Starbase_vector.png&lt;br /&gt;
|Ship caption=Vector&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Ship class=Civilian ship, Shuttle&lt;br /&gt;
|Ship name=Vector&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
| Transport&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1 pilot&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| Electricity output: &lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
| 812.1 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|4 Box, 18 Maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The generator unit|Generator units]]: &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The fuel chamber|Fuel chambers]]: &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
| 6 small&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Vector is an economic spaceship optimized for long flight times.&amp;lt;br&amp;gt;&lt;br /&gt;
The ship is a good choice as a first ship due to its relatively low cost and long flight range.&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
&lt;br /&gt;
Some [[Capital Mega Station|Mega Stations]] or [[Trading station|trading stations]] sell and lease [[:Category:civilian spaceships|civilian spaceships]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spaceships|Vector]]&lt;br /&gt;
[[Category:Civilian spaceships|Vector]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16906</id>
		<title>Lot Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16906"/>
		<updated>2020-08-04T04:54:32Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Access==&lt;br /&gt;
This is how to access the Lot Designer.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ''Enter Universe'' from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
Once you've entered the world look for a free lot. Lots are found in these areas on the edges of the station, and there's different sizes to choose from.&lt;br /&gt;
&lt;br /&gt;
[[File:lot_locations.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've found a free lot you should find a terminal near its entrance with the information of the lot's daily cost. To rent the lot press ''Rent''&lt;br /&gt;
&amp;lt;br&amp;gt;(Note that there can be multiple entrances and therefore multiple terminals connected to a single lot. They all share the same lot information, so feel free to use any of them at any given time.)&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rent.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
Once the lot is rented, you should be able to select ''Edit''&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rented.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step VI'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Edit'' you should be greeted with a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_default_view_1_2020-05-15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The UI-elements will be explained in the next section:&lt;br /&gt;
&lt;br /&gt;
==UI elements==&lt;br /&gt;
&lt;br /&gt;
=== Asset Browser ===&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_asset_browser_view_1_2020-05-15.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every module required for building a station can be found here. You can change the library view by right clicking the folders, and choosing between icons and names.&lt;br /&gt;
&amp;lt;br&amp;gt;Here are the folder explanations:&lt;br /&gt;
&lt;br /&gt;
'''Halls'''&lt;br /&gt;
*Halls are room-like modules which differ greatly in size and layout. Hall floors are left empty, which leaves more room for player-made decorations.&lt;br /&gt;
&lt;br /&gt;
'''Hallways'''&lt;br /&gt;
*Hallways are designed to create enclosed paths between halls, but they can be used in various other ways as well.  For example they can be used to create extra wings to hall modules, or used as adapters between different sized connection ports.&lt;br /&gt;
&lt;br /&gt;
'''Lot size - Small / Medium / Large'''&lt;br /&gt;
*All the modules in these folders require at least their descriptive sized lot area to function. These folders make it easier to find modules compatible to your very own rental lot.&lt;br /&gt;
&lt;br /&gt;
'''Connection port - Small / Wide / Large'''&lt;br /&gt;
*Connection ports can be found in each and every Lot Designer module, as they are the parts from where their paths and structures connect. There are three connection port sizes: small, wide and large, and the ports need to be of the same size in order for them to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the Asset Browser can be viewed by their names or unique icons. The view can be changed by a ''MB2 (Mouse Button 2)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
=== Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[File:lot_toobox.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The toolbox has all the tools that are needed for designing a station. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section. The toolbox also includes the ''Save blueprint and exit''-button.&lt;br /&gt;
&lt;br /&gt;
=== MUUS ===&lt;br /&gt;
&lt;br /&gt;
[[File:muus.png|300px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the MB2 on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Unlike the Spaceship Designer, the Lot Designer does not have that many tools to operate but they are all explained in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axis. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
=== Start designing ===&lt;br /&gt;
&lt;br /&gt;
Start by placing modules into the scene. Building has to be done module-by-module starting from the lot's entrance (Note: there can be multiple entrances, depending on the lot). Blueprints with no connection to any of the lot's entrances are not buildable.&lt;br /&gt;
Once you are done with your design, or want to continue it later, select ''Save blueprint and exit'' from the toolbox.&lt;br /&gt;
&lt;br /&gt;
=== Continuing design===&lt;br /&gt;
&lt;br /&gt;
To continue your design access the lot terminal connected to your lot, choose the blueprint you want to work on and press ''Edit''. You can also reset the chosen blueprint by selecting ''Reset Active Blueprint''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lot_rent_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Once you are finished with the design you can start building by using the '''Building Tool''' or the '''Welding Tool'''. &lt;br /&gt;
&lt;br /&gt;
# In order to be able to to build the design, the construction needs to have a built connection to the lot's entrance, either directly or through other constructed parts. The parts that do not have a built connection to an entrance cannot be built.&lt;br /&gt;
# The filling, or the &amp;quot;painting&amp;quot;, of the parts in the module has to be started from the part that is connected to the lot's entrance.&lt;br /&gt;
# Filling parts that have no direct connection to the entrance of the lot is only possible when the part has a connection to the entrance through other fully constructed parts.&lt;br /&gt;
# Only the parts that are considered as part of the module frame need to be constructed. Building anything else in a module is optional.&lt;br /&gt;
# The module frame consists of plates (excluding decorative plates) and windows. Decorative plates, furniture, devices and the like are not considered as parts of the module frame.&lt;br /&gt;
# When all of the parts considered as the frame in a module are fully constructed, work on the next connected module can begin.&lt;br /&gt;
# Constructing modules that have no direct connection to the lot's entrance is only possible when they have a connection to the entrance through modules with a fully constructed frame. Once again, filling the parts in the module has to be started from the part that is connected to a module with a fully constructed frame.&lt;br /&gt;
&lt;br /&gt;
=== Building tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:buildingtool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
To build with the ''Building Tool'' you need to equip it and have the building materials either in your ''Station Storage'' or in the crates of your ship. The most common building material is ''Valkite'', so stocking up on it will get you far when building blueprints. &lt;br /&gt;
&lt;br /&gt;
The part you want to build with the ''Building Tool'' needs to turn green, indicating it can be built. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If you have enough of the required materials, you will be able to build. To build, just press ''MB1 (Mouse button 1)'' and &amp;quot;paint&amp;quot; the part. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_2.png|600px]] [[File:Sb_lot_tutorial_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Welding tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:welding_tool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
You can also build your blueprint with the ''Welding Tool''. The Welding Tool needs a ''power pack'' in order to function. You need parts to weld in order to build your blueprint. These parts can be bought from the ''Marketplace''.&lt;br /&gt;
&lt;br /&gt;
[[File:marketplace.png|600px]] [[File:stationplates.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Once you have the needed plates and other parts you can start building. When welding, the parts need to be touching something that is part of the station, meaning you can't weld something into thin air. Just place the plate where it fits, when it turns green it can be welded by holding ''MB1'' for approximately two seconds. A circle around the welding point will indicate when the part has been welded. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_4.png|600px]] [[File:Sb_lot_tutorial_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
You can unweld a part by pressing ''MB2'' for approximately two seconds&lt;br /&gt;
&lt;br /&gt;
[[File:unwelding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16900</id>
		<title>Lot Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16900"/>
		<updated>2020-08-03T05:31:41Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Access==&lt;br /&gt;
This is how to access the Lot Designer.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ''Enter Universe'' from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
Once you've entered the world look for a free lot. Lots are found in these areas on the edges of the station, and there's different sizes to choose from.&lt;br /&gt;
&lt;br /&gt;
[[File:lot_locations.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've found a free lot you should find a terminal near its entrance with the information of the lot's daily cost. To rent the lot press ''Rent''&lt;br /&gt;
&amp;lt;br&amp;gt;(Note that there can be multiple entrances and therefore multiple terminals connected to a single lot. They all share the same lot information, so feel free to use any of them at any given time.)&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rent.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
Once the lot is rented, you should be able to select ''Edit''&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rented.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step VI'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Edit'' you should be greeted with a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_default_view_1_2020-05-15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The UI-elements will be explained in the next section:&lt;br /&gt;
&lt;br /&gt;
==UI elements==&lt;br /&gt;
&lt;br /&gt;
=== Asset Browser ===&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_asset_browser_view_1_2020-05-15.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every module required for building a station can be found here. You can change the library view by right clicking the folders, and choosing between icons and names.&lt;br /&gt;
&amp;lt;br&amp;gt;Here are the folder explanations:&lt;br /&gt;
&lt;br /&gt;
'''Halls'''&lt;br /&gt;
*Halls are room-like modules which differ greatly in size and layout. Hall floors are left empty, which leaves more room for player-made decorations.&lt;br /&gt;
&lt;br /&gt;
'''Hallways'''&lt;br /&gt;
*Hallways are designed to create enclosed paths between halls, but they can be used in various other ways as well.  For example they can be used to create extra wings to hall modules, or used as adapters between different sized connection ports.&lt;br /&gt;
&lt;br /&gt;
'''Lot size - Small / Medium / Large'''&lt;br /&gt;
*All the modules in these folders require at least their descriptive sized lot area to function. These folders make it easier to find modules compatible to your very own rental lot.&lt;br /&gt;
&lt;br /&gt;
'''Connection port - Small / Wide / Large'''&lt;br /&gt;
*Connection ports can be found in each and every Lot Designer module, as they are the parts from where their paths and structures connect. There are three connection port sizes: small, wide and large, and the ports need to be of the same size in order for them to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the Asset Browser can be viewed by their names or unique icons. The view can be changed by a ''MB2 (Mouse Button 2)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
=== Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[File:lot_toobox.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The toolbox has all the tools that are needed for designing a station. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section. The toolbox also includes the ''Save blueprint and exit''-button.&lt;br /&gt;
&lt;br /&gt;
=== MUUS ===&lt;br /&gt;
&lt;br /&gt;
[[File:muus.png|300px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the MB2 on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Unlike the Spaceship Designer, the Lot Designer does not have that many tools to operate but they are all explained in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axis. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
=== Start designing ===&lt;br /&gt;
&lt;br /&gt;
Start by placing modules into the scene. Building has to be done module-by-module starting from the lot's entrance (Note: there can be multiple entrances, depending on the lot). Blueprints with no connection to any of the lot's entrances are not buildable.&lt;br /&gt;
Once you are done with your design, or want to continue it later, select ''Save blueprint and exit'' from the toolbox.&lt;br /&gt;
&lt;br /&gt;
=== Continuing design===&lt;br /&gt;
&lt;br /&gt;
To continue your design access the lot terminal connected to your lot, choose the blueprint you want to work on and press ''Edit''. You can also reset the chosen blueprint by selecting ''Reset Active Blueprint''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lot_rent_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Once you are finished with the design you can start building by using the ''Building Tool'' or the ''Welding Tool''. In order to be able to to build the design, the construction needs to have a built connection to the lot's entrance, either directly or through other constructed parts. The parts that do not have a built connection to an entrance cannot be built.&lt;br /&gt;
