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		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T01:07:04Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Exterior props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a FAT-deflate zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;br /&gt;
=== Ship XML ===&lt;br /&gt;
The document tree root element is '''CShip'''. It wraps two sections: '''Exterior''' and '''Interior'''.&lt;br /&gt;
==== Exterior props ====&lt;br /&gt;
'''Exterior''' section contains two flags: '''UseEditorModels&amp;gt;true''' and '''CreateDevices&amp;gt;true'''. Other two subsections are '''Props''' and '''UserPlacedProps''' (in case if there are no exterior props the're like &amp;quot;&amp;lt;Props /&amp;gt;&amp;quot;). Exact difference between these two is not yet clear. These contain the same set of '''CExteriorProp''' entities. Each '''CExteriorProp''' represents a separate exterior prop. For example, ext_SolarPanel_01:&lt;br /&gt;
  &amp;lt;CExteriorProp&amp;gt;&lt;br /&gt;
    &amp;lt;PropTypeString&amp;gt;ext_SolarPanel_01&amp;lt;/PropTypeString&amp;gt;&lt;br /&gt;
    &amp;lt;Position&amp;gt;&amp;lt;X&amp;gt;-68&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-18&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;10&amp;lt;/Z&amp;gt;&amp;lt;/Position&amp;gt;&lt;br /&gt;
    &amp;lt;PaletteIndex&amp;gt;0&amp;lt;/PaletteIndex&amp;gt;&lt;br /&gt;
    &amp;lt;Transform&amp;gt;&lt;br /&gt;
      &amp;lt;M14&amp;gt;0&amp;lt;/M14&amp;gt;&lt;br /&gt;
      &amp;lt;M24&amp;gt;0&amp;lt;/M24&amp;gt;&lt;br /&gt;
      &amp;lt;M34&amp;gt;0&amp;lt;/M34&amp;gt;&lt;br /&gt;
      &amp;lt;M44&amp;gt;1&amp;lt;/M44&amp;gt;&lt;br /&gt;
      &amp;lt;LocalX&amp;gt;&amp;lt;X&amp;gt;1&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&amp;lt;/LocalX&amp;gt;&lt;br /&gt;
      &amp;lt;LocalY&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-1&amp;lt;/Z&amp;gt;&amp;lt;/LocalY&amp;gt;&lt;br /&gt;
      &amp;lt;LocalZ&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;1&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-0&amp;lt;/Z&amp;gt;&amp;lt;/LocalZ&amp;gt;&lt;br /&gt;
      &amp;lt;Translation&amp;gt;&amp;lt;X&amp;gt;-67&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-17&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;11&amp;lt;/Z&amp;gt;&amp;lt;/Translation&amp;gt;&lt;br /&gt;
    &amp;lt;/Transform&amp;gt;&lt;br /&gt;
  &amp;lt;/CExteriorProp&amp;gt;&lt;br /&gt;
'''PropTypeString''' defines the type of the exterior prop, '''PaletteIndex''' - used color scheme (seems like you can repaint all the ship with at once using &amp;quot;search and replace&amp;quot; function), '''Position''' - its coordinates and '''Transform''' - its position (direction). Complete assignment of each '''Transform''' subfield is not yet clear.&lt;br /&gt;
===== Non-decorative exterior props list =====&lt;br /&gt;
* ext_UltraHull&lt;br /&gt;
* ext_SensorArraySmall_01&lt;br /&gt;
* ext_LongRangeSensorArray_01&lt;br /&gt;
* ext_ManeuveringThruster_01&lt;br /&gt;
* ext_ManeuveringThruster_02&lt;br /&gt;
* ext_ManeuveringThruster_03&lt;br /&gt;
* ext_ManeuveringThruster_04&lt;br /&gt;
* ext_UltraHull&lt;br /&gt;
* [[Solar_Panel|ext_SolarPanel_01]]&lt;br /&gt;
* [[Solar_Panel|ext_SolarPanel_02]]&lt;br /&gt;
* [[Class_2_Ion_Engine|ext_242_Class2_IonEngine_01]]&lt;br /&gt;
* [[Class_1_Ion_Engine|ext_232_Class1_IonEngine_01]]&lt;br /&gt;
* [[Class_3_Ion_Engine|ext_311_Class3_IonEngine_01]]&lt;br /&gt;
* [[Small_Mounted_Gun|ext_MountedTurret_01]]&lt;br /&gt;
&lt;br /&gt;
==== Interior props ====&lt;br /&gt;
Interior props section has a '''PropManager''' header with same '''UseEditorModels''' and '''CreateDevices''' as in exterior section, but also has '''CurrentActivePalette''' field which corresponds to the selected color scheme you had while saving the ship in your editor.&lt;br /&gt;
  &amp;lt;PropManager&amp;gt;&lt;br /&gt;
    &amp;lt;UseEditorModels&amp;gt;true&amp;lt;/UseEditorModels&amp;gt;&lt;br /&gt;
    &amp;lt;CurrentActivePalette&amp;gt;15&amp;lt;/CurrentActivePalette&amp;gt;&lt;br /&gt;
    &amp;lt;CreateDevices&amp;gt;true&amp;lt;/CreateDevices&amp;gt;&lt;br /&gt;
  &amp;lt;/PropManager&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second subsection is a '''RoomManager/Rooms''' which contains a list of ship rooms. Each room is marked as '''item''':&lt;br /&gt;
  &amp;lt;item&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;&lt;br /&gt;
      &amp;lt;int&amp;gt;0&amp;lt;/int&amp;gt;&lt;br /&gt;
    &amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;&lt;br /&gt;
      &amp;lt;CShipRoom&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Control hub&amp;lt;/Name&amp;gt;&lt;br /&gt;
        &amp;lt;roomId&amp;gt;0&amp;lt;/roomId&amp;gt;&lt;br /&gt;
      &amp;lt;/CShipRoom&amp;gt;&lt;br /&gt;
    &amp;lt;/value&amp;gt;&lt;br /&gt;
  &amp;lt;/item&amp;gt;&lt;br /&gt;
Here '''int''' and '''roomId''' contain the room id (the same exact number) and '''Name''' defines the room's name.&lt;br /&gt;
&lt;br /&gt;
Third subsection is '''SavedInstructions''' which contains a list of so called '''ShipInterior_Instruction''' and is, basically, the history of all your interior edits. Feels like when game loads the ship file it simulates all the actions chain to &amp;quot;recreate&amp;quot; the ship. A list of known instructions: &lt;br /&gt;
* '''ShipInterior_Instruction_ClaimTile''' - when you build interior room block in a build mode;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ClaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-108&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-12&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;roomID&amp;gt;6&amp;lt;/roomID&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_UnclaimTile''' - when you remove such block;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_UnclaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-8&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_AddProp''' - when you add an interior prop in interior editor;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_AddProp&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-26.6469269&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-7.43800735&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;tileType&amp;gt;MissileLauncher_Left_01&amp;lt;/tileType&amp;gt;&lt;br /&gt;
    &amp;lt;rotation&amp;gt;2&amp;lt;/rotation&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RemovePropByID''' - when you remove it;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RemovePropByID&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propId&amp;gt;83&amp;lt;/propId&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeActivePalette''' - changes the selected interior editor prop color scheme;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeActivePalette&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;activeColor&amp;gt;8&amp;lt;/activeColor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintProp''' - paints a prop with the active color scheme, prop ID required;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintPropTypeInRoom''' - the same but as if you clicked on it with Shift;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeRoomName''' - renaming the room by its ID;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeRoomName&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;roomId&amp;gt;8&amp;lt;/roomId&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Turrets&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T00:55:37Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Interior props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a FAT-deflate zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;br /&gt;
=== Ship XML ===&lt;br /&gt;
The document tree root element is '''CShip'''. It wraps two sections: '''Exterior''' and '''Interior'''.&lt;br /&gt;
==== Exterior props ====&lt;br /&gt;
'''Exterior''' section contains two flags: '''UseEditorModels&amp;gt;true''' and '''CreateDevices&amp;gt;true'''. Other two subsections are '''Props''' and '''UserPlacedProps''' (in case if there are no exterior props the're like &amp;quot;&amp;lt;Props /&amp;gt;&amp;quot;). Exact difference between these two is not yet clear. These contain the same set of '''CExteriorProp''' entities. Each '''CExteriorProp''' represents a separate exterior prop. For example, ext_SolarPanel_01:&lt;br /&gt;
  &amp;lt;CExteriorProp&amp;gt;&lt;br /&gt;
    &amp;lt;PropTypeString&amp;gt;ext_SolarPanel_01&amp;lt;/PropTypeString&amp;gt;&lt;br /&gt;
    &amp;lt;Position&amp;gt;&amp;lt;X&amp;gt;-68&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-18&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;10&amp;lt;/Z&amp;gt;&amp;lt;/Position&amp;gt;&lt;br /&gt;
    &amp;lt;PaletteIndex&amp;gt;0&amp;lt;/PaletteIndex&amp;gt;&lt;br /&gt;
    &amp;lt;Transform&amp;gt;&lt;br /&gt;
      &amp;lt;M14&amp;gt;0&amp;lt;/M14&amp;gt;&lt;br /&gt;
      &amp;lt;M24&amp;gt;0&amp;lt;/M24&amp;gt;&lt;br /&gt;
      &amp;lt;M34&amp;gt;0&amp;lt;/M34&amp;gt;&lt;br /&gt;
      &amp;lt;M44&amp;gt;1&amp;lt;/M44&amp;gt;&lt;br /&gt;
      &amp;lt;LocalX&amp;gt;&amp;lt;X&amp;gt;1&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&amp;lt;/LocalX&amp;gt;&lt;br /&gt;
      &amp;lt;LocalY&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-1&amp;lt;/Z&amp;gt;&amp;lt;/LocalY&amp;gt;&lt;br /&gt;
      &amp;lt;LocalZ&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;1&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-0&amp;lt;/Z&amp;gt;&amp;lt;/LocalZ&amp;gt;&lt;br /&gt;
      &amp;lt;Translation&amp;gt;&amp;lt;X&amp;gt;-67&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-17&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;11&amp;lt;/Z&amp;gt;&amp;lt;/Translation&amp;gt;&lt;br /&gt;
    &amp;lt;/Transform&amp;gt;&lt;br /&gt;
  &amp;lt;/CExteriorProp&amp;gt;&lt;br /&gt;
'''PropTypeString''' defines the type of the exterior prop, '''PaletteIndex''' - used color scheme (seems like you can repaint all the ship with at once using &amp;quot;search and replace&amp;quot; function), '''Position''' - its coordinates and '''Transform''' - its position (direction). Complete assignment of each '''Transform''' subfield is not yet clear.&lt;br /&gt;
==== Interior props ====&lt;br /&gt;
Interior props section has a '''PropManager''' header with same '''UseEditorModels''' and '''CreateDevices''' as in exterior section, but also has '''CurrentActivePalette''' field which corresponds to the selected color scheme you had while saving the ship in your editor.&lt;br /&gt;
  &amp;lt;PropManager&amp;gt;&lt;br /&gt;
    &amp;lt;UseEditorModels&amp;gt;true&amp;lt;/UseEditorModels&amp;gt;&lt;br /&gt;
    &amp;lt;CurrentActivePalette&amp;gt;15&amp;lt;/CurrentActivePalette&amp;gt;&lt;br /&gt;
    &amp;lt;CreateDevices&amp;gt;true&amp;lt;/CreateDevices&amp;gt;&lt;br /&gt;
  &amp;lt;/PropManager&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second subsection is a '''RoomManager/Rooms''' which contains a list of ship rooms. Each room is marked as '''item''':&lt;br /&gt;
  &amp;lt;item&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;&lt;br /&gt;
      &amp;lt;int&amp;gt;0&amp;lt;/int&amp;gt;&lt;br /&gt;
    &amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;&lt;br /&gt;
      &amp;lt;CShipRoom&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Control hub&amp;lt;/Name&amp;gt;&lt;br /&gt;
        &amp;lt;roomId&amp;gt;0&amp;lt;/roomId&amp;gt;&lt;br /&gt;
      &amp;lt;/CShipRoom&amp;gt;&lt;br /&gt;
    &amp;lt;/value&amp;gt;&lt;br /&gt;
  &amp;lt;/item&amp;gt;&lt;br /&gt;
Here '''int''' and '''roomId''' contain the room id (the same exact number) and '''Name''' defines the room's name.&lt;br /&gt;
&lt;br /&gt;
Third subsection is '''SavedInstructions''' which contains a list of so called '''ShipInterior_Instruction''' and is, basically, the history of all your interior edits. Feels like when game loads the ship file it simulates all the actions chain to &amp;quot;recreate&amp;quot; the ship. A list of known instructions: &lt;br /&gt;
* '''ShipInterior_Instruction_ClaimTile''' - when you build interior room block in a build mode;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ClaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-108&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-12&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;roomID&amp;gt;6&amp;lt;/roomID&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_UnclaimTile''' - when you remove such block;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_UnclaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-8&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_AddProp''' - when you add an interior prop in interior editor;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_AddProp&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-26.6469269&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-7.43800735&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;tileType&amp;gt;MissileLauncher_Left_01&amp;lt;/tileType&amp;gt;&lt;br /&gt;
    &amp;lt;rotation&amp;gt;2&amp;lt;/rotation&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RemovePropByID''' - when you remove it;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RemovePropByID&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propId&amp;gt;83&amp;lt;/propId&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeActivePalette''' - changes the selected interior editor prop color scheme;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeActivePalette&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;activeColor&amp;gt;8&amp;lt;/activeColor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintProp''' - paints a prop with the active color scheme, prop ID required;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintPropTypeInRoom''' - the same but as if you clicked on it with Shift;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeRoomName''' - renaming the room by its ID;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeRoomName&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;roomId&amp;gt;8&amp;lt;/roomId&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Turrets&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T00:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Interior props */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a FAT-deflate zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;br /&gt;
=== Ship XML ===&lt;br /&gt;
The document tree root element is '''CShip'''. It wraps two sections: '''Exterior''' and '''Interior'''.&lt;br /&gt;
==== Exterior props ====&lt;br /&gt;
'''Exterior''' section contains two flags: '''UseEditorModels&amp;gt;true''' and '''CreateDevices&amp;gt;true'''. Other two subsections are '''Props''' and '''UserPlacedProps''' (in case if there are no exterior props the're like &amp;quot;&amp;lt;Props /&amp;gt;&amp;quot;). Exact difference between these two is not yet clear. These contain the same set of '''CExteriorProp''' entities. Each '''CExteriorProp''' represents a separate exterior prop. For example, ext_SolarPanel_01:&lt;br /&gt;
  &amp;lt;CExteriorProp&amp;gt;&lt;br /&gt;
    &amp;lt;PropTypeString&amp;gt;ext_SolarPanel_01&amp;lt;/PropTypeString&amp;gt;&lt;br /&gt;
    &amp;lt;Position&amp;gt;&amp;lt;X&amp;gt;-68&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-18&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;10&amp;lt;/Z&amp;gt;&amp;lt;/Position&amp;gt;&lt;br /&gt;
