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	<updated>2026-04-24T06:46:05Z</updated>
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	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Starting_as_an_Emperor&amp;diff=13777</id>
		<title>Starting as an Emperor</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Starting_as_an_Emperor&amp;diff=13777"/>
		<updated>2026-02-09T18:52:32Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Exploration Era */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FreshStartImage.jpg|thumb|right|400px|Spawning on a fresh new world.]]&lt;br /&gt;
During avatar creation you can pick a start type; this guide is for those who pick &amp;quot;''Reach for the Stars''&amp;quot; or &amp;quot;''The Savage State''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you are doing a fresh start, and are on your starting world.&lt;br /&gt;
&lt;br /&gt;
==Tribal Age==&lt;br /&gt;
Your new avatar comes into existence in a small native village, located on its randomly chosen homeworld. Your homeworld is a habitable world that is only home to your new fledgling civilization, its location in the universe depends on the chosen starting region during avatar creation.&lt;br /&gt;
&lt;br /&gt;
Your surroundings will vary depending where you spawn on your randomly generated homeworld. You could spawn in a desert, on a mountain, in snowy plains, on a flat beach, etc.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you selected ''The Savage State'' scenario, there won't be a starting village.&lt;br /&gt;
&lt;br /&gt;
===Native Village===&lt;br /&gt;
The native village will be your base for the beginning. You don't have to stay in it, but it is your only safe haven right now and it offers a few things to get you started.&lt;br /&gt;
&lt;br /&gt;
Wild animals will ignore you while you are inside the village, although if you leave the village the wildlife may attack you. If you die, you will respawn in the village.&lt;br /&gt;
&lt;br /&gt;
If you find yourself without a village, or you have ventured far from it, a new village will appear nearby after some time in the wilderness. Simply creating a fire and waiting through the night should be long enough for it to appear.&lt;br /&gt;
&lt;br /&gt;
===Villagers===&lt;br /&gt;
You can chat with a villager by walking up to them and greeting them on the ''Voice'' [[communication]] channel with a ''Hail'' (Shortcut: &amp;lt;code&amp;gt;SHIFT + R&amp;lt;/code&amp;gt;) while facing them.&lt;br /&gt;
&lt;br /&gt;
The native village has a healer that is able heal your wounds if you get injured or poisoned. Simply talk with the healer and they will diagnose and treat you.&lt;br /&gt;
&lt;br /&gt;
Outside the village is the [[stargazer]]. They will inform you of your first trial, saving your homeworld from destruction. More on that later.&lt;br /&gt;
&lt;br /&gt;
===Targoss===&lt;br /&gt;
Shortly after your arrival in the village, you will be greeted by [[Targoss]], a tutorial [[NPC]] who will begin to speak to you, giving you a basic introduction into the game's controls as well as your first quests to master. Targoss is always of the same species as your avatar, dressed in fabric clothing and holding a [[torch]][[File:C_Torch.png|16px|link=Torch]].&lt;br /&gt;
&lt;br /&gt;
Targoss will follow you around and help you through the different stages of your civilization. He will also eventually offer you his [[torch]].&lt;br /&gt;
&lt;br /&gt;
If you want to get rid of Targoss or restart the tutorial, simply open the Bio (&amp;lt;code&amp;gt;F8&amp;lt;/code&amp;gt;) window's Jobs tab and drop the &amp;quot;[[Reach_for_the_Stars_(Story)|Reach for the Stars]]&amp;quot; story. Note that he is immortal until the tutorial is dropped.&lt;br /&gt;
&lt;br /&gt;
You can also click the &amp;quot;No, thank you. I know how to do those things&amp;quot; dialogue option when prompted to make him disappear.&lt;br /&gt;
&lt;br /&gt;
If you at any point forget the controls, check out [[The Basics]] page.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Targoss does not spawn in ''The Savage State'' starting scenario.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Press &amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt; or click the backpack icon to open the [[Gear]] window and examine your [[inventory]]. You start with a basic [[knife]] and a piece of [[paper]] containing a message from [[Haxus]], the game's creator.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you If you selected the &amp;quot;Savage State&amp;quot; scenario, you will only start with a [[knife]].&lt;br /&gt;
&lt;br /&gt;
===Your Knife===&lt;br /&gt;
Your [[knife]] has two functions: It can be used as a weapon to injure or kill animals, [[NPC|NPCs]], or other [[avatar|avatars]]. It can also be used to skin [[Animal_Carcass|animal carcasses]][[File:C_Animal.png|16px|link=Animal_Carcass]], which are dropped when an animal is killed. The function can be selected by using the scroll wheel. '''Be careful''' to select the second function when skinning [[Animal_Carcass|carcasses]], or you will destroy the carcass instead of skinning it!&lt;br /&gt;
&lt;br /&gt;
By default, information about the tool you currently have selected is at the lower right of the screen. When the weapon function is selected you will see this icon:&lt;br /&gt;
&lt;br /&gt;
[[File:Damage.PNG]]&lt;br /&gt;
&lt;br /&gt;
The number &amp;quot;20&amp;quot; means the nominal damage of this weapon is 20 hp (which is fairly low for a weapon).&lt;br /&gt;
&lt;br /&gt;
The spike below the number indicates the type of damage. In this case it is piercing damage.&lt;br /&gt;
&lt;br /&gt;
When your [[knife|knife's]] skinning function is selected you will see the following icon:&lt;br /&gt;
&lt;br /&gt;
[[File:Skin.PNG]]&lt;br /&gt;
&lt;br /&gt;
Skinning an animal carcass is done by attacking the it while it is laying on the ground, this will produce a morsel of [[Animal_Meat|animal meat]][[File:C_AnimalMeat.png|16px|link=Animal_Meat]], a piece of [[leather]][[File:C_Leather.png|16px|link=Leather]], and a [[bone]][[File:C_Bone.png|16px|link=Bone]].&lt;br /&gt;
&lt;br /&gt;
===Your Torch===&lt;br /&gt;
If you accept Targoss' help, he will eventually offer you his [[torch]]. The [[torch]] serves a main purpose: to provide you with some dim light at night, allowing you to explore you surroundings without having to walk around blind. The [[torch]] may however also be used as a weapon, smashing it on the enemy. It can inflict [[burning]]. Alternatively, the [[knife]] does more direct damage.&lt;br /&gt;
&lt;br /&gt;
==Exploration Era==&lt;br /&gt;
So far, your avatar is nothing more than a naked guy or girl, booted on a wild and unknown - though beautiful - world, residing in a camp of natives. Needless to say, you are very far away from going to the stars and expand to other [[planet]]s and [[system]]s. So far, the moon you see lighting up the sky at night is merely a distant object - going there nothing but a dream. There is a lot of work ahead, so you better get started.&lt;br /&gt;
&lt;br /&gt;
The very foundation to become an [[empire]] is to have a symbol to rally under, a [[flag]][[File:C_Flag.png|16px|link=Flag]]. The flag must be [[handcraft]]ed in order to create an empire. Luckily you can do this using the [[resource]]s you can [[forage]] from your environment.&lt;br /&gt;
&lt;br /&gt;
===Inspecting the Flag Recipe===&lt;br /&gt;
[[file:HandCraftFlag.png|thumb|right|Inspecting the [[flag]] recipe.]]&lt;br /&gt;
So your first goal should be to look for the materials needed to craft the [[flag]]. You can see the crafting recipe in the Handcraft window, which is opened by click the button (showing two hands) in the upper-left corner of the [[Gear]] (&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt;) window.&lt;br /&gt;
&lt;br /&gt;
Crafting a [[flag]] include multiple steps. To make your [[flag]][[File:C_Flag.png|16px|link=Flag]], you need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Textiles|Textile]][[File:C_Textiles.png|16px|link=Textiles]]&lt;br /&gt;
* 1 [[Sewing Needle]][[File:C_SewingNeedle.png|16px|link=Sewing_Needle]]&lt;br /&gt;
&lt;br /&gt;
In order to make [[textiles]] you will either need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Leather]][[File:C_Leather.png|16px|link=Leather]]&amp;lt;br&amp;gt;or&lt;br /&gt;
* 2 [[Plant Fiber]][[File:C_Fiber.png|16px|link=Plant_Fiber]]&lt;br /&gt;
&lt;br /&gt;
To make a [[Sewing_Needle|sewing needle]] you will either need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Bone]][[File:C_Bone.png|16px|link=Bone]]&amp;lt;br&amp;gt;or&lt;br /&gt;
* 1 [[Log]][[File:C_Wood.png|16px|link=Log]]&lt;br /&gt;
&lt;br /&gt;
===Foraging===&lt;br /&gt;
[[Leather]] and a [[bone]] are both obtained by skinning [[Animal_Carcass|animal carcasses]]. [[Animal_Carcass|animal carcasses]] are dropped by dead [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
[[Plant_Fiber|Plant fiber]] and a [[log]] can be [[Forage|foraged]] from certain shrub and tree [[plant]]s.&lt;br /&gt;
&lt;br /&gt;
To find plant fiber or a log, you can use the overhead view by pressing &amp;lt;code&amp;gt;backspace&amp;lt;/code&amp;gt;. Once in the top-down view, press &amp;lt;code&amp;gt;\&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Shift + \&amp;lt;/code&amp;gt; to cycle between the different overlays, until the &amp;quot;Plant&amp;quot; [[resource]]s are shown.&lt;br /&gt;
&lt;br /&gt;
For more information on finding basic materials, see the [[Forage]] page.&lt;br /&gt;
&lt;br /&gt;
===Crafting the Components===&lt;br /&gt;
With all of the materials in your [[inventory]], you are now ready to craft your [[flag]][[File:C_Flag.png|16px|link=Flag]]. This is done from the [[Handcraft]] window, again accessed through the button at the top left of your Gear (&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt;) window. Now, do the following:&lt;br /&gt;
# Select the appropriate [[Sewing_Needle|sewing needle]] (either using [[bone]] or [[log]]) recipe from the drop-down list&lt;br /&gt;
# Click the ''make'' button&lt;br /&gt;
# The component will be consumed in exchange for a [[Sewing_Needle|sewing needle]]&lt;br /&gt;
&lt;br /&gt;
This has solved the first problem. Now follow the same steps to make [[textiles]]. Be sure to use the right option to make your [[textiles]], (either using [[leather]] or [[Plant_Fiber|plant fiber]]), or the button will be greyed out, as you lack the materials to [[handcraft]].&lt;br /&gt;
&lt;br /&gt;
===Creating your Empire===&lt;br /&gt;
[[file:HandCraftFlagReady.png|thumb|right|Once [[Textiles|textile]] and [[Sewing_Needle|sewing needle]] is acquired.]]&lt;br /&gt;
You should now have all you need to make your [[flag]]. Select the [[flag]] from the drop-down list and click the make button. As you are not part of any empire when you first attempt to craft a [[flag]], you will be given the option to make one, including selecting an empire flag and empire name.&lt;br /&gt;
&lt;br /&gt;
When selecting a flag, you'll be given an interface for generating one randomly. You can also load your own image by clicking &amp;quot;Load Flag&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:FlagGenerationWindow.png|none|frame|The window for selecting a flag]]&lt;br /&gt;
&lt;br /&gt;
After crafting the empire, simply attempt to craft the [[flag]] again to actually create it.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It's not actually required to [[claim]] your world at this stage, so you can use the [[textiles]] to craft something else if you like.&lt;br /&gt;
&lt;br /&gt;
To find out more information about [[Handcraft|handcrafting]] and making a [[flag]], please refer to the [[Handcraft]] page.&lt;br /&gt;
&lt;br /&gt;
===Hints and Tips===&lt;br /&gt;
* '''Tip:''' [[Handcraft]]ing a [[knapsack]][[File:C_Knapsack.png|16px|link=Knapsack]], [[backpack]][[File:C_Backpack.png|16px|link=Backpack]] or [[Utility_Pouch|utility pouch]][[File:C_UtilityPouch.png|16px|link=Utility_Pouch]] will help with carrying items.&lt;br /&gt;
* '''Note:''' You have likely noticed that everything you need to make a [[flag]] can be made from a single [[Animal_Carcass|animal carcass]]. For a long time, it has been somewhat of a tradition to kill [[Targoss]] (the tutorial guy) to obtain the [[Animal_Carcass|carcass]]. However, [[Targoss]] is immortal until the tutorial story is either dropped or you select the &amp;quot;No thank you&amp;quot; dialogue option. You will have a few seconds after this to kill him before he despawns.&lt;br /&gt;
* '''Warning:''' Do not attack your [[villager]]s in order to obtain materials, unless you feel confident in your ability to run. This will change their stance towards you to hostile, causing all of them to attack you at the same time. They also won't forgive you right away, unless they get to kill you.&lt;br /&gt;
&lt;br /&gt;
==Start of Civilization==&lt;br /&gt;
This begins the '''Rise of Civilization'''. The ultimate goal of your civilization is to develop space travel, destroy or escape the [[asteroid]], and spread your race into the [[galaxy]].&lt;br /&gt;
&lt;br /&gt;
Next chapter: [[Building Your First City]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Starting_as_an_Emperor&amp;diff=13776</id>
		<title>Starting as an Emperor</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Starting_as_an_Emperor&amp;diff=13776"/>
		<updated>2026-02-09T18:51:56Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Exploration Era */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:FreshStartImage.jpg|thumb|right|400px|Spawning on a fresh new world.]]&lt;br /&gt;
During avatar creation you can pick a start type; this guide is for those who pick &amp;quot;''Reach for the Stars''&amp;quot; or &amp;quot;''The Savage State''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you are doing a fresh start, and are on your starting world.&lt;br /&gt;
&lt;br /&gt;
==Tribal Age==&lt;br /&gt;
Your new avatar comes into existence in a small native village, located on its randomly chosen homeworld. Your homeworld is a habitable world that is only home to your new fledgling civilization, its location in the universe depends on the chosen starting region during avatar creation.&lt;br /&gt;
&lt;br /&gt;
Your surroundings will vary depending where you spawn on your randomly generated homeworld. You could spawn in a desert, on a mountain, in snowy plains, on a flat beach, etc.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you selected ''The Savage State'' scenario, there won't be a starting village.&lt;br /&gt;