&lt;br /&gt;
=== Building tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:buildingtool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
To build with the ''Building Tool'' you need to equip it and have the building materials either in your ''Station Storage'' or in the crates of your ship. The most common building material is ''Valkite'', so stocking up on it will get you far when building blueprints. &lt;br /&gt;
&lt;br /&gt;
The part you want to build with the ''Building Tool'' needs to turn green, indicating it can be built. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If you have enough of the required materials, you will be able to build. To build, just press ''MB1 (Mouse button 1)'' and &amp;quot;paint&amp;quot; the part. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_2.png|600px]] [[File:Sb_lot_tutorial_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Welding tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:welding_tool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
You can also build your blueprint with the ''Welding Tool''. The Welding Tool needs a ''power pack'' in order to function. You need parts to weld in order to build your blueprint. These parts can be bought from the ''Marketplace''.&lt;br /&gt;
&lt;br /&gt;
[[File:marketplace.png|600px]] [[File:stationplates.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Once you have the needed plates and other parts you can start building. When welding, the parts need to be touching something that is part of the station, meaning you can't weld something into thin air. Just place the plate where it fits, when it turns green it can be welded by holding ''MB1'' for approximately two seconds. A circle around the welding point will indicate when the part has been welded. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_4.png|600px]] [[File:Sb_lot_tutorial_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
You can unweld a part by pressing ''MB2'' for approximately two seconds&lt;br /&gt;
&lt;br /&gt;
[[File:unwelding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16899</id>
		<title>Lot Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16899"/>
		<updated>2020-08-03T05:30:31Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Access==&lt;br /&gt;
This is how to access the Lot Designer.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ''Enter Universe'' from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
Once you've entered the world look for a free lot. Lots are found in these areas on the edges of the station, and there's different sizes to choose from.&lt;br /&gt;
&lt;br /&gt;
[[File:lot_locations.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've found a free lot you should find a terminal near its entrance with the information of the lot's daily cost. To rent the lot press ''Rent''&lt;br /&gt;
&amp;lt;br&amp;gt;(Note that there can be multiple entrances and therefore multiple terminals connected to a single lot. They all share the same lot information, so feel free to use any of them at any given time.)&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rent.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
Once the lot is rented, you should be able to select ''Edit''&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rented.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step VI'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Edit'' you should be greeted with a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_default_view_1_2020-05-15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The UI-elements will be explained in the next section:&lt;br /&gt;
&lt;br /&gt;
==UI elements==&lt;br /&gt;
&lt;br /&gt;
=== Asset Browser ===&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_asset_browser_view_1_2020-05-15.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every module required for building a station can be found here. You can change the library view by right clicking the folders, and choosing between icons and names.&lt;br /&gt;
&amp;lt;br&amp;gt;Here are the folder explanations:&lt;br /&gt;
&lt;br /&gt;
'''Halls'''&lt;br /&gt;
*Halls are room-like modules which differ greatly in size and layout. Hall floors are left empty, which leaves more room for player-made decorations.&lt;br /&gt;
&lt;br /&gt;
'''Hallways'''&lt;br /&gt;
*Hallways are designed to create enclosed paths between halls, but they can be used in various other ways as well.  For example they can be used to create extra wings to hall modules, or used as adapters between different sized connection ports.&lt;br /&gt;
&lt;br /&gt;
'''Lot size - Small / Medium / Large'''&lt;br /&gt;
*All the modules in these folders require at least their descriptive sized lot area to function. These folders make it easier to find modules compatible to your very own rental lot.&lt;br /&gt;
&lt;br /&gt;
'''Connection port - Small / Wide / Large'''&lt;br /&gt;
*Connection ports can be found in each and every Lot Designer module, as they are the parts from where their paths and structures connect. There are three connection port sizes: small, wide and large, and the ports need to be of the same size in order for them to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the Asset Browser can be viewed by their names or unique icons. The view can be changed by a ''MB2 (Mouse Button 2)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
=== Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[File:lot_toobox.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The toolbox has all the tools that are needed for designing a station. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section. The toolbox also includes the ''Save blueprint and exit''-button.&lt;br /&gt;
&lt;br /&gt;
=== MUUS ===&lt;br /&gt;
&lt;br /&gt;
[[File:muus.png|300px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the MB2 on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Unlike the Spaceship Designer, the Lot Designer does not have that many tools to operate but they are all explained in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axis. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
=== Start designing ===&lt;br /&gt;
&lt;br /&gt;
Start by placing modules into the scene. Building has to be done module-by-module starting from the lot's entrance (Note: there can be multiple entrances, depending on the lot). Blueprints with no connection to any of the lot's entrances are not buildable.&lt;br /&gt;
Once you are done with your design, or want to continue it later, select ''Save blueprint and exit'' from the toolbox.&lt;br /&gt;
&lt;br /&gt;
=== Continuing design===&lt;br /&gt;
&lt;br /&gt;
To continue your design access the lot terminal connected to your lot, choose the blueprint you want to work on and press ''Edit''. You can also reset the chosen blueprint by selecting ''Reset Active Blueprint''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lot_rent_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Once you are finished with the design you can start building by using the ''Building Tool'' or the''Welding Tool''. In order to be able to to build the design, the construction needs to have a built connection to the lot's entrance, either directly or through other constructed parts. The parts that do not have a built connection to an entrance cannot be built.&lt;br /&gt;
&lt;br /&gt;
=== Building tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:buildingtool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
To build with the ''Building Tool'' you need to equip it and have the building materials either in your ''Station Storage'' or in the crates of your ship. The most common building material is ''Valkite'', so stocking up on it will get you far when building blueprints. &lt;br /&gt;
&lt;br /&gt;
The part you want to build with the ''Building Tool'' needs to turn green, indicating it can be built. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If you have enough of the required materials, you will be able to build. To build, just press ''MB1 (Mouse button 1)'' and &amp;quot;paint&amp;quot; the part. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_2.png|600px]] [[File:Sb_lot_tutorial_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Welding tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:welding_tool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
You can also build your blueprint with the ''Welding Tool''. The Welding Tool needs a ''power pack'' in order to function. You need parts to weld in order to build your blueprint. These parts can be bought from the ''Marketplace''.&lt;br /&gt;
&lt;br /&gt;
[[File:marketplace.png|600px]] [[File:stationplates.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Once you have the needed plates and other parts you can start building. When welding, the parts need to be touching something that is part of the station, meaning you can't weld something into thin air. Just place the plate where it fits, when it turns green it can be welded by holding ''MB1'' for approximately two seconds. A circle around the welding point will indicate when the part has been welded. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_4.png|600px]] [[File:Sb_lot_tutorial_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
You can unweld a part by pressing ''MB2'' for approximately two seconds&lt;br /&gt;
&lt;br /&gt;
[[File:unwelding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16898</id>
		<title>Lot Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16898"/>
		<updated>2020-08-03T05:28:49Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Building tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Access==&lt;br /&gt;
This is how to access the Lot Designer.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ''Enter Universe'' from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
Once you've entered the world look for a free lot. Lots are found in these areas on the edges of the station, and there's different sizes to choose from.&lt;br /&gt;
&lt;br /&gt;
[[File:lot_locations.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've found a free lot you should find a terminal near its entrance with the information of the lot's daily cost. To rent the lot press ''Rent''&lt;br /&gt;
&amp;lt;br&amp;gt;(Note that there can be multiple entrances and therefore multiple terminals connected to a single lot. They all share the same lot information, so feel free to use any of them at any given time.)&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rent.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
Once the lot is rented, you should be able to select ''Edit''&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rented.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step VI'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Edit'' you should be greeted with a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_default_view_1_2020-05-15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The UI-elements will be explained in the next section:&lt;br /&gt;
&lt;br /&gt;
==UI elements==&lt;br /&gt;
&lt;br /&gt;
=== Asset Browser ===&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_asset_browser_view_1_2020-05-15.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every module required for building a station can be found here. You can change the library view by right clicking the folders, and choosing between icons and names.&lt;br /&gt;
&amp;lt;br&amp;gt;Here are the folder explanations:&lt;br /&gt;
&lt;br /&gt;
'''Halls'''&lt;br /&gt;
*Halls are room-like modules which differ greatly in size and layout. Hall floors are left empty, which leaves more room for player-made decorations.&lt;br /&gt;
&lt;br /&gt;
'''Hallways'''&lt;br /&gt;
*Hallways are designed to create enclosed paths between halls, but they can be used in various other ways as well.  For example they can be used to create extra wings to hall modules, or used as adapters between different sized connection ports.&lt;br /&gt;
&lt;br /&gt;
'''Lot size - Small / Medium / Large'''&lt;br /&gt;
*All the modules in these folders require at least their descriptive sized lot area to function. These folders make it easier to find modules compatible to your very own rental lot.&lt;br /&gt;
&lt;br /&gt;
'''Connection port - Small / Wide / Large'''&lt;br /&gt;
*Connection ports can be found in each and every Lot Designer module, as they are the parts from where their paths and structures connect. There are three connection port sizes: small, wide and large, and the ports need to be of the same size in order for them to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the Asset Browser can be viewed by their names or unique icons. The view can be changed by a ''MB2 (Mouse Button 2)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
=== Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[File:lot_toobox.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The toolbox has all the tools that are needed for designing a station. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section. The toolbox also includes the ''Save blueprint and exit''-button.&lt;br /&gt;
&lt;br /&gt;
=== MUUS ===&lt;br /&gt;
&lt;br /&gt;
[[File:muus.png|300px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the MB2 on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Unlike the Spaceship Designer, the Lot Designer does not have that many tools to operate but they are all explained in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axis. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
=== Start designing ===&lt;br /&gt;
&lt;br /&gt;
Start by placing modules into the scene. Building has to be done module-by-module starting from the lot's entrance (Note: there can be multiple entrances, depending on the lot). Blueprints with no connection to any of the lot's entrances are not buildable.&lt;br /&gt;
Once you are done with your design, or want to continue it later, select ''Save blueprint and exit'' from the toolbox.&lt;br /&gt;
&lt;br /&gt;
=== Continuing design===&lt;br /&gt;
&lt;br /&gt;
To continue your design access the lot terminal connected to your lot, choose the blueprint you want to work on and press ''Edit''. You can also reset the chosen blueprint by selecting ''Reset Active Blueprint''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lot_rent_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Once you are finished with the design you can start building by using the ''Building Tool'' or a ''Welding Tool''. In order to be able to to build the design, the construction needs to have a built connection to the lot's entrance. The parts that do not have a built connection to an entrance cannot be built.&lt;br /&gt;
&lt;br /&gt;
=== Building tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:buildingtool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