    &amp;lt;PaletteIndex&amp;gt;0&amp;lt;/PaletteIndex&amp;gt;&lt;br /&gt;
    &amp;lt;Transform&amp;gt;&lt;br /&gt;
      &amp;lt;M14&amp;gt;0&amp;lt;/M14&amp;gt;&lt;br /&gt;
      &amp;lt;M24&amp;gt;0&amp;lt;/M24&amp;gt;&lt;br /&gt;
      &amp;lt;M34&amp;gt;0&amp;lt;/M34&amp;gt;&lt;br /&gt;
      &amp;lt;M44&amp;gt;1&amp;lt;/M44&amp;gt;&lt;br /&gt;
      &amp;lt;LocalX&amp;gt;&amp;lt;X&amp;gt;1&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&amp;lt;/LocalX&amp;gt;&lt;br /&gt;
      &amp;lt;LocalY&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-1&amp;lt;/Z&amp;gt;&amp;lt;/LocalY&amp;gt;&lt;br /&gt;
      &amp;lt;LocalZ&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;1&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-0&amp;lt;/Z&amp;gt;&amp;lt;/LocalZ&amp;gt;&lt;br /&gt;
      &amp;lt;Translation&amp;gt;&amp;lt;X&amp;gt;-67&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-17&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;11&amp;lt;/Z&amp;gt;&amp;lt;/Translation&amp;gt;&lt;br /&gt;
    &amp;lt;/Transform&amp;gt;&lt;br /&gt;
  &amp;lt;/CExteriorProp&amp;gt;&lt;br /&gt;
'''PropTypeString''' defines the type of the exterior prop, '''PaletteIndex''' - used color scheme (seems like you can repaint all the ship with at once using &amp;quot;search and replace&amp;quot; function), '''Position''' - its coordinates and '''Transform''' - its position (direction). Complete assignment of each '''Transform''' subfield is not yet clear.&lt;br /&gt;
==== Interior props ====&lt;br /&gt;
Interior props section has a '''PropManager''' header with same '''UseEditorModels''' and '''CreateDevices''' as in exterior section, but also has '''CurrentActivePalette''' field which corresponds to the selected color scheme you had while saving the ship in your editor.&lt;br /&gt;
&lt;br /&gt;
Second subsection is a '''RoomManager/Rooms''' which contains a list of ship rooms. Example:&lt;br /&gt;
  &amp;lt;item&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;&lt;br /&gt;
      &amp;lt;int&amp;gt;0&amp;lt;/int&amp;gt;&lt;br /&gt;
    &amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;&lt;br /&gt;
      &amp;lt;CShipRoom&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Control hub&amp;lt;/Name&amp;gt;&lt;br /&gt;
        &amp;lt;roomId&amp;gt;0&amp;lt;/roomId&amp;gt;&lt;br /&gt;
      &amp;lt;/CShipRoom&amp;gt;&lt;br /&gt;
    &amp;lt;/value&amp;gt;&lt;br /&gt;
  &amp;lt;/item&amp;gt;&lt;br /&gt;
Here '''int''' and '''roomId''' contain the room id (the same exact number) and '''Name''' defines the room's name.&lt;br /&gt;
&lt;br /&gt;
Third subsection is '''SavedInstructions''' which contains a list of so called '''ShipInterior_Instruction''' and is, basically, the history of all your interior edits. Feels like when game loads the ship file it simulates all the actions chain to &amp;quot;recreate&amp;quot; the ship. A list of known instructions: &lt;br /&gt;
* '''ShipInterior_Instruction_ClaimTile''' - when you build interior room block in a build mode;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ClaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-108&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-12&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;roomID&amp;gt;6&amp;lt;/roomID&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_UnclaimTile''' - when you remove such block;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_UnclaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-8&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_AddProp''' - when you add an interior prop in interior editor;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_AddProp&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-26.6469269&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-7.43800735&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;tileType&amp;gt;MissileLauncher_Left_01&amp;lt;/tileType&amp;gt;&lt;br /&gt;
    &amp;lt;rotation&amp;gt;2&amp;lt;/rotation&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RemovePropByID''' - when you remove it;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RemovePropByID&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propId&amp;gt;83&amp;lt;/propId&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeActivePalette''' - changes the selected interior editor prop color scheme;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeActivePalette&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;activeColor&amp;gt;8&amp;lt;/activeColor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintProp''' - paints a prop with the active color scheme, prop ID required;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintPropTypeInRoom''' - the same but as if you clicked on it with Shift;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeRoomName''' - renaming the room by its ID;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeRoomName&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;roomId&amp;gt;8&amp;lt;/roomId&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Turrets&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T00:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: Ship.xml description added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a FAT-deflate zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;br /&gt;
=== Ship XML ===&lt;br /&gt;
The document tree root element is '''CShip'''. It wraps two sections: '''Exterior''' and '''Interior'''.&lt;br /&gt;
==== Exterior props ====&lt;br /&gt;
'''Exterior''' section contains two flags: '''UseEditorModels&amp;gt;true''' and '''CreateDevices&amp;gt;true'''. Other two subsections are '''Props''' and '''UserPlacedProps''' (in case if there are no exterior props the're like &amp;quot;&amp;lt;Props /&amp;gt;&amp;quot;). Exact difference between these two is not yet clear. These contain the same set of '''CExteriorProp''' entities. Each '''CExteriorProp''' represents a separate exterior prop. For example, ext_SolarPanel_01:&lt;br /&gt;
  &amp;lt;CExteriorProp&amp;gt;&lt;br /&gt;
    &amp;lt;PropTypeString&amp;gt;ext_SolarPanel_01&amp;lt;/PropTypeString&amp;gt;&lt;br /&gt;
    &amp;lt;Position&amp;gt;&amp;lt;X&amp;gt;-68&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-18&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;10&amp;lt;/Z&amp;gt;&amp;lt;/Position&amp;gt;&lt;br /&gt;
    &amp;lt;PaletteIndex&amp;gt;0&amp;lt;/PaletteIndex&amp;gt;&lt;br /&gt;
    &amp;lt;Transform&amp;gt;&lt;br /&gt;
      &amp;lt;M14&amp;gt;0&amp;lt;/M14&amp;gt;&lt;br /&gt;
      &amp;lt;M24&amp;gt;0&amp;lt;/M24&amp;gt;&lt;br /&gt;
      &amp;lt;M34&amp;gt;0&amp;lt;/M34&amp;gt;&lt;br /&gt;
      &amp;lt;M44&amp;gt;1&amp;lt;/M44&amp;gt;&lt;br /&gt;
      &amp;lt;LocalX&amp;gt;&amp;lt;X&amp;gt;1&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&amp;lt;/LocalX&amp;gt;&lt;br /&gt;
      &amp;lt;LocalY&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-0&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-1&amp;lt;/Z&amp;gt;&amp;lt;/LocalY&amp;gt;&lt;br /&gt;
      &amp;lt;LocalZ&amp;gt;&amp;lt;X&amp;gt;0&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;1&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;-0&amp;lt;/Z&amp;gt;&amp;lt;/LocalZ&amp;gt;&lt;br /&gt;
      &amp;lt;Translation&amp;gt;&amp;lt;X&amp;gt;-67&amp;lt;/X&amp;gt;&amp;lt;Y&amp;gt;-17&amp;lt;/Y&amp;gt;&amp;lt;Z&amp;gt;11&amp;lt;/Z&amp;gt;&amp;lt;/Translation&amp;gt;&lt;br /&gt;
    &amp;lt;/Transform&amp;gt;&lt;br /&gt;
  &amp;lt;/CExteriorProp&amp;gt;&lt;br /&gt;
'''PropTypeString''' defines the type of the exterior prop, '''PaletteIndex''' - used color scheme (seems like you can repaint all the ship with at once using &amp;quot;search and replace&amp;quot; function), '''Position''' - its coordinates and '''Transform''' - its position (direction). Complete assignment of each '''Transform''' subfield is not yet clear.&lt;br /&gt;
==== Interior props ====&lt;br /&gt;
Interior props section has a '''PropManager''' header with same '''UseEditorModels''' and '''CreateDevices''' as in exterior section, but also has '''CurrentActivePalette''' field which corresponds to the selected color scheme you had while saving the ship in your editor.&lt;br /&gt;
&lt;br /&gt;
Second subsection is a '''RoomManager/Rooms''' which contains a list of ship rooms. Example:&lt;br /&gt;
  &amp;lt;item&amp;gt;&lt;br /&gt;
    &amp;lt;key&amp;gt;&lt;br /&gt;
      &amp;lt;int&amp;gt;0&amp;lt;/int&amp;gt;&lt;br /&gt;
    &amp;lt;/key&amp;gt;&lt;br /&gt;
    &amp;lt;value&amp;gt;&lt;br /&gt;
      &amp;lt;CShipRoom&amp;gt;&lt;br /&gt;
        &amp;lt;Name&amp;gt;Control hub&amp;lt;/Name&amp;gt;&lt;br /&gt;
        &amp;lt;roomId&amp;gt;0&amp;lt;/roomId&amp;gt;&lt;br /&gt;
      &amp;lt;/CShipRoom&amp;gt;&lt;br /&gt;
    &amp;lt;/value&amp;gt;&lt;br /&gt;
  &amp;lt;/item&amp;gt;&lt;br /&gt;
Here ''int''' and '''roomId''' contain the room id (the same exact number) and '''Name''' defines the room's name.&lt;br /&gt;
&lt;br /&gt;
Third subsection is '''SavedInstructions''' which contains a list of so called '''ShipInterior_Instruction''' and is, basically, the history of all your interior edits. Feels like when game loads the ship file it simulates all the actions chain to &amp;quot;recreate&amp;quot; the ship. A list of known instructions: &lt;br /&gt;
* '''ShipInterior_Instruction_ClaimTile''' - when you build interior room block in a build mode;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ClaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-108&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-12&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;roomID&amp;gt;6&amp;lt;/roomID&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_UnclaimTile''' - when you remove such block;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_UnclaimTile&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-8&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;0&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;0&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_AddProp''' - when you add an interior prop in interior editor;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_AddProp&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;position&amp;gt;&lt;br /&gt;
      &amp;lt;X&amp;gt;-26.6469269&amp;lt;/X&amp;gt;&lt;br /&gt;
      &amp;lt;Y&amp;gt;-7.43800735&amp;lt;/Y&amp;gt;&lt;br /&gt;
      &amp;lt;Z&amp;gt;8&amp;lt;/Z&amp;gt;&lt;br /&gt;
    &amp;lt;/position&amp;gt;&lt;br /&gt;
    &amp;lt;tileType&amp;gt;MissileLauncher_Left_01&amp;lt;/tileType&amp;gt;&lt;br /&gt;
    &amp;lt;rotation&amp;gt;2&amp;lt;/rotation&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RemovePropByID''' - when you remove it;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RemovePropByID&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propId&amp;gt;83&amp;lt;/propId&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeActivePalette''' - changes the selected interior editor prop color scheme;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeActivePalette&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;activeColor&amp;gt;8&amp;lt;/activeColor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintProp''' - paints a prop with the active color scheme, prop ID required;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_RepaintPropTypeInRoom''' - the same but as if you clicked on it with Shift;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_RepaintPropTypeInRoom&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;propID&amp;gt;1274&amp;lt;/propID&amp;gt;&lt;br /&gt;
    &amp;lt;singleFloor&amp;gt;false&amp;lt;/singleFloor&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;br /&gt;
* '''ShipInterior_Instruction_ChangeRoomName''' - renaming the room by its ID;&lt;br /&gt;
  &amp;lt;ShipInterior_Instruction xsi:type=&amp;quot;ShipInterior_Instruction_ChangeRoomName&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;roomId&amp;gt;8&amp;lt;/roomId&amp;gt;&lt;br /&gt;
    &amp;lt;name&amp;gt;Turrets&amp;lt;/name&amp;gt;&lt;br /&gt;
  &amp;lt;/ShipInterior_Instruction&amp;gt;&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T00:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Ship_file</id>
		<title>Ship file</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Ship_file"/>
				<updated>2018-02-15T00:15:29Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exportable ship configuration file ('''*.shipz''') is a zip-like archive that is basically used to transfer ship blueprints between players outside of the Steam Workshop. However you can use it to process your ship with some external programs as well.&lt;br /&gt;
&lt;br /&gt;
=== Archive structure ===&lt;br /&gt;
Currently (0.1.55d) the ship file archive contains such a list of text files:&lt;br /&gt;
# '''authorId''' - plain text file contains a steamID of the ship creator account. Ends with a line feed symbol.&lt;br /&gt;
# '''authorName''' - plain text file in theory, should contain the creator's name, but for now it contains just two new line symbols. &lt;br /&gt;
# '''device''' - JSON file describes the current state of all on-board devices and their configuration, access group lists and other stuff.&lt;br /&gt;
# '''displayName''' - plain text file contains a ship name. You can use game color codes to make it colorful, but beware - game loading screens and search filters do not get along with these too much. File ends with a line feed symbol.&lt;br /&gt;
# '''hash''' - plain text file contains a 64-byte hash md5-like hash of something. File ends with a line feed symbol.&lt;br /&gt;
# '''IRversion''' - plain text file contains current game version (aka &amp;quot;0.1.55d&amp;quot;) when the save was taken. Ends with a line feed symbol.&lt;br /&gt;
# '''name''' - plain text file currently contains just two line feed symbols.&lt;br /&gt;
# '''publishedfileid''' - plain text file contains steamID of the Workshop item the ship file represents. For saves that have been never uploaded to the Steam Workshop it's &amp;quot;0&amp;quot;. Two saves with the same &amp;quot;publishedfileid&amp;quot; will upload their content as a same workshop item, so if you want to upload several versions of the same ship to the Workshop, just export it, change &amp;quot;publishedfileid&amp;quot; to 0, import and upload as a new workshop item! File ends with a line feed symbol.&lt;br /&gt;
# '''ship''' - XML file contains a list of ship rooms, list of exterior props (type + position + color) and the history of the interior changes (so called &amp;quot;instructions&amp;quot;). However if you want to use it in order to cancel several changes of the ship interior, beware not to mess with the device file which should be edited as well. &lt;br /&gt;
# '''shipVersion''' - plain text file contains an integer number that increments each time ship is uploaded to the Workshop, so that game knows if the ship on your PC is older than the one you have online. File ends with a line feed symbol.&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables</id>
		<title>Comparison Tables</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables"/>
				<updated>2017-03-13T21:40:53Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Shields */ 50 kg and 3.200 kg... Sry, what?..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
==Engines==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Thrust&lt;br /&gt;