&lt;br /&gt;
===Native Village===&lt;br /&gt;
The native village will be your base for the beginning. You don't have to stay in it, but it is your only safe haven right now and it offers a few things to get you started.&lt;br /&gt;
&lt;br /&gt;
Wild animals will ignore you while you are inside the village, although if you leave the village the wildlife may attack you. If you die, you will respawn in the village.&lt;br /&gt;
&lt;br /&gt;
If you find yourself without a village, or you have ventured far from it, a new village will appear nearby after some time in the wilderness. Simply creating a fire and waiting through the night should be long enough for it to appear.&lt;br /&gt;
&lt;br /&gt;
===Villagers===&lt;br /&gt;
You can chat with a villager by walking up to them and greeting them on the ''Voice'' [[communication]] channel with a ''Hail'' (Shortcut: &amp;lt;code&amp;gt;SHIFT + R&amp;lt;/code&amp;gt;) while facing them.&lt;br /&gt;
&lt;br /&gt;
The native village has a healer that is able heal your wounds if you get injured or poisoned. Simply talk with the healer and they will diagnose and treat you.&lt;br /&gt;
&lt;br /&gt;
Outside the village is the [[stargazer]]. They will inform you of your first trial, saving your homeworld from destruction. More on that later.&lt;br /&gt;
&lt;br /&gt;
===Targoss===&lt;br /&gt;
Shortly after your arrival in the village, you will be greeted by [[Targoss]], a tutorial [[NPC]] who will begin to speak to you, giving you a basic introduction into the game's controls as well as your first quests to master. Targoss is always of the same species as your avatar, dressed in fabric clothing and holding a [[torch]][[File:C_Torch.png|16px|link=Torch]].&lt;br /&gt;
&lt;br /&gt;
Targoss will follow you around and help you through the different stages of your civilization. He will also eventually offer you his [[torch]].&lt;br /&gt;
&lt;br /&gt;
If you want to get rid of Targoss or restart the tutorial, simply open the Bio (&amp;lt;code&amp;gt;F8&amp;lt;/code&amp;gt;) window's Jobs tab and drop the &amp;quot;[[Reach_for_the_Stars_(Story)|Reach for the Stars]]&amp;quot; story. Note that he is immortal until the tutorial is dropped.&lt;br /&gt;
&lt;br /&gt;
You can also click the &amp;quot;No, thank you. I know how to do those things&amp;quot; dialogue option when prompted to make him disappear.&lt;br /&gt;
&lt;br /&gt;
If you at any point forget the controls, check out [[The Basics]] page.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Targoss does not spawn in ''The Savage State'' starting scenario.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Press &amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt; or click the backpack icon to open the [[Gear]] window and examine your [[inventory]]. You start with a basic [[knife]] and a piece of [[paper]] containing a message from [[Haxus]], the game's creator.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you If you selected the &amp;quot;Savage State&amp;quot; scenario, you will only start with a [[knife]].&lt;br /&gt;
&lt;br /&gt;
===Your Knife===&lt;br /&gt;
Your [[knife]] has two functions: It can be used as a weapon to injure or kill animals, [[NPC|NPCs]], or other [[avatar|avatars]]. It can also be used to skin [[Animal_Carcass|animal carcasses]][[File:C_Animal.png|16px|link=Animal_Carcass]], which are dropped when an animal is killed. The function can be selected by using the scroll wheel. '''Be careful''' to select the second function when skinning [[Animal_Carcass|carcasses]], or you will destroy the carcass instead of skinning it!&lt;br /&gt;
&lt;br /&gt;
By default, information about the tool you currently have selected is at the lower right of the screen. When the weapon function is selected you will see this icon:&lt;br /&gt;
&lt;br /&gt;
[[File:Damage.PNG]]&lt;br /&gt;
&lt;br /&gt;
The number &amp;quot;20&amp;quot; means the nominal damage of this weapon is 20 hp (which is fairly low for a weapon).&lt;br /&gt;
&lt;br /&gt;
The spike below the number indicates the type of damage. In this case it is piercing damage.&lt;br /&gt;
&lt;br /&gt;
When your [[knife|knife's]] skinning function is selected you will see the following icon:&lt;br /&gt;
&lt;br /&gt;
[[File:Skin.PNG]]&lt;br /&gt;
&lt;br /&gt;
Skinning an animal carcass is done by attacking the it while it is laying on the ground, this will produce a morsel of [[Animal_Meat|animal meat]][[File:C_AnimalMeat.png|16px|link=Animal_Meat]], a piece of [[leather]][[File:C_Leather.png|16px|link=Leather]], and a [[bone]][[File:C_Bone.png|16px|link=Bone]].&lt;br /&gt;
&lt;br /&gt;
===Your Torch===&lt;br /&gt;
If you accept Targoss' help, he will eventually offer you his [[torch]]. The [[torch]] serves a main purpose: to provide you with some dim light at night, allowing you to explore you surroundings without having to walk around blind. The [[torch]] may however also be used as a weapon, smashing it on the enemy. It can inflict [[burning]]. Alternatively, the [[knife]] does more direct damage.&lt;br /&gt;
&lt;br /&gt;
==Exploration Era==&lt;br /&gt;
So far, your avatar is nothing more than a naked guy or girl, booted on a wild and unknown - though beautiful - world, residing in a camp of natives. Needless to say, you are very far away from going to the stars and expand to other [[planet]]s and [[system]]s. So far, the moon, you see lighting up the sky at night, is merely a distant object - going there nothing more but a dream. There is a lot of work ahead, so you better get started.&lt;br /&gt;
&lt;br /&gt;
The very foundation to become an [[empire]] is to have a symbol to rally under, a [[flag]][[File:C_Flag.png|16px|link=Flag]]. The flag must be [[handcraft]]ed in order to create an empire. Luckily you can do this using the [[resource]]s you can [[forage]] from your environment.&lt;br /&gt;
&lt;br /&gt;
===Inspecting the Flag Recipe===&lt;br /&gt;
[[file:HandCraftFlag.png|thumb|right|Inspecting the [[flag]] recipe.]]&lt;br /&gt;
So your first goal should be to look for the materials needed to craft the [[flag]]. You can see the crafting recipe in the Handcraft window, which is opened by click the button (showing two hands) in the upper-left corner of the [[Gear]] (&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt;) window.&lt;br /&gt;
&lt;br /&gt;
Crafting a [[flag]] include multiple steps. To make your [[flag]][[File:C_Flag.png|16px|link=Flag]], you need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Textiles|Textile]][[File:C_Textiles.png|16px|link=Textiles]]&lt;br /&gt;
* 1 [[Sewing Needle]][[File:C_SewingNeedle.png|16px|link=Sewing_Needle]]&lt;br /&gt;
&lt;br /&gt;
In order to make [[textiles]] you will either need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Leather]][[File:C_Leather.png|16px|link=Leather]]&amp;lt;br&amp;gt;or&lt;br /&gt;
* 2 [[Plant Fiber]][[File:C_Fiber.png|16px|link=Plant_Fiber]]&lt;br /&gt;
&lt;br /&gt;
To make a [[Sewing_Needle|sewing needle]] you will either need:&lt;br /&gt;
&lt;br /&gt;
* 1 [[Bone]][[File:C_Bone.png|16px|link=Bone]]&amp;lt;br&amp;gt;or&lt;br /&gt;
* 1 [[Log]][[File:C_Wood.png|16px|link=Log]]&lt;br /&gt;
&lt;br /&gt;
===Foraging===&lt;br /&gt;
[[Leather]] and a [[bone]] are both obtained by skinning [[Animal_Carcass|animal carcasses]]. [[Animal_Carcass|animal carcasses]] are dropped by dead [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
[[Plant_Fiber|Plant fiber]] and a [[log]] can be [[Forage|foraged]] from certain shrub and tree [[plant]]s.&lt;br /&gt;
&lt;br /&gt;
To find plant fiber or a log, you can use the overhead view by pressing &amp;lt;code&amp;gt;backspace&amp;lt;/code&amp;gt;. Once in the top-down view, press &amp;lt;code&amp;gt;\&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Shift + \&amp;lt;/code&amp;gt; to cycle between the different overlays, until the &amp;quot;Plant&amp;quot; [[resource]]s are shown.&lt;br /&gt;
&lt;br /&gt;
For more information on finding basic materials, see the [[Forage]] page.&lt;br /&gt;
&lt;br /&gt;
===Crafting the Components===&lt;br /&gt;
With all of the materials in your [[inventory]], you are now ready to craft your [[flag]][[File:C_Flag.png|16px|link=Flag]]. This is done from the [[Handcraft]] window, again accessed through the button at the top left of your Gear (&amp;lt;code&amp;gt;F4&amp;lt;/code&amp;gt;) window. Now, do the following:&lt;br /&gt;
# Select the appropriate [[Sewing_Needle|sewing needle]] (either using [[bone]] or [[log]]) recipe from the drop-down list&lt;br /&gt;
# Click the ''make'' button&lt;br /&gt;
# The component will be consumed in exchange for a [[Sewing_Needle|sewing needle]]&lt;br /&gt;
&lt;br /&gt;
This has solved the first problem. Now follow the same steps to make [[textiles]]. Be sure to use the right option to make your [[textiles]], (either using [[leather]] or [[Plant_Fiber|plant fiber]]), or the button will be greyed out, as you lack the materials to [[handcraft]].&lt;br /&gt;
&lt;br /&gt;
===Creating your Empire===&lt;br /&gt;
[[file:HandCraftFlagReady.png|thumb|right|Once [[Textiles|textile]] and [[Sewing_Needle|sewing needle]] is acquired.]]&lt;br /&gt;
You should now have all you need to make your [[flag]]. Select the [[flag]] from the drop-down list and click the make button. As you are not part of any empire when you first attempt to craft a [[flag]], you will be given the option to make one, including selecting an empire flag and empire name.&lt;br /&gt;
&lt;br /&gt;
When selecting a flag, you'll be given an interface for generating one randomly. You can also load your own image by clicking &amp;quot;Load Flag&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[[File:FlagGenerationWindow.png|none|frame|The window for selecting a flag]]&lt;br /&gt;
&lt;br /&gt;
After crafting the empire, simply attempt to craft the [[flag]] again to actually create it.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It's not actually required to [[claim]] your world at this stage, so you can use the [[textiles]] to craft something else if you like.&lt;br /&gt;
&lt;br /&gt;
To find out more information about [[Handcraft|handcrafting]] and making a [[flag]], please refer to the [[Handcraft]] page.&lt;br /&gt;
&lt;br /&gt;
===Hints and Tips===&lt;br /&gt;
* '''Tip:''' [[Handcraft]]ing a [[knapsack]][[File:C_Knapsack.png|16px|link=Knapsack]], [[backpack]][[File:C_Backpack.png|16px|link=Backpack]] or [[Utility_Pouch|utility pouch]][[File:C_UtilityPouch.png|16px|link=Utility_Pouch]] will help with carrying items.&lt;br /&gt;
* '''Note:''' You have likely noticed that everything you need to make a [[flag]] can be made from a single [[Animal_Carcass|animal carcass]]. For a long time, it has been somewhat of a tradition to kill [[Targoss]] (the tutorial guy) to obtain the [[Animal_Carcass|carcass]]. However, [[Targoss]] is immortal until the tutorial story is either dropped or you select the &amp;quot;No thank you&amp;quot; dialogue option. You will have a few seconds after this to kill him before he despawns.&lt;br /&gt;
* '''Warning:''' Do not attack your [[villager]]s in order to obtain materials, unless you feel confident in your ability to run. This will change their stance towards you to hostile, causing all of them to attack you at the same time. They also won't forgive you right away, unless they get to kill you.&lt;br /&gt;
&lt;br /&gt;
==Start of Civilization==&lt;br /&gt;
This begins the '''Rise of Civilization'''. The ultimate goal of your civilization is to develop space travel, destroy or escape the [[asteroid]], and spread your race into the [[galaxy]].&lt;br /&gt;
&lt;br /&gt;
Next chapter: [[Building Your First City]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:NegativeWHTexture.png&amp;diff=13772</id>
		<title>File:NegativeWHTexture.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:NegativeWHTexture.png&amp;diff=13772"/>
		<updated>2025-05-15T17:31:52Z</updated>

		<summary type="html">&lt;p&gt;Celarious: The texture of a negative Wormhole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture of a negative [[Wormhole]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:PositiveWHTexture.png&amp;diff=13771</id>
		<title>File:PositiveWHTexture.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:PositiveWHTexture.png&amp;diff=13771"/>
		<updated>2025-05-15T17:30:56Z</updated>

		<summary type="html">&lt;p&gt;Celarious: The texture of a positive Wormhole&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The texture of a positive [[Wormhole]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Wormhole&amp;diff=13770</id>
		<title>Wormhole</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Wormhole&amp;diff=13770"/>
		<updated>2025-05-15T17:30:40Z</updated>

		<summary type="html">&lt;p&gt;Celarious: textures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WormholeNetwork.png|thumb|right|Interstellar wormhole network.]]&lt;br /&gt;
'''Wormholes''' are portals that connect solar systems and galaxies. Spacecraft can utilize them to instantly travel between solar systems.&lt;br /&gt;
&lt;br /&gt;
A wormhole can also become ''obstructed'' by a celestial body that orbits across it. If a spacecraft emerges from a wormhole like that, the spacecraft is placed farther away from the destination sun until it doesn't hit anything. Crew will not attempt to enter a wormhole that is obstructed by a celestial body.&lt;br /&gt;
&lt;br /&gt;
[[Starship]]s use [[Wormhole_Drive|wormhole drive]]s to travel instantly from one [[Solar_System|solar system]] to another through interstellar wormholes. Starships also use wormhole drives to travel instantly from one galaxy to another through intergalactic wormholes.&lt;br /&gt;
&lt;br /&gt;
==Wormhole Types==&lt;br /&gt;
There are three types of wormholes:&lt;br /&gt;
&lt;br /&gt;
===Interstellar Wormholes===&lt;br /&gt;
Interstellar wormholes form naturally in the universe and interconnect [[Solar_System|solar system]]s in a loose branching network. Almost every solar system has one or more interstellar wormholes near the primary [[sun]]. Not all solar systems are interconnected by wormholes. Wormholes can create disjoint islands of interconnected solar systems.&lt;br /&gt;
&lt;br /&gt;
Interstellar wormholes form at their origin star with a positive polarity and then end at a random destination star within a 3[[pc]] range negative polarity.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:WormholeInterstellarPositive.png|thumb|none|100px|Interstellar positive wormhole.]]&lt;br /&gt;