To build with the ''Building Tool'' you need to equip it and have the building materials either in your ''Station Storage'' or in the crates of your ship. The most common building material is ''Valkite'', so stocking up on it will get you far when building blueprints. &lt;br /&gt;
&lt;br /&gt;
The part you want to build with the ''Building Tool'' needs to turn green, indicating it can be built. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If you have enough of the required materials, you will be able to build. To build, just press ''MB1 (Mouse button 1)'' and &amp;quot;paint&amp;quot; the part. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_2.png|600px]] [[File:Sb_lot_tutorial_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Welding tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:welding_tool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
You can also build your blueprint with the ''Welding Tool''. The Welding Tool needs a ''power pack'' in order to function. You need parts to weld in order to build your blueprint. These parts can be bought from the ''Marketplace''.&lt;br /&gt;
&lt;br /&gt;
[[File:marketplace.png|600px]] [[File:stationplates.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Once you have the needed plates and other parts you can start building. When welding, the parts need to be touching something that is part of the station, meaning you can't weld something into thin air. Just place the plate where it fits, when it turns green it can be welded by holding ''MB1'' for approximately two seconds. A circle around the welding point will indicate when the part has been welded. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_4.png|600px]] [[File:Sb_lot_tutorial_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
You can unweld a part by pressing ''MB2'' for approximately two seconds&lt;br /&gt;
&lt;br /&gt;
[[File:unwelding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16897</id>
		<title>Lot Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Lot_Designer_Guide&amp;diff=16897"/>
		<updated>2020-08-03T05:18:39Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Access==&lt;br /&gt;
This is how to access the Lot Designer.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ''Enter Universe'' from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
Once you've entered the world look for a free lot. Lots are found in these areas on the edges of the station, and there's different sizes to choose from.&lt;br /&gt;
&lt;br /&gt;
[[File:lot_locations.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've found a free lot you should find a terminal near its entrance with the information of the lot's daily cost. To rent the lot press ''Rent''&lt;br /&gt;
&amp;lt;br&amp;gt;(Note that there can be multiple entrances and therefore multiple terminals connected to a single lot. They all share the same lot information, so feel free to use any of them at any given time.)&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rent.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
Once the lot is rented, you should be able to select ''Edit''&lt;br /&gt;
&lt;br /&gt;
[[File:lot_rented.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step VI'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Edit'' you should be greeted with a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_default_view_1_2020-05-15.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The UI-elements will be explained in the next section:&lt;br /&gt;
&lt;br /&gt;
==UI elements==&lt;br /&gt;
&lt;br /&gt;
=== Asset Browser ===&lt;br /&gt;
&lt;br /&gt;
[[File:starbase_lot_designer_asset_browser_view_1_2020-05-15.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every module required for building a station can be found here. You can change the library view by right clicking the folders, and choosing between icons and names.&lt;br /&gt;
&amp;lt;br&amp;gt;Here are the folder explanations:&lt;br /&gt;
&lt;br /&gt;
'''Halls'''&lt;br /&gt;
*Halls are room-like modules which differ greatly in size and layout. Hall floors are left empty, which leaves more room for player-made decorations.&lt;br /&gt;
&lt;br /&gt;
'''Hallways'''&lt;br /&gt;
*Hallways are designed to create enclosed paths between halls, but they can be used in various other ways as well.  For example they can be used to create extra wings to hall modules, or used as adapters between different sized connection ports.&lt;br /&gt;
&lt;br /&gt;
'''Lot size - Small / Medium / Large'''&lt;br /&gt;
*All the modules in these folders require at least their descriptive sized lot area to function. These folders make it easier to find modules compatible to your very own rental lot.&lt;br /&gt;
&lt;br /&gt;
'''Connection port - Small / Wide / Large'''&lt;br /&gt;
*Connection ports can be found in each and every Lot Designer module, as they are the parts from where their paths and structures connect. There are three connection port sizes: small, wide and large, and the ports need to be of the same size in order for them to connect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the Asset Browser can be viewed by their names or unique icons. The view can be changed by a ''MB2 (Mouse Button 2)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
=== Toolbox ===&lt;br /&gt;
&lt;br /&gt;
[[File:lot_toobox.png|200px]]&lt;br /&gt;
&lt;br /&gt;
The toolbox has all the tools that are needed for designing a station. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section. The toolbox also includes the ''Save blueprint and exit''-button.&lt;br /&gt;
&lt;br /&gt;
=== MUUS ===&lt;br /&gt;
&lt;br /&gt;
[[File:muus.png|300px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the MB2 on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Unlike the Spaceship Designer, the Lot Designer does not have that many tools to operate but they are all explained in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axis. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
=== Start designing ===&lt;br /&gt;
&lt;br /&gt;
Start by placing modules into the scene. Building has to be done module-by-module starting from the lot's entrance (Note: there can be multiple entrances, depending on the lot). Blueprints with no connection to any of the lot's entrances are not buildable.&lt;br /&gt;
Once you are done with your design, or want to continue it later, select ''Save blueprint and exit'' from the toolbox.&lt;br /&gt;
&lt;br /&gt;
=== Continuing design===&lt;br /&gt;
&lt;br /&gt;
To continue your design access the lot terminal connected to your lot, choose the blueprint you want to work on and press ''Edit''. You can also reset the chosen blueprint by selecting ''Reset Active Blueprint''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lot_rent_2.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Once you are finished with the design you can start building by using the ''Building Tool'' or a ''Welding Tool''. In order to be able to to build the design, the construction needs to have a built connection to the lot's entrance. The parts that do not have a built connection to an entrance cannot be built.&lt;br /&gt;
&lt;br /&gt;
=== Building tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:buildingtool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
To build with the ''Building Tool'' you need to equip it and have building materials either in you ''Station Storage'' or in the crates of your ship. The most common building material is ''Valkite'' so having a lot of it will get you far when building your blueprint. &lt;br /&gt;
&lt;br /&gt;
The part you want to build with the ''Building Tool'' need to turn green in order for you to be able to build it. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial.png|600px]]&lt;br /&gt;
&lt;br /&gt;
If you have the needed materials you should be able to build. To build just press ''MB1 (Mouse button 1)'' and &amp;quot;paint&amp;quot; the part. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_2.png|600px]] [[File:Sb_lot_tutorial_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Welding tool ===&lt;br /&gt;
&lt;br /&gt;
[[File:welding_tool.png|100px]]&lt;br /&gt;
&lt;br /&gt;
You can also build your blueprint with the ''Welding Tool''. The Welding Tool needs a ''power pack'' in order to function. You need parts to weld in order to build your blueprint. These parts can be bought from the ''Marketplace''.&lt;br /&gt;
&lt;br /&gt;
[[File:marketplace.png|600px]] [[File:stationplates.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Once you have the needed plates and other parts you can start building. When welding, the parts need to be touching something that is part of the station, meaning you can't weld something into thin air. Just place the plate where it fits, when it turns green it can be welded by holding ''MB1'' for approximately two seconds. A circle around the welding point will indicate when the part has been welded. &lt;br /&gt;
&lt;br /&gt;
[[File:Sb_lot_tutorial_4.png|600px]] [[File:Sb_lot_tutorial_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
You can unweld a part by pressing ''MB2'' for approximately two seconds&lt;br /&gt;
&lt;br /&gt;
[[File:unwelding.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Urchin&amp;diff=16869</id>
		<title>Urchin</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Urchin&amp;diff=16869"/>
		<updated>2020-07-29T10:23:40Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|fr=Urchin:fr&lt;br /&gt;
|de=Urchin:de&lt;br /&gt;
|ru=Urchin:ru&lt;br /&gt;
|zh-cn=顽童&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Spaceship urchin decal.jpg&lt;br /&gt;
|Ship caption=Mining shot of the Urchin&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Ship class=Civilian ship, Miner&lt;br /&gt;
|Ship name=Urchin&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
|Mining&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1 pilot&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
|400,000&lt;br /&gt;
|-&lt;br /&gt;
| Electricity output: &lt;br /&gt;
|4,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
|270.7 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|2 box, 16 triangle, 16 maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The generator unit|Generator units]]: &lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The fuel chamber|Fuel chambers]]: &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
|1 large&lt;br /&gt;
|-&lt;br /&gt;
| Other equipment: &lt;br /&gt;
|1 [[Mining laser]], [[Cargo lock frame]]&lt;br /&gt;
|}&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Urchin is a hybrid between a cargo and mining ship. &amp;lt;br&amp;gt;&lt;br /&gt;
It is equipped with powerful [[Mining laser|mining lasers]], enabling it to mine minerals effciently.&amp;lt;br&amp;gt;&lt;br /&gt;
The Urchin also has a [[Cargo lock frame|cargo lock frame]] that can be used to transport cargo.&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
Some [[Capital Mega Station|Mega Stations]] or [[Trading station|trading stations]] sell and lease [[:Category:civilian spaceships|civilian spaceships]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- mining --&amp;gt;&lt;br /&gt;
&amp;lt;!-- civilian ship --&amp;gt;&lt;br /&gt;
[[Category:Spaceships|Urchin]]&lt;br /&gt;
[[Category:Civilian spaceships|Urchin]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Pioneer&amp;diff=16868</id>
		<title>Pioneer</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Pioneer&amp;diff=16868"/>
		<updated>2020-07-29T10:03:24Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|fr=Pioneer:fr&lt;br /&gt;
|de=Pioneer:de&lt;br /&gt;
|ru=Pioneer:ru&lt;br /&gt;
|zh-cn=先驱&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Starbase_pioneer.png&lt;br /&gt;
|Ship caption=Pioneer&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Class and Type=Civilian ship, Self piloting patrol scout&lt;br /&gt;
|Ship name=Pioneer&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
| Patrolling&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1/0 pilot&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
| 350,000&lt;br /&gt;
|-&lt;br /&gt;
| Electricity output: &lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
| 216.6 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|4 box, 6 triangle, 18 maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The generator unit|Generator units]]: &lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Generator#The fuel chamber|Fuel chambers]]: &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
| 4 small&lt;br /&gt;
|-&lt;br /&gt;
| Other equipment: &lt;br /&gt;
| [[Radio transmitters]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Pioneer is an unarmed, versatile spaceship with autopiloting YOLOL configurations.&amp;lt;br&amp;gt;&lt;br /&gt;
Pioneers are equipped with [[Radio transmitters|radio transmitters]] and a large set of [[YOLOL Chip|programmed chips]], making them appropriate ships for patrol duties.&amp;lt;br&amp;gt;&lt;br /&gt;
Navigational technology were first tested on Pioneers.&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
Pioneer ships can be found at [[Capital Mega Station|Mega Stations]], and in ship showroom within the Capital Mega Station.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spaceships|Pioneer]]&lt;br /&gt;
[[Category:Civilian spaceships|Pioneer]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Propellant_tank&amp;diff=16864</id>
		<title>Propellant tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Propellant_tank&amp;diff=16864"/>
		<updated>2020-07-29T08:30:02Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Device fields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|fr=Propellant:fr&lt;br /&gt;
|de=Propellant:de&lt;br /&gt;
|zh-cn=推进剂&lt;br /&gt;
|ru=Ракетное топливо&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Starbase_large_gas_container.png|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Propellant is the fuel for spaceship thrusters.&amp;lt;br&amp;gt;&lt;br /&gt;
Propellant is usually contained in large, medium or small gas canisters.&amp;lt;br&amp;gt;&lt;br /&gt;
These canisters are often placed inside a space ship, and bolted down to secure them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Basic information ==&lt;br /&gt;
Propellant tanks do not usually require regular maintenance.&amp;lt;br&amp;gt;&lt;br /&gt;
They are placed in a ship, connected to the ship's thrusters with a [[Pipe tool|pipe tool]], and replaced when empty.&amp;lt;br&amp;gt;&lt;br /&gt;
The small, medium, and large tanks hold 1.5, 5, and 12 million units of propellant respectively.&amp;lt;br&amp;gt;&lt;br /&gt;
Full propellant tanks cost 48000, 160000, and 378000 credits respectively in Spaceship Designer.&lt;br /&gt;
&lt;br /&gt;
== Device fields ==&lt;br /&gt;
&lt;br /&gt;
To learn more about how to use the device 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;
&lt;br /&gt;
Propellant canisters are also a part of:&lt;br /&gt;