! E/tick&lt;br /&gt;
! Thrust per 1 power&lt;br /&gt;
! Weight&lt;br /&gt;
! Thrust per weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class3IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 3 Ion Engine]]&lt;br /&gt;
| 3,250&lt;br /&gt;
| 20&lt;br /&gt;
| 162.50&lt;br /&gt;
| 40&lt;br /&gt;
| 81.25&lt;br /&gt;
| 2.5x1x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]] 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class1IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 2 Ion Engine]]&lt;br /&gt;
| 6,750&lt;br /&gt;
| 40&lt;br /&gt;
| 168.75&lt;br /&gt;
| 120&lt;br /&gt;
| 56.25&lt;br /&gt;
| 3x2x2 Exterior Tiles&lt;br /&gt;
| 300 [[Iron]] 35 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class2IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 1 Ion Engine]]&lt;br /&gt;
| 14,000&lt;br /&gt;
| 80&lt;br /&gt;
| 175.00&lt;br /&gt;
| 160&lt;br /&gt;
| 87.50&lt;br /&gt;
| 4x2x2 Exterior Tiles&lt;br /&gt;
| 400 [[Steel]] 50 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech2_Class_1_Ion_Engine_01.png|75px]]&lt;br /&gt;
| [[Tech 2 Class 1 Ion Engine]]&lt;br /&gt;
| 137,500&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 7x4x4 Exterior Tiles &amp;lt;/br&amp;gt; 2x2x2 Interior Rooms&lt;br /&gt;
| 3,750 [[Steel]] 250 [[Iron]] 750 [[Copper]] 375 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png]]&lt;br /&gt;
| [[Tech 3 Class 1 Ion Engine]]&lt;br /&gt;
| 1,450,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 290.00&lt;br /&gt;
| 7,200&lt;br /&gt;
| 201.39&lt;br /&gt;
| 7x8x8 Exterior Tiles &amp;lt;/br&amp;gt; 6x3x3 Interior Rooms&lt;br /&gt;
| 5,250 [[Steel]], 2,500 [[Aluminium]], 1,500 [[Copper]], 1,500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Strength&lt;br /&gt;
! E/[[tick]]&lt;br /&gt;
! Shield Regeneration&lt;br /&gt;
! Max down time&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_SmallShieldGenerator_01.png|75px]]&lt;br /&gt;
| [[Small Shield Generator]]&lt;br /&gt;
| 600&lt;br /&gt;
| 30&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 50 g&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Large_Shield_Generator_01.png|75px]]&lt;br /&gt;
| [[Large Shield Generator]]&lt;br /&gt;
| 2,500&lt;br /&gt;
| 750&lt;br /&gt;
| 25/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 4x3x2 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 250 [[Steel]], 750 [[Copper]], 500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Generation&lt;br /&gt;
! Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_02.png]]&lt;br /&gt;
| [[Solar Panel (half)]]&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 20 Kg &lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 75 [[Iron]], 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_01.png]]&lt;br /&gt;
| [[Solar Panel]]&lt;br /&gt;
| 2/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 40 Kg&lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]], 45 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Int HydrogenGeneratorSmall 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TI]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| 1 [[Hydrogen]]/Sec&lt;br /&gt;
| 400 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Hydrogen Generator T2 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TII]]&lt;br /&gt;
| 1.200/[[tick]]&lt;br /&gt;
| 8 [[Hydrogen]]/Sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 2x2x2 Interior Tiles&lt;br /&gt;
| 1.500 [[Steel]], 250 [[Iron]], 350 [[Copper]], 175 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerBatterySmall_01.png]]&lt;br /&gt;
| [[Power Battery Small]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| Must be charged, charges at 1000/[[tick]], capacity 14,400,000e&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 125 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerCellSmall_01.png]]&lt;br /&gt;
| [[Power Cell Small]]&lt;br /&gt;
| 10,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 75 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_PowerCell_Medium_01.png]]&lt;br /&gt;
| [[Power Cell Medium]]&lt;br /&gt;
| 50,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 350 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 1150 [[Iron]], 500 [[Copper]], 75 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables</id>
		<title>Comparison Tables</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables"/>
				<updated>2017-03-13T21:37:07Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Shields */ 2500 instead of 5000 big shield power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
==Engines==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Thrust&lt;br /&gt;
! E/tick&lt;br /&gt;
! Thrust per 1 power&lt;br /&gt;
! Weight&lt;br /&gt;
! Thrust per weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class3IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 3 Ion Engine]]&lt;br /&gt;
| 3,250&lt;br /&gt;
| 20&lt;br /&gt;
| 162.50&lt;br /&gt;
| 40&lt;br /&gt;
| 81.25&lt;br /&gt;
| 2.5x1x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]] 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class1IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 2 Ion Engine]]&lt;br /&gt;
| 6,750&lt;br /&gt;
| 40&lt;br /&gt;
| 168.75&lt;br /&gt;
| 120&lt;br /&gt;
| 56.25&lt;br /&gt;
| 3x2x2 Exterior Tiles&lt;br /&gt;
| 300 [[Iron]] 35 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class2IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 1 Ion Engine]]&lt;br /&gt;
| 14,000&lt;br /&gt;
| 80&lt;br /&gt;
| 175.00&lt;br /&gt;
| 160&lt;br /&gt;
| 87.50&lt;br /&gt;
| 4x2x2 Exterior Tiles&lt;br /&gt;
| 400 [[Steel]] 50 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech2_Class_1_Ion_Engine_01.png|75px]]&lt;br /&gt;
| [[Tech 2 Class 1 Ion Engine]]&lt;br /&gt;
| 137,500&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 7x4x4 Exterior Tiles &amp;lt;/br&amp;gt; 2x2x2 Interior Rooms&lt;br /&gt;
| 3,750 [[Steel]] 250 [[Iron]] 750 [[Copper]] 375 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png]]&lt;br /&gt;
| [[Tech 3 Class 1 Ion Engine]]&lt;br /&gt;
| 1,450,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 290.00&lt;br /&gt;
| 7,200&lt;br /&gt;
| 201.39&lt;br /&gt;
| 7x8x8 Exterior Tiles &amp;lt;/br&amp;gt; 6x3x3 Interior Rooms&lt;br /&gt;
| 5,250 [[Steel]], 2,500 [[Aluminium]], 1,500 [[Copper]], 1,500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Strength&lt;br /&gt;
! E/[[tick]]&lt;br /&gt;
! Shield Regeneration&lt;br /&gt;
! Max down time&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_SmallShieldGenerator_01.png|75px]]&lt;br /&gt;
| [[Small Shield Generator]]&lt;br /&gt;
| 600&lt;br /&gt;
| 30&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 50 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Large_Shield_Generator_01.png|75px]]&lt;br /&gt;
| [[Large Shield Generator]]&lt;br /&gt;
| 2,500&lt;br /&gt;
| 750&lt;br /&gt;
| 25/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 4x3x2 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 250 [[Steel]], 750 [[Copper]], 500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Generation&lt;br /&gt;
! Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_02.png]]&lt;br /&gt;
| [[Solar Panel (half)]]&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 20 Kg &lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 75 [[Iron]], 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_01.png]]&lt;br /&gt;
| [[Solar Panel]]&lt;br /&gt;
| 2/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 40 Kg&lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]], 45 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Int HydrogenGeneratorSmall 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TI]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| 1 [[Hydrogen]]/Sec&lt;br /&gt;
| 400 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Hydrogen Generator T2 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TII]]&lt;br /&gt;
| 1.200/[[tick]]&lt;br /&gt;
| 8 [[Hydrogen]]/Sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 2x2x2 Interior Tiles&lt;br /&gt;
| 1.500 [[Steel]], 250 [[Iron]], 350 [[Copper]], 175 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerBatterySmall_01.png]]&lt;br /&gt;
| [[Power Battery Small]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| Must be charged, charges at 1000/[[tick]], capacity 14,400,000e&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 125 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerCellSmall_01.png]]&lt;br /&gt;
| [[Power Cell Small]]&lt;br /&gt;
| 10,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 75 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_PowerCell_Medium_01.png]]&lt;br /&gt;
| [[Power Cell Medium]]&lt;br /&gt;
| 50,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 350 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 1150 [[Iron]], 500 [[Copper]], 75 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables</id>
		<title>Comparison Tables</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables"/>
				<updated>2017-03-13T21:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Engines */ E/tick instead of &amp;quot;power&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
==Engines==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Thrust&lt;br /&gt;
! E/tick&lt;br /&gt;
! Thrust per 1 power&lt;br /&gt;
! Weight&lt;br /&gt;
! Thrust per weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class3IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 3 Ion Engine]]&lt;br /&gt;
| 3,250&lt;br /&gt;
| 20&lt;br /&gt;
| 162.50&lt;br /&gt;
| 40&lt;br /&gt;
| 81.25&lt;br /&gt;
| 2.5x1x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]] 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class1IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 2 Ion Engine]]&lt;br /&gt;
| 6,750&lt;br /&gt;
| 40&lt;br /&gt;
| 168.75&lt;br /&gt;
| 120&lt;br /&gt;
| 56.25&lt;br /&gt;
| 3x2x2 Exterior Tiles&lt;br /&gt;
| 300 [[Iron]] 35 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class2IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 1 Ion Engine]]&lt;br /&gt;
| 14,000&lt;br /&gt;
| 80&lt;br /&gt;
| 175.00&lt;br /&gt;
| 160&lt;br /&gt;
| 87.50&lt;br /&gt;
| 4x2x2 Exterior Tiles&lt;br /&gt;
| 400 [[Steel]] 50 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech2_Class_1_Ion_Engine_01.png|75px]]&lt;br /&gt;
| [[Tech 2 Class 1 Ion Engine]]&lt;br /&gt;
| 137,500&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 7x4x4 Exterior Tiles &amp;lt;/br&amp;gt; 2x2x2 Interior Rooms&lt;br /&gt;
| 3,750 [[Steel]] 250 [[Iron]] 750 [[Copper]] 375 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png]]&lt;br /&gt;
| [[Tech 3 Class 1 Ion Engine]]&lt;br /&gt;
| 1,450,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 290.00&lt;br /&gt;
| 7,200&lt;br /&gt;
| 201.39&lt;br /&gt;
| 7x8x8 Exterior Tiles &amp;lt;/br&amp;gt; 6x3x3 Interior Rooms&lt;br /&gt;
| 5,250 [[Steel]], 2,500 [[Aluminium]], 1,500 [[Copper]], 1,500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Strength&lt;br /&gt;
! E/[[tick]]&lt;br /&gt;
! Shield Regeneration&lt;br /&gt;
! Max down time&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_SmallShieldGenerator_01.png|75px]]&lt;br /&gt;
| [[Small Shield Generator]]&lt;br /&gt;
| 600&lt;br /&gt;
| 30&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 50 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Large_Shield_Generator_01.png|75px]]&lt;br /&gt;
| [[Large Shield Generator]]&lt;br /&gt;
| 5.000&lt;br /&gt;
| 750&lt;br /&gt;
| 25/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 4x3x2 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 250 [[Steel]], 750 [[Copper]], 500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Generation&lt;br /&gt;
! Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_02.png]]&lt;br /&gt;
| [[Solar Panel (half)]]&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 20 Kg &lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 75 [[Iron]], 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_01.png]]&lt;br /&gt;
| [[Solar Panel]]&lt;br /&gt;
| 2/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 40 Kg&lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]], 45 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Int HydrogenGeneratorSmall 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TI]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| 1 [[Hydrogen]]/Sec&lt;br /&gt;
| 400 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Hydrogen Generator T2 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TII]]&lt;br /&gt;
| 1.200/[[tick]]&lt;br /&gt;
| 8 [[Hydrogen]]/Sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 2x2x2 Interior Tiles&lt;br /&gt;
| 1.500 [[Steel]], 250 [[Iron]], 350 [[Copper]], 175 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerBatterySmall_01.png]]&lt;br /&gt;
| [[Power Battery Small]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| Must be charged, charges at 1000/[[tick]], capacity 14,400,000e&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 125 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerCellSmall_01.png]]&lt;br /&gt;
| [[Power Cell Small]]&lt;br /&gt;
| 10,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 75 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_PowerCell_Medium_01.png]]&lt;br /&gt;
| [[Power Cell Medium]]&lt;br /&gt;
| 50,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 350 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 1150 [[Iron]], 500 [[Copper]], 75 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables</id>
		<title>Comparison Tables</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Comparison_Tables"/>
				<updated>2017-03-13T21:29:47Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Engines */ Updated values, basing on the empirical measurings; might be incorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__FORCETOC__&lt;br /&gt;
==Engines==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Thrust&lt;br /&gt;
! Power&lt;br /&gt;
! Thrust per 1 power&lt;br /&gt;
! Weight&lt;br /&gt;
! Thrust per weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class3IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 3 Ion Engine]]&lt;br /&gt;
| 3,250&lt;br /&gt;
| 20&lt;br /&gt;
| 162.50&lt;br /&gt;
| 40&lt;br /&gt;
| 81.25&lt;br /&gt;
| 2.5x1x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]] 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class1IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 2 Ion Engine]]&lt;br /&gt;
| 6,750&lt;br /&gt;
| 40&lt;br /&gt;
| 168.75&lt;br /&gt;
| 120&lt;br /&gt;
| 56.25&lt;br /&gt;
| 3x2x2 Exterior Tiles&lt;br /&gt;
| 300 [[Iron]] 35 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Class2IonEngine 01.png|75px]]&lt;br /&gt;
| [[Class 1 Ion Engine]]&lt;br /&gt;
| 14,000&lt;br /&gt;
| 80&lt;br /&gt;
| 175.00&lt;br /&gt;
| 160&lt;br /&gt;
| 87.50&lt;br /&gt;
| 4x2x2 Exterior Tiles&lt;br /&gt;
| 400 [[Steel]] 50 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech2_Class_1_Ion_Engine_01.png|75px]]&lt;br /&gt;
| [[Tech 2 Class 1 Ion Engine]]&lt;br /&gt;
| 137,500&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 800&lt;br /&gt;
| 171.88&lt;br /&gt;
| 7x4x4 Exterior Tiles &amp;lt;/br&amp;gt; 2x2x2 Interior Rooms&lt;br /&gt;
| 3,750 [[Steel]] 250 [[Iron]] 750 [[Copper]] 375 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png]]&lt;br /&gt;
| [[Tech 3 Class 1 Ion Engine]]&lt;br /&gt;