| [[File:PositiveWHTexture.png|thumb|none|100px|The texture a positive WH uses.]]&lt;br /&gt;
| [[File:WormholeInterstellarNegative.png|thumb|none|100px|Interstellar negative wormhole.]]&lt;br /&gt;
| [[File:NegativeWHTexture.png|thumb|none|100px|The texture a negative WH uses.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artificial Wormholes===&lt;br /&gt;
[[Ringworld#Star_Gate|Star gate]]s can create temporary artificial wormholes to a destination [[Solar_System|solar system]] from which a [[preon]] was harvested. The destination system of a star gate could even be in another galaxy, which of course requires that the preon is from a star in that galaxy.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:WormholeArtificialPositive.png|thumb|none|100px|Artificial positive wormhole.]]&lt;br /&gt;
| [[File:WormholeArtificialNegative.png|thumb|none|100px|Artificial negative wormhole.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intergalactic Wormholes===&lt;br /&gt;
Intergalactic wormholes are special in that they are one-way wormholes to another [[galaxy]], they have a neutral polarity since they have no exit at the destination. They can be found at [[Black_Hole_(Celestial)|celestial black holes]] and at each galaxy's [[Supermassive_Black_Hole|supermassive black hole]]. Intergalactic wormholes at a supermassive black hole can be considered two-way, since they always have a wormhole leading both ways.&lt;br /&gt;
&lt;br /&gt;
The exit point of a celestial black hole's intergalactic wormhole will be located at a relative location in the destination galaxy. The size of the origin galaxy and destination galaxies are used to scale the distance from the galaxy's core, traveling to a galaxy that is 50% the size will result in being being 50% closer to the core.&lt;br /&gt;
&lt;br /&gt;
[[File:WormholeIntergalacticNeutral.png|thumb|none|100px|Intergalactic neutral wormhole.]]&lt;br /&gt;
&lt;br /&gt;
==Polarity==&lt;br /&gt;
Each end of an interstellar wormhole has its own polarity, one end of the wormhole will have a positive polarity, the other end of the wormhole will have a negative polarity. &lt;br /&gt;
&lt;br /&gt;
Intergalactic wormholes are '''always''' neutral.&lt;br /&gt;
&lt;br /&gt;
The polarity of a wormhole can be identified by its color:&lt;br /&gt;
* '''Positive''' wormholes are identified by blue, cyan and white colors.&lt;br /&gt;
* '''Negative''' wormholes are identified by red, yellow and white colors.&lt;br /&gt;
* '''Neutral''' wormholes are identified by blue and magenta colors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Oil_Finding_Tips&amp;diff=13767</id>
		<title>Oil Finding Tips</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Oil_Finding_Tips&amp;diff=13767"/>
		<updated>2025-03-17T11:07:52Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Things That Require Oil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're having trouble finding [[oil]], there are a couple of things you can do that will help you find some.&lt;br /&gt;
[[File:C_CrudeOil.png|50px|none|[[Oil]] icon]]&lt;br /&gt;
&lt;br /&gt;
Here are a few tips that may help.&lt;br /&gt;
&lt;br /&gt;
==Things That Require Oil==&lt;br /&gt;
First lets look at what you can't create:&lt;br /&gt;
* Most [[vehicle]]s&lt;br /&gt;
** '''[[Sailboat]]s''' can be manufactured or handcrafted completely from materials [[forage]]d from the environment&lt;br /&gt;
** '''[[Space Rocket]]s''' can be manufactured using just [[fertilizer]] as a base resource&lt;br /&gt;
** All other vehicles require [[oil]] as part of their manufacturing chain or for fuel production&lt;br /&gt;
* Environmental protection gear&lt;br /&gt;
** [[EV_Suit|EV suit]]s requires oil&lt;br /&gt;
** [[Pressure Tent]]s requires oil&lt;br /&gt;
** Only achievable gear is a [[Medical Kit]] to heal after short exits from a space rocket to forage rocks quickly&lt;br /&gt;
* [[Spacecraft]]&lt;br /&gt;
* [[Harsh_Environment_City|Harsh environment buildings]]&lt;br /&gt;
** Colonization of non-[[habitable]] [[world]]s is out of the question without oil.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
===Increase Resource View Range===&lt;br /&gt;
# Open the ''Settings'' (&amp;lt;code&amp;gt;Shift+F12&amp;lt;/code&amp;gt;) window&lt;br /&gt;
# Go to the ''Render'' tab&lt;br /&gt;
# Increase the ''Rock View Range'' slider to maximum.&lt;br /&gt;
&lt;br /&gt;
This will not have any effect until you move far enough to cause the rock icons to be regenerated. Then you will see the resource icons much farther away.&lt;br /&gt;
&lt;br /&gt;
Alternatively, restarting the game might be faster.&lt;br /&gt;
&lt;br /&gt;
===Remove Foliage===&lt;br /&gt;
Foliage will hide [[rock]]s, so using the [[Defoliate Area]] landscaping tool can reveal these rocks and some of them might be [[oil]].&lt;br /&gt;
&lt;br /&gt;
===Check Other Resource Zones===&lt;br /&gt;
Explore your home world. Most people have a lot more time than they think to get to know their [[world]]. There is no rush as you have a full week until the [[asteroid]] impact.&lt;br /&gt;
# Depending on your home world's size, it has up to four [[Resource_Zone|resource zone]]s in which to explore for natural [[resource]]s&lt;br /&gt;
# Amount and [[quality]] of natural resources varies in each zone. A resource that is rare in one zone could be abundant in the next&lt;br /&gt;
# Resource zone divisions are marked on the [[World_Map|world map]] as grey longitude (vertical) lines&lt;br /&gt;
# The distance between resource zones is shorter as you get closer to the poles. It takes much longer to circumnavigate the globe at the equator than at 60°N or 60°S&lt;br /&gt;
&lt;br /&gt;
===Use a Sailboat===&lt;br /&gt;
The [[sailboat]] is one of the few vehicles you can build and use without [[oil]].&lt;br /&gt;
# Get in your Sailboat. You can operate the sailboat from either of the back two positions&lt;br /&gt;
# Go to [[Top-Down View|top-down view]]&lt;br /&gt;
# Zoom out to get a good view&lt;br /&gt;
# Set resource overlay to show [[stone]] so it's easier to see your detection range&lt;br /&gt;
# Raise the sail and start sailing alone the coast&lt;br /&gt;
&lt;br /&gt;
===Use a Space Rocket===&lt;br /&gt;
The [[Space_Rocket|space rocket]] is one of the few vehicles you can build and use without [[oil]].&lt;br /&gt;
# Buy some units of [[hydrogen]] for extra fuel&lt;br /&gt;
# Get in your space rocket&lt;br /&gt;
# Start your Space Rocket and start flying around&lt;br /&gt;
#* Recommended altitude: 500-1000 m&lt;br /&gt;
#* Recommended speed: 50-70 m/s&lt;br /&gt;
# Go to [[Top-Down View|top-down view]]&lt;br /&gt;
# Set resource overlay to show stone so it's easier to see your detection range&lt;br /&gt;
&lt;br /&gt;
===Check Other Worlds===&lt;br /&gt;
There is always a chance that there is a second [[habitable]] or semi-habitable world in a [[Solar_System|solar system]].&lt;br /&gt;
# Open the [[System_Map|system map]]&lt;br /&gt;
# If there is any ''Outer'', ''Inner'' or a second ''Habitable'' [[planet]] or [[titan]], check if the details mention a breathable atmosphere&lt;br /&gt;
# Fly there in a [[Space_Rocket|space rocket]] and try to set up a little [[colony]]&lt;br /&gt;
#* Most ''Outer'' and ''Inner'' worlds are semi-habitable and should not require building blueprints with life support&lt;br /&gt;
# Construct an [[Airport_Terminal|airport terminal]] on the world and on your homeworld to form a trade connection. These work even while unfinished!&lt;br /&gt;
&lt;br /&gt;
===Visit Other Solar Systems===&lt;br /&gt;
If all else fails, you can still look to the stars. While a [[Space_Rocket|space rocket]] is low-tech, it is capable of [[deadhead]]ing to other [[Solar_System|solar system]]s. This would be the hardest thing to try, but it is possible.&lt;br /&gt;
&lt;br /&gt;
Things of note:&lt;br /&gt;
* Navigating the stars without a navigation systems takes practice. Requires charting the stars and comparing them with the [[Star_Map|star map]]&lt;br /&gt;
* Travel time while deadheading is roughly 10 minutes per [[parsec]] plus 20 minutes.&lt;br /&gt;
* Bring extra [[hydrogen]] for fuel&lt;br /&gt;
* You won't know if a solar system have [[habitable]] worlds until you are at least half way there&lt;br /&gt;
* Avoid any solar system with a super giant [[sun]], as a space rocket cannot escape its gravity&lt;br /&gt;
&lt;br /&gt;
===If there's oil underwater===&lt;br /&gt;
Sometimes, the only sources of [[oil]] will be in the ocean, underwater somewhere. Don't worry, in most cases it's easy to access these too. You won't need to build an underwater colony.&lt;br /&gt;
&lt;br /&gt;
Simply using the [[Grade Area]] tool to raise the land up above the surface usually allows far easier access to underwater resources. From there, you can build a regular [[road]] to the site and then place a [[well]]. Do note that this won't work if the ocean is more than 100 meters deep, as that is the change limit of the grade area tool. &lt;br /&gt;
&lt;br /&gt;
This technique involves starting the area on a piece of existing land, and dragging the it over the oil nodes and then placing. Finishing the area construction isn't needed, you'll be able to place [[well]]s on it regardless.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=13753</id>
		<title>Trade Connection</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=13753"/>
		<updated>2025-02-16T05:21:52Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Fetching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All connected [[building]]s will attempt to share and transfer [[commodities]] with each other where needed. Processing industries will fetch raw resources from resource harvesting industries, and factories will fetch the processed materials to make their products. This is all automatic once the trade connection between the buildings is established.&lt;br /&gt;
&lt;br /&gt;
There is no automatic trade connection between [[Solar_System|solar system]]s. Trade between solar systems has to be setup with [[shipment]]s or cargo [[Spacecraft|ship]]s.&lt;br /&gt;
&lt;br /&gt;
==Connection Types==&lt;br /&gt;
In order for [[buildings]] to share [[commodities]] with eachother a trade connection is required with each other. There's five different types of trade links:&lt;br /&gt;
&lt;br /&gt;
# '''Neighbor connection'''&lt;br /&gt;
#* Two buildings that are within ?m of each other are considered connected.&lt;br /&gt;
# '''Road connection'''&lt;br /&gt;
#* [[Road]] can connect buildings over a greater distance cheaply. All buildings near the road will be connected.&lt;br /&gt;
# '''Sea connection'''&lt;br /&gt;
#* A building connected to a [[wharf]] will be connected with all other buildings also connected to a wharf on the same [[world]].&lt;br /&gt;
# '''Air connection'''&lt;br /&gt;
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal on the same [[world]].&lt;br /&gt;
# '''Space connection'''&lt;br /&gt;
#* A building connected to an [[Airport_Terminal|airport terminal]] will be connected with all other buildings also connected to a airport terminal in the same [[Solar_System|solar system]].&lt;br /&gt;
&lt;br /&gt;
A trade connection even works while a [[wharf]] or an [[Airport_Terminal|airport terminal]] is still under construction.&lt;br /&gt;
&lt;br /&gt;
==Fetching==&lt;br /&gt;
[[Building]]s fetch [[commodities]] they need from other connected buildings. This is the same for [[construction]], [[manufacturing]] and importing.&lt;br /&gt;
&lt;br /&gt;
For example: a [[Machine_Shop|machine shop]] producing [[hammer]]s using metal will attempt to fetch [[metal]] from any connected building, be it from a [[smelter]], [[warehouse]] or any other building that might have any.&lt;br /&gt;
&lt;br /&gt;
===Waste===&lt;br /&gt;
A commodity might be [[waste]]d when fetched if it fails a [[quality]] check.&lt;br /&gt;
&lt;br /&gt;
==Importers==&lt;br /&gt;
Some [[building]]s import specific [[commodities]] in order to have them available for sale or to assist connected buildings.&lt;br /&gt;
&lt;br /&gt;
* [[Airport_Terminal|Airport terminal]] and [[capitol]] will import [[food]] and [[air]] to support connected population.&lt;br /&gt;
* [[Warehouse]] will import the one specified commodity type.&lt;br /&gt;
* [[Military_Headquarters|Military headquarters]], [[Military_Airport_Terminal|military airport terminal]]s, [[Military_Dock|military dock]]s and [[Military_Motor_Pool|military motor pool]]s will import [[weapon]]s, [[ammunition]] and other necessities.&lt;br /&gt;
&lt;br /&gt;
==Reservation==&lt;br /&gt;
In order to prevent [[cities]] from losing essential commodities to other cities, [[building]]s in certain environments [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=6456&amp;amp;p=81675#p81675 reserve a minimum stock of some commodities]:&lt;br /&gt;
&lt;br /&gt;
* [[Air]], [[Water]] - On a [[world]] that does not support animal life, a building reserves 13 units per citizen.&lt;br /&gt;
* [[Food]] - On a world that does not support plant life, a city reserves 10 units of each kind of food per citizen, divided by its food value.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13752</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13752"/>
		<updated>2025-02-16T03:18:58Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Hides the rollback option. Not needed when we don't have large vandalism issues. */&lt;br /&gt;
.mw-rollback-link {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Implements section-collapse and stop-section-collapse */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: 1px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
   padding-left: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the page header on the Main_Page */&lt;br /&gt;
body.page-Main_Page h1 { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Make TabberNeue not have arrows on the list and instead wrap it */&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide default tab indicator */&lt;br /&gt;
.tabber__indicator { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Change style of selected tab */&lt;br /&gt;
.tabber__tab[aria-selected='true'] {&lt;br /&gt;
    background-color: #2859a8;&lt;br /&gt;
    color: white !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Some tab button fixes */&lt;br /&gt;
.tabber__tab { &lt;br /&gt;
    margin: 0 auto !important; &lt;br /&gt;
    font-size: 85%;&lt;br /&gt;