* [[Pipe networks|Pipe networks]]&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;
! '''IsOpenId'''&lt;br /&gt;
| Input/output field for closing/opening connectors.&lt;br /&gt;
| 0 - 1&lt;br /&gt;
|-&lt;br /&gt;
!'''FlowId'''&lt;br /&gt;
| Output field for resource amounts flowing through the network.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! '''GasContainerStoredResource'''&lt;br /&gt;
| Amount of propellant currently available in this container.&lt;br /&gt;
| 0 - GasContainerMaxResource&lt;br /&gt;
|-&lt;br /&gt;
! '''GasContainerMaxResource'''&lt;br /&gt;
| Maximum amount of propellant that can be stored in this container.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! '''GasNetworkStoredResource'''&lt;br /&gt;
| Amount of propellant currently available in all conected containers.&lt;br /&gt;
| 0 - GasNetworkMaxResource&lt;br /&gt;
|-&lt;br /&gt;
! '''GasNetworkMaxResource'''&lt;br /&gt;
| Maximum amount of propellant that can be stored in all conected containers.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Propellant]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Twin_Vasama&amp;diff=16863</id>
		<title>Twin Vasama</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Twin_Vasama&amp;diff=16863"/>
		<updated>2020-07-29T07:03:04Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|de=Twin_Vasama:de&lt;br /&gt;
|fr=Twin_Vasama:fr&lt;br /&gt;
|ru=Twin_Vasama:ru&lt;br /&gt;
|zh-cn=双子瓦萨马&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Spaceship Twin vasama.jpg&lt;br /&gt;
|Ship caption=Stopped Twin Vasama&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Class and Type=Civilian ship, Starter&lt;br /&gt;
|Ship name=Twin Vasama&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
|Transport&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1 pilot, 1 passenger&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
|44.4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|13 maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
|1 small&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Twin Vasama is a small ship that is powered by a [[Battery | battery]]. Unlike its original counterpart, it is equipped with two seats and can fit two [[Endoskeleton|robots]] in it.&amp;lt;br&amp;gt;&lt;br /&gt;
Compared to the original Vasama, the Twin Vasama has a hover mode and generally better mobility.&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
[[Capital Mega Station|Capital Mega Stations]] sell and lease Twin Vasama mopeds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- scooter --&amp;gt;&lt;br /&gt;
&amp;lt;!-- segway --&amp;gt;&lt;br /&gt;
&amp;lt;!-- motorcycle --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spaceships|Twin Vasama]]&lt;br /&gt;
[[Category:Civilian spaceships|Twin Vasama]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Twin_Vasama&amp;diff=16862</id>
		<title>Twin Vasama</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Twin_Vasama&amp;diff=16862"/>
		<updated>2020-07-29T06:35:59Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Ship description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2 &lt;br /&gt;
|de=Twin_Vasama:de&lt;br /&gt;
|fr=Twin_Vasama:fr&lt;br /&gt;
|ru=Twin_Vasama:ru&lt;br /&gt;
|zh-cn=双子瓦萨马&lt;br /&gt;
}}&lt;br /&gt;
{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Spaceship Twin vasama.jpg&lt;br /&gt;
|Ship caption=Stopped Twin Vasama&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Class and Type=Civilian ship, Starter&lt;br /&gt;
|Ship name=Twin Vasama&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
|Transport&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
|Ship crew=1 pilot, 1 passenger&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Thrust power: &lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Flight time: &lt;br /&gt;
|44.4 minutes&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrusters]]: &lt;br /&gt;
|13 maneuver&lt;br /&gt;
|-&lt;br /&gt;
| [[Propellant]] containers: &lt;br /&gt;
|1 small&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ship description ==&lt;br /&gt;
The Twin Vasama is a small ship that is powered by a [[Battery]]. Unlike its original counterpart, it is equipped with two seats and can fit two [[Endoskeleton|robots]] in it.&amp;lt;br&amp;gt;&lt;br /&gt;
Compared to the original Vasama, the Twin Vasama has a hover mode and generally better mobility.&lt;br /&gt;
&lt;br /&gt;
== Ship location ==&lt;br /&gt;
[[Capital Mega Station|Capital Mega Stations]] sell and lease Twin Vasama mopeds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- scooter --&amp;gt;&lt;br /&gt;
&amp;lt;!-- segway --&amp;gt;&lt;br /&gt;
&amp;lt;!-- motorcycle --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Spaceships|Twin Vasama]]&lt;br /&gt;
[[Category:Civilian spaceships|Twin Vasama]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=14837</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=14837"/>
		<updated>2020-05-27T09:02:17Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
The amazing music you can hear throughout the galaxy:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/lNMLz6iiVu0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collection of Bugs==&lt;br /&gt;
A bug reel:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/rwbnJpzZYrE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==EOS 222==&lt;br /&gt;
A timelapse video of the beatiful gas giant EOS 222:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://youtu.be/pD8IXxCgM0s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
Valuable tips on how to start your life out here in our galaxy:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://https://youtu.be/W27X7DHn5XA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Designer==&lt;br /&gt;
A How to Guide on designing your own spaceship using the Spaceship Designer:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://https://youtu.be/ggSH5vDBCPI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Companies and Factions==&lt;br /&gt;
Information on companies and factions in the galaxy:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=kOIDuUF7pr0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Endoskeleton==&lt;br /&gt;
The robots of the universe, the endoskeletons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=6PPdBcNSnlk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
A lesson on missiles:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=5-xhwLw3cYI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13268</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13268"/>
		<updated>2020-05-13T13:36:09Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Autobolt tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows' positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the Bolt Tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable Tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. The Cable Tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color, whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters, and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Durability Tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the Durability Tool and press the ''MB1'' anywhere on the ship to display the ship’s durability status. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Autobolt Tool is used to bolt and unbolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and it is useful in reaching the difficult bolting spots. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13267</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13267"/>
		<updated>2020-05-13T13:33:16Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Durability tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows' positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the Bolt Tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable Tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. The Cable Tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color, whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters, and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The Durability Tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the Durability Tool and press the ''MB1'' anywhere on the ship to display the ship’s durability status. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13266</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13266"/>
		<updated>2020-05-13T13:32:02Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Cable tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows' positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the Bolt Tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable Tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. The Cable Tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color, whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters, and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13265</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13265"/>
		<updated>2020-05-13T13:29:46Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Bolt tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows' positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt Tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the Bolt Tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13264</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13264"/>
		<updated>2020-05-13T13:26:23Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Alignment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows' positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13263</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13263"/>
		<updated>2020-05-13T13:24:27Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Scene view */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L-shape). They are in placement order from bottom to the top. If any object is removed from the scene, that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13262</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13262"/>
		<updated>2020-05-13T13:23:38Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Tool options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from Cable Tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L shape). They are in placement order from bottom to the top. If any object is removed from the scene that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13261</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13261"/>
		<updated>2020-05-13T13:22:53Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Toolbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
The Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from cable tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L shape). They are in placement order from bottom to the top. If any object is removed from the scene that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13260</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13260"/>
		<updated>2020-05-13T13:22:36Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Asset browser */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
The Asset Browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams to the frame structure, to YOLOL-chips for modifying your ship's gadgets, and all in between. The objects are separated into categories for ease of access. ''My Ship Blueprints (saved on server)'' -folder can be found below the asset categories. The folder stores all of your personal designs.  They can be placed in the scene as whole ensembles in the same manner as any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset Browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object is in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset Browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted, for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful for example when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from cable tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L shape). They are in placement order from bottom to the top. If any object is removed from the scene that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13259</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13259"/>
		<updated>2020-05-13T13:12:07Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Top bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open / close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named, but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams for frame structure to YOLOL-chips for modifying your ship's gadgets and all in between. The objects are separated into categories for ease of access. Below the asset categories, there is a folder named ''My Ship Blueprints (saved on server)'', which holds all of your personal designs.  They can be placed in the scene as whole ensembles like any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object it's in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful i.e. when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from cable tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L shape). They are in placement order from bottom to the top. If any object is removed from the scene that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13258</id>
		<title>Spaceship Designer Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Spaceship_Designer_Guide&amp;diff=13258"/>
		<updated>2020-05-13T13:10:12Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Access */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Access ==&lt;br /&gt;
&lt;br /&gt;
This is how to access the Spaceship Designer in the game.&lt;br /&gt;
&lt;br /&gt;
'''Step I'''&lt;br /&gt;
&lt;br /&gt;
Start the game and choose ENTER UNIVERSE from the main menu.&lt;br /&gt;
&lt;br /&gt;
[[File:Starbase_spaceship_guide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step II'''&lt;br /&gt;
&lt;br /&gt;
This takes you to the character selection menu. Choose ''Create character'' and then ''Enter universe''. If you already have created a character, you can just choose ''Enter universe''.&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_2.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step III'''&lt;br /&gt;
&lt;br /&gt;
When you have entered the game look for the Spaceship Creator station. The station has an advertisement that looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_3.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step IV'''&lt;br /&gt;
&lt;br /&gt;
Once you've reached the station look for a terminal and press ''Start editing''&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_4.png|600px]]&lt;br /&gt;
&lt;br /&gt;
'''Step V'''&lt;br /&gt;
&lt;br /&gt;
After pressing ''Start editing'' your screen will have a view like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Spaceship_guide_5.png|600px]]&lt;br /&gt;
&lt;br /&gt;
All the UI-elements are explained in the next section&lt;br /&gt;
&lt;br /&gt;
==UI Elements==&lt;br /&gt;
