
All reactors above a certain size need stabilizing and this can be done by placing down Stabilizer blocks at a distance from the reactor. The power generation of a reactor is linearly related to the number of Reactor Power blocks placed. Power system and stabilizer placement Overview It currently remains in-game for compatibility reasons, However it is largely unsupported and will be fully deprecated in the future. However, it is strongly recommended that you no longer use legacy power. Information on legacy power systems can be found here. This page will not go into detail about this or other power routing systems as set in the game. Therefore multiple reactors turn into redundant or modifying reactors to change the secondary effects of chambers to the ship.
Starmade power reactor setup series#
An entity may have more than one reactor group (a connected series of Reactor Power blocks), but only one reactor will be active, using that groups power production and size as the determining factor for active chambers, and power production available to systems on the entity. When power usage overtakes power production, certain systems will start to receive reduced or no power, as listed in a priority list set by the player. The power distribution of the ship or station will depend on the individual entity, modified by the player.

E.g, the basic factory will use 10 e/sec when not in use, but when activated, jumps to 50 e/sec (with no upgrades or modifiers). The difference, between a resting or charging amount of energy needed is dependent on the system type and size. As such, every usage of the power system is now in terms of amount of energy per sec (e/sec) versus raw or instantaneous energy upon activation. The biggest change in power mechanic for the ship or station usage of the power system is that there is no longer a capacitance or battery power, but rather only a constant stream of limited recharging power. Damage hitting the streams will temporarily reduce power output. This allows for builders to route the stream through protected areas of the entity, protecting the stream from possible damage. Multiple nodes may be placed to for a multi-point form for the stream to reroute through. The Reactor Stream, that is created from the center of the active Reactor group to the center of each Stabilizer Group, will be redirected through the nodes. This page will not discuss Reactor Chambers and Conduit usage in detail.įinally, an optional block to add to and customize Reactor Systems is the Reactor Stabilizer Stream Node. Making Chamber designs that go over 100% eventually deactivate all Chambers effecting the mother entity. Each chamber will use a portion of Reactor Points, a virtual mechanic, that adds up to 100%.

This minimum size can be seen in the Reactor menu and when placing Chamber blocks. The minimum size of the Reactor Chambers is correlated to Reactor size. Reactor Chambers are linked to the reactor with Conduits. Reactor Chambers provide ship-wide buffs and special abilities, however add complexity to the reactor. However, group and dimension sizes no longer matter, and only the sheer number of power reactors are what determines the possible power output. As with the previous version of the power system, the sheer amount of raw power is dependent on number of placed reactor blocks within a group. The original info-card is used as a graphical depiction of the generic effects of the two block types working in harmony. As of 0.202.86, power streams have been removed.