    padding-bottom: 1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the size of the button text, note that this also proportionally changes the button padding  */&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* DARKMODE STYLING STARTS HERE */&lt;br /&gt;
&lt;br /&gt;
/* Color variables, use with var() */&lt;br /&gt;
:root {&lt;br /&gt;
    --text-color: #cbd9f4;&lt;br /&gt;
    --link-color: #8cabe6;&lt;br /&gt;
    --regular-bg: #0B0B3B;&lt;br /&gt;
    --light-bg: #181857;&lt;br /&gt;
    --newpage-color: #aa0000;&lt;br /&gt;
    --button-bg: #343d56;&lt;br /&gt;
    --border-button: #3f5073;&lt;br /&gt;
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    --code-text: #f2f2f2;&lt;br /&gt;
    --code-border: #7e8592;&lt;br /&gt;
    --ooui-input: #384766;&lt;br /&gt;
    --search-hover-bg: #0d0d36;&lt;br /&gt;
    --border-general: #3f4186;&lt;br /&gt;
    --editor-toolbar: #04046b;&lt;br /&gt;
    --diff-addborder: #73a1ff;&lt;br /&gt;
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    --diff-addbg: #305ab1;&lt;br /&gt;
    --diff-delbg: #691206;&lt;br /&gt;
    --header-border: #596e96;&lt;br /&gt;
    --button-hover: #2d4167;&lt;br /&gt;
    --original-link: #0645ad;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set color-scheme specification */&lt;br /&gt;
html.client-darkmode { color-scheme: dark; }&lt;br /&gt;
&lt;br /&gt;
/* Cancel inversion to use better styling */&lt;br /&gt;
:root, img, .diffchange { filter: unset !important; }&lt;br /&gt;
&lt;br /&gt;
/* The main coloring, sets most of the page to use the --regular-bg background color and the text color to --text-color */&lt;br /&gt;
.client-darkmode, .client-darkmode body, .client-darkmode html, .client-darkmode .mw-body, .client-darkmode #mw-navigation, .client-darkmode #mw-page-base, .client-darkmode #mw-head-base, .client-darkmode .vector-legacy-sidebar, .client-darkmode h1, .client-darkmode h2, .client-darkmode h3, .client-darkmode h4, .client-darkmode h5, .client-darkmode h6, .client-darkmode .mw-footer, .client-darkmode table, .client-darkmode table.wikitable, .client-darkmode figure[typeof~='mw:File/Thumb'], .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, .client-darkmode figure[typeof~='mw:File/Frame'], .client-darkmode .vector-menu-heading-label, .client-darkmode .mw-footer li, .client-darkmode .mw-wiki-logo, .client-darkmode .mw-datatable td, .mw-datatable tr:hover td, .oo-ui-popupWidget-popup { &lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes all darkmode links use the --link-color, !important must be used here */&lt;br /&gt;
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    color: var(--link-color) !important;&lt;br /&gt;
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&lt;br /&gt;
/* Makes the category section + table of contents the --light-bg color in darkmode, !important must be used here */&lt;br /&gt;
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    background-color: var(--light-bg) !important; &lt;br /&gt;
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&lt;br /&gt;
/* The second main coloring, sets elements to use the --light-bg background color instead, such as table headers or mw-code blocks */&lt;br /&gt;
.client-darkmode .vector-search-box-input, .client-darkmode #searchInput, .client-darkmode .wikitable th, .client-darkmode .editOptions, .client-darkmode .oo-ui-textInputWidget .oo-ui-inputWidget-input, .client-darkmode textarea.mw-editfont-monospace, .client-darkmode pre, .client-darkmode .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .client-darkmode .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .client-darkmode .mw-search-profile-tabs, .client-darkmode .mw-code, .client-darkmode .tocnumber, .client-darkmode .suggestions-result, .client-darkmode .suggestions-special, .client-darkmode .special-query, .client-darkmode .mw-changeslist-legend.mw-specialpages-notes, .client-darkmode .mw-rcfilters-ui-filterWrapperWidget .oo-ui-buttonElement-button, .client-darkmode #filetoc, .client-darkmode .mw_metadata td, .client-darkmode .mw_metadata th, .client-darkmode .wikiEditor-ui-toolbar, .client-darkmode #pagehistory li.selected, .client-darkmode .mw-datatable th {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
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&lt;br /&gt;
/* Makes the currently active navbar button (Page/Read/Edit) blend into the page as it does in lightmode */&lt;br /&gt;
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    background-color: var(--regular-bg); &lt;br /&gt;
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&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy .selected a:visited, .mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title, .oo-ui-tabOptionWidget, .cdx-text-input__input:enabled) { color: var(--text-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Inverts a bunch of button icons to be visible in darkmode, including the WikiEditor dragbar and search bar magnifying glass */&lt;br /&gt;
.client-darkmode .searchButton, .client-darkmode .vector-menu-dropdown .vector-menu-heading::after, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-iconElement-icon, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-indicatorElement-indicator, .client-darkmode .mw-indicator, .client-darkmode .ext-WikiEditor-ResizingDragBar, .client-darkmode .oo-ui-buttonElement-button .oo-ui-iconElement-icon, .client-darkmode .oo-ui-indicatorElement-indicator.oo-ui-indicator-down { filter: invert( 1 ) hue-rotate( 180deg ) }&lt;br /&gt;
&lt;br /&gt;
/* Removes the background from the top nav buttons, because it looks bad in darkmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy li, #right-navigation.vector-menu-dropdown, #mw-page-base) { background-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Makes new-page links remain red in darkmode, with a dimmed red color defined in --newpage-color, !important must be used here */&lt;br /&gt;
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&lt;br /&gt;
/* Sets the colors of the Show preview/Show changes buttons */&lt;br /&gt;
:is(.client-darkmode) :is(#wpPreviewWidget &amp;gt; input, #wpDiffWidget &amp;gt; input) { &lt;br /&gt;
    background-color: var(--button-bg) !important;&lt;br /&gt;
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    border-color: var(--border-button);&lt;br /&gt;
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&lt;br /&gt;
/* Sets the &amp;lt;code&amp;gt; colors */&lt;br /&gt;
.client-darkmode code {&lt;br /&gt;
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    color: var(--code-text);&lt;br /&gt;
    background-color: var(--code-bg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes unselected checkbox + radio buttons nicer */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-checkboxInputWidget [type='checkbox'] + span, .oo-ui-radioInputWidget [type='radio'] + span, .cdx-checkbox__icon) { background-color: var(--ooui-input); }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the search results when you're hovering over them */&lt;br /&gt;
:is(.client-darkmode) :is(.suggestions-result-current, .suggestions-result-current *) { &lt;br /&gt;
    background-color: var(--search-hover-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Slight tweak to prevent white flashes when loading thumb images + hovering on system messages page + gallery and login pages */&lt;br /&gt;
:is(.client-darkmode) :is(figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, .mw-changeslist-legend, li.gallerybox div.thumb, .cdx-text-input__input:enabled, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected, .mw-scribunto-console-fieldset, .mw-scribunto-error, .mw-scribunto-message) { &lt;br /&gt;
    background-color: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Quick hack to make bullet points visible in darkmode, I couldn't figure out any other way of doing this, putting an inversion filter on li::marker didn't work */&lt;br /&gt;
.client-darkmode ul { list-style-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Make general border colors less eye-piercing */&lt;br /&gt;
.client-darkmode #content.mw-body, .mw-changeslist-legend {&lt;br /&gt;
    border-color: var(--border-general);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Set general border color part 2 */&lt;br /&gt;
:is(.client-darkmode) :is(h1, h2, #searchInput, .toc, .catlinks, table, th, tr, td, .mw-code, .editOptions, figure[typeof~='mw:File/Thumb'], figure[typeof~='mw:File/Frame'], figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, pre, .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .vector-menu-dropdown:hover .vector-menu-content, .oo-ui-textInputWidget .oo-ui-inputWidget-input, .mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed, .oo-ui-menuSelectWidget, .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget ) { border-color: var(--header-border); }&lt;br /&gt;
&lt;br /&gt;
/* Part 2 of the previous, it needs to be separated or the main body breaks */&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar a dark blue, also fixes messages on the system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.wikiEditor-ui-toolbar, #mw-allmessagestable .am_actual) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar buttons visible */&lt;br /&gt;
.client-darkmode .wikiEditor-ui-toolbar .tabs span.tab a::before { filter: invert(1); }&lt;br /&gt;
&lt;br /&gt;
/* Diff styling block */&lt;br /&gt;
.client-darkmode .diff-deletedline { border-color: var(--diff-delborder) !important; }&lt;br /&gt;
.client-darkmode .diff-addedline { border-color: var(--diff-addborder) !important; }&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-context { &lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border: 0;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-deletedline .diffchange { background-color: var(--diff-delbg); }&lt;br /&gt;
.client-darkmode .diff-addedline .diffchange { background-color: var(--diff-addbg); }&lt;br /&gt;
/* Diff block end */&lt;br /&gt;
&lt;br /&gt;
/* Fix gallery hover */&lt;br /&gt;
:is(.client-darkmode) :is(ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper, ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper, ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper) { background: rgb(0 0 0 / 80%); }&lt;br /&gt;
&lt;br /&gt;
/* Make big buttons (mostly used on recent changes page) not destroy eyes on hover, same with system messages page */&lt;br /&gt;
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&lt;br /&gt;
/* Make RC page filters better */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled, .oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled) {&lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border-color: var(--diff-addbg);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ease RC button borders */&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button { border-color: var(--border-button); }&lt;br /&gt;
&lt;br /&gt;
/* Make mboxes not have weird looking links */&lt;br /&gt;
:is(.client-darkmode) :is(.mbox a,.mbox a:visited) { color: var(--original-link) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix tabs */&lt;br /&gt;
.client-darkmode a.tabber__tab[aria-selected='true'] { color: white !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix RC page buttons + some dropdowns + some Lua console stuff */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined, .oo-ui-tagMultiselectWidget, .oo-ui-tabSelectWidget-framed, .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button, .oo-ui-menuSelectWidget, #mw-scribunto-input) { background-color: var(--light-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Extra system messages page fixes */&lt;br /&gt;
.client-darkmode #mw-allmessagestable .am_default { background-color: var(--code-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes */&lt;br /&gt;
.client-darkmode #preferences .mw-htmlform-submit-buttons {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    border-top: 1px solid var(--header-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-disabled &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: var(--button-bg); &lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected { &lt;br /&gt;
    background-color: var(--original-link); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover, .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover) {&lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    background-color: var(--button-hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes end */&lt;br /&gt;
&lt;br /&gt;
/* Dropdown fixes */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-dropdownInputWidget select) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown text + Lua console */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .mw-scribunto-input, .mw-scribunto-console-fieldset, .mw-scribunto-message) { color: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown hover */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted) { background-color: var(--button-hover); }&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Power_Relay_Station&amp;diff=13751</id>
		<title>Power Relay Station</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Power_Relay_Station&amp;diff=13751"/>
		<updated>2025-02-14T06:51:43Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Power Relay Schematic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spacecraft_Module&lt;br /&gt;
| Name = Power Relay Station&lt;br /&gt;
| Picture = dp_PowerConsole.png&lt;br /&gt;
| Placement = Limit one in each room&lt;br /&gt;
| TL = 1&lt;br /&gt;
| Mass = 80kg&lt;br /&gt;
| Materials =&lt;br /&gt;
* 2 [[Electronic Part]]s&lt;br /&gt;
* 1 [[Mechanical Part]]&lt;br /&gt;
* 1 [[Plastic]]&lt;br /&gt;
* 1 [[Computer]]&lt;br /&gt;
* 1 [[Textiles]]&lt;br /&gt;
| Tools =&lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
* [[Screw Driver]]&lt;br /&gt;
* [[Soldering Iron]]&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Glue Gun]]&lt;br /&gt;
* [[Sewing Needle]]&lt;br /&gt;
}}&lt;br /&gt;
The '''power relay station''' is the junction box for all systems of the spacecraft. The power relay station enables ad hoc repairs to damaged systems. Power distribution can be configured to reroute power from working systems to systems that are not working. Less important systems can be sacrificed in favor of systems necessary for survival of the ship and crew. Using the power relay station, a skilled engineer can revive an otherwise derelict ship so it can limp back to port for repairs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''WARNING!'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Improper use of the power relay station can result in catastrophic system failure and total destruction of the spacecraft.'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRelayScene.png|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
