Ship Core

Revision as of 20:38, 20 December 2025 by Admin (talk | contribs) (Created page with "The ship core is vital to any ship that wants to take part in combat. With it installed, all your ship's props will have a combined health instead of being destroyed piece by piece. All of the weapon entities here need a ship core to be able to fire. If you use all weapons of the same type (e.g all phaser beams/turrets) then you gain a 20% damage bonus to those weapons. This applies only to Ion lasers, beam emitters, phaser emitters and turrets. Wire inputs Enable...")
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The ship core is vital to any ship that wants to take part in combat. With it installed, all your ship's props will have a combined health instead of being destroyed piece by piece. All of the weapon entities here need a ship core to be able to fire.

If you use all weapons of the same type (e.g all phaser beams/turrets) then you gain a 20% damage bonus to those weapons. This applies only to Ion lasers, beam emitters, phaser emitters and turrets.

Wire inputs

   Enable Emitters - Turns on any Pulsar Emitters you have on your ship, causing them to fire at nearby targets.
   Self Destruct - For when there's no other way out.
   Deploy Armour - Currently only for mod+ due to balance issues. Deploys ablative armour on your ship's hull, adding 500,000 effective health and reducing incoming damage by 25%. Larger ships use more energy to deploy.
   Enable Plating - Enables the core's plating and health regeneration. This will use up energy.
   Repair Target - Sets the entity to target with the repair beam.
   Fire Repair Beam - Fires the repair beam at the set target (requires repair beam emitters to be present on the ship firing the beam).

Mechanics

   When taking health damage, wire screens will randomly spark and flicker.
   Repairs health at the maximum of 5000 HP or 2.5% of max HP per second after not taking damage for 15 seconds. Requires energy supply.
   Has a light shield that will absorb some damage, requires energy to charge. Shield takes 500 energy per second to charge.


Specialisations If you wish, you can choose to specialise your core towards a certain aspect, which will affect how everything on the ship operates.

   Tactical
       Weapons fire 25% faster.
       Hull damage taken is increased by 25% (both shield bleedthrough and unshielded hits).
       Special ability: Beam Overload
           On firing a beam weapon, there is a 1% chance the beam will be overloaded, making it deal 5x normal damage without using any more energy than normal.
           This cannot occur more often than once per 10 seconds.
   Engineering
       Hull damage is reduced by 25%.
       Weapons fire 25% slower.
       Special ability: Energy Conduit
           On hull damage, there is a 1% chance that incoming hull damage will be absorbed and converted into energy for 5 seconds.
           This cannot occur more often than once per 10 seconds.
   Science
       Shields absorb 25% of incoming shield damage.
       Weapons do 25% less damage.
       Special ability: Reverse Shield Polarity
           On shield damage, there is a 1% chance that incoming shield damage and shield bleedthrough will be absorbed for 5 seconds.
           This cannot occur more often than once per 10 seconds.


Repair beam The repair beam allows you to repair another player's ship or type 11 shuttle remotely. It requires a clear line between your ship core and the entity, and the target cannot be another ship core that is also repairing something else.

The repair beam repairs at 500 hull per second if the target has recently taken damage. Otherwise, it repairs at the larger of 500 or 2.5% of the ship's maximum hull per second.