| 1,450,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 290.00&lt;br /&gt;
| 7,200&lt;br /&gt;
| 201.39&lt;br /&gt;
| 7x8x8 Exterior Tiles &amp;lt;/br&amp;gt; 6x3x3 Interior Rooms&lt;br /&gt;
| 5,250 [[Steel]], 2,500 [[Aluminium]], 1,500 [[Copper]], 1,500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shields==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Strength&lt;br /&gt;
! E/[[tick]]&lt;br /&gt;
! Shield Regeneration&lt;br /&gt;
! Max down time&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_SmallShieldGenerator_01.png|75px]]&lt;br /&gt;
| [[Small Shield Generator]]&lt;br /&gt;
| 600&lt;br /&gt;
| 30&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 50 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Large_Shield_Generator_01.png|75px]]&lt;br /&gt;
| [[Large Shield Generator]]&lt;br /&gt;
| 5.000&lt;br /&gt;
| 750&lt;br /&gt;
| 25/[[tick]]&lt;br /&gt;
| 10 sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 4x3x2 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 250 [[Steel]], 750 [[Copper]], 500 [[Silicon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power Generation==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Image&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Name&lt;br /&gt;
! Generation&lt;br /&gt;
! Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 100px;&amp;quot; | Weight&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 175px;&amp;quot; | Size&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot; | Resources&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_02.png]]&lt;br /&gt;
| [[Solar Panel (half)]]&lt;br /&gt;
| 1/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 20 Kg &lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 75 [[Iron]], 25 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Ext_SolarPanel_01.png]]&lt;br /&gt;
| [[Solar Panel]]&lt;br /&gt;
| 2/[[tick]]&lt;br /&gt;
| None, output linear in any light&lt;br /&gt;
| 40 Kg&lt;br /&gt;
| 2x2x1 Exterior Tiles&lt;br /&gt;
| 150 [[Iron]], 45 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Int HydrogenGeneratorSmall 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TI]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| 1 [[Hydrogen]]/Sec&lt;br /&gt;
| 400 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 150 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR Editor Hydrogen Generator T2 01.png]]&lt;br /&gt;
| [[Hydrogen Generator TII]]&lt;br /&gt;
| 1.200/[[tick]]&lt;br /&gt;
| 8 [[Hydrogen]]/Sec&lt;br /&gt;
| 3.200 Kg&lt;br /&gt;
| 2x2x2 Interior Tiles&lt;br /&gt;
| 1.500 [[Steel]], 250 [[Iron]], 350 [[Copper]], 175 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerBatterySmall_01.png]]&lt;br /&gt;
| [[Power Battery Small]]&lt;br /&gt;
| 100/[[tick]]&lt;br /&gt;
| Must be charged, charges at 1000/[[tick]], capacity 14,400,000e&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 125 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_Int_PowerCellSmall_01.png]]&lt;br /&gt;
| [[Power Cell Small]]&lt;br /&gt;
| 10,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 200 Kg&lt;br /&gt;
| 0.5x0.5x1 Interior Tiles&lt;br /&gt;
| 250 [[Iron]], 75 [[Copper]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IR_Editor_PowerCell_Medium_01.png]]&lt;br /&gt;
| [[Power Cell Medium]]&lt;br /&gt;
| 50,000/[[tick]] (once, until recharged)&lt;br /&gt;
| Must be charged, instant charge / discharge rate (capacitor)&lt;br /&gt;
| 350 Kg&lt;br /&gt;
| 1x1x1 Interior Tiles&lt;br /&gt;
| 1150 [[Iron]], 500 [[Copper]], 75 [[Silicon]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Tech_3_Class_1_Ion_Engine</id>
		<title>Tech 3 Class 1 Ion Engine</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Tech_3_Class_1_Ion_Engine"/>
				<updated>2017-03-13T21:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox&lt;br /&gt;
 |name         = Ion Engine - Tech 3&lt;br /&gt;
 |bodystyle    = &lt;br /&gt;
&lt;br /&gt;
 |titlestyle   = &lt;br /&gt;
 |abovestyle = background:#cfc;&lt;br /&gt;
 |subheaderstyle =&lt;br /&gt;
 |above        = Class 1 Ion Engine - Tech 3&lt;br /&gt;
 |  image      = [[File:TechIIIClass1IonEngine_01.png|300px]]&lt;br /&gt;
&lt;br /&gt;
 |headerstyle  = background:#ccf;&lt;br /&gt;
 |labelstyle   = background:#ddf;&lt;br /&gt;
 |datastyle    = &lt;br /&gt;
&lt;br /&gt;
 |header1 = Ion Engine - Tech 3&lt;br /&gt;
 |  data2 = Provides propulsion for large spacecraft. Consumes power continuously when providing thrust.&lt;br /&gt;
 |header3 = &lt;br /&gt;
 | label3 = Device Type&lt;br /&gt;
 |  data3 = Prop&lt;br /&gt;
 | label5 = Thrust&lt;br /&gt;
 |  data5 = 950,000&lt;br /&gt;
 | label6 = Maneuverability thrust &lt;br /&gt;
 |  data6 = 500,000&lt;br /&gt;
 | label7 = Drain&lt;br /&gt;
 |  data7 = 5000 (in use)&lt;br /&gt;
 | label8 = Connections&lt;br /&gt;
 |  data8 = Must be connected to a power source (electricity)&lt;br /&gt;
 | label9 = Location in editor&lt;br /&gt;
 |  data9 = Interior edit mode, Systems&lt;br /&gt;
 | label10 = Interior Size&lt;br /&gt;
 |  data10 = 6x3x3 interior rooms&lt;br /&gt;
12x6x6 meters&lt;br /&gt;
 | label11 = Exterior Size&lt;br /&gt;
 |  data11 = 7x6x6 exterior tiles&lt;br /&gt;
14x12x12 meters&lt;br /&gt;
 | label12 = Build Costs&lt;br /&gt;
 |  data12 = 5250 [[Steel]]&amp;lt;/br&amp;gt;&lt;br /&gt;
2500 [[Aluminium]]&amp;lt;/br&amp;gt;&lt;br /&gt;
1500 [[Copper]]&amp;lt;/br&amp;gt;&lt;br /&gt;
1500 [[Silicon]]&lt;br /&gt;
 | label13 = Weight&lt;br /&gt;
 | data13 = 7,200&lt;br /&gt;
 |belowstyle = background:#ddf;&lt;br /&gt;
 |below      = Category: [[Engines]]&lt;br /&gt;
}}&lt;br /&gt;
===Description===&lt;br /&gt;
This is the largest engine currently available, and one of two requiring installation on the interior of the ship. Producing 1.45M thrust, it is designed for very large ships and is most efficient using nuclear power to reach full power. See also the [[Comparison Tables#Engines|Engine Comparison Table]].&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png</id>
		<title>File:IR Editor Tech3 Class 1 Ion Engine 01.png</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=File:IR_Editor_Tech3_Class_1_Ion_Engine_01.png"/>
				<updated>2017-03-13T21:14:42Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: Replace it with &amp;gt; resolution image asap...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Replace it with &amp;gt; resolution image asap...&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

	<entry>
		<id>http://www.interstellarrift.com/wiki/index.php?title=Recent_updates</id>
		<title>Recent updates</title>
		<link rel="alternate" type="text/html" href="http://www.interstellarrift.com/wiki/index.php?title=Recent_updates"/>
				<updated>2017-02-06T07:21:08Z</updated>
		
		<summary type="html">&lt;p&gt;Erandelax: 0.32-0.37 logs added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== v_0.1.37 ==&lt;br /&gt;
=== v_0.1.37 ===&lt;br /&gt;
19 JANUARY&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added 4 more ammo for repair gun in tutorial;&lt;br /&gt;
&lt;br /&gt;
- tutorial mission can no longer be abandoned;&lt;br /&gt;
&lt;br /&gt;
- 2nd rebuild option now tries to place updated stations at the same location as the old version was removed;&lt;br /&gt;
&lt;br /&gt;
- removed Christmas tree;&lt;br /&gt;
&lt;br /&gt;
- added option to change language;&lt;br /&gt;
&lt;br /&gt;
- added steam workshop integration for language files;&lt;br /&gt;
&lt;br /&gt;
- game no longer saves systems which have not been updated since last save;&lt;br /&gt;
&lt;br /&gt;
- server can now actually disconnect players without them leaving;&lt;br /&gt;
&lt;br /&gt;
- improved performance of editor when accessed from within the game;&lt;br /&gt;
&lt;br /&gt;
- added new cargo mission that will require you to select a ship with adequate cargo capacity (Only available on GT stations for now);&lt;br /&gt;
&lt;br /&gt;
- cargo teleporter can now teleport to mission dropboxes.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- adjusted hunter speed to being based on the ships speed for a better attack;&lt;br /&gt;
&lt;br /&gt;
- adjusted grunt speed to being based on the ships speed for a better attack;&lt;br /&gt;
&lt;br /&gt;
- Skrill Grunt attack damage increased from 20 damage per bullet to 35;&lt;br /&gt;
&lt;br /&gt;
- Skrill Hunter special attack damage increased from 5 damage per bullet to 15;&lt;br /&gt;
&lt;br /&gt;
- Skrill projectile speed increased from 900 to 1200.&lt;br /&gt;
&lt;br /&gt;
AI&lt;br /&gt;
&lt;br /&gt;
- Skrill will now orbit around the player's ship when firing;&lt;br /&gt;
&lt;br /&gt;
- Skrill will occasionally try to ram your ship;&lt;br /&gt;
&lt;br /&gt;
- Skrill no longer run away from bigger ships.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- particles now spawn independent of fps;&lt;br /&gt;
&lt;br /&gt;
- removed holotable snow globe effect;&lt;br /&gt;
&lt;br /&gt;
- changed lead indicator to be yellow and more easy to see;&lt;br /&gt;
&lt;br /&gt;
- changed the look of the options menu;&lt;br /&gt;
&lt;br /&gt;
- options menu is now scrollable and has multiple tabs;&lt;br /&gt;
&lt;br /&gt;
- subscribed workshop languages can now be found in the language tab of the new options menu;&lt;br /&gt;
&lt;br /&gt;
- added an objective selection screen to the top screen of cargo teleporter when teleporting to a dropbox;&lt;br /&gt;
&lt;br /&gt;
- added a ship selection window to mission terminal if a large cargo mission is about to be accepted.&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- changed warp sounds to 3D sound and will now properly fade as ship warps away;&lt;br /&gt;
&lt;br /&gt;
- removed Christmas song from jukebox.&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed bug where top cargo crates would disappear when they cannot be teleported;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where sound of warp kept playing when pressing F10;&lt;br /&gt;
&lt;br /&gt;
- increased the accuracy of the distance function, is now more accurate over big distances;&lt;br /&gt;
&lt;br /&gt;
- fixed respawn window being enabled for no reason;&lt;br /&gt;
&lt;br /&gt;
- fixed the letter F in Cyrillic.&lt;br /&gt;
&lt;br /&gt;
== v_0.1.36 ==&lt;br /&gt;
=== v_0.1.36 ===&lt;br /&gt;
15 DECEMBER&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- repair gun now differentiates between devices and eggnites when aimed at one. eggnites are red, devices are blue;&lt;br /&gt;
&lt;br /&gt;
- repair gun now does not work when out of range;&lt;br /&gt;
&lt;br /&gt;
- repair gun repair beam does not show when out of ammo;&lt;br /&gt;
&lt;br /&gt;
- rift generator now selects a system when using the search bar;&lt;br /&gt;
&lt;br /&gt;
- added reward overview to the final message of a mission;&lt;br /&gt;
&lt;br /&gt;
- added a new, fast paced mission with a short timer for GT;&lt;br /&gt;
&lt;br /&gt;
- added a new Logicorp wing to GT Trade Hub, containing 3D printers;&lt;br /&gt;
&lt;br /&gt;
- added a new, scripted tutorial;&lt;br /&gt;
&lt;br /&gt;
- added new mission log. can be toggled with [L] by default, objectives can be expanded by holding down [L ALT] and clicking on the objective;&lt;br /&gt;
&lt;br /&gt;
- added new mission description pop-up. can be closed by pressing [Delete] by default;&lt;br /&gt;
&lt;br /&gt;
- blueprints from the workshop are now listed with a steam logo in front of them on the ship editor terminal;&lt;br /&gt;
&lt;br /&gt;
- new markers for quests, now also display the distance to the objective on a ship or station;&lt;br /&gt;
&lt;br /&gt;
- missions now show a counter when the objective requires a specific amount of something;&lt;br /&gt;
&lt;br /&gt;
- turrets and skrill now shoot at missiles;&lt;br /&gt;
&lt;br /&gt;
- added objective compass that shows the markers for the objective if any are available;&lt;br /&gt;
&lt;br /&gt;
- added inventory is full message. displays when looking at something that can be picked up but, (and you guessed it), your inventory is full;&lt;br /&gt;
&lt;br /&gt;
- heavily optimized devices to only tick when needed and update at lower frequencies when possible.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- increased entity scan range of missile launcher GUI to 15km instead of 3km;&lt;br /&gt;
&lt;br /&gt;
- missile launcher UI now shows which of the nearby entities are targeted by the holo-table or the cockpit/turret seats;&lt;br /&gt;
&lt;br /&gt;
- fixed missile prices on fort Bragg;&lt;br /&gt;
&lt;br /&gt;
- change some mission rewards, could profit 1.2M from abandoning mission in extreme cases.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- pop-up with mission description upon receiving one;&lt;br /&gt;
&lt;br /&gt;
- added pop-up when you already have 5 missions (max) to mission terminal.&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed crash in engineering terminal;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where engineering terminal would sometimes select the wrong room;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where engineering terminal would sometimes move incorrect items to other group;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in Galaxy mode of holo-table;&lt;br /&gt;
&lt;br /&gt;
- fixed multiple spelling errors and other text bugs in mission texts;&lt;br /&gt;
&lt;br /&gt;
- added a back button to the cargo GUI in holo-table;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where hydrogen tank did not update its damage texture/scenes;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where skipping damage levels would also skip damage scenes;&lt;br /&gt;
&lt;br /&gt;
- fixed crash whilst removing cartridges from expansion bays that were removed during an upgrade of a ship;&lt;br /&gt;
&lt;br /&gt;
- doors now properly register as solid objects and are now targetable by Repair gun and G.R.I.P. instead of just the door frame;&lt;br /&gt;
&lt;br /&gt;
- dead players should no longer keep a ship populated;&lt;br /&gt;
&lt;br /&gt;
- offline players are now also moved to the new ship when going through a rift;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in hacking terminal;&lt;br /&gt;
&lt;br /&gt;
- fixed editor menu being visible in screenshot mode for workshop;&lt;br /&gt;
&lt;br /&gt;
- fixed issue where trade station would keep adding ships to it's internal list every frame;&lt;br /&gt;
&lt;br /&gt;
- fixed some wrongly assigned faction station owners to Hurles Co. and GT Missions;&lt;br /&gt;
&lt;br /&gt;
- fixed crash on startup with high memory requirement ship loads;&lt;br /&gt;
&lt;br /&gt;
- optimized ship power system performance;&lt;br /&gt;
&lt;br /&gt;
- fixed several engine crashes on removing or adding entities;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where game might claim load or generate failed while it didn't;&lt;br /&gt;
&lt;br /&gt;
- fixed refinery amount input field size;&lt;br /&gt;
&lt;br /&gt;
- fixed a bug with ships being removed if the uninhabited flag fails to accurately update;&lt;br /&gt;
&lt;br /&gt;
- offline players are now correctly updated when a ship moves through a rift;&lt;br /&gt;
&lt;br /&gt;
- fixed some station ownership messages with certain ships generated from missions;&lt;br /&gt;
&lt;br /&gt;
- fixed a bug with ships immediately disappearing after being retrieved from a store-o-tron.&lt;br /&gt;
&lt;br /&gt;
== v_0.1.35 ==&lt;br /&gt;
=== v_0.1.35 ===&lt;br /&gt;
28 NOVEMBER&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added Torpedo Launcher:&lt;br /&gt;