=== Top bar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Topbarguide.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The top has access to several operations in the Spaceship Designer. From left to right they are:&lt;br /&gt;
* Settings (See the dedicated Settings section for more details)&lt;br /&gt;
* Window controls&lt;br /&gt;
** Controls which windows are open so you can keep only what you need visible. You can open/close windows by clicking the check-mark and square icons&lt;br /&gt;
* They are not named but hovering over an icon opens a tooltip revealing which window's visibility it affects.&lt;br /&gt;
* Basic operations&lt;br /&gt;
** ''Save, remove, undo and redo''&lt;br /&gt;
* Module controls (See the dedicated Modules section for more details)&lt;br /&gt;
* Test Flight Mode&lt;br /&gt;
&lt;br /&gt;
===Scene view===&lt;br /&gt;
&lt;br /&gt;
Scene view or scene is the area where ships can be designed in. It covers everything below the top bar and has a space styled skybox. Part of the scene is usually (and by default) covered with UI windows. When saving a blueprint it stores the whole scene, meaning not just the actual ship design but all placed assets and their transforms (location and rotation).&lt;br /&gt;
&lt;br /&gt;
===UI windows===&lt;br /&gt;
&lt;br /&gt;
====Asset browser====&lt;br /&gt;
&lt;br /&gt;
[[File:asset_browser_names.png|300px]] [[File:asset_browser_icons.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Asset browser works as the inventory of all your building blocks. Every object required for building a ship can be found here. From the beams for frame structure to YOLOL-chips for modifying your ship's gadgets and all in between. The objects are separated into categories for ease of access. Below the asset categories, there is a folder named ''My Ship Blueprints (saved on server)'', which holds all of your personal designs.  They can be placed in the scene as whole ensembles like any single asset.&lt;br /&gt;
&lt;br /&gt;
'''Placement'''&lt;br /&gt;
&lt;br /&gt;
The objects are placed in the scene by selecting the wanted asset from the Asset browser by a single click of the ''MB1 (Mouse Button 1)'', moving it to the wanted position, and then placing it on the scene by another click of the MB1.&lt;br /&gt;
Before placing, the object it's in a preview state, which is visualized by the green highlight color of the object. The previewed object can be rotated clockwise in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
'''Lock assets'''&lt;br /&gt;
&lt;br /&gt;
By pressing the ''green lock icon'' on the left side of each Asset browser category, you can prevent objects of that category to be altered in any way. New objects from that category can still be placed but they can't be deleted for example. A locked category is represented as a ''red lock icon''&lt;br /&gt;
&lt;br /&gt;
'''Hide assets'''&lt;br /&gt;
&lt;br /&gt;
If you press the ''green square icon'' on the left side of the lock icon, you can hide the objects of that category. The opacity of those objects is set to a minimum value making them see-through. This is helpful i.e. when you want to observe the cabling which is behind plating.&lt;br /&gt;
&lt;br /&gt;
'''View mode'''&lt;br /&gt;
&lt;br /&gt;
Assets in the ''Asset browser'' can be viewed by their names or unique icons (atm there are no dedicated graphics for thumbnails, so each icon looks the same). The view can be changed by a ''MB2 (Mouse Button 1)'' click on the window.&lt;br /&gt;
&lt;br /&gt;
====Toolbox====&lt;br /&gt;
&lt;br /&gt;
Toolbox has all the tools that are needed for designing a ship. The currently active tool is highlighted by a yellow rounded rectangle around the tool. The available tools are explained individually in Tools-section.&lt;br /&gt;
&lt;br /&gt;
[[File:toolbox_SSCguide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
====MUUS====&lt;br /&gt;
&lt;br /&gt;
[[File:MUUS_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
MUUS stands for ''Multi User Undo System''. It's designed to work with multiple users who are working in the same scene, but it works like a regular undo-system when working solo. Nearly all actions create a new step into MUUS. You can undo one step at a time or choose a certain step and undo every action done after that. One-click with the ''MB2'' on a row opens up a menu where you can choose to undo or redo that step (and any steps related to that).&lt;br /&gt;
&lt;br /&gt;
====Tool options====&lt;br /&gt;
&lt;br /&gt;
[[File:tooloptions.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Tool options-window is reserved for any options that a tool might have. The content varies according to the selected tool. Below is an example of a view from cable tool options.&lt;br /&gt;
&lt;br /&gt;
====Scene view====&lt;br /&gt;
&lt;br /&gt;
[[File:sceneview.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Scene view-window displays all the objects that are in the current scene in a tree structure. Modules are displayed as branches (+ shape) and individual objects as leafs (L shape). They are in placement order from bottom to the top. If any object is removed from the scene that object is also removed from the list. By pressing the ''MB2'' on a row gives access to ''Edit component''-window, which lets you edit the chosen object. You can edit the name and give it a description.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&lt;br /&gt;
[[File:properties_editor_guide.png|300px]]&lt;br /&gt;
&lt;br /&gt;
''Properties''-window displays various information and properties which differ from object to object. Some properties can be configured. Above is an example of a YOLOL-chip. There you can alter the chip's activation waiting time and edit the script in a separate YOLOL script editor-window.&lt;br /&gt;
&lt;br /&gt;
====YOLOL script editor====&lt;br /&gt;
&lt;br /&gt;
[[File:yolol_script_editor_guide.png|400px]]&lt;br /&gt;
&lt;br /&gt;
YOLOL is the Starbase programming language. YOLOL-chips in Spaceship Designer are edited from these windows. There are 20 lines available for programming. There are basic copy, paste and clear - operators available. Pressing Enter confirms and submit changes.&lt;br /&gt;
&lt;br /&gt;
==Alignment==&lt;br /&gt;
&lt;br /&gt;
UI windows positions and sizes can be tailored according to user preference. Windows can be moved by a simple click ''(MB1) + drag'' method. Resizing is done the same way except in that case you use the ''MB2''. You can close a window from the ''X symbol'' in its top right corner (or from the checkboxes in the top bar). By keeping the ''Alt-key'' pressed you can anchor windows to screen edges or next to each other. You can also combine windows as one, forming tabs.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
There are two navigation modes in Spaceship Designer: ''cursor and crosshair''. The cursor mode is activated by default and is recommended to use. One can toggle between cursor and crosshair modes with the ''Tab''-key. The cursor is used when interacting with objects, tools and settings while crosshair is limited to targeting and selecting objects.&lt;br /&gt;
&lt;br /&gt;
===Camera movement===&lt;br /&gt;
&lt;br /&gt;
Crosshair mode allows free movement of the camera angle by moving the mouse. The same feature can be achieved in cursor mode by moving the mouse and holding down the ''MB2''. Camera distance is altered by ''scrolling the mouse wheel''. If the object is in preview mode then scrolling affects the objects depth distance. ''WASD'' keys are also used to strafe the camera view around. Holding ''Shift'' speeds up the camera movement.&lt;br /&gt;
&lt;br /&gt;
Holding down '''Spacebar''' or ''MB3 (Mouse Button 3)'' while moving the mouse moves the scene to the respected direction while keeping the camera angle in the same direction.&lt;br /&gt;
&lt;br /&gt;
===Interacting with objects and UI elements===&lt;br /&gt;
&lt;br /&gt;
A single object can be selected in the scene by clicking on it with the ''MB1'' and multiple objects can be area selected by holding the MB1 down and moving the cursor to cover the desired objects (Note: the area select also affects objects in behind of the desired ones). Another way of selecting multiple objects is done by holding down the ''Ctrl'' button while selecting desired objects with the ''MB1''. &lt;br /&gt;
&lt;br /&gt;
When an object is selected it is highlighted with a cyan glow. The selected object can then be operated with the tools available. Objects can be deselected by clicking on them again or clicking on an empty space.&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer has many tools and they are explained in detail in this section. Basic operators copy (''Ctrl + C'') and paste (''Ctrl + V'') are also included in the toolset.&lt;br /&gt;
&lt;br /&gt;
===Move tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 1'''&lt;br /&gt;
&lt;br /&gt;
[[File:move_icon.png|100px]] [[File:AD2F.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Move tool is used whenever transforming selected objects from one location to another. Movement can be done by any ''three axis'', of which X is represented by red, Y by green and Z by blue colored arrows. Free movement is possible by clicking on the gray cube in the center of the move tool symbol.&lt;br /&gt;
&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Rotate tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 2'''&lt;br /&gt;
&lt;br /&gt;
[[File:rotate_icon.png|100px]] [[File:D1FF.tmp.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Rotate tool is for rotating objects around its axels. Similar to the move tool the rotate tool is also operated by clicking and dragging on the widget but instead of arrows you select curves. Red for X, green for Y and blue for Z. The rotation is done by ''15 degree intervals''. The selected object can also be rotated in ''90-degree intervals'' around the ''Z, Y or X axes'' by pressing Z, Y or X. Holding down the keys and moving mouse horizontally will rotate the object in 15-degree increments and rotation can be reset by pressing Q.&lt;br /&gt;
&lt;br /&gt;
===Select tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 3'''&lt;br /&gt;
&lt;br /&gt;
[[File:select.png|100px]]&lt;br /&gt;
&lt;br /&gt;
The select tool is used when selecting single objects or several objects at once. Selected objects are represented with a bright blue highlight.&lt;br /&gt;
* Select one object by a single click of the ''MB1''&lt;br /&gt;
** Continue selecting individual objects by keeping the ''Shift''-button pressed while clicking the ''MB1''&lt;br /&gt;
** Remove individual objects by keeping the ''Ctrl'' -button pressed while clicking the '''MB1'''&lt;br /&gt;
* Use area selection with ''MB1'' pressed down and moving the cursor over all the objects you want to choose (note: area select also affects objects behind others, so depth needs to be taken into consideration as well to prevent accidental selection of unwanted objects).&lt;br /&gt;
* Adding and removing from selection works as well; keep ''Shift'' pressed and area selecting '''only adds to the selection''', and keep ''Ctrl'' pressed and area selecting '''only removes from the selection'''&lt;br /&gt;
&lt;br /&gt;
===Bolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 4'''&lt;br /&gt;
&lt;br /&gt;
[[File:bolt.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Every object in Spaceship Designer needs to be bolted together. The frame is bolted using attachment plates which connect the beams together. All other objects such as plates are bolted to the frame but attachment plates aren't needed for those. Bolting is done by simply choosing the bolt tool and pointing the cursor to any surface. ''A green ring symbol'' appears orientated to the surface signalling that a bolt can be placed there. ''A purple ring'' with an x crossed over it signals that a bolt can't be placed there. Usually, this happens when there are no other objects beneath the chosen one or that the chosen object is too thick for the bolt to penetrate through. Gadgets and machinery can also be bolted only in specific places usually highlighted with yellow color. &lt;br /&gt;
&lt;br /&gt;
[[File:E6E1.tmp.png|600px]]&lt;br /&gt;
&lt;br /&gt;
Bolting beams together using attachment plates&lt;br /&gt;
&lt;br /&gt;
===Cable tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 5'''&lt;br /&gt;
&lt;br /&gt;
[[File:cable.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Cable tool is used for ''transferring data, electricity and fuel (propellant)'' around the ship. Cable tool actually consists of two tools: ''cable tool and pipe tool'' of which the former is used to transfer data and electricity for various gadgets and the latter for feeding propellant to the thrusters. You can choose which mode to use from the Tool options-window. Cable is a narrower and blue in color whereas pipe is larger in diameter and colored yellow. Both tools are used in the same way:&lt;br /&gt;
* Adding cable/pipe&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to start from with ''MB1''&lt;br /&gt;
** Aim and shoot at the spot you want the cable/pipe to end with ''MB1''&lt;br /&gt;
** To stop adding cable/pipe, aim and shoot at the last added point with MB2. Connecting to a socket or cable/pipe will also stop adding more cable/pipe.&lt;br /&gt;
* Removing cable/pipe&lt;br /&gt;
** Aim and shoot at a cable with MB2 to remove it.&lt;br /&gt;
Cable/pipe connections are made when the cable/pipe is continuous and both ends reach their corresponding sockets. From fuel tank to thrusters and from the generator to data sockets.&lt;br /&gt;
&lt;br /&gt;
===Durability tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 6'''&lt;br /&gt;
&lt;br /&gt;
[[File:durability_icon.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Durability tool is one of the most important tools when designing a ship, because it shows if the ship can withstand the forces directed to it when it’s actually used. When activated, the tool shows a visualization of the ship’s vulnerable parts. Those parts can then be easily remedied by adding extra bolts or sometimes by rethinking the design and adjusting some parts to make a stronger, more durable ship. Choose the durability tool and press the ''MB1'' anywhere on the ship to display the ship’s durability situation. All parts that are well placed and secure are highlighted as green, parts that aren’t durable enough are highlighted as red and parts that remain unbolted are left without a color highlight.&lt;br /&gt;
&lt;br /&gt;
Pressing the ''MB2'' initiates the ship's ''frame integrity check''. If the frame design is not balanced enough, certain sections may encounter too much stress. Failing beams are shown in ''magenta'' while warning levels are displayed as shades between ''blue and orange/brown''. Mass flow between beams is displayed as lines. &lt;br /&gt;
&lt;br /&gt;
[[File:ACB1.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The magenta-colored section of beams is too weak. It displays the frame integrity failing.&lt;br /&gt;
&lt;br /&gt;