Controls are activated by clicking on the console using the hand cursor. Controls also have corresponding keyboard equivalents. Help about using the hand cursor and a table showing the key commands for this station can be found on the [[Controls#Power_Relay_Station]] page.&lt;br /&gt;
&lt;br /&gt;
==Power Relay Schematic==&lt;br /&gt;
[[File:PowerRelaySchematic.png|frame|left|]]&lt;br /&gt;
&lt;br /&gt;
*The power plant converts [[hydrogen]] fuel into electrical energy. Electricity produced by the [[Power_Plant_(Subsystem)|power plant]] is stored in the capacitor. Each power plant unit adds to the total energy storage capacity of the capacitor.&lt;br /&gt;
&lt;br /&gt;
* The capacitor acts as a ready supply of electrical energy for the systems of the [[spacecraft]]. Unlike a battery, which releases energy slowly, the capacitor responds instantly to large sudden demands for power. The amount of energy that can be stored by the capacitor is determined by the number of power plant units in the design.&lt;br /&gt;
&lt;br /&gt;
* Each system has a power converter. The power converter directs power from the capacitor to the system equipment through a power relay junction. The power converter for each system is designed to handle the energy load demanded by its system. The [[Maneuver_Drive|maneuver drive]] power converter often routes a lot of power because a large number of maneuver drive units is typical in a spacecraft design.&lt;br /&gt;
&lt;br /&gt;
* A power relay junction connects a power converter to system equipment. Normally, every power converter has one single power relay junction connecting to its corresponding system equipment. The figure depicts the maneuver drive power converter connected to the maneuver drive equipment, which is the normal state.&lt;br /&gt;
&lt;br /&gt;
* System equipment is the final consumer of the electrical power produced by the power plant. System equipment performs the specific function of the system. The maneuver drive provides propulsion through space and creates an artificial maneuver environment inside the spacecraft.&lt;br /&gt;
&lt;br /&gt;
==Condition Red==&lt;br /&gt;
[[File:PowerRelay1.png|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
'''When a system is damaged, the damage affects the power converter for the system, not the equipment of the system.'''&lt;br /&gt;
&lt;br /&gt;
This is crucial to understanding the role of the power relay station. Damage to a system reduces the output of that system's power converter. The full potential of the system equipment can be restored by connecting other working power converters to the system's equipment. Using the power relay station, multiple power converters can be connected to the equipment of a single system.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRelayRed.png|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
The display screen is divided into two sections by red lines. The small upper section displays the power plant shunts. The large lower section displays the power relay junctions.&lt;br /&gt;
&lt;br /&gt;
==Power Relay Junctions==&lt;br /&gt;
The power relay junction section displays power converters in a row across the top. System equipment is displayed in a row across the bottom. Power junctions are displayed as thick gold traces connecting power converters at the top to system equipment at the bottom.&lt;br /&gt;
&lt;br /&gt;
[[File:PowerRelayRed.png|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! System&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PowerSupplyManeuverDrive.png]]&lt;br /&gt;
| Healthy Power Converter for Maneuver Drive&lt;br /&gt;
| The vertical bar at the left shows the health of the system. This bar corresponds to the damage percentage shown on the Damage Report (F6) window.&lt;br /&gt;
&lt;br /&gt;
The thick vertical bar at the right shows power level. The power level will match the health level unless the system is overclocked.&lt;br /&gt;
&lt;br /&gt;
The gold line protruding from the bottom center is the power relay junction connecting the converter to a system, the maneuver drive in this case.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PowerSupplyLifeSupportO.png|60px]]&lt;br /&gt;
| Damaged Power Converter for Life Support&lt;br /&gt;
| Low health bar at the left indicates a power converter that is heavily damaged.&lt;br /&gt;
&lt;br /&gt;
The thick vertical bar at the right shows power level. Damaged power converters provide less power than undamaged power converters. This power converter has been overclocked to restore some of its lost performance. Refer to the Overclocking section for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PowerRelaySurgeryUnit.png|60px]]&lt;br /&gt;
| Disconnected Surgery Unit&lt;br /&gt;
| Red tint indicates the system equipment is not receiving power. Equipment does not function when it is not powered.&lt;br /&gt;
&lt;br /&gt;
Absence of a thick vertical bar at the right shows power level at zero. This example is zero because no power converter is connected to it. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:PowerRelayLifeSupport.png|60px]]&lt;br /&gt;
| Life Support System with Multiple Connections&lt;br /&gt;
| Multiple gold power relay junction lines show that the power converters for a turret and a surgery unit have been connected to the life support system to augment the output of the damaged life support power converter.&lt;br /&gt;
&lt;br /&gt;
Even with additional power converters attached, the combined total power to the life support system is less than the maximum that it could be. Systems will suffer a reduction in overall performance that is proportional to the power supplied. A system that is powered at 50% will operate at 50% of its capability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
[[File:PowerRelayNav.png|none|50px]]&lt;br /&gt;
&lt;br /&gt;
Access to every system's power relay junction is possible, even though only eight junctions can be displayed at once.&lt;br /&gt;
&lt;br /&gt;
The power converter displayed at any position is changed by clicking on the blue arrows on the system type image. Click on the right arrow to switch to the next system's power converter in the ship's internal list of systems. Click on the left arrow to switch to the previous system's power converter. In this manner, each power converter position on the panel can be &amp;quot;scrolled&amp;quot; to show a different power converter among those available.&lt;br /&gt;
&lt;br /&gt;
The system equipment displayed at any position is changed by clicking on the blue arrows on the system type image. Click on the right arrow to switch to the next system's equipment in the ship's internal list of systems. Click on the left arrow to switch to the previous system's equipment. In this manner, each system equipment position on the panel can be &amp;quot;scrolled&amp;quot; to show a different system among those available.&lt;br /&gt;
&lt;br /&gt;
Note that the power converters shown at the top row do not have to correspond to the system equipment shown at the bottom row.&lt;br /&gt;
&lt;br /&gt;
When one end of a power relay junction is not visible on the display, the gold junction line is drawn from the visible end to one side of the display screen.&lt;br /&gt;
&lt;br /&gt;
==Making Connections==&lt;br /&gt;
Click on the connector at the power converter end of a gold junction line to disconnect the system. Power converters are shown across the top of the power relay section.&lt;br /&gt;
&lt;br /&gt;
The last power converter that is clicked becomes the current converter when making a junction to the next equipment connection that is clicked.&lt;br /&gt;
&lt;br /&gt;
Click on the connector above a system equipment image to create a junction to the last converter that was clicked. System equipment is shown across the bottom of the power relay section.&lt;br /&gt;
&lt;br /&gt;
Smaller power converters may not supply all of the power needed by equipment of larger systems. Multiple power converters can be connected to the same system equipment.&lt;br /&gt;
&lt;br /&gt;
==Overclocking==&lt;br /&gt;
Overclocking is a way of restoring lost performance to a damaged system. The degraded performance level of a damaged system can be doubled by overclocking, up to its undamaged design performance. A system cannot be overclocked beyond its original designed performance.&lt;br /&gt;
&lt;br /&gt;
Click on the power level bar next to a power converter to overclock it, resulting in a possible increase in performance of that system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PowerSupplyLifeSupport.png]] [[File:PowerSupplyLifeSupportO.png]]&lt;br /&gt;
'''WARNING!'''&lt;br /&gt;
'''Overclocked systems will incur damage due to stress over time. This can result in catastrophic system failure and total destruction of the spacecraft.'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Power Plant Shunts==&lt;br /&gt;
The upper section of the power relay station displays [[Power_Plant_(Subsystem)|power plant]] output and power plant shunts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PowerRelayUpper.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power plant shunts appear in a row across the bottom. Eight different shunts enable risky overrides inside the power plant. Each shunt that is activated restores 1/8th of the power plant's undamaged output. Shunts will restore power plant output lost due to damage, up to 100%; they will not enable the power plant to exceed its original design capability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PowerRelayUpperRed.png]]&lt;br /&gt;
'''WARNING!'''&lt;br /&gt;
'''Active shunts will damage the power plant over time. This can result in catastrophic failure of the power plant and total destruction of the spacecraft.'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The output of the power plant is shown as a horizontal bar across the top. When no shunts are enabled, this bar corresponds to the power plant damage percentage shown on the [[Damage Report]] (F6) window. Active shunts will raise the output of the power plant beyond the health level of the power plant.&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13749</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13749"/>
		<updated>2025-02-13T02:57:32Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Hides the rollback option. Not needed when we don't have large vandalism issues. */&lt;br /&gt;
.mw-rollback-link {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Implements section-collapse and stop-section-collapse */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: 1px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
   padding-left: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the page header on the Main_Page */&lt;br /&gt;
body.page-Main_Page h1 { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Make TabberNeue not have arrows on the list and instead wrap it */&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide default tab indicator */&lt;br /&gt;
.tabber__indicator { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Change style of selected tab */&lt;br /&gt;
.tabber__tab[aria-selected='true'] {&lt;br /&gt;
    background-color: #2859a8;&lt;br /&gt;
    color: white !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Some tab button fixes */&lt;br /&gt;
.tabber__tab { &lt;br /&gt;
    margin: 0 auto !important; &lt;br /&gt;
    font-size: 85%;&lt;br /&gt;
    padding-bottom: 1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the size of the button text, note that this also proportionally changes the button padding  */&lt;br /&gt;
/*.tabber__tab { font-size: calc(1em * 0.7); }*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* DARKMODE STYLING STARTS HERE */&lt;br /&gt;
&lt;br /&gt;
/* Color variables, use with var() */&lt;br /&gt;
:root {&lt;br /&gt;
    --text-color: #cbd9f4;&lt;br /&gt;
    --link-color: #8cabe6;&lt;br /&gt;
    --regular-bg: #0B0B3B;&lt;br /&gt;
    --light-bg: #181857;&lt;br /&gt;
    --newpage-color: #aa0000;&lt;br /&gt;
    --button-bg: #343d56;&lt;br /&gt;
    --border-button: #3f5073;&lt;br /&gt;
    --code-bg: #777777;&lt;br /&gt;
    --code-text: #f2f2f2;&lt;br /&gt;
    --code-border: #7e8592;&lt;br /&gt;
    --ooui-input: #384766;&lt;br /&gt;
    --search-hover-bg: #0d0d36;&lt;br /&gt;
    --border-general: #3f4186;&lt;br /&gt;
    --editor-toolbar: #04046b;&lt;br /&gt;
    --diff-addborder: #73a1ff;&lt;br /&gt;
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    --diff-addbg: #305ab1;&lt;br /&gt;
    --diff-delbg: #691206;&lt;br /&gt;
    --header-border: #596e96;&lt;br /&gt;
    --button-hover: #2d4167;&lt;br /&gt;
    --original-link: #0645ad;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set color-scheme specification */&lt;br /&gt;
html.client-darkmode { color-scheme: dark; }&lt;br /&gt;
&lt;br /&gt;
/* Cancel inversion to use better styling */&lt;br /&gt;
:root, img, .diffchange { filter: unset !important; }&lt;br /&gt;
&lt;br /&gt;
/* The main coloring, sets most of the page to use the --regular-bg background color and the text color to --text-color */&lt;br /&gt;
.client-darkmode, .client-darkmode body, .client-darkmode html, .client-darkmode .mw-body, .client-darkmode #mw-navigation, .client-darkmode #mw-page-base, .client-darkmode #mw-head-base, .client-darkmode .vector-legacy-sidebar, .client-darkmode h1, .client-darkmode h2, .client-darkmode h3, .client-darkmode h4, .client-darkmode h5, .client-darkmode h6, .client-darkmode .mw-footer, .client-darkmode table, .client-darkmode table.wikitable, .client-darkmode figure[typeof~='mw:File/Thumb'], .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, .client-darkmode figure[typeof~='mw:File/Frame'], .client-darkmode .vector-menu-heading-label, .client-darkmode .mw-footer li, .client-darkmode .mw-wiki-logo, .client-darkmode .mw-datatable td, .mw-datatable tr:hover td, .oo-ui-popupWidget-popup { &lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes all darkmode links use the --link-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(a, a:visited, .mw-collapsible-text) {&lt;br /&gt;