can be found under Room Edit Mode &amp;gt; Systems;&lt;br /&gt;
can be added to weapon groups;&lt;br /&gt;
can hold 4 missiles;&lt;br /&gt;
requires 1000 power per firing sequence;&lt;br /&gt;
missiles can be fired from cockpit the same way guns can;&lt;br /&gt;
missiles affect faction reputation when an NPC station/drone is hit;&lt;br /&gt;
- added a new station, the LogiCorp ChemPlant, the only station that contains the new TNP resource as loot, only spawns in systems with a LogiCorp rating above 3500;&lt;br /&gt;
&lt;br /&gt;
- added a new resource; TNP, also known as picric acid:&lt;br /&gt;
can only be found on the LogiCorp ChemPlant station;&lt;br /&gt;
used in the construction of Advanced Missiles;&lt;br /&gt;
can not be sold or bought;&lt;br /&gt;
- added Advanced Missile:&lt;br /&gt;
created in the Assembling Machine from 40 Brass, 30 Steel, 100 TNP;&lt;br /&gt;
does 10,000 damage, has a speed of 800 m/s;&lt;br /&gt;
can not be sold or bought;&lt;br /&gt;
- added Missile:&lt;br /&gt;
created in the Assembling Machine from 40 Brass, 30 Steel, 70 Nitrous Oxide;&lt;br /&gt;
does 1,000 damage, has a speed of 600 m/s;&lt;br /&gt;
- Disposers disposing missiles will fire them in a straight line.&lt;br /&gt;
&lt;br /&gt;
- Reworked holotable System mode:&lt;br /&gt;
shows entire solar system by default;&lt;br /&gt;
will group objects that are close together (i.e stations around planets).&lt;br /&gt;
- added new reticule to plasma pistol. will flash red when a player or device is hit;&lt;br /&gt;
&lt;br /&gt;
- players will now recieve a mail when their ship is destroyed, indicating the cause;&lt;br /&gt;
&lt;br /&gt;
- players will now receive a mail when their ship is stored, containing the station name and system;&lt;br /&gt;
&lt;br /&gt;
- added power deficit counter to engineering terminal group window;&lt;br /&gt;
&lt;br /&gt;
- added power indicator to engineering terminal for batteries;&lt;br /&gt;
&lt;br /&gt;
- generators can now be toggled on and off with the engineering terminal;&lt;br /&gt;
&lt;br /&gt;
- added holster hotkey &amp;quot;H&amp;quot; rebind options coming soon;&lt;br /&gt;
&lt;br /&gt;
- increased size of selection are for holotable objects.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- optimized holotable performance.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- turrets and skrill now shoot at missiles.&lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash if weapons were placed in a weapon rack;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where bullets referenced non-existent pistol transform or mesh when unequipping or dying just after shooting;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where beam origin components were not invalidated when the a repairgun is unloaded;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the engineering terminal where deleting the default group could invalidate all devices on a ship (with special thanks to Breea);&lt;br /&gt;
&lt;br /&gt;
- fixed bug where ship editor would crash when trying to load a ship without any power groups;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where engineering terminal's group deletion event would be tied to the &amp;quot;X&amp;quot; button instead of the &amp;quot;confirm deletion&amp;quot; button;&lt;br /&gt;
&lt;br /&gt;
- added more advanced ship removal logging;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where chunks sometimes would unfairly be treated as active;&lt;br /&gt;
&lt;br /&gt;
- fixed some crashes in the bulletin board;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue that would sometimes cause the application to crash in the assembling machine UI;&lt;br /&gt;
&lt;br /&gt;
== v_0.1.34 ==&lt;br /&gt;
=== v_0.1.34 ===&lt;br /&gt;
13 NOVEMBER&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added SI-3 Plasma Pistol:&lt;br /&gt;
created in 3D Printer using 50 Brass, 50 Steel, 25 Silicon;&lt;br /&gt;
cannot be fired on Invulnerable stations (i.e. the starting area);&lt;br /&gt;
- added Plasma Pistol Ammo :&lt;br /&gt;
created in 3D Printer using 25 Iron, 25 Nitrous Oxide, 50 Hydrogen;&lt;br /&gt;
will hurt a player for 10 health when fired;&lt;br /&gt;
will hurt a device for 2 damage when fired;&lt;br /&gt;
- added Food Cartridges:&lt;br /&gt;
created in 3D Printer using 50 Alien Biomatter;&lt;br /&gt;
will heal a player for 10 per use for a max of 5 uses - player has 100 hp;&lt;br /&gt;
- added console command &amp;quot;purgeAdmins&amp;quot; which demotes all admins to user (but not super admin);&lt;br /&gt;
&lt;br /&gt;
- added console command &amp;quot;setSuperAdmin [id]&amp;quot; which sets the super admin to a specific player and demotes the previous to admin;&lt;br /&gt;
&lt;br /&gt;
- added console command &amp;quot;findSteamID [id]&amp;quot; to find a players steam id;&lt;br /&gt;
&lt;br /&gt;
- added console command &amp;quot;printStoreOTron [steamID]&amp;quot; to print a players store-o-tron;&lt;br /&gt;
&lt;br /&gt;
- added console command &amp;quot;allowRetrieveEverywhere [steamID]&amp;quot; to allow a player to retrieve ships from store-o-tron;&lt;br /&gt;
&lt;br /&gt;
- rebuild option 2 now gives global store-o-tron access;&lt;br /&gt;
&lt;br /&gt;
- reworked spawning of resources in asteroid fields:&lt;br /&gt;
now accurately follow the values displayed on holotable system stats page;&lt;br /&gt;
rare resources gold, platinum and beryllium still spawn in Hadron, other rare resources only in other systems;&lt;br /&gt;
every field can now contain rare resources.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- lowered near clipping plane to avoid clipping of hands on higher FOV;&lt;br /&gt;
&lt;br /&gt;
- reworked graphics of health and oxygen bar.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rifts now spawn somewhere in front of the ship instead of somewhere around them.&lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed several crashes in ship editor GUI;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in teleporter GUI;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in Trade GUI;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in defense drone GUI;&lt;br /&gt;
&lt;br /&gt;
- super admin id is now saved in galaxy metadata;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where admin rights of offline players could not be changed;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where client would sometimes not show stored ship in Store-o-tron;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where scout mission locations would spawn at 0,0,0 (inside the sun) if a system was not yet loaded;&lt;br /&gt;
&lt;br /&gt;
- inactive chunk remover should no longer be able to remove ships with players on them;&lt;br /&gt;
&lt;br /&gt;
- rifts no longer transport ships which were already being transported;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where the life support and ammo loader could duplicate resources when standing on a very specific distance from them;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where tools could be duped by spamming on every device with a tool inventory;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where grip would no longer understand it being connected to a device after killing the server;&lt;br /&gt;
&lt;br /&gt;
- device damage effects now only play when a device has less than 90% health;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where variables wouldnt be initialized correctly due to serializing issues;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where admin menu would sometimes show incorrect server rights for players. Should now fix itself when a player logs in or a players server rights are changed;&lt;br /&gt;
&lt;br /&gt;
- more feedback when systems fail to load;&lt;br /&gt;
&lt;br /&gt;
- remove system from load list when load fails;&lt;br /&gt;
&lt;br /&gt;
- fix possible crash on repair beam;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash when switching to device edit mode and selecting a shield generator when upgrading a ship;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where life support, ammo tank, power batteries and power cells would save their values when saving in upgrade ship mode;&lt;br /&gt;
&lt;br /&gt;
- power editor now tries to find non-used group names;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where pilot hover text would not show;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where the heads of drones would come along in warp;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where drones would allways spawn on one side of the station.&lt;br /&gt;
&lt;br /&gt;
== v_0.1.33 ==&lt;br /&gt;
=== v_h0.1.33 ===&lt;br /&gt;
27 OCTOBER&lt;br /&gt;
&lt;br /&gt;
- Halloween Update -&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- left alt key can now be held to unlock mouse cursor from camera to ease use of UI screens;&lt;br /&gt;
&lt;br /&gt;
- added candy resource;&lt;br /&gt;
&lt;br /&gt;
- added candy asteroids;&lt;br /&gt;
&lt;br /&gt;
- pumpkins can now randomly be found on stations;&lt;br /&gt;
&lt;br /&gt;
- device damage is now also concidered in repair costs;&lt;br /&gt;
&lt;br /&gt;
- ships can now be repaired when only their devices are damage;&lt;br /&gt;
&lt;br /&gt;
- added several halloween props, can be found under prop edit mode &amp;gt; furniture.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- decorated starter stations for halloween;&lt;br /&gt;
&lt;br /&gt;
- added several new halloween props (all of them require candy to construct).&lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed crash in ship editor power edit mode;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in unloading of damage beam;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where clients could crash the server by leaving the server while initiating warp;&lt;br /&gt;
&lt;br /&gt;
- fixed crash in repair drone interface;&lt;br /&gt;
&lt;br /&gt;
- fixed main menu volume slider not working.&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.33 ===&lt;br /&gt;
26 OCTOBER&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- upgraded chat:&lt;br /&gt;
chat can now be scaled (75%, 100%, 125%), and autoscales on resolution;&lt;br /&gt;
autocomplete on usernames, by pressing tab;&lt;br /&gt;
pasting now works;&lt;br /&gt;
clicking on a player's username will now autostart a whisper;&lt;br /&gt;
&lt;br /&gt;
- added filter options to the ship flight interface, replacing the old X, Y, Z coordinate screen;&lt;br /&gt;
&lt;br /&gt;
- added a keybinding to rebind the camera rotate key in the editor (standard &amp;quot;LEFT ALT&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
- when hovering over a group of point of interest indicators in the ship flight UI while holding down the target key (default &amp;quot;T&amp;quot;), you can now move your cursor around to select on of the targets;&lt;br /&gt;
&lt;br /&gt;
- disposer now no longer spawns dumped cargo on top of each other;&lt;br /&gt;
&lt;br /&gt;
- resolution settings now only list resolutions compatible with your displays;&lt;br /&gt;
&lt;br /&gt;
- resource delivery missions can now go cross system;&lt;br /&gt;
&lt;br /&gt;
- solar panels now become less efficient when they are damaged;&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- players can now see other players using repair tools;&lt;br /&gt;
&lt;br /&gt;
- repair drones now show repair beams;&lt;br /&gt;
&lt;br /&gt;
- fixed glowy bits on player models becoming transparent.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- added combat free zone, with a range of 3km, around the faction starter stations in hadron.&lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- optimized character animations;&lt;br /&gt;
&lt;br /&gt;
- optimized physics - re-enabled the broad phase after it had been disabled due to issues with extremely large distances;&lt;br /&gt;
&lt;br /&gt;
- fixed multiple desyncing issues;&lt;br /&gt;
&lt;br /&gt;
- fixed holotable targeting (holotable rework is in the works to increase performance and usability);&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with certain missions where players with full inventories would not get the mission resources, but would accept the mission, making it impossible to complete;&lt;br /&gt;
&lt;br /&gt;
- fixed negative credits or resources blocking transactions;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where players could send missions resources to their vault, but not retrieve them;&lt;br /&gt;
&lt;br /&gt;
- fixed a crash that would sometimes occur when teleporting.&lt;br /&gt;
&lt;br /&gt;
== v_0.1.32 ==&lt;br /&gt;
=== v_0.1.32 ===&lt;br /&gt;
14 OCTOBER&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- reworked point of interest indicators in the ship flight interface:&lt;br /&gt;
indicators now rotate around a circle instead of the edge of the screen;&lt;br /&gt;
indicator text labels no longer stack on top of each other but form a stack which expands when hovered over;&lt;br /&gt;
indicators that point to objects behind the ship now show a small arrow indicator;&lt;br /&gt;
targets can now be deselected by pressing &amp;quot;Y&amp;quot; (hotkey rebind option incoming);&lt;br /&gt;
- other players now display an animation when the GRIP is in use;&lt;br /&gt;
&lt;br /&gt;
- thrusters and enigines can now be damaged;&lt;br /&gt;
&lt;br /&gt;
- added repair drones:&lt;br /&gt;
can be bought at trade stations or assembled in the assembling machine;&lt;br /&gt;
resource cost are 150 brass, 300 iron, 150 silicon;&lt;br /&gt;
repair drones can be activated by ejecting them out of a disposer and retrieved with a salvager;&lt;br /&gt;
repair drones need iron to function and can hold 1800 iron or 3 full crates;&lt;br /&gt;
repair drones have the ability to find iron in space, to load a repair drone eject a crate of iron from a disposer. Then from the sensor list on a terminal a drone can be set to collect iron, the drone will search for iron in the vicinity;&lt;br /&gt;
repair drones can be set to repair any ship in the vicinity through the sensor tab on a terminal;&lt;br /&gt;
they have a follow function which will follow any target ship untill it goes outside of a 4km range;&lt;br /&gt;
- added new enemy, Skrill Hunter:&lt;br /&gt;
is much faster than the Skrill Grunt;&lt;br /&gt;
fires two projectiles, a standard damage projectile and sometime an Eggnite projectile;&lt;br /&gt;
Eggnite projectiles form Eggnites on the ship which attach to energy related devices such as; generators, batteries, and power cells, which they will proceed to drain;&lt;br /&gt;
Eggnites can be destroyed with the damage beam of a repair gun or by repairing the ship at a HydroPEX service depot or at a Store-o-Tron;&lt;br /&gt;
- added engineering terminal:&lt;br /&gt;
engineering terminal can be found under prop edit mode &amp;gt; systems;&lt;br /&gt;
gives the option to create and delete power groups while walking around on the ship;&lt;br /&gt;
gives the option to transfer devices between power groups;&lt;br /&gt;
gives the option to view devices on a group and room level;&lt;br /&gt;
gives the option to enable and disable all devices, airflow, and doors on a room level;&lt;br /&gt;
cannot disable itself;&lt;br /&gt;
gives an overview per device where the status and health is displayed and the device can be turned on and off;&lt;br /&gt;
- added some more mission titles and resources;&lt;br /&gt;