===Snap tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 7'''&lt;br /&gt;
&lt;br /&gt;
[[File:snap.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Snap tool helps to align objects properly without the risk of gaps or collisions. Objects are aligned correctly only by properly snapping them.&lt;br /&gt;
* Step 1: select the snap tool&lt;br /&gt;
* Step 2: hover on the chosen object which you want to move until the snap points are revealed&lt;br /&gt;
* step 3: click (''MB1'') on the snap point. That snap's colour turns green signalling that it's been chosen&lt;br /&gt;
* Step 3: point and hover on the recipient object and choose the snap point you wish to align with the previously chosen one&lt;br /&gt;
* step 4: observe the results: if the object moved to the place you desired then it's all good, but if the object returned to its original position, then there was probably a collision that prevented the snapping. In such case, re-evaluate the situation and go to step 2.&lt;br /&gt;
&lt;br /&gt;
Snapping is based on snap points, which behave like opposite magnetic fields and are drawn to each other when placed nearby. The snap points have been placed on each object beforehand, and the placement is consistent throughout each of the categories. I.e. different shaped beams all have snap points in the same places you would expect as seen in the pic below (orange squares represent the snap points).&lt;br /&gt;
&lt;br /&gt;
[[File:3612.png|600px]]&lt;br /&gt;
&lt;br /&gt;
===Autobolt tool===&lt;br /&gt;
&lt;br /&gt;
'''Hotkey: 9'''&lt;br /&gt;
&lt;br /&gt;
[[File:autoboltguide.png|100px]]&lt;br /&gt;
&lt;br /&gt;
Autobolt tool is used to bolt and debolt selected objects or the whole scene at once. It saves a lot of time when you don't have to manually bolt all parts yourself. It can be used as a backup bolt check and help in those hard to reach bolting places. Choose selected options from the Tool options-window and click on the scene. Following is an example of the process of bolting a selected group of objects:&lt;br /&gt;
# Choose select-tool&lt;br /&gt;
# Select the desired objects to be bolted together&lt;br /&gt;
# Select the Autobolt-tool&lt;br /&gt;
# Open the Tool options -window&lt;br /&gt;
# Set Add bolts and Apply to selection as true (all else false)&lt;br /&gt;
# Click on the scene&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
&lt;br /&gt;
In Spaceship Designer you can create useful modules and link several objects together, forming object groups. Module objects look like green circles, and if you select them, you can move or rotate all the objects in that module at once. It is useful to form groups of objects under a single module, because they are then easy to move around. A useful set of modules have been pre-assembled and put under the ''modules_spaceship'' -folder in the ''Asset Browser''. It is preferable that you start designing with them because they are much more failure-proof and can help make the design process faster. After getting familiar with the editor and the whole design process, you can experiment with designing ships from scratch by selecting them from the Asset Browser’s top folders object by object.&lt;br /&gt;
&lt;br /&gt;
Module controls are found next to the basic operations. The leftmost button which has a green plus on it is used to create a new module (hotkey: ''Ctrl + E''). If you have any objects selected, then those will automatically be linked to the newly created module. Next button with upwards pointing arrow (Hotkey: ''Ctrl + R + MB1'') is used to link selected objects to a desired module. The next button with an arrow pointing down (hotkey: ''Ctrl + R'') removes a link between objects and modules. The rightmost button of the group is used to delete modules. Take notice that when a module is deleted all objects linked to it will be removed as well.&lt;br /&gt;
&lt;br /&gt;
Modules can also be added under modules, thus creating a hierarchy.&lt;br /&gt;
&lt;br /&gt;
[[File:33CF.png|600px]] &lt;br /&gt;
&lt;br /&gt;
The basic set of modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
[[File:5CB6.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The modules found under: ''modules_spaceship\spaceship_modules_starter_kit''&lt;br /&gt;
&lt;br /&gt;
==Toolbar==&lt;br /&gt;
&lt;br /&gt;
The leftmost elements are the File, Selection and Settings.&lt;br /&gt;
* '''File'''&lt;br /&gt;
** ''New'': Opens a new empty scene.&lt;br /&gt;
** ''Open premade blueprint...'': Prompts a window and lets you choose to open one of the game developers premade ship scenes.&lt;br /&gt;
** ''Open my blueprint'': Prompts a window and lets you choose to open one of your previously saved ship scenes.&lt;br /&gt;
** ''Save'': Saves the current scene. If the scene has not been saved before pressing save will open the ''Save as...' window instead.&lt;br /&gt;
** ''Save as...'': Prompts a window and lets you save the current scene with a name of your choosing.&lt;br /&gt;
** ''Save selection as...'': Prompts a window and lets you save the current selection of objects with a name of your choosing.&lt;br /&gt;
** ''Save Blueprint and Buy Custom Ship'': Saves the blueprint and proceeds you to the ship buying window that lets you buy your own custom made ship.&lt;br /&gt;
** ''Reset Editor Camera to Origin'': Resets the camera back to its default place.&lt;br /&gt;
** ''Restore Window Layout'': Restores the windows back to their original default places.&lt;br /&gt;
** ''Save Blueprint and Exit'': Saves the blueprint as you exit Spaceship Designer&lt;br /&gt;
* '''Selection'''&lt;br /&gt;
** The Selection section gives players control over the selections of all the assets in the scene at once. There are three selection categories which all have the same (almost) content. The content is the same as the categories in ''Asset Browser.'' So choosing an asset category from any of the three available options: ''Select…, Deselect…'' or ''Toggle…'' allows selecting or deselecting those chosen asset categories. &lt;br /&gt;
E.g. Select → Plates selects all the assets in the scene under the Plates-category, and choosing Deselect → Plates does the opposite. The third option category Toggle toggles between selection and deselection of assets. Under the Select… category there is a Relative to current selection [x] option that is a boolean variable. When set true [1] all selections are added to the previous selection and when set as false [0] the previous selection is deselected when selecting new categories.&lt;br /&gt;
* '''Settings'''&lt;br /&gt;
** Settings open in a separate window which is the settings window for the whole game. The settings window has own tabs for Spaceship Designer related settings which will open automatically&lt;br /&gt;
&lt;br /&gt;
==Getting started==&lt;br /&gt;
Before reading on make sure you have Spaceship Designer open and have a new and empty scene in front of you.&lt;br /&gt;
&lt;br /&gt;
===Start designing===&lt;br /&gt;
Start by placing assets (modules and/or single objects) in to the scene, the progress is stored as a blueprint by:&lt;br /&gt;
    1. Selecting the ''Save as...'' option from the File dropdown menu&lt;br /&gt;
    2. Selecting the ''New File...'' option&lt;br /&gt;
    3. Determining a name for the blueprint&lt;br /&gt;
    4. Pressing ''Enter'' for confirmation&lt;br /&gt;
&lt;br /&gt;
===Saving progress===&lt;br /&gt;
Blueprints are saved on a server and they are displayed as assets under ''My Ship Blueprints (saved on server)''. The blueprints can also be opened as whole scenes from the ''File → Open my blueprint...'' option. &lt;br /&gt;
&lt;br /&gt;
When storing blueprints the whole scene is saved. This means not just the actual ship design is saved, but all scattered and misplaced assets and their transforms (location and rotation) are also saved, unless the option ''Save selection as…'' is chosen, in which case only the selected objects are stored. Selecting the ''Save'' option or pressing the ''save icon'' in the top bar overwrites the currently opened blueprint, unless there isn’t one open and in which case the ''Save as..'' window is opened.&lt;br /&gt;
&lt;br /&gt;
[[File:saveasguide.png|500px]]&lt;br /&gt;
&lt;br /&gt;
''Saving as...'' window’s options. &lt;br /&gt;
&lt;br /&gt;
====Version control====&lt;br /&gt;
Saving on server creates a blueprint of the chosen ''New File...'' name. All future variants of the blueprint are saved as versions under that blueprint folder. Those versions each have their unique ID number. Each version generates one version, so all save actions during a session are stored under one version. If you continue working on the same blueprints for multiple days, the saves will be separated into sub-folders marked &amp;quot;x days ago&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:openblueprint.png|400px]]&lt;br /&gt;
&lt;br /&gt;
Open blueprint -window displays all the blueprint folders and their versions available&lt;br /&gt;
&lt;br /&gt;
====Saving upon exit====&lt;br /&gt;
&lt;br /&gt;
When exiting Spaceship Designer there will be a prompt asking about saving. The window is the same as when pressing ''Save as..''&lt;br /&gt;
&lt;br /&gt;
===Continuing design===&lt;br /&gt;
&lt;br /&gt;
Continuing from a pre-existing blueprint can be done in three ways:&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open my blueprint…'' and select a blueprint version from the container list. This option replaces the existing scene (and everything in it without a promt for saving) with the selected blueprint file’s scene.&lt;br /&gt;
# Select your blueprint from the ''My Ship blueprints (saved on server)'' -folder located in Asset Browser and place it into the scene. Note: placing anything from ''Asset Browser'' (including whole ships) into a new scene is not considered as a new project and doesn’t have a trace of previous scenes. This means that in order to save your progress you need to ''Save as..'' again, since Save doesn’t know what to overwrite.&lt;br /&gt;
# Open ''File'' dropdown menu, choose ''Open premade blueprint…'' and select a blueprint from the list. On this list, you can find existing ship design blueprints made by Frozenbyte developers. It might be useful to analyse them to take some pointers for your own designs. This option also replaces the existing scene. &lt;br /&gt;
&lt;br /&gt;
When saving on a pre-saved scene you can use the ''File → Save'' option, the ''save icon'' or just the hotkeys ''Ctrl + S'' to save your progress.&lt;br /&gt;
&lt;br /&gt;
==Test Flight Mode==&lt;br /&gt;
&lt;br /&gt;
The test mode is a simulated instance where you can witness how the ship would behave in-game. Every now and then when designing your ship it is good to take it out for a test ride. You can enter test mode and observe the functionality and handling of the ship by pressing F5 or the icon resembling a rocket in the top bar. Pressing F5 again or choosing &amp;quot;Exit Test Flight Mode&amp;quot; in ESC menu exits test mode and returns the player to the previous state and camera view prior to entering test mode.&lt;br /&gt;
&lt;br /&gt;
Everything that happens in the test mode stays in test mode so it’s perfectly safe to mess around in it without damaging your ship. Take note that this includes also all possible improvements done in test mode, such as using the cabling tool, modifying device fields and editing YOLOL-chips etc.&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
Spaceship Designer multiplayer means players can work on the same project in the same scene in real-time. Multiplayer session consists of a single host and any number of clients. A multiplayer session is created by players being in the same group and accessing the Spaceship Designer from a Spaceship Designer specific terminal.&lt;br /&gt;
&lt;br /&gt;
Players are visualized as light spheres inside wireframe cubes. This is a temporary solution and before it’s fixed distinguishing players from one another can be difficult. &lt;br /&gt;
&lt;br /&gt;
===Session===&lt;br /&gt;
&lt;br /&gt;
The session is stored by the host and only the host’s blueprint scenes can be used. Although clients are able to place their own blueprints that are available in the ''My Ship Blueprints (saved on server)'' -folder in the Asset Browser.&lt;br /&gt;
&lt;br /&gt;
===Placing assets===&lt;br /&gt;
&lt;br /&gt;
Players can choose objects from the ''Asset Browser'' and place them to the scene and all other players are able to see the placed assets and interact with them. Whenever an object is selected by a player it is highlighted with red colour to all other players to signal that that object is reserved to another player and can’t be interacted upon, until it’s deselected by the initial player. &lt;br /&gt;
&lt;br /&gt;
===MUUS and undo/redo===&lt;br /&gt;
&lt;br /&gt;
MUUS content is unique to each player and at the moment only the host is able to see MUUS actions. Undo and redo actions are also reserved for players that have interacted with those objects most recently&lt;br /&gt;
&lt;br /&gt;
==Spawning ships in-game==&lt;br /&gt;
&lt;br /&gt;
Blueprints designed in Spaceship Designer can be spawned as built ships in-game. However, the custom made ships need to be first bought from the the Spaceship Designer, despawn the ship and then spawn it in the docks. They can be spawned from certain panels at certain docks. '''Note''' that you can only build one ship at a time in the Spaceship Designer. If you build two ships in one blueprint, you can only spawn one of them.&lt;br /&gt;
&lt;br /&gt;
===Where===&lt;br /&gt;
&lt;br /&gt;
The spawn panels are located on the landing platforms located near the default spawning area of the Mega Station, or the Origin where you can fast travel with the ''incurance transfer service (ESC → MENU → INSURANCE TRANSFER SERVICE)''. From the default first person view orientation the landing platforms are located slightly to the left. &lt;br /&gt;
&lt;br /&gt;
[[File:spawn_place.png|600px]]&lt;br /&gt;
&lt;br /&gt;
The default spawning place&lt;br /&gt;
&lt;br /&gt;
[[File:birdseye.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
A bird’s-eye view from the same situation. The arrow is pointing to the defaul view direction.&lt;br /&gt;
&lt;br /&gt;
===How===&lt;br /&gt;
&lt;br /&gt;
Upon reaching one of the panels the player is shown a list of their blueprints (atm. only version IDs of the blueprint containers). Clicking on a selected ID with ''MB1'' spawns that current blueprint’s scene content behind the panel. &lt;br /&gt;
&lt;br /&gt;
[[File:landingzone.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[File:terminal_panel.png|600px]]&lt;br /&gt;
&lt;br /&gt;
==Common hotkeys==&lt;br /&gt;
&lt;br /&gt;
*Move tool: 1&lt;br /&gt;
*Rotate tool: 2&lt;br /&gt;
*Select tool: 3&lt;br /&gt;
*Bolt tool: 4&lt;br /&gt;
*Cable/pipe tool: 5&lt;br /&gt;
*Durability tool: 6&lt;br /&gt;
*Snap tool: 7, V&lt;br /&gt;
*Socket tool: 8&lt;br /&gt;
*Autobolt tool: 9&lt;br /&gt;
*90° Rotate over n-axis: n = Z, X or Y&lt;br /&gt;