    color: var(--link-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the category section + table of contents the --light-bg color in darkmode, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(.catlinks, .toc, .cdx-button:enabled, .cdx-button.cdx-button--fake-button--enabled) {&lt;br /&gt;
    background-color: var(--light-bg) !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* The second main coloring, sets elements to use the --light-bg background color instead, such as table headers or mw-code blocks */&lt;br /&gt;
.client-darkmode .vector-search-box-input, .client-darkmode #searchInput, .client-darkmode .wikitable th, .client-darkmode .editOptions, .client-darkmode .oo-ui-textInputWidget .oo-ui-inputWidget-input, .client-darkmode textarea.mw-editfont-monospace, .client-darkmode pre, .client-darkmode .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .client-darkmode .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .client-darkmode .mw-search-profile-tabs, .client-darkmode .mw-code, .client-darkmode .tocnumber, .client-darkmode .suggestions-result, .client-darkmode .suggestions-special, .client-darkmode .special-query, .client-darkmode .mw-changeslist-legend.mw-specialpages-notes, .client-darkmode .mw-rcfilters-ui-filterWrapperWidget .oo-ui-buttonElement-button, .client-darkmode #filetoc, .client-darkmode .mw_metadata td, .client-darkmode .mw_metadata th, .client-darkmode .wikiEditor-ui-toolbar, .client-darkmode #pagehistory li.selected, .client-darkmode .mw-datatable th {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the currently active navbar button (Page/Read/Edit) blend into the page as it does in lightmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-checkbox, .vector-menu-content, .vector-menu-tabs-legacy .selected) {&lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy .selected a:visited, .mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title, .oo-ui-tabOptionWidget, .cdx-text-input__input:enabled) { color: var(--text-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Inverts a bunch of button icons to be visible in darkmode, including the WikiEditor dragbar and search bar magnifying glass */&lt;br /&gt;
.client-darkmode .searchButton, .client-darkmode .vector-menu-dropdown .vector-menu-heading::after, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-iconElement-icon, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-indicatorElement-indicator, .client-darkmode .mw-indicator, .client-darkmode .ext-WikiEditor-ResizingDragBar, .client-darkmode .oo-ui-buttonElement-button .oo-ui-iconElement-icon, .client-darkmode .oo-ui-indicatorElement-indicator.oo-ui-indicator-down { filter: invert( 1 ) hue-rotate( 180deg ) }&lt;br /&gt;
&lt;br /&gt;
/* Removes the background from the top nav buttons, because it looks bad in darkmode */&lt;br /&gt;
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&lt;br /&gt;
/* Makes new-page links remain red in darkmode, with a dimmed red color defined in --newpage-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(li.new a, a.new, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive &amp;gt; .oo-ui-buttonElement-button) { color: var(--newpage-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the Show preview/Show changes buttons */&lt;br /&gt;
:is(.client-darkmode) :is(#wpPreviewWidget &amp;gt; input, #wpDiffWidget &amp;gt; input) { &lt;br /&gt;
    background-color: var(--button-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sets the &amp;lt;code&amp;gt; colors */&lt;br /&gt;
.client-darkmode code {&lt;br /&gt;
    border-color: var(--code-border);&lt;br /&gt;
    color: var(--code-text);&lt;br /&gt;
    background-color: var(--code-bg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes unselected checkbox + radio buttons nicer */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-checkboxInputWidget [type='checkbox'] + span, .oo-ui-radioInputWidget [type='radio'] + span, .cdx-checkbox__icon) { background-color: var(--ooui-input); }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the search results when you're hovering over them */&lt;br /&gt;
:is(.client-darkmode) :is(.suggestions-result-current, .suggestions-result-current *) { &lt;br /&gt;
    background-color: var(--search-hover-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Slight tweak to prevent white flashes when loading thumb images + hovering on system messages page + gallery and login pages */&lt;br /&gt;
:is(.client-darkmode) :is(figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, .mw-changeslist-legend, li.gallerybox div.thumb, .cdx-text-input__input:enabled, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected, .mw-scribunto-console-fieldset, .mw-scribunto-error, .mw-scribunto-message) { &lt;br /&gt;
    background-color: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Quick hack to make bullet points visible in darkmode, I couldn't figure out any other way of doing this, putting an inversion filter on li::marker didn't work */&lt;br /&gt;
.client-darkmode ul { list-style-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Make general border colors less eye-piercing */&lt;br /&gt;
.client-darkmode #content.mw-body {&lt;br /&gt;
    border-color: var(--border-general);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Set general border color part 2 */&lt;br /&gt;
:is(.client-darkmode) :is(h1, h2, #searchInput, .toc, .catlinks, table, th, tr, td, .mw-code, .editOptions, figure[typeof~='mw:File/Thumb'], figure[typeof~='mw:File/Frame'], figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, pre, .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .vector-menu-dropdown:hover .vector-menu-content, .oo-ui-textInputWidget .oo-ui-inputWidget-input, .mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed, .oo-ui-menuSelectWidget, .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget ) { border-color: var(--header-border); }&lt;br /&gt;
&lt;br /&gt;
/* Part 2 of the previous, it needs to be separated or the main body breaks */&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar a dark blue, also fixes messages on the system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.wikiEditor-ui-toolbar, #mw-allmessagestable .am_actual) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar buttons visible */&lt;br /&gt;
.client-darkmode .wikiEditor-ui-toolbar .tabs span.tab a::before { filter: invert(1); }&lt;br /&gt;
&lt;br /&gt;
/* Diff styling block */&lt;br /&gt;
.client-darkmode .diff-deletedline { border-color: var(--diff-delborder) !important; }&lt;br /&gt;
.client-darkmode .diff-addedline { border-color: var(--diff-addborder) !important; }&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-context { &lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border: 0;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-deletedline .diffchange { background-color: var(--diff-delbg); }&lt;br /&gt;
.client-darkmode .diff-addedline .diffchange { background-color: var(--diff-addbg); }&lt;br /&gt;
/* Diff block end */&lt;br /&gt;
&lt;br /&gt;
/* Fix gallery hover */&lt;br /&gt;
:is(.client-darkmode) :is(ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper, ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper, ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper) { background: rgb(0 0 0 / 80%); }&lt;br /&gt;
&lt;br /&gt;
/* Make big buttons (mostly used on recent changes page) not destroy eyes on hover, same with system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, #mw-allmessagestable tbody:hover td, #mw-allmessagestable tbody:hover .am_default, #mw-allmessagestable tbody:hover .am_actual, .cdx-button:enabled:hover, .cdx-button.cdx-button--fake-button--enabled:hover) { background-color: var(--button-hover); }&lt;br /&gt;
&lt;br /&gt;
/* Make RC page filters better */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled, .oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled) {&lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border-color: var(--diff-addbg);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ease RC button borders */&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button { border-color: var(--border-button); }&lt;br /&gt;
&lt;br /&gt;
/* Make mboxes not have weird looking links */&lt;br /&gt;
:is(.client-darkmode) :is(.mbox a,.mbox a:visited) { color: var(--original-link) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix tabs */&lt;br /&gt;
.client-darkmode a.tabber__tab[aria-selected='true'] { color: white !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix RC page buttons + some dropdowns + some Lua console stuff */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined, .oo-ui-tagMultiselectWidget, .oo-ui-tabSelectWidget-framed, .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button, .oo-ui-menuSelectWidget, #mw-scribunto-input) { background-color: var(--light-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Extra system messages page fixes */&lt;br /&gt;
.client-darkmode #mw-allmessagestable .am_default { background-color: var(--code-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes */&lt;br /&gt;
.client-darkmode #preferences .mw-htmlform-submit-buttons {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    border-top: 1px solid var(--header-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-disabled &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: var(--button-bg); &lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected { &lt;br /&gt;
    background-color: var(--original-link); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover, .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover) {&lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    background-color: var(--button-hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes end */&lt;br /&gt;
&lt;br /&gt;
/* Dropdown fixes */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-dropdownInputWidget select) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown text + Lua console */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .mw-scribunto-input, .mw-scribunto-console-fieldset, .mw-scribunto-message) { color: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown hover */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted) { background-color: var(--button-hover); }&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13748</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13748"/>
		<updated>2025-02-13T02:44:36Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Fix for file list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Hides the rollback option. Not needed when we don't have large vandalism issues. */&lt;br /&gt;
.mw-rollback-link {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Implements section-collapse and stop-section-collapse */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: 1px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
   padding-left: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the page header on the Main_Page */&lt;br /&gt;
body.page-Main_Page h1 { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Make TabberNeue not have arrows on the list and instead wrap it */&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide default tab indicator */&lt;br /&gt;
.tabber__indicator { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Change style of selected tab */&lt;br /&gt;
.tabber__tab[aria-selected='true'] {&lt;br /&gt;
    background-color: #2859a8;&lt;br /&gt;
    color: white !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Some tab button fixes */&lt;br /&gt;
.tabber__tab { &lt;br /&gt;
    margin: 0 auto !important; &lt;br /&gt;
    font-size: 85%;&lt;br /&gt;
    padding-bottom: 1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the size of the button text, note that this also proportionally changes the button padding  */&lt;br /&gt;
/*.tabber__tab { font-size: calc(1em * 0.7); }*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* DARKMODE STYLING STARTS HERE */&lt;br /&gt;
&lt;br /&gt;
/* Color variables, use with var() */&lt;br /&gt;
:root {&lt;br /&gt;
    --text-color: #cbd9f4;&lt;br /&gt;
    --link-color: #8cabe6;&lt;br /&gt;
    --regular-bg: #0B0B3B;&lt;br /&gt;
    --light-bg: #181857;&lt;br /&gt;
    --newpage-color: #aa0000;&lt;br /&gt;
    --button-bg: #343d56;&lt;br /&gt;
    --border-button: #3f5073;&lt;br /&gt;
    --code-bg: #777777;&lt;br /&gt;
    --code-text: #f2f2f2;&lt;br /&gt;
    --code-border: #7e8592;&lt;br /&gt;
    --ooui-input: #384766;&lt;br /&gt;
    --search-hover-bg: #0d0d36;&lt;br /&gt;
    --border-general: #3f4186;&lt;br /&gt;
    --editor-toolbar: #04046b;&lt;br /&gt;
    --diff-addborder: #73a1ff;&lt;br /&gt;
    --diff-delborder: #d35b4a;&lt;br /&gt;
    --diff-addbg: #305ab1;&lt;br /&gt;
    --diff-delbg: #691206;&lt;br /&gt;
    --header-border: #596e96;&lt;br /&gt;
    --button-hover: #2d4167;&lt;br /&gt;
    --original-link: #0645ad;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set color-scheme specification */&lt;br /&gt;
html.client-darkmode { color-scheme: dark; }&lt;br /&gt;
&lt;br /&gt;
/* Cancel inversion to use better styling */&lt;br /&gt;
:root, img, .diffchange { filter: unset !important; }&lt;br /&gt;
&lt;br /&gt;
/* The main coloring, sets most of the page to use the --regular-bg background color and the text color to --text-color */&lt;br /&gt;
.client-darkmode, .client-darkmode body, .client-darkmode html, .client-darkmode .mw-body, .client-darkmode #mw-navigation, .client-darkmode #mw-page-base, .client-darkmode #mw-head-base, .client-darkmode .vector-legacy-sidebar, .client-darkmode h1, .client-darkmode h2, .client-darkmode h3, .client-darkmode h4, .client-darkmode h5, .client-darkmode h6, .client-darkmode .mw-footer, .client-darkmode table, .client-darkmode table.wikitable, .client-darkmode figure[typeof~='mw:File/Thumb'], .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, .client-darkmode figure[typeof~='mw:File/Frame'], .client-darkmode .vector-menu-heading-label, .client-darkmode .mw-footer li, .client-darkmode .mw-wiki-logo, .client-darkmode .mw-datatable td, .mw-datatable tr:hover td { &lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes all darkmode links use the --link-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(a, a:visited, .mw-collapsible-text) {&lt;br /&gt;
    color: var(--link-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the category section + table of contents the --light-bg color in darkmode, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(.catlinks, .toc, .cdx-button:enabled, .cdx-button.cdx-button--fake-button--enabled) {&lt;br /&gt;