&lt;br /&gt;
- teleporters can now be turned off and on with the GRIP;&lt;br /&gt;
&lt;br /&gt;
- you can now press the up and down arrow keys in the chat to cycle between your previous messages.&lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced mission rewards (mostly for missions that have objectives in other systems), are now much more rewarding and many give resources needed to travel from system to system;&lt;br /&gt;
&lt;br /&gt;
- rebalanced Skrill Grunt spawn rates.&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- other players now have more noticable look animations;&lt;br /&gt;
&lt;br /&gt;
- added images for all missing devices in the information kiosk.&lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- rebalanced volume of music;&lt;br /&gt;
&lt;br /&gt;
- rebalanced fading times of music.&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- optimized the spawning and despawning of damage effect particles;&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with player first person animations where they would be 1 frame off;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where warp charge could not be cancelled;&lt;br /&gt;
&lt;br /&gt;
- fixed bug where firing animation of repair gun loops forever;&lt;br /&gt;
&lt;br /&gt;
- fixed /r in chat sending messages to the wrong person.&lt;br /&gt;
&lt;br /&gt;
== v_0.1.31 ==&lt;br /&gt;
=== v_0.1.31 ===&lt;br /&gt;
30 SEPTEMBER	&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added modify option to the ship editor terminal &lt;br /&gt;
when activated it asks you to select a ship in the vicinity to modify &lt;br /&gt;
this mode will try to keep all devices and cargo aboard a ship in the same state unles altered in the editor. &lt;br /&gt;
you cannot apply modifications on a ship with passengers on board &lt;br /&gt;
if you removed any items in modify mode they will be placed on cargo storage aboard the ship, or when non are available on cargo storage aboard the ship you are making the modifications from &lt;br /&gt;
when there is a vault on the ship you are making modifications to any surplus resources will go into the vault &lt;br /&gt;
modified ships are unlisted, if you want to have the changes saved to a blueprint you can save via the menu&lt;br /&gt;
&lt;br /&gt;
- added a lot more information to the ship editor, such as power consumption, power storage and oxygen dispense rate &lt;br /&gt;
&lt;br /&gt;
- added new drone options to the sensor tab on terminals, you can now set drones to target specific units, or attack any ship that is not in your fleet. &lt;br /&gt;
&lt;br /&gt;
- added Gravitational Anchor, this large device will keep ships and stations in place. &lt;br /&gt;
when forced from their locations they will slowly return to the point where the Anchor was last activated &lt;br /&gt;
can be found in the ship editor under prop edit mode &amp;gt; systems&lt;br /&gt;
&lt;br /&gt;
- HydroPEX now first fills up your fuel tanks when buying hydrogen, when the tanks are full they fill up your cargo pads &lt;br /&gt;
&lt;br /&gt;
- added more descriptions for devices that previously had none &lt;br /&gt;
&lt;br /&gt;
- moved join via IP options in the server window &lt;br /&gt;
&lt;br /&gt;
- servers can now chat to the game by typing: say &amp;quot;MESSAGE&amp;quot; &lt;br /&gt;
&lt;br /&gt;
- servers now display a message when saving &lt;br /&gt;
&lt;br /&gt;
- you can now save via the console window by typing: save &lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- rebalanced sound levels for faction music &lt;br /&gt;
&lt;br /&gt;
- rebalanced sound levels for click sound &lt;br /&gt;
&lt;br /&gt;
- some changes to the timing on when music starts playing &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added animation interpolation, animations now run at the same framerate as the game and are uncapped &lt;br /&gt;
&lt;br /&gt;
- signs now also colour their border &lt;br /&gt;
&lt;br /&gt;
- reworked options menu in the editor to be more clear &lt;br /&gt;
&lt;br /&gt;
- added different colours for different power groups in the editor &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a crash when teleporting after a player had been in the editor &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with the reload animation of the repair gun &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with missing player animations &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with the female look animations &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with loading ships in the editor while modifying a ship &lt;br /&gt;
&lt;br /&gt;
- fixed some collision issues with the skrill &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with an interaction between the tutorial and servers &lt;br /&gt;
&lt;br /&gt;
- fixed station core not reacting to damage &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with certain missions that had the wrong rewards &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v_0.1.30 ==&lt;br /&gt;
=== v_0.1.30a2 ===&lt;br /&gt;
19 SEPTEMBER	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a bug where players would not survive a rebuilding correctly &lt;br /&gt;
&lt;br /&gt;
- fixed a bug where the default system would no longer be Hadron after rebuilding &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with crews and fleets. If you are still in a crew that is bugged receiving an invite from another crew should fix it. &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.30a1 ===&lt;br /&gt;
17 SEPTEMBER	&lt;br /&gt;
BUG FIXES &lt;br /&gt;
&lt;br /&gt;
- Ships that were already in the store-o-tron before the rebuild will now show upafter rebuilding the rules (F8 Menu) and be available to be unstored (no ship has been deleted) &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.30 ===&lt;br /&gt;
16 SEPTEMBER	&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- reworked the config file, now saves settings in config.json instead of config.xml &lt;br /&gt;
&lt;br /&gt;
- added subcategories to editor items, for example, life support systems now displays a list when hovered over with all the air vents available &lt;br /&gt;
&lt;br /&gt;
- added some tips to the editor, can be disabled by clicking the &amp;quot;do not show any tips&amp;quot; button, or in the options menu under the editor options &lt;br /&gt;
&lt;br /&gt;
- added character options screen to main menu, for now only gives you the option to choose between a male and a female model, more customization options coming soon &lt;br /&gt;
&lt;br /&gt;
- reworked how server rebuilding works, you now have three options: &lt;br /&gt;
mode 1: Updates generation rules. Does not delete any stations or ships, but newly discovered space sectors or newly generated space sectors in a system get updated rules. &lt;br /&gt;
mode 2: Regenerates all static stations. Cancels all accepted missions, and performs the actions of mode 1. &lt;br /&gt;
mode 3: Moves all player built ships and stations to the Store-o-Tron in the default system. Cancels all missions. Deletes all systems, except for the default system which is cleared completely and regenerated, including planet generation.&lt;br /&gt;
&lt;br /&gt;
- scrap has weight now, about 75% of the refined version &lt;br /&gt;
&lt;br /&gt;
- added new character prediction code to network library &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added little &amp;quot;+&amp;quot; icons to the buttons in the editor that have drop-down menus &lt;br /&gt;
&lt;br /&gt;
- added new character models, male and female &lt;br /&gt;
&lt;br /&gt;
- added animation blending to help with character animations &lt;br /&gt;
&lt;br /&gt;
- added death animations &lt;br /&gt;
&lt;br /&gt;
- added impact particles to repair beam, tweaked beam visuals &lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- added new music to the four starter factions &lt;br /&gt;
&lt;br /&gt;
- added tension music when enemies are near &lt;br /&gt;
&lt;br /&gt;
- added combat music when in combat &lt;br /&gt;
&lt;br /&gt;
- added 3 exploration music tracks &lt;br /&gt;
&lt;br /&gt;
- added 1 mining tracks &lt;br /&gt;
&lt;br /&gt;
- music levels balance with jukebox &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a bug where tools would use the wrong orientation when spawning on stations &lt;br /&gt;
&lt;br /&gt;
- ships generated by missions are no longer treated as player ships, and are now properly removed on rebuild &lt;br /&gt;
&lt;br /&gt;
- removed a lot of data in save files &lt;br /&gt;
&lt;br /&gt;
- fixed cartridges having the wrong effect on the miner, extractor and the assembling machine &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v_0.1.29 ==&lt;br /&gt;
=== v_0.1.29c ===&lt;br /&gt;
31 AUGUST	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the medium powercell draining power when full &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the small powercell draining power when full &lt;br /&gt;
&lt;br /&gt;
- fixed a bug where the holotable would keep the current state instead of switching to on when fixed &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the ship editor UI where the category buttons would render in the wrong order &lt;br /&gt;
&lt;br /&gt;
- rebalanced repair gun ammo spawnrate (chance multiplied by 8, these can only be found on rebuild servers) &lt;br /&gt;
&lt;br /&gt;
- fixed a crash on the faction screen on the GRIP &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the database when rebuilding servers &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.29b ===&lt;br /&gt;
30 AUGUST	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- last patch only fixed the power batteries by mistake, power cells included this time &lt;br /&gt;
&lt;br /&gt;
- fixed the offset rotation of one of the attachment points in the locker &lt;br /&gt;
&lt;br /&gt;
- fixed an error in power calculations in the power graphs &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.29a ===&lt;br /&gt;
30 AUGUST	&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added screens to vault with vault name and number &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed power cells and power batteries not outputting any power unless damaged &lt;br /&gt;
&lt;br /&gt;
- fixed screen render order &lt;br /&gt;
&lt;br /&gt;
- fixed names of new windows &lt;br /&gt;
&lt;br /&gt;
- removed the teleporter which is being used from the list of available teleporters &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.29 ===&lt;br /&gt;
29 AUGUST&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added 11 new windows to the editor, can be found under room edit mode &amp;gt; windows, sizes vary from 1x1 tile to 2x3 &lt;br /&gt;
&lt;br /&gt;
- devices can now be damaged if the ship's hull is hit by bullets or collisions when the shield is down. damage depends on location of impact and proximity to the hull &lt;br /&gt;
life support - decreases oxygen production, generates carbon faster, and stops working when 100% damaged &lt;br /&gt;
airvents - decreases oxygen flow, stops working when 100% damaged &lt;br /&gt;
generators - loses generation rate, stops working &lt;br /&gt;
doors - random chance to open, the chance of this increasing with it's damage level &lt;br /&gt;
shield generator - decreases hit points, stops working &lt;br /&gt;
fuel tank - loses fuel slowly &lt;br /&gt;
power cell &amp;amp; power battery - lose power slowly &lt;br /&gt;
cockpits - have a chance to stop processing input from the pilot for a few seconds &lt;br /&gt;
teleporter - randomly doesn't engage, stops working at 100% damaged &lt;br /&gt;
cargo teleporter - randomly doesn't engage, stops working at 100% damaged &lt;br /&gt;
turret - randomly refuses to fire &lt;br /&gt;
terminals - damage effects &lt;br /&gt;
ship editor terminal - damage effects &lt;br /&gt;
extractor - decreases mine speed, loses resources, stops working at 100% damaged &lt;br /&gt;
salvager - decreases mine speed, loses resources, stops working at 100% damaged &lt;br /&gt;
refinery - decreases refine speed, loses resources, stops working at 100% damaged &lt;br /&gt;
assembling machine - same as refinery &lt;br /&gt;
3D printer, decreases speed, stops working &lt;br /&gt;
respawner - random chance to open, the chance of this increasing with it's damage level&lt;br /&gt;
transponder - will display a random set of characters &lt;br /&gt;
ammo loader - chance to eject ammo when being fired, increasing with damage level &lt;br /&gt;
data core terminal - increases durability decay, less efficient cartridges &lt;br /&gt;
data core bay - increases durability decay, less efficient cartridges &lt;br /&gt;
hacking terminal - increases durability decay, less efficient chipsets, decreases hacking speed &lt;br /&gt;
holotable - stops working when 100% damaged, randomly toggles on and off &lt;br /&gt;
riftgenerator - randomly uses more Xanthium, slower charge &lt;br /&gt;
locker - random chance to open &lt;br /&gt;
disposer - random change of working&lt;br /&gt;
&lt;br /&gt;
- Store-o-tron and HydroPEX service kiosk repair option now also repairs damaged devices &lt;br /&gt;
&lt;br /&gt;
- added LogiCorp C51 repair tool to repair broken devices &lt;br /&gt;
can be created in the 3D printer for 100 Iron + 50 Copper + 25 Silicon &lt;br /&gt;
has a screen that shows the health of the device you're pointing at, and the repair tool's ammo status&lt;br /&gt;
- added repair tool ammo &lt;br /&gt;
can be created in the 3D printer for 25 Iron + 25 Copper &lt;br /&gt;
can be stored in locker or vault &lt;br /&gt;
can be found as loot in stations&lt;br /&gt;
&lt;br /&gt;
- added weapon racks &lt;br /&gt;
located in room edit mode &amp;gt; furniture &lt;br /&gt;
used to store up to 8 LogiCorp C51 repair tools &lt;br /&gt;
can be stored in locker or vault&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added damage effects &lt;br /&gt;
&lt;br /&gt;
- added damage textures &lt;br /&gt;
&lt;br /&gt;
- screens will flicker on damaged devices &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed bug where deterministic random could not exceed 32768 &lt;br /&gt;
&lt;br /&gt;
- particles should no longer lag behind their source. this should fix the particles glitching out on the engines. &lt;br /&gt;
&lt;br /&gt;
- fixed issue where a green screen would be displayed if HBAO is enabled &lt;br /&gt;
&lt;br /&gt;
- baking of ships is now done off thread. this should drastically reduce lag spikes when new ships are loading in when flying. &lt;br /&gt;
&lt;br /&gt;
- fix Steam screenshots by hooking into Steam using their API &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash when a ship gets destroyed &lt;br /&gt;
&lt;br /&gt;
- fixed bug where attached objects, like the one held in the players hands, would lag 1 frame behind the renderer &lt;br /&gt;
&lt;br /&gt;
- ships retrieved from store-o-tron will now have their throttle reset to 0 &lt;br /&gt;
&lt;br /&gt;
== v_0.1.28 ==&lt;br /&gt;
=== v_0.1.28.4 ===&lt;br /&gt;
11 AUGUST	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with missions crashing when handing in resources &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with the ship flight interface &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with the cargo teleporter interface &lt;br /&gt;
&lt;br /&gt;
- fixed some issues with server multi-threading&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.28 ===&lt;br /&gt;