*Free rotate over n-axis: n = Z, X or Y pressed + move mouse&lt;br /&gt;
*Undo: Ctrl + Z&lt;br /&gt;
*Redo: Ctrl + Y&lt;br /&gt;
*Area select: MB1 + drag&lt;br /&gt;
*Add to selection: Shift + MB1&lt;br /&gt;
*Remove from selection: Ctrl + MB1&lt;br /&gt;
*Copy: Ctrl + C OR with move tool active + Shift + MB1 + drag on any axis&lt;br /&gt;
*Paste: Ctrl + V&lt;br /&gt;
*Cut: Ctrl + X&lt;br /&gt;
*New module: Ctrl + E&lt;br /&gt;
*Attach object(s) to a module: Ctrl + R + MB1 &lt;br /&gt;
*Detach object(s) from a module: Ctrl + Shift + R&lt;br /&gt;
*Toggle Test Flight Mode: F5&lt;br /&gt;
*Move camera angle: MB2 pressed + move mouse&lt;br /&gt;
*Move camera: W/A/S/D (+ Shift for increased speed)&lt;br /&gt;
*Move scene (without moving camera/angle): SPACE/MB3 + move mouse&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10883</id>
		<title>Buzzsaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10883"/>
		<updated>2020-04-16T06:18:18Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|en=Saw_tool&lt;br /&gt;
|zh-cn=圆锯&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:starbase_saw_tool.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A tool that cuts objects in fracture level, does not do any voxel level damage. The buzzsaw requires electricity to work. The tool uses a rechargeable battery as a magazine.&lt;br /&gt;
&lt;br /&gt;
'''How to use:'''&lt;br /&gt;
* The tool can be used by simply pointing it at any object and then holding the action key.&lt;br /&gt;
** Action 1 (left mouse button): Destroy fracture&lt;br /&gt;
** Action 2 (right mouse button): Detach fracture&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* The objects material density and armor value will resist the buzzsaw and will slow down the cutting.&lt;br /&gt;
&lt;br /&gt;
== How to buy ==&lt;br /&gt;
&lt;br /&gt;
Tools can be found from tool shops, that are located either on [[Capital Mega Station|Mega Stations]] or on some [[Trading station|trading stations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools|Buzzsaw]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Tools&amp;diff=10882</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Tools&amp;diff=10882"/>
		<updated>2020-04-16T06:12:56Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: Text replacement - &amp;quot;Saw tool&amp;quot; to &amp;quot;Buzzsaw&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- For normal pages, use Otherlang2 instead of OtherlangMP --&amp;gt;&lt;br /&gt;
{{Otherlang2&lt;br /&gt;
|ru=Инструменты&lt;br /&gt;
|zh-cn=工具&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A list of commonly used tools in the known galaxy can be found on this page.&lt;br /&gt;
&lt;br /&gt;
== Manual tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bolt tool]] ===&lt;br /&gt;
{{#lsth:Bolt tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Building tool]] ===&lt;br /&gt;
{{#lsth:Building tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Cable tool]] ===&lt;br /&gt;
{{#lsth:Cable tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Durability tool]] ===&lt;br /&gt;
{{#lsth:Durability tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Pickaxe]] ===&lt;br /&gt;
{{#lsth:Pickaxe|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Pipe tool]] ===&lt;br /&gt;
{{#lsth:Pipe tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Buzzsaw]] ===&lt;br /&gt;
{{#lsth:Buzzsaw|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Universal tool]] ===&lt;br /&gt;
{{#lsth:Universal tool|summary}}&lt;br /&gt;
&lt;br /&gt;
== Editor tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Station creator]] ===&lt;br /&gt;
{{#lsth:Station creator|summary}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Collection|Tools]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=%D0%A6%D0%B8%D1%80%D0%BA%D1%83%D0%BB%D1%8F%D1%80%D0%BD%D0%B0%D1%8F_%D0%9F%D0%B8%D0%BB%D0%B0&amp;diff=10881</id>
		<title>Циркулярная Пила</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=%D0%A6%D0%B8%D1%80%D0%BA%D1%83%D0%BB%D1%8F%D1%80%D0%BD%D0%B0%D1%8F_%D0%9F%D0%B8%D0%BB%D0%B0&amp;diff=10881"/>
		<updated>2020-04-16T06:12:51Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: Text replacement - &amp;quot;Saw tool&amp;quot; to &amp;quot;Buzzsaw&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|en=Buzzsaw&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Описание ==&lt;br /&gt;
[[File:starbase_saw_tool.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Инструмент, который может резать объекты на части, не нанося никакого урона вокселям. Требует электричества. Имеет перезаряжаемую батарею в качестве магазина.&lt;br /&gt;
&lt;br /&gt;
'''Как использовать:'''&lt;br /&gt;
* Инструмент можно использовать, просто наводя его на какой-либо объект и зажимая клавишу действия.&lt;br /&gt;
**Действие 1 (левая кнопка мыши): Уничтожить часть.&lt;br /&gt;
**Действие 2 (правая кнопка мыши): Отсоединить часть.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Заметка:'''&lt;br /&gt;
* Плотность и Бронированность материала объекта будут оказывать сопротивление болгарке и замедлять процесс резки.&lt;br /&gt;
&lt;br /&gt;
== Как приобрести ==&lt;br /&gt;
&lt;br /&gt;
Инструменты можно приобрести на [[Мега Станция|Мега Станциях]] и других [[Торговая станция|торговых станциях]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Инструменты|Болгарка]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10880</id>
		<title>Buzzsaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10880"/>
		<updated>2020-04-16T06:12:42Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: Text replacement - &amp;quot;Saw tool&amp;quot; to &amp;quot;Buzzsaw&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|en=Saw_tool&lt;br /&gt;
|zh-cn=圆锯&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:starbase_saw_tool.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A tool that cuts objects in fracture level, does not do any voxel level damage. Requires electricity. Will have a rechargeable battery as a magazine.&lt;br /&gt;
&lt;br /&gt;
'''How to use:'''&lt;br /&gt;
* The tool can be used by simply pointing it at any object and then holding the action key.&lt;br /&gt;
** Action 1 (left mouse button): Destroy fracture&lt;br /&gt;
** Action 2 (right mouse button): Detach fracture&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* The objects material density and armor value will resist the saw tool and will slow down the cutting.&lt;br /&gt;
&lt;br /&gt;
note the laser cutter serves as the tool to cut voxels&lt;br /&gt;
&lt;br /&gt;
== How to buy ==&lt;br /&gt;
&lt;br /&gt;
Tools can be found from tool shops, that are located either on [[Capital Mega Station|Mega Stations]] or on some [[Trading station|trading stations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools|Buzzsaw]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10878</id>
		<title>Buzzsaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Buzzsaw&amp;diff=10878"/>
		<updated>2020-04-16T06:09:06Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: PetraFB moved page Saw tool to Buzzsaw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|en=Saw_tool&lt;br /&gt;
|zh-cn=圆锯&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:starbase_saw_tool.png|400px]]&lt;br /&gt;
&lt;br /&gt;
A tool that cuts objects in fracture level, does not do any voxel level damage. Requires electricity. Will have a rechargeable battery as a magazine.&lt;br /&gt;
&lt;br /&gt;
'''How to use:'''&lt;br /&gt;
* The tool can be used by simply pointing it at any object and then holding the action key.&lt;br /&gt;
** Action 1 (left mouse button): Destroy fracture&lt;br /&gt;
** Action 2 (right mouse button): Detach fracture&lt;br /&gt;
&lt;br /&gt;
'''Note:'''&lt;br /&gt;
* The objects material density and armor value will resist the saw tool and will slow down the cutting.&lt;br /&gt;
&lt;br /&gt;
note the laser cutter serves as the tool to cut voxels&lt;br /&gt;
&lt;br /&gt;
== How to buy ==&lt;br /&gt;
&lt;br /&gt;
Tools can be found from tool shops, that are located either on [[Capital Mega Station|Mega Stations]] or on some [[Trading station|trading stations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools|Saw tool]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Tools&amp;diff=10877</id>
		<title>Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Tools&amp;diff=10877"/>
		<updated>2020-04-16T06:07:27Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Laser cutter tool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- For normal pages, use Otherlang2 instead of OtherlangMP --&amp;gt;&lt;br /&gt;
{{Otherlang2&lt;br /&gt;
|ru=Инструменты&lt;br /&gt;
|zh-cn=工具&lt;br /&gt;
}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
A list of commonly used tools in the known galaxy can be found on this page.&lt;br /&gt;
&lt;br /&gt;
== Manual tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Bolt tool]] ===&lt;br /&gt;
{{#lsth:Bolt tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Building tool]] ===&lt;br /&gt;
{{#lsth:Building tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Cable tool]] ===&lt;br /&gt;
{{#lsth:Cable tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Durability tool]] ===&lt;br /&gt;
{{#lsth:Durability tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Pickaxe]] ===&lt;br /&gt;
{{#lsth:Pickaxe|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Pipe tool]] ===&lt;br /&gt;
{{#lsth:Pipe tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Saw tool]] ===&lt;br /&gt;
{{#lsth:Saw tool|summary}}&lt;br /&gt;
&lt;br /&gt;
=== [[Universal tool]] ===&lt;br /&gt;
{{#lsth:Universal tool|summary}}&lt;br /&gt;
&lt;br /&gt;
== Editor tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Station creator]] ===&lt;br /&gt;
{{#lsth:Station creator|summary}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Collection|Tools]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6169</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6169"/>
		<updated>2019-10-31T10:07:56Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
A lesson on missiles:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=5-xhwLw3cYI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Endoskeleton==&lt;br /&gt;
The robots of the universe, the endoskeletons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=6PPdBcNSnlk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Companies and Factions==&lt;br /&gt;
Information on companies and factions in the galaxy:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=kOIDuUF7pr0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6088</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6088"/>
		<updated>2019-10-18T11:05:52Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
A lesson on missiles:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=5-xhwLw3cYI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Endoskeleton==&lt;br /&gt;
The robots of the universe, the endoskeletons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=6PPdBcNSnlk&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Endoskeleton&amp;diff=6087</id>
		<title>Endoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Endoskeleton&amp;diff=6087"/>
		<updated>2019-10-18T09:10:49Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|ru=Эндоскелет&lt;br /&gt;
}}&lt;br /&gt;
[[File:Robo_Vox.jpg|right|thumb|400px|A robot looking at the [[Universal tool|universal tool]].]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
Every being in the galaxy controls a robotic endoskeleton.&amp;lt;br&amp;gt; &lt;br /&gt;
The advancement of technology and space exploration have greatly benefited from the use of the extremely durable endoskeletons as the mechanical bodies of endoskeletons are in many ways more advanced than organic bodies.&lt;br /&gt;
The development of insurance system, that allows the controlling of a new endoskeleton in the case of destruction of the robotic body, has also been a significant factor in the advancement of the societies in space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Endoskeletons are commonly referred to as &amp;quot;robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The mechanical endoskeleton is a durable and relatively safe way to exist in space, as partial destruction of the robotic endoskeleton does not result in immediate decommission.&amp;lt;br&amp;gt;&lt;br /&gt;
Only the loss of power from the robot's core, located in the robot's torso chassis, causes the decommission of an endoskeleton.&amp;lt;br&amp;gt;&lt;br /&gt;
The chassis can, however, withstand even [[Weapons|weapon]] damage relatively well. &amp;lt;br&amp;gt;&lt;br /&gt;
In the case of an endoskeleton being completely destroyed, the galaxy-wide [[Insurance|insurance system]] enables taking control of a new endoskeleton. &amp;lt;br&amp;gt;&lt;br /&gt;
Endoskeletons can equip multiple different types of [[Endoskeleton cosmetics|armor]], that are purchasable from [[Trading station|trading stations]] or from [[Capital Mega Station|Mega Stations]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- robot --&amp;gt;&lt;br /&gt;
&amp;lt;!-- suit --&amp;gt;&lt;br /&gt;
&amp;lt;!-- droid --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Endoskeleton|Endoskeleton]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Endoskeleton&amp;diff=6086</id>
		<title>Endoskeleton</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Endoskeleton&amp;diff=6086"/>
		<updated>2019-10-18T09:07:18Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otherlang2&lt;br /&gt;
|ru=Эндоскелет&lt;br /&gt;
}}&lt;br /&gt;
[[File:Robo_Vox.jpg|right|thumb|400px|A robot looking at the [[Universal tool|universal tool]].]]&lt;br /&gt;
== Summary ==&lt;br /&gt;
Every being in the galaxy controls a robotic endoskeleton.&amp;lt;br&amp;gt; &lt;br /&gt;
The advancement of technology and space exploration have greatly benefited from the use of the extremely durable endoskeletons as the mechanical bodies of endoskeletons are in many ways more advanced than organic bodies.&amp;lt;br&amp;gt;&lt;br /&gt;
The development of insurance system, that allows the controlling of a new endoskeleton in the case of destruction of the robotic body, has also been a significant factor in the advancement of the societies in space.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Endoskeletons are commonly referred to as &amp;quot;robots&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
The mechanical endoskeleton is a durable and relatively safe way to exist in space, as partial destruction of the robotic endoskeleton does not result in immediate decommission.&amp;lt;br&amp;gt;&lt;br /&gt;
Only the loss of power from the robot's core, located in the robot's torso chassis, causes the decommission of an endoskeleton.&amp;lt;br&amp;gt;&lt;br /&gt;
The chassis can, however, withstand even [[Weapons|weapon]] damage relatively well. &amp;lt;br&amp;gt;&lt;br /&gt;
In the case of an endoskeleton being completely destroyed, the galaxy-wide [[Insurance|insurance system]] enables taking control of a new endoskeleton. &amp;lt;br&amp;gt;&lt;br /&gt;