    background-color: var(--light-bg) !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* The second main coloring, sets elements to use the --light-bg background color instead, such as table headers or mw-code blocks */&lt;br /&gt;
.client-darkmode .vector-search-box-input, .client-darkmode #searchInput, .client-darkmode .wikitable th, .client-darkmode .editOptions, .client-darkmode .oo-ui-textInputWidget .oo-ui-inputWidget-input, .client-darkmode textarea.mw-editfont-monospace, .client-darkmode pre, .client-darkmode .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .client-darkmode .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .client-darkmode .mw-search-profile-tabs, .client-darkmode .mw-code, .client-darkmode .tocnumber, .client-darkmode .suggestions-result, .client-darkmode .suggestions-special, .client-darkmode .special-query, .client-darkmode .mw-changeslist-legend.mw-specialpages-notes, .client-darkmode .mw-rcfilters-ui-filterWrapperWidget .oo-ui-buttonElement-button, .client-darkmode #filetoc, .client-darkmode .mw_metadata td, .client-darkmode .mw_metadata th, .client-darkmode .wikiEditor-ui-toolbar, .client-darkmode #pagehistory li.selected, .client-darkmode .mw-datatable th {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the currently active navbar button (Page/Read/Edit) blend into the page as it does in lightmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-checkbox, .vector-menu-content, .vector-menu-tabs-legacy .selected) {&lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy .selected a:visited, .mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title, .oo-ui-tabOptionWidget, .cdx-text-input__input:enabled) { color: var(--text-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Inverts a bunch of button icons to be visible in darkmode, including the WikiEditor dragbar and search bar magnifying glass */&lt;br /&gt;
.client-darkmode .searchButton, .client-darkmode .vector-menu-dropdown .vector-menu-heading::after, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-iconElement-icon, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-indicatorElement-indicator, .client-darkmode .mw-indicator, .client-darkmode .ext-WikiEditor-ResizingDragBar, .client-darkmode .oo-ui-buttonElement-button .oo-ui-iconElement-icon, .client-darkmode .oo-ui-indicatorElement-indicator.oo-ui-indicator-down { filter: invert( 1 ) hue-rotate( 180deg ) }&lt;br /&gt;
&lt;br /&gt;
/* Removes the background from the top nav buttons, because it looks bad in darkmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy li, #right-navigation.vector-menu-dropdown, #mw-page-base) { background-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Makes new-page links remain red in darkmode, with a dimmed red color defined in --newpage-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(li.new a, a.new, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive &amp;gt; .oo-ui-buttonElement-button) { color: var(--newpage-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the Show preview/Show changes buttons */&lt;br /&gt;
:is(.client-darkmode) :is(#wpPreviewWidget &amp;gt; input, #wpDiffWidget &amp;gt; input) { &lt;br /&gt;
    background-color: var(--button-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sets the &amp;lt;code&amp;gt; colors */&lt;br /&gt;
.client-darkmode code {&lt;br /&gt;
    border-color: var(--code-border);&lt;br /&gt;
    color: var(--code-text);&lt;br /&gt;
    background-color: var(--code-bg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes unselected checkbox + radio buttons nicer */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-checkboxInputWidget [type='checkbox'] + span, .oo-ui-radioInputWidget [type='radio'] + span, .cdx-checkbox__icon) { background-color: var(--ooui-input); }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the search results when you're hovering over them */&lt;br /&gt;
:is(.client-darkmode) :is(.suggestions-result-current, .suggestions-result-current *) { &lt;br /&gt;
    background-color: var(--search-hover-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Slight tweak to prevent white flashes when loading thumb images + hovering on system messages page + gallery and login pages */&lt;br /&gt;
:is(.client-darkmode) :is(figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, .mw-changeslist-legend, li.gallerybox div.thumb, .cdx-text-input__input:enabled, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected, .mw-scribunto-console-fieldset, .mw-scribunto-error, .mw-scribunto-message) { &lt;br /&gt;
    background-color: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Quick hack to make bullet points visible in darkmode, I couldn't figure out any other way of doing this, putting an inversion filter on li::marker didn't work */&lt;br /&gt;
.client-darkmode ul { list-style-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Make general border colors less eye-piercing */&lt;br /&gt;
.client-darkmode #content.mw-body {&lt;br /&gt;
    border-color: var(--border-general);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Set general border color part 2 */&lt;br /&gt;
:is(.client-darkmode) :is(h1, h2, #searchInput, .toc, .catlinks, table, th, tr, td, .mw-code, .editOptions, figure[typeof~='mw:File/Thumb'], figure[typeof~='mw:File/Frame'], figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, pre, .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .vector-menu-dropdown:hover .vector-menu-content, .oo-ui-textInputWidget .oo-ui-inputWidget-input, .mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed, .oo-ui-menuSelectWidget, .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget ) { border-color: var(--header-border); }&lt;br /&gt;
&lt;br /&gt;
/* Part 2 of the previous, it needs to be separated or the main body breaks */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs, .vector-menu-tabs a, .vector-menu-dropdown #p-cactions-label.vector-menu-heading) {&lt;br /&gt;
    background-image: linear-gradient(to bottom,rgba(167,215,249,0) 0,var(--border-general) 100%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar a dark blue, also fixes messages on the system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.wikiEditor-ui-toolbar, #mw-allmessagestable .am_actual) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar buttons visible */&lt;br /&gt;
.client-darkmode .wikiEditor-ui-toolbar .tabs span.tab a::before { filter: invert(1); }&lt;br /&gt;
&lt;br /&gt;
/* Diff styling block */&lt;br /&gt;
.client-darkmode .diff-deletedline { border-color: var(--diff-delborder) !important; }&lt;br /&gt;
.client-darkmode .diff-addedline { border-color: var(--diff-addborder) !important; }&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-context { &lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border: 0;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-deletedline .diffchange { background-color: var(--diff-delbg); }&lt;br /&gt;
.client-darkmode .diff-addedline .diffchange { background-color: var(--diff-addbg); }&lt;br /&gt;
/* Diff block end */&lt;br /&gt;
&lt;br /&gt;
/* Fix gallery hover */&lt;br /&gt;
:is(.client-darkmode) :is(ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper, ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper, ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper) { background: rgb(0 0 0 / 80%); }&lt;br /&gt;
&lt;br /&gt;
/* Make big buttons (mostly used on recent changes page) not destroy eyes on hover, same with system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, #mw-allmessagestable tbody:hover td, #mw-allmessagestable tbody:hover .am_default, #mw-allmessagestable tbody:hover .am_actual, .cdx-button:enabled:hover, .cdx-button.cdx-button--fake-button--enabled:hover) { background-color: var(--button-hover); }&lt;br /&gt;
&lt;br /&gt;
/* Make RC page filters better */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled, .oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled) {&lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border-color: var(--diff-addbg);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ease RC button borders */&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button { border-color: var(--border-button); }&lt;br /&gt;
&lt;br /&gt;
/* Make mboxes not have weird looking links */&lt;br /&gt;
:is(.client-darkmode) :is(.mbox a,.mbox a:visited) { color: var(--original-link) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix tabs */&lt;br /&gt;
.client-darkmode a.tabber__tab[aria-selected='true'] { color: white !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix RC page buttons + some dropdowns + some Lua console stuff */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined, .oo-ui-tagMultiselectWidget, .oo-ui-tabSelectWidget-framed, .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button, .oo-ui-menuSelectWidget, #mw-scribunto-input) { background-color: var(--light-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Extra system messages page fixes */&lt;br /&gt;
.client-darkmode #mw-allmessagestable .am_default { background-color: var(--code-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes */&lt;br /&gt;
.client-darkmode #preferences .mw-htmlform-submit-buttons {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    border-top: 1px solid var(--header-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-disabled &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: var(--button-bg); &lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected { &lt;br /&gt;
    background-color: var(--original-link); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover, .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover) {&lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    background-color: var(--button-hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes end */&lt;br /&gt;
&lt;br /&gt;
/* Dropdown fixes */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-dropdownInputWidget select) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown text + Lua console */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .mw-scribunto-input, .mw-scribunto-console-fieldset, .mw-scribunto-message) { color: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown hover */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted) { background-color: var(--button-hover); }&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13747</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13747"/>
		<updated>2025-02-13T02:41:27Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Undo revision 13597 by Celarious (talk) might aswell just undo this while Haxus is away so it works with the currently installed extension&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Hides the rollback option. Not needed when we don't have large vandalism issues. */&lt;br /&gt;
.mw-rollback-link {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Implements section-collapse and stop-section-collapse */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: 1px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
   padding-left: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the page header on the Main_Page */&lt;br /&gt;
body.page-Main_Page h1 { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Make TabberNeue not have arrows on the list and instead wrap it */&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide default tab indicator */&lt;br /&gt;
.tabber__indicator { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Change style of selected tab */&lt;br /&gt;
.tabber__tab[aria-selected='true'] {&lt;br /&gt;
    background-color: #2859a8;&lt;br /&gt;
    color: white !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Some tab button fixes */&lt;br /&gt;
.tabber__tab { &lt;br /&gt;
    margin: 0 auto !important; &lt;br /&gt;
    font-size: 85%;&lt;br /&gt;
    padding-bottom: 1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the size of the button text, note that this also proportionally changes the button padding  */&lt;br /&gt;
/*.tabber__tab { font-size: calc(1em * 0.7); }*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* DARKMODE STYLING STARTS HERE */&lt;br /&gt;
&lt;br /&gt;
/* Color variables, use with var() */&lt;br /&gt;
:root {&lt;br /&gt;
    --text-color: #cbd9f4;&lt;br /&gt;
    --link-color: #8cabe6;&lt;br /&gt;
    --regular-bg: #0B0B3B;&lt;br /&gt;
    --light-bg: #181857;&lt;br /&gt;
    --newpage-color: #aa0000;&lt;br /&gt;
    --button-bg: #343d56;&lt;br /&gt;
    --border-button: #3f5073;&lt;br /&gt;
    --code-bg: #777777;&lt;br /&gt;
    --code-text: #f2f2f2;&lt;br /&gt;
    --code-border: #7e8592;&lt;br /&gt;
    --ooui-input: #384766;&lt;br /&gt;
    --search-hover-bg: #0d0d36;&lt;br /&gt;
    --border-general: #3f4186;&lt;br /&gt;
    --editor-toolbar: #04046b;&lt;br /&gt;
    --diff-addborder: #73a1ff;&lt;br /&gt;
    --diff-delborder: #d35b4a;&lt;br /&gt;
    --diff-addbg: #305ab1;&lt;br /&gt;
    --diff-delbg: #691206;&lt;br /&gt;
    --header-border: #596e96;&lt;br /&gt;
    --button-hover: #2d4167;&lt;br /&gt;
    --original-link: #0645ad;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set color-scheme specification */&lt;br /&gt;
html.client-darkmode { color-scheme: dark; }&lt;br /&gt;
&lt;br /&gt;
/* Cancel inversion to use better styling */&lt;br /&gt;
:root, img, .diffchange { filter: unset !important; }&lt;br /&gt;
&lt;br /&gt;
/* The main coloring, sets most of the page to use the --regular-bg background color and the text color to --text-color */&lt;br /&gt;
.client-darkmode, .client-darkmode body, .client-darkmode html, .client-darkmode .mw-body, .client-darkmode #mw-navigation, .client-darkmode #mw-page-base, .client-darkmode #mw-head-base, .client-darkmode .vector-legacy-sidebar, .client-darkmode h1, .client-darkmode h2, .client-darkmode h3, .client-darkmode h4, .client-darkmode h5, .client-darkmode h6, .client-darkmode .mw-footer, .client-darkmode table, .client-darkmode table.wikitable, .client-darkmode figure[typeof~='mw:File/Thumb'], .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, .client-darkmode .mw-content-ltr figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, .client-darkmode figure[typeof~='mw:File/Frame'], .client-darkmode .vector-menu-heading-label, .client-darkmode .mw-footer li, .client-darkmode .mw-wiki-logo, .client-darkmode .mw-datatable td { &lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes all darkmode links use the --link-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(a, a:visited, .mw-collapsible-text) {&lt;br /&gt;