9 AUGUST	&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added search option to rift generator to allow searching for systems &lt;br /&gt;
&lt;br /&gt;
- added rss feed with the latest patch notes to the main menu &lt;br /&gt;
&lt;br /&gt;
- added gui scale slider to the options menu &lt;br /&gt;
&lt;br /&gt;
- added button that opens Steam overlay to the wiki from within the editor &lt;br /&gt;
&lt;br /&gt;
- reworked layout of ship editor &lt;br /&gt;
&lt;br /&gt;
- added new glass fences to editor under prop edit mode &amp;gt; walkways &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- reworked visuals of ship editor &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced stock and demand of stations &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed ship mass of other ships in the sensors tab actually listing your own mass &lt;br /&gt;
&lt;br /&gt;
- optimized ship loading and unloading &lt;br /&gt;
&lt;br /&gt;
- fixed a bug where creating a new ship would not work &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with ships not going the proper speed at full throttle &lt;br /&gt;
&lt;br /&gt;
- fixed HydroPEX rift hub not having any devices &lt;br /&gt;
&lt;br /&gt;
- fixed the black pit not having any defense drones &lt;br /&gt;
&lt;br /&gt;
- fixed bullet collisions not working when going over a 2^32*128 meters limit &lt;br /&gt;
&lt;br /&gt;
== v_0.1.27 ==&lt;br /&gt;
=== v_0.1.27c ===&lt;br /&gt;
30 JULY	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with servers when hitting a 1000 active cells &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.27b ===&lt;br /&gt;
29 JULY	&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added Vaultron Galactic Bank, static station that sometimes appears in systems other than hadron &lt;br /&gt;
&lt;br /&gt;
- missions are now removed on rebuild &lt;br /&gt;
&lt;br /&gt;
- changed text of some missions &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a desync issue when going through rifts &lt;br /&gt;
&lt;br /&gt;
- fixed multiple quests that where broken with the expanded systems &lt;br /&gt;
&lt;br /&gt;
- fixed cargo teleporter not unloading properly &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.27a ===&lt;br /&gt;
27 JULY&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added terminals to HydroPEX rift hub, can be used to check the mass of other ships &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where players would go through rifts and end up in the middle of a star &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with server caches not being cleared properly &lt;br /&gt;
&lt;br /&gt;
- fixed a crash within the ship flight UI &lt;br /&gt;
&lt;br /&gt;
- added extra information when rebuilding a system, now displays how many of total systems are done &lt;br /&gt;
=== v_0.1.27 ===&lt;br /&gt;
26 JULY&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- enabled 8 more warp levels (press W and S to increase/decrease speed) &lt;br /&gt;
&lt;br /&gt;
- warp autodrops when getting to close to celestial bodies &lt;br /&gt;
&lt;br /&gt;
- warp now uses power relative to the weight of a ship at 50 per tick per warp level plus the weight of the ship divided by a thousand &lt;br /&gt;
Warplevel * (50 + ( weight / 1000)) &lt;br /&gt;
&lt;br /&gt;
- added stars to systems &lt;br /&gt;
&lt;br /&gt;
- added basic planets to systems &lt;br /&gt;
&lt;br /&gt;
- flying to close to stars and planets will cause damage to your ship (warping into a star or planet is lethal) &lt;br /&gt;
&lt;br /&gt;
- ships are now temp invulnerable after dropping from warp &lt;br /&gt;
&lt;br /&gt;
- added GT Trans System Sphere, a station with a rift generator and trade stalls &lt;br /&gt;
&lt;br /&gt;
- ion engines no longer consume power when in warp &lt;br /&gt;
&lt;br /&gt;
- distances now update unit of measure &lt;br /&gt;
&lt;br /&gt;
- added ship mass overview to the cargo panel in ship stats on the GRIP devices and ship terminals &lt;br /&gt;
&lt;br /&gt;
- reworked missions to spawn near planets &lt;br /&gt;
&lt;br /&gt;
- starter stations and static stations now always spawn near planets &lt;br /&gt;
&lt;br /&gt;
- helm gui now displays system name &lt;br /&gt;
&lt;br /&gt;
- you can now target things without the need for weapons &lt;br /&gt;
&lt;br /&gt;
- starter system skybox now initializes correctly &lt;br /&gt;
&lt;br /&gt;
- warp button is now also the stop warp button &lt;br /&gt;
&lt;br /&gt;
- transponder is now visible system wide &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- reworked warp tunnel effect slightly &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced warp level 1 from 50km/s to about 5km/s &lt;br /&gt;
&lt;br /&gt;
- rebalanced spawn rates of stations, asteroid fields and skrill, are now not distance dependent&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed permissions aboard the HydroPEX water mining facility &lt;br /&gt;
&lt;br /&gt;
- fixed HydroPEX small rift hub not having the correct trades &lt;br /&gt;
&lt;br /&gt;
- fixed a bug where the game could crash on mission generation &lt;br /&gt;
&lt;br /&gt;
- fixed a bug where the server could crash on rigid bodies &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with crew time-outs &lt;br /&gt;
&lt;br /&gt;
== v_0.1.26 ==&lt;br /&gt;
=== v_0.1.26.1 ===&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- optimized raycasts, you might notice some difference in clickable area on devices such as the refinery, vault and assembing machine. This optimization eliminates a lot of stuttering that was especially noticable on lower framerates. &lt;br /&gt;
&lt;br /&gt;
This fix will not apply when near a rift generator or holotable, these still use the old system. &lt;br /&gt;
&lt;br /&gt;
- optimized garbage collection &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where missions would not fail correctly when the player was offline &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.26 ===&lt;br /&gt;
12 JULY	&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added warp functionality&lt;br /&gt;
requires 100 power per tick to the helm otherwise it drops you from warp &lt;br /&gt;
can be activated through the helm gui &lt;br /&gt;
can be deactivated through the helm gui and the stop engines key, default [X] &lt;br /&gt;
warp speed is 50km per second&lt;br /&gt;
&lt;br /&gt;
- reworked teleporter gui, now displays more information &lt;br /&gt;
&lt;br /&gt;
- reworked cargo teleporter gui to display more information &lt;br /&gt;
&lt;br /&gt;
- added 7 more exterior 2x2x1 blocks to allow some more sloping options &lt;br /&gt;
&lt;br /&gt;
- mission drop box now autoselects top most mission &lt;br /&gt;
&lt;br /&gt;
- added loading screen tips &lt;br /&gt;
&lt;br /&gt;
- added manage option to ship access menu that allows ship owners to quickly set manage rights for everyone in a fleet, crew or group &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- increased rift jump range from 25 to 30 &lt;br /&gt;
&lt;br /&gt;
- rebalanced random rift spawn rate and buffed mass &lt;br /&gt;
&lt;br /&gt;
- charged range of transponder signal to 150.000 km &lt;br /&gt;
&lt;br /&gt;
- changed range of beacons to be system wide &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed HydroPEX water mining facility not spawning &lt;br /&gt;
&lt;br /&gt;
- fixed trade stats of Hydropex small rift hub &lt;br /&gt;
&lt;br /&gt;
- fixed some more issues with memory not being cleaned up properly for servers &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with missions having no player attached causing server crashes &lt;br /&gt;
&lt;br /&gt;
- fixed refinery and assembling machine labels &lt;br /&gt;
&lt;br /&gt;
- fixed crew not updating properly after someone left the server, now auto disbands and kicks after 5 minutes &lt;br /&gt;
&lt;br /&gt;
- fixed config not loading &lt;br /&gt;
&lt;br /&gt;
== v_0.1.25 ==&lt;br /&gt;
=== v_0.1.25b1 ===&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed some issues with lingering event handlers on servers &lt;br /&gt;
&lt;br /&gt;
- HydroPEX Rift Hub poi indicator is now always visible &lt;br /&gt;
&lt;br /&gt;
- fixed bug where admin ship list would not automatically scroll to the top of the list after searching &lt;br /&gt;
&lt;br /&gt;
- some small updates to get better error reports &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.25b ===&lt;br /&gt;
1 JULY	&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed windows mouse cursor being visible ingame &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with certain vaultron missions &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with scrolling in the mission terminal &lt;br /&gt;
&lt;br /&gt;
- fixed bug where servers would eat more memory than google chrome &lt;br /&gt;
&lt;br /&gt;
- servers no longer remember interior and exterior prop lists &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where servers could deadlock &lt;br /&gt;
&lt;br /&gt;
- game no longer crashes on invalid respawners when attempting to respawn &lt;br /&gt;
&lt;br /&gt;
- fixed a crash on exit &lt;br /&gt;
&lt;br /&gt;
- fixed a crash in the bulletin board gui &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.25a ===&lt;br /&gt;
27 JUNE&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed bug where dropbox would show missions which where not aimed for that station &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash if selling resources with mission resources in hand &lt;br /&gt;
&lt;br /&gt;
- fixed bug where clicking a sensor array in power connection mode in the editor would cause the game to crash &lt;br /&gt;
&lt;br /&gt;
- fixed bug where server would crash when loading device state would fail &lt;br /&gt;
&lt;br /&gt;
- fixed bug where server would crash when it decided to save while systems where being removed &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash when viewing mission info &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would crash upon viewing an already deleted asteroid in the extractor &lt;br /&gt;
&lt;br /&gt;
- fixed bug where admin menu would crash if a ship had been removed between two update ticks &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.25 ===&lt;br /&gt;
24 JUNE	&lt;br /&gt;
- mission stations now have the same settings as generated stations &lt;br /&gt;
&lt;br /&gt;
- added new missions: &lt;br /&gt;
resource manufacturing missions &lt;br /&gt;
scout missions &lt;br /&gt;
new delivery missions &lt;br /&gt;
new supply missions &lt;br /&gt;
new combat missions&lt;br /&gt;
- missions now spawn according to the faction specialization (GT has trade related missions, Sentinel Security Systems has more combat related missions, etc) &lt;br /&gt;
&lt;br /&gt;
- added 11 new stations to system generation and updated all other stations to have a deposit area and a bulletin board &lt;br /&gt;
&lt;br /&gt;
- missions can now have objectives in other systems, bulletin boards always try to have a minimum of three local missions &lt;br /&gt;
&lt;br /&gt;
- added small bulletin board to editor can be found under Prop edit mode &amp;gt; Admin models (uses same icon as bulletin board) &lt;br /&gt;
&lt;br /&gt;
- added new rebindable hotkeys for easy access to the message center (M), the diplomacy window (X), the device manager (C) and the stats window (V) &lt;br /&gt;
&lt;br /&gt;
- systems are now only loaded when used &lt;br /&gt;
&lt;br /&gt;
- missions can now use existing stations instead of generating new stations for every mission &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- holotable and rift generator now have an indicator on systems where players have active missions &lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- added new music to the editor &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- stations now spawn resources more related to their function instead of fully randomized resources &lt;br /&gt;
&lt;br /&gt;
- rebalanced spawning rates of all stations &lt;br /&gt;
&lt;br /&gt;
- skrill are more aggresive now &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the oxygen dispenser &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with door collisions &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with certain lights that sometimes caused them to appear black &lt;br /&gt;
&lt;br /&gt;
- fixed labels in server list &lt;br /&gt;
&lt;br /&gt;
- fixed helm glass materials not rendering properly &lt;br /&gt;
&lt;br /&gt;
- fixed rewards list not scrolling together with the missions list on the bulletin board &lt;br /&gt;
&lt;br /&gt;
- fixed workshop sometimes refusing to download files &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== v_0.1.24 ==&lt;br /&gt;
=== v_0.1.24a ===&lt;br /&gt;
DATE: 9 Jun, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- The Black Pit now has some more power generation to avoid it going out of power &lt;br /&gt;
&lt;br /&gt;
- starter ships now have a 5 minute cooldown period during which you cannot purchase another one &lt;br /&gt;
&lt;br /&gt;
- starter ships now give heavily reduced resources on salvage (5k iron, 1.5k copper) &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- ammo loader now uses steel instead of silicon &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fix for mouse issue when chat window is activated &lt;br /&gt;
&lt;br /&gt;
- crash course alert is now calculated once instead of once per cockpit &lt;br /&gt;
&lt;br /&gt;
- catch bug where entity would be already added to tile &lt;br /&gt;
&lt;br /&gt;
- optimized the performance of &lt;br /&gt;
Life Support &lt;br /&gt;
Molecular Assembler &lt;br /&gt;
3d Printer &lt;br /&gt;
Cargo Teleporter &lt;br /&gt;
Doors &lt;br /&gt;
Signs&lt;br /&gt;
- added some safe checks on spawn ship crash &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would sometimes crash when switching systems &lt;br /&gt;
&lt;br /&gt;
- fixed bug where game would sometimes crash on saving galaxy &lt;br /&gt;
&lt;br /&gt;
- fixed bug where starter system's faction values were off after a rebuild, causing no stations to spawn &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuilt using the F8 admin menu&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.24 ===&lt;br /&gt;
DATE: 7 Jun, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added new defense drones&lt;br /&gt;
can be build in the assembling machine &lt;br /&gt;
costs: 150 brass, 150 copper, 300 iron &lt;br /&gt;
can be deployed from disposer &lt;br /&gt;
can be retrieved from salvager&lt;br /&gt;
&lt;br /&gt;
- reworked chat to have separate channels for crew, fleet, ship, server, and all chat &lt;br /&gt;
&lt;br /&gt;
- chat now supports scrolling &lt;br /&gt;
&lt;br /&gt;
- systems faction influence can now be influenced by player actions, killing aliens for example lowers their presence and doing missions for a faction increases their influence	&lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added light to assembling machine that pops on when something is ready &lt;br /&gt;
&lt;br /&gt;
- added new particles for bullets &lt;br /&gt;
&lt;br /&gt;
SOUND&lt;br /&gt;
&lt;br /&gt;
- added new music to main menu &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced stock and price deviants of alien biomatter, and rare resources &lt;br /&gt;
&lt;br /&gt;
- aliens and drones now fire in bursts &lt;br /&gt;
&lt;br /&gt;