Endoskeletons can equip multiple different types of [[Endoskeleton cosmetics|armor]], that are purchasable from [[Trading station|trading stations]] or from [[Capital Mega Station|Mega Stations]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- robot --&amp;gt;&lt;br /&gt;
&amp;lt;!-- suit --&amp;gt;&lt;br /&gt;
&amp;lt;!-- droid --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Endoskeleton|Endoskeleton]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6043</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=6043"/>
		<updated>2019-10-08T12:39:55Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
A lesson on missiles:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=5-xhwLw3cYI&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Shotgun&amp;diff=6042</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Shotgun&amp;diff=6042"/>
		<updated>2019-10-08T07:31:56Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|{{Infobox ship begin}}&lt;br /&gt;
{{Infobox ship image&lt;br /&gt;
|Ship image=Shotgun_image.png&lt;br /&gt;
|Ship caption=Shotgun&lt;br /&gt;
}}&lt;br /&gt;
{{Infobox ship career&lt;br /&gt;
|Hide header=&lt;br /&gt;
|Ship class=Medium weapon&lt;br /&gt;
|Ship name=Shotgun&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| General use: &lt;br /&gt;
|Anti Infantry&lt;br /&gt;
|-&lt;br /&gt;
{{Infobox ship characteristics&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| Caliber:&lt;br /&gt;
| 12 Gauge Shells 18x60&lt;br /&gt;
|-&lt;br /&gt;
| Velocity: &lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| Magazine size:&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Reload time &lt;br /&gt;
| 2.8 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Rounds per minute:&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| Bullet spread:&lt;br /&gt;
| 10.0 degrees&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Shotgun.png|200px]]&amp;lt;br&amp;gt;&lt;br /&gt;
The reliable and durable semi-automatic shotgun can hold ten gauge shells in its pillar clips. &amp;lt;br&amp;gt; &lt;br /&gt;
Shotguns are affordable and common weapons. &amp;lt;br&amp;gt;&lt;br /&gt;
Shotguns are great for boarding missions and can tear holes through most common materials. &amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Shotgun magazine.png|50px]] The magazine holds seven shells.&lt;br /&gt;
&lt;br /&gt;
== How to buy ==&lt;br /&gt;
Some [[Trading station|trading stations]] have weapon stores and services.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons|Shotgun]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=MediaWiki:Sidebar&amp;diff=6041</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=MediaWiki:Sidebar&amp;diff=6041"/>
		<updated>2019-10-07T07:13:50Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** Special:AllPages|All pages&lt;br /&gt;
** Special:RecentChanges|Recent changes&lt;br /&gt;
** Special:SpecialPages|Special pages&lt;br /&gt;
** News Broadcasts|News broadcasts&lt;br /&gt;
** Special:Random|Random page&lt;br /&gt;
* Collections&lt;br /&gt;
** Devices_and_machines|Devices and machines&lt;br /&gt;
** Jobs|Jobs&lt;br /&gt;
** Building|Building&lt;br /&gt;
** Factions|Politics&lt;br /&gt;
** Spaceships|Spaceships&lt;br /&gt;
** Stations|Stations&lt;br /&gt;
** Tools|Tools&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
* Endoskeleton&lt;br /&gt;
** Endoskeleton CV|CV&lt;br /&gt;
** Emotes|Emotes&lt;br /&gt;
** Endoskeleton|Endoskeleton&lt;br /&gt;
** Insurance|Insurance&lt;br /&gt;
* Networks&lt;br /&gt;
** Data networks|Data networks&lt;br /&gt;
** Pipe networks|Pipe networks&lt;br /&gt;
** Resource networks|Resource networks&lt;br /&gt;
** YOLOL|YOLOL&lt;br /&gt;
* Wiki Tools&lt;br /&gt;
** Special:Upload|Upload a file&lt;br /&gt;
** Special:WhatLinksHere|What links here&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5979</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5979"/>
		<updated>2019-09-20T11:34:06Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5966</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5966"/>
		<updated>2019-09-12T11:22:45Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Stations==&lt;br /&gt;
Learn about everything you wanted to know about stations:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=G28MzVADeeI&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Modular_device_rack&amp;diff=5954</id>
		<title>Modular device rack</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Modular_device_rack&amp;diff=5954"/>
		<updated>2019-09-06T06:55:26Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: /* Chip Reader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Modular device rack.png|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Modular device racks are a compact way to store multiple [[YOLOL]] [[YOLOL Chip|chips]] and connect them together. They can make it easier to construct larger and more complicated YOLOL systems compared to using simple [[Chip socket|chip sockets]].&lt;br /&gt;
&lt;br /&gt;
Adjacent device racks are all connected into one [[Data networks|data network]], providing a nice alternative to wiring each chip when using [[Chip socket|chip sockets]]. To connect a set of device racks to another network, the [[#Socket Core|Socket Core]] module provides a [[Cable tool|cable]] socket. This allows for a very large number of YOLOL chips to exist in a compact fashion, while still being connected to the main network of a ship or station.&lt;br /&gt;
&lt;br /&gt;
== Rack ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Module rack base.png|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The '''Rack''' is the base device for any modular device rack. It does nothing on its own, except join the data network of adjacent racks. All the [[#Modules|modules]] plug into a rack to provide actual functionality for a rack.&lt;br /&gt;
&lt;br /&gt;
* The core of any modular device rack system&lt;br /&gt;
* Bolts to the frame of a ship or to other rack modules&lt;br /&gt;
** Connects to other adjacent racks, from any side except the front, to form one [[Data networks|network]]&lt;br /&gt;
* Modules plug into the slot on the front of the rack&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
There are currently 3 modules that can be plugged into the slot on the front of a rack:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Chip Core|Chip Core]]''': Basic module with three chip slots&lt;br /&gt;
* '''[[#Socket Core|Socket Core]]''': Module with two chip slots, and a cable socket to connect the rack network to an external network&lt;br /&gt;
* '''[[#Chip Reader|Chip Reader]]''': Alternate chip module for one chip in a configuration that allows editing and monitoring&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===  Chip Core ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Module chip core.png|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Three YOLOL chip slots&lt;br /&gt;
&lt;br /&gt;
=== Socket Core ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Module socket core.png|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Two YOLOL chip slots&lt;br /&gt;
* One socket for [[Cable tool|cabling]]&lt;br /&gt;
&lt;br /&gt;
=== Chip Reader ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Module chip reader.png|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* One YOLOL chip slot oriented with the chip facing the user&lt;br /&gt;
** Allows live editing of the chip placed within it&lt;br /&gt;
** Useful alternative to wiring in a [[Chip socket|chip socket]] when you'd like to edit code on the fly&lt;br /&gt;
&lt;br /&gt;
== Device fields == &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;
&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;
! '''CurrentState'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! '''OnState'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! '''OffState'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!'''ButtonStyle'''&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Devices and machines|Modular device rack]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5919</id>
		<title>News Broadcasts</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=News_Broadcasts&amp;diff=5919"/>
		<updated>2019-08-29T12:43:15Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can find news and how-to videos about life in the galaxy.&lt;br /&gt;
&lt;br /&gt;
==Detailed destruction==&lt;br /&gt;
Check out how [[Damage|damage]] can be inflicted:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=gYEuXrjnqm4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceships==&lt;br /&gt;
Learn more about your faithful companions in space, [[Spaceships|spaceships]]:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=qLIkz2IO5iA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==YOLOL programming==&lt;br /&gt;
Check out how Starbase's [[YOLOL|programming language]] works:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=7lXK6_bktUk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gunfights and Weapons==&lt;br /&gt;
Learn more about fighting and weapons:&lt;br /&gt;
&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Mm3hNcxVcWA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rental Lots==&lt;br /&gt;
Find out how to build your very own star base: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=Z9VI7iZiSy8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Asteroid Mining==&lt;br /&gt;
Learn more about your first job in space, asteroid mining: &lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=W95e-8LBw_8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Space Battle==&lt;br /&gt;
Footage from a recent battle between the Empire and the Kingdom:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=mYp_VXfFoyA&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
Here is some useful info about your everyday tools in space:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=GuZGcVkdiww&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spaceship Design==&lt;br /&gt;
Watch the video for tips on how to design your own spaceship:&lt;br /&gt;
{{#evt:&lt;br /&gt;
service=youtube&lt;br /&gt;
|id=https://www.youtube.com/watch?v=3pU-pbuECGY&amp;amp;feature=youtu.be&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Cable_tool&amp;diff=5472</id>
		<title>Cable tool</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Cable_tool&amp;diff=5472"/>
		<updated>2019-08-12T09:15:34Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Cable Tool.png|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The cable tool is used to set up or remove and detach electric cables.&lt;br /&gt;
The tool is commonly used in connecting devices together to build &amp;lt;br&amp;gt; [[Data networks|data networks]] and in other electrical installation work, such as setting up lighting.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to buy ==&lt;br /&gt;
&lt;br /&gt;
Tools can be purchased from tool stores, that are located on [[Capital Mega Station|Mega stations]] and on other [[Trading station|trading stations]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Tools|Cable tool]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Cable_Tool.png&amp;diff=5471</id>
		<title>File:Cable Tool.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Cable_Tool.png&amp;diff=5471"/>
		<updated>2019-08-12T09:14:22Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=Endoskeleton_cosmetics&amp;diff=5470</id>
		<title>Endoskeleton cosmetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=Endoskeleton_cosmetics&amp;diff=5470"/>
		<updated>2019-08-09T07:10:48Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Armor description ==&lt;br /&gt;
&lt;br /&gt;
'''Armor customization'''&lt;br /&gt;
&lt;br /&gt;
* [[Endoskeleton|Robotic endoskeletons]] have many different equipment slots that can be equipped with different kinds of armor, offering various opportunities for endoskeleton customization.&lt;br /&gt;
* Most commonly armor customizations are acquired from [[Trading station|shops]].&lt;br /&gt;
&lt;br /&gt;
== Sample sets ==&lt;br /&gt;
&lt;br /&gt;
A sample list of armor sets that can commonly be found in the universe: &amp;lt;br&amp;gt;&lt;br /&gt;
'''Note, that this is only a minor proportion of the existing armor sets. '''&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:hammerhead.png|thumb|'''''Hammerhead''''' ]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:bulwark.png|thumb|'''''Bulwark''''' ]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:pathfinder.png|thumb|'''''Pathfinder''''']]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Hunter.png|thumb|'''''Hunter''''' Standard variant]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Jackal.png|thumb|'''''Jackal''''' Standard variant commonly used by mercenaries]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Vanguard.png|thumb|'''''Vanguard''''' Shock trooper variant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Adamant.png|thumb|'''''Adamant''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Baseplate.png|thumb|'''''Baseplate''''' ]]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Dreadnought.png|thumb|'''''Dreadnought''''']]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Juggernaut.png|thumb|'''''Juggernaut''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Touchstone.png|thumb|'''''Touchstone''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Viper.png|thumb|'''''Viper''''']]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Sentinel.png|thumb|'''''Sentinel''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Steadfast.png|thumb|'''''Steadfast''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Strix.png|thumb|'''''Strix''''']]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Serpentai.png|thumb|'''''Serpentai''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Sparrow.png|thumb|'''''Sparrow''''']]&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Watcher.png|thumb|'''''Watcher''''']]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|[[File:Trinity.png|thumb|'''''Trinity''''']]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- armor --&amp;gt;&lt;br /&gt;
&amp;lt;!-- armour --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Endoskeleton|Cosmetics]]&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Sentinel.png&amp;diff=5469</id>
		<title>File:Sentinel.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Sentinel.png&amp;diff=5469"/>
		<updated>2019-08-09T07:08:12Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
	<entry>
		<id>https://wiki.starbasegame.com/index.php?title=File:Steadfast.png&amp;diff=5468</id>
		<title>File:Steadfast.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.starbasegame.com/index.php?title=File:Steadfast.png&amp;diff=5468"/>
		<updated>2019-08-09T07:07:40Z</updated>

		<summary type="html">&lt;p&gt;PetraFB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PetraFB</name></author>
	</entry>
</feed>