    color: var(--link-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the category section + table of contents the --light-bg color in darkmode, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(.catlinks, .toc, .cdx-button:enabled, .cdx-button.cdx-button--fake-button--enabled) {&lt;br /&gt;
    background-color: var(--light-bg) !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* The second main coloring, sets elements to use the --light-bg background color instead, such as table headers or mw-code blocks */&lt;br /&gt;
.client-darkmode .vector-search-box-input, .client-darkmode #searchInput, .client-darkmode .wikitable th, .client-darkmode .editOptions, .client-darkmode .oo-ui-textInputWidget .oo-ui-inputWidget-input, .client-darkmode textarea.mw-editfont-monospace, .client-darkmode pre, .client-darkmode .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .client-darkmode .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .client-darkmode .mw-search-profile-tabs, .client-darkmode .mw-code, .client-darkmode .tocnumber, .client-darkmode .suggestions-result, .client-darkmode .suggestions-special, .client-darkmode .special-query, .client-darkmode .mw-changeslist-legend.mw-specialpages-notes, .client-darkmode .mw-rcfilters-ui-filterWrapperWidget .oo-ui-buttonElement-button, .client-darkmode #filetoc, .client-darkmode .mw_metadata td, .client-darkmode .mw_metadata th, .client-darkmode .wikiEditor-ui-toolbar, .client-darkmode #pagehistory li.selected, .client-darkmode .mw-datatable th {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the currently active navbar button (Page/Read/Edit) blend into the page as it does in lightmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-checkbox, .vector-menu-content, .vector-menu-tabs-legacy .selected) {&lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy .selected a:visited, .mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title, .oo-ui-tabOptionWidget, .cdx-text-input__input:enabled) { color: var(--text-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Inverts a bunch of button icons to be visible in darkmode, including the WikiEditor dragbar and search bar magnifying glass */&lt;br /&gt;
.client-darkmode .searchButton, .client-darkmode .vector-menu-dropdown .vector-menu-heading::after, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-iconElement-icon, .client-darkmode .oo-ui-textInputWidget-type-search .oo-ui-indicatorElement-indicator, .client-darkmode .mw-indicator, .client-darkmode .ext-WikiEditor-ResizingDragBar, .client-darkmode .oo-ui-buttonElement-button .oo-ui-iconElement-icon, .client-darkmode .oo-ui-indicatorElement-indicator.oo-ui-indicator-down { filter: invert( 1 ) hue-rotate( 180deg ) }&lt;br /&gt;
&lt;br /&gt;
/* Removes the background from the top nav buttons, because it looks bad in darkmode */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs-legacy li, #right-navigation.vector-menu-dropdown, #mw-page-base) { background-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Makes new-page links remain red in darkmode, with a dimmed red color defined in --newpage-color, !important must be used here */&lt;br /&gt;
:is(.client-darkmode) :is(li.new a, a.new, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive &amp;gt; .oo-ui-buttonElement-button) { color: var(--newpage-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the Show preview/Show changes buttons */&lt;br /&gt;
:is(.client-darkmode) :is(#wpPreviewWidget &amp;gt; input, #wpDiffWidget &amp;gt; input) { &lt;br /&gt;
    background-color: var(--button-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sets the &amp;lt;code&amp;gt; colors */&lt;br /&gt;
.client-darkmode code {&lt;br /&gt;
    border-color: var(--code-border);&lt;br /&gt;
    color: var(--code-text);&lt;br /&gt;
    background-color: var(--code-bg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes unselected checkbox + radio buttons nicer */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-checkboxInputWidget [type='checkbox'] + span, .oo-ui-radioInputWidget [type='radio'] + span, .cdx-checkbox__icon) { background-color: var(--ooui-input); }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the search results when you're hovering over them */&lt;br /&gt;
:is(.client-darkmode) :is(.suggestions-result-current, .suggestions-result-current *) { &lt;br /&gt;
    background-color: var(--search-hover-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Slight tweak to prevent white flashes when loading thumb images + hovering on system messages page + gallery and login pages */&lt;br /&gt;
:is(.client-darkmode) :is(figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, .mw-changeslist-legend, li.gallerybox div.thumb, .cdx-text-input__input:enabled, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected, .mw-scribunto-console-fieldset, .mw-scribunto-error, .mw-scribunto-message) { &lt;br /&gt;
    background-color: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Quick hack to make bullet points visible in darkmode, I couldn't figure out any other way of doing this, putting an inversion filter on li::marker didn't work */&lt;br /&gt;
.client-darkmode ul { list-style-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Make general border colors less eye-piercing */&lt;br /&gt;
.client-darkmode #content.mw-body {&lt;br /&gt;
    border-color: var(--border-general);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Set general border color part 2 */&lt;br /&gt;
:is(.client-darkmode) :is(h1, h2, #searchInput, .toc, .catlinks, table, th, tr, td, .mw-code, .editOptions, figure[typeof~='mw:File/Thumb'], figure[typeof~='mw:File/Frame'], figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, pre, .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .vector-menu-dropdown:hover .vector-menu-content, .oo-ui-textInputWidget .oo-ui-inputWidget-input, .mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed, .oo-ui-menuSelectWidget, .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget ) { border-color: var(--header-border); }&lt;br /&gt;
&lt;br /&gt;
/* Part 2 of the previous, it needs to be separated or the main body breaks */&lt;br /&gt;
:is(.client-darkmode) :is(.vector-menu-tabs, .vector-menu-tabs a, .vector-menu-dropdown #p-cactions-label.vector-menu-heading) {&lt;br /&gt;
    background-image: linear-gradient(to bottom,rgba(167,215,249,0) 0,var(--border-general) 100%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar a dark blue, also fixes messages on the system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.wikiEditor-ui-toolbar, #mw-allmessagestable .am_actual) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar buttons visible */&lt;br /&gt;
.client-darkmode .wikiEditor-ui-toolbar .tabs span.tab a::before { filter: invert(1); }&lt;br /&gt;
&lt;br /&gt;
/* Diff styling block */&lt;br /&gt;
.client-darkmode .diff-deletedline { border-color: var(--diff-delborder) !important; }&lt;br /&gt;
.client-darkmode .diff-addedline { border-color: var(--diff-addborder) !important; }&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-context { &lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border: 0;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .diff-deletedline .diffchange { background-color: var(--diff-delbg); }&lt;br /&gt;
.client-darkmode .diff-addedline .diffchange { background-color: var(--diff-addbg); }&lt;br /&gt;
/* Diff block end */&lt;br /&gt;
&lt;br /&gt;
/* Fix gallery hover */&lt;br /&gt;
:is(.client-darkmode) :is(ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper, ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper, ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper) { background: rgb(0 0 0 / 80%); }&lt;br /&gt;
&lt;br /&gt;
/* Make big buttons (mostly used on recent changes page) not destroy eyes on hover, same with system messages page */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, #mw-allmessagestable tbody:hover td, #mw-allmessagestable tbody:hover .am_default, #mw-allmessagestable tbody:hover .am_actual, .cdx-button:enabled:hover, .cdx-button.cdx-button--fake-button--enabled:hover) { background-color: var(--button-hover); }&lt;br /&gt;
&lt;br /&gt;
/* Make RC page filters better */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled, .oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled) {&lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border-color: var(--diff-addbg);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ease RC button borders */&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button { border-color: var(--border-button); }&lt;br /&gt;
&lt;br /&gt;
/* Make mboxes not have weird looking links */&lt;br /&gt;
:is(.client-darkmode) :is(.mbox a,.mbox a:visited) { color: var(--original-link) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix tabs */&lt;br /&gt;
.client-darkmode a.tabber__tab[aria-selected='true'] { color: white !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix RC page buttons + some dropdowns + some Lua console stuff */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined, .oo-ui-tagMultiselectWidget, .oo-ui-tabSelectWidget-framed, .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button, .oo-ui-menuSelectWidget, #mw-scribunto-input) { background-color: var(--light-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Extra system messages page fixes */&lt;br /&gt;
.client-darkmode #mw-allmessagestable .am_default { background-color: var(--code-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes */&lt;br /&gt;
.client-darkmode #preferences .mw-htmlform-submit-buttons {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    border-top: 1px solid var(--header-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-buttonElement-framed.oo-ui-widget-disabled &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: var(--button-bg); &lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.client-darkmode .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected { &lt;br /&gt;
    background-color: var(--original-link); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover, .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover) {&lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    background-color: var(--button-hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes end */&lt;br /&gt;
&lt;br /&gt;
/* Dropdown fixes */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-dropdownInputWidget select) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown text + Lua console */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .mw-scribunto-input, .mw-scribunto-console-fieldset, .mw-scribunto-message) { color: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown hover */&lt;br /&gt;
:is(.client-darkmode) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted) { background-color: var(--button-hover); }&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13738</id>
		<title>Kadeshi Protectorate</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13738"/>
		<updated>2025-01-24T02:51:09Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empire&lt;br /&gt;
| Name = Kadeshi Protectorate&lt;br /&gt;
| Picture = &lt;br /&gt;
| FoundingDate = 2018-06-25&lt;br /&gt;
| MemberCount = 1&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* Neils Iyssada&lt;br /&gt;
| Allies =&lt;br /&gt;
* [[French Empire]]&lt;br /&gt;
* [[Foxtail]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
| Enemies =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kadeshi Protectorate''' was a minor solo empire that existed from late U5 to end of MMO (U7). It was previously named '''Iyssadae Concordat''' until U6. Kadeshi Protectorate was peaceful, exploration-driven, and centered around ship designing.&lt;br /&gt;
&lt;br /&gt;
==Universe 4==&lt;br /&gt;
A young Neils Iyssada created his first empire on july 2014. It may have been named Iyssadae Concordat. He developped his homeworld up to producing rockets, but couldn't play during august and assisted helplessly to the abrupt end of U4.&lt;br /&gt;
&lt;br /&gt;
==Universe 5==&lt;br /&gt;
Years after that, mid-july 2018, Neils Iyssada joined again and created a new Iyssadae Concordat empire. This time, the home system was colonized in a week and a modified Scout wormhole ship was used for exploration. This design was quite ugly though, and Neils began learning proper ship designing - which became one of the Concordat's main activity.&lt;br /&gt;
&lt;br /&gt;
Several weeks of slow exploration later, the Concordat had its first contact with another empire, which was befriended. A couple other empires were found, mostly inactive or low activity. Then a large empire - could have been [[Stellar Syndicate]] or [[Weltreich]] - threatened Iyssadae Concordat. Although some military frigates and cruisers were produced to defend the empire, it wasn't enough - all colonies on the few inhabited systems were conquered overnight.&lt;br /&gt;
&lt;br /&gt;
A hiatus of a couple months ensued, before creating another empire, spawning in a remote place this time. Development was quick, having learned from the first Concordat. The [[Asteroid]] menace was introduced earlier, but it was destroyed thanks to a modified Basic Design. Iyssadae Concordat was so remote it didn't meet any new empire for months, apart from [[Haxus]]' and [[Foxtail]] ([[Deantwo]] being a game agent).&lt;br /&gt;
The 2nd Iyssadae Concordat died with U5 end, after an uneventful history and several key spacecraft designs created (Kodiak shuttle, Xplo frigate, Normandy SR1 frigate).&lt;br /&gt;
&lt;br /&gt;
==Universe 6==&lt;br /&gt;
Neils Iyssada saw the upcoming U6 as a great way to start over and try to get more involved in galactic affairs. A new asteroid-hunting design was created before U6.&lt;br /&gt;
Not much is remembered about this period. Neils Iyssada likely created an empire, then grew bored and played other games ; or there was so few players that it felt like U5 remote empire again.&lt;br /&gt;
&lt;br /&gt;
==Universe 7==&lt;br /&gt;
Neils Iyssada founded '''Kadeshi Protectorate''' near early march 2022. He broke his own record by having a shuttle spacecraft the 2nd day and easily destroyed the asteroid with the now proven Ibis Busteroid design, although several ships were lost to atmo diving.&lt;br /&gt;
A couple of systems were colonized, and a [[Ringworld]] was found. WARP