- added store-o-tron to the black pit &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- freecam (F3) now locks character (can no longer use &amp;quot;E&amp;quot; to activate anything) &lt;br /&gt;
&lt;br /&gt;
- players are no longer able to send empty messages in the chat &lt;br /&gt;
&lt;br /&gt;
- missions are now generated when nobody is on stations &lt;br /&gt;
&lt;br /&gt;
- fixed play solo game menu button &lt;br /&gt;
&lt;br /&gt;
- holomap now resets in rift generator after rift jump, fixing issues with range indication on systems (now turn red on correct distance) &lt;br /&gt;
&lt;br /&gt;
- after a rebuild, stored ships can be retrieved on any stor-o-tron in that system, instead of from all stor-o-tron near the station that ships were stored on &lt;br /&gt;
&lt;br /&gt;
- fixed issues with word wrap in confirm menus &lt;br /&gt;
&lt;br /&gt;
- fixed issues invisible physics mesh for turrets &lt;br /&gt;
&lt;br /&gt;
- signs should no longer show edit mode briefly when entering their range &lt;br /&gt;
&lt;br /&gt;
- removed device from holotable 1, which spawned a holosphere scene on the origin point of a ship &lt;br /&gt;
&lt;br /&gt;
- fixed nullref crash in invite player to fleet gui &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuilt using the F8 admin menu&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== v_0.1.23 ==&lt;br /&gt;
===v_0.1.23c===&lt;br /&gt;
DATE: 1 Jun, 2016&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where servers would corrupt the meta data of systems that were cleared when no player had been present for a certain amount of time &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where randomly generated rifts would spawn with the wrong rules &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and restarted, no rebuilds required&lt;br /&gt;
===v_0.1.23b===&lt;br /&gt;
DATE: 31 May, 2016&lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed index out of range issue with trade terminals &lt;br /&gt;
&lt;br /&gt;
- systems now unload when not updated in over 10 minutes &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where non existing rooms could divide by zero &lt;br /&gt;
&lt;br /&gt;
- splash screen now uses master volume slider &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where the config file would not save correctly &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where bullets could cause desyncs on loading or receiving states &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where factions could be invalid in the mission generator &lt;br /&gt;
&lt;br /&gt;
- large shield generator now disables effects when turned off &lt;br /&gt;
&lt;br /&gt;
- fixed issue with shield materials not having the proper rendering order &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers have to be restarted and updated, no rebuilds required&lt;br /&gt;
===v_0.1.23a===&lt;br /&gt;
DATE: 25 May, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- replaced the information window on the rift generator to always display selected system stats &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added new icon for skrill &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed bug where the purple skybox would never be used &lt;br /&gt;
&lt;br /&gt;
- fixed resource prices being the wrong way around on the bulletin board &lt;br /&gt;
&lt;br /&gt;
- factions are now loaded correctly over systems &lt;br /&gt;
&lt;br /&gt;
- game no longer crashes on resyncing objects that no longer exist &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with the holotable mouse-over hovertext &lt;br /&gt;
&lt;br /&gt;
- fixed a bug with fleet and crew info not loading correctly over systems &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and need to restart. &lt;br /&gt;
&lt;br /&gt;
Special note: &lt;br /&gt;
&lt;br /&gt;
Do not rebuild servers as store-o-trons in generated systems will not correctly save the ships, they will still be there but you will not be able to access them. &lt;br /&gt;
=== v_0.1.23===&lt;br /&gt;
DATE: 24 May, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added rift generator model to editor and game, can be found under prop edit mode &amp;gt; systems &lt;br /&gt;
rift generator creates a rift at a random position near the ship with the generator on board &lt;br /&gt;
rifts have a mass limit which can be set in the generator everytime a ship passes through a rift the mass is subtracted from the rift's total &lt;br /&gt;
rifts decay over time at a rate of 20 per second &lt;br /&gt;
you can select a system up to 25 light years away &lt;br /&gt;
rift generator uses 1,000,000 power for every rift generated &lt;br /&gt;
uses xanthium, di-xanthium, and tetra-xanthium &lt;br /&gt;
xanthium for mass ranges from 0 - 100,000 &lt;br /&gt;
di-xanthium for mass ranges from 100,000 - 1,000,000 &lt;br /&gt;
tetra-xanthium for mass ranges from 1,000,000 - 10,000,000 &lt;br /&gt;
rifts disappear when the mass limit reaches zero&lt;br /&gt;
&lt;br /&gt;
- added five new resources to the game, Xanthium, Di-Xanthium, Tetra-Xanthium, Deuterium, and Beryllium. &lt;br /&gt;
deuterium is made from water, for every 1000 water put in the refinery you can make 1 deuterium &lt;br /&gt;
beryllium can be found in zinc fields as a rare resource &lt;br /&gt;
xanthium is made from 100 nitrogen, 1 deuterium and 1 beryllium, you will receive 100 xanthium from these resources in the refinery &lt;br /&gt;
di-xanthium is made from 100 nitrogen, 1 xanthium and 1 mercury, you will receive 100 di-xanthium from these resources in the refinery &lt;br /&gt;
tetra-xanthium is made from 100 nitrogen, 1 di-xanthium and 1 osmium, you will receive 100 tetra-xanthium from these resources in the refinery&lt;br /&gt;
&lt;br /&gt;
- added a new station to the system generator, the HydroPEX Rift Hub, which sells xanthium and has a rift generator on board. &lt;br /&gt;
&lt;br /&gt;
- added random rifts to the system generator &lt;br /&gt;
&lt;br /&gt;
- changed the way resource spawning works &lt;br /&gt;
you can now check for available resources in the holotable &lt;br /&gt;
you can now check for available default stations in the holotable &lt;br /&gt;
you can now see the prevelance of factions in systems in the holotable&lt;br /&gt;
&lt;br /&gt;
- added galaxy mode to holotable &lt;br /&gt;
when zoomed out it prioritizes showing systems with high influence and higher amounts of stations for performance&lt;br /&gt;
&lt;br /&gt;
- added search bars to fleet and crew invite &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- added new skyspheres to the game, which change depending on the system &lt;br /&gt;
&lt;br /&gt;
- replaced third screen on refinery &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced the price of alien biomatter &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed animations of life support systems upon entering a ship &lt;br /&gt;
&lt;br /&gt;
- fix crash in disposer &lt;br /&gt;
&lt;br /&gt;
- admin menu search list for players uptomized &lt;br /&gt;
&lt;br /&gt;
- fix ability to set power group with an empty name &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuild using the F8 admin menu&lt;br /&gt;
&lt;br /&gt;
== v_0.1.22 ==&lt;br /&gt;
=== v_0.1.22b ===&lt;br /&gt;
DATE: 6 May, 2016&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue where upon re-entering a ship the cartridges would spawn at the ship origin, and not in the lockers &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with desync code being run despite there being no desyncs &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the assembler gui &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with server rebuilds &lt;br /&gt;
&lt;br /&gt;
- now logging ship destruction and removal to get better insight in what happens to ships &lt;br /&gt;
&lt;br /&gt;
- optimized server code &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to update and restart, no rebuild required&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.22a ===&lt;br /&gt;
DATE: 5 May, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- The Black Pit now has drone defenses &lt;br /&gt;
&lt;br /&gt;
- missions markers now display the name of the mission instead of &amp;quot;Objective Marker&amp;quot; &lt;br /&gt;
&lt;br /&gt;
- rebalanced rare resource cargo missions &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a performance issue with turrets &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with retrieve cargo missions &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuild using the F8 admin menu &lt;br /&gt;
&lt;br /&gt;
=== v_0.1.22 ===&lt;br /&gt;
DATE: 4 May, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added holotable to editor and game, can be found under prop edit mode &amp;gt; systems &lt;br /&gt;
&lt;br /&gt;
holotable can display all entities in the galaxy &lt;br /&gt;
you can target ships, aliens, stations, drones and entities (not minable asteroids) &lt;br /&gt;
holotable can display local area and system wide &lt;br /&gt;
can be locked to any targetable entity&lt;br /&gt;
&lt;br /&gt;
- added three new missions to the game, one where you receive cargo to transport to a given location, and one where you need to acquire cargo and transport it, and a third one where you have to retrieve cargo. &lt;br /&gt;
&lt;br /&gt;
- added dropbox model to editor and stations, this is where cargo missions can be completed, it can be found in the editor under room edit mode &amp;gt; admin models &lt;br /&gt;
&lt;br /&gt;
- added confirmation window to admin options &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- enabled HBAO+ ingame &lt;br /&gt;
&lt;br /&gt;
- better filtering for text &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed a performance issue with lockers &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the teleporter map &lt;br /&gt;
&lt;br /&gt;
- improved fort bragg performance issues &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the hydrogen tank &lt;br /&gt;
&lt;br /&gt;
- fixed an issue where the game would crash when trying to start a second instance of the server &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuild using the F8 admin menu&lt;br /&gt;
&lt;br /&gt;
== v_0.1.21 ==&lt;br /&gt;
=== v_0.1.21a ===&lt;br /&gt;
DATE: 21 Apr, 2016&lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue with scanning some entities &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with the store-o-tron &lt;br /&gt;
&lt;br /&gt;
- fixed an issue with universe generation &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to update and restart, no rebuild required&lt;br /&gt;
&lt;br /&gt;
=== v_0.1.21 ===&lt;br /&gt;
DATE: 20 Apr, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- added enemy Skrill to the game, they swarm through the galaxy looking for interesting objects &lt;br /&gt;
they focus on objects within a 2km range &lt;br /&gt;
they lose focus when outside a range of 4km&lt;br /&gt;
&lt;br /&gt;
- added alien meat to the game, a new resource that can be salvaged from the remains of killed Skrill &lt;br /&gt;
&lt;br /&gt;
- added mission terminal and bulletin board to the game and editor under Room Edit Mode &amp;gt; Admin Models &lt;br /&gt;
you can get missions from the mission terminals on stations &lt;br /&gt;
there are only kill missions as of now, with many more types coming soon &lt;br /&gt;
bulletin board also displays current trade prices &lt;br /&gt;
you can have a maximum of five missions active &lt;br /&gt;
missions will time-out after long periods of time (at least a full week)&lt;br /&gt;
&lt;br /&gt;
- reworked targeting, now you need to aim, (or mouse-over) at the thing you want to target, increased targeting range severely &lt;br /&gt;
&lt;br /&gt;
- detailed info of POI indicators is now only shown when the cursor is near &lt;br /&gt;
&lt;br /&gt;
- added defense drones to all generated stations, to defend against the Skrill &lt;br /&gt;
&lt;br /&gt;
- reworked Fort Bragg interior and exterior &lt;br /&gt;
&lt;br /&gt;
- added new cartridge that boosts weapon damage &lt;br /&gt;
&lt;br /&gt;
- updated exterior camera location &lt;br /&gt;
&lt;br /&gt;
- added new random station Joeyray's junk Emporium, sells and buys scrap &lt;br /&gt;
&lt;br /&gt;
GRAPHICS&lt;br /&gt;
&lt;br /&gt;
- reworked status messages, now display in the middle of the screen for a short while before being minimized in the upper left &lt;br /&gt;
&lt;br /&gt;
- added a new graph to the advanced statistics panel that shows the current total drain including storage &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced thrusters - increase in thrust &lt;br /&gt;
&lt;br /&gt;
- rebalanced ammo, zinc and shell prices - all cheaper now &lt;br /&gt;
&lt;br /&gt;
BUG FIXES&lt;br /&gt;
&lt;br /&gt;
- fixed an issue, server would run into problems when attempting to fire turrets which are not assigned to a group &lt;br /&gt;
&lt;br /&gt;
- mounted turret now displays drain and peak in editor &lt;br /&gt;
&lt;br /&gt;
- salvaging now checks steam id instead of name in the gui &lt;br /&gt;
&lt;br /&gt;
- fixed bug where physics resync would sometimes give errors &lt;br /&gt;
&lt;br /&gt;
- fixed bug where debris would be launched when a ship was destroyed &lt;br /&gt;
&lt;br /&gt;
- diplomatic status now updates in main window after paying bounties &lt;br /&gt;
&lt;br /&gt;
- cockpit (small) type II now no longer occludes objects behind it &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and rebuilt using the F8 menu&lt;br /&gt;
&lt;br /&gt;
== v_0.1.20 ==&lt;br /&gt;
=== v_0.1.20 ===&lt;br /&gt;
DATE: 5 Apr, 2016&lt;br /&gt;
&lt;br /&gt;
FUNCTIONALITIES&lt;br /&gt;
&lt;br /&gt;
- medbay door now has indicator to display status (locked, offline, default, permission granted) &lt;br /&gt;
&lt;br /&gt;
- you now receive a welcome mail when joining a faction &lt;br /&gt;
&lt;br /&gt;
- the assembler and refinery now give more detailed recipe explanations &lt;br /&gt;
&lt;br /&gt;
- point defense drones now make sounds when firing &lt;br /&gt;
&lt;br /&gt;
- added search bars to editor save and load menu &lt;br /&gt;
&lt;br /&gt;
- added HBAO+ support, test version, for now only in editor &lt;br /&gt;
&lt;br /&gt;
- mining outpost requires a level 1 standing (friendly) standing &lt;br /&gt;
&lt;br /&gt;
BALANCE&lt;br /&gt;
&lt;br /&gt;
- rebalanced the way max speed is calculated on a ship, now has a semi-soft cap &lt;br /&gt;
&lt;br /&gt;
- rebalanced ship speeds, speeds more like old flight model from before 0.1.19 &lt;br /&gt;
&lt;br /&gt;
BUGFIXES&lt;br /&gt;
&lt;br /&gt;
- fixed hole in locker model &lt;br /&gt;
&lt;br /&gt;
- fixed multiple issues with lockstep state that caused the game to desync &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with 3D printer &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with assembling machine &lt;br /&gt;
&lt;br /&gt;
- there is now a cap on the max amount of particles that can be spawned &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with selecting some 4k resolutions &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with trying to buy ships on non-faction ships &lt;br /&gt;
&lt;br /&gt;
- fixed a crash with inviting crew members &lt;br /&gt;
&lt;br /&gt;
NOTES&lt;br /&gt;
&lt;br /&gt;
- servers need to be updated and restarted, no rebuild required&lt;/div&gt;</summary>
		<author><name>Erandelax</name></author>	</entry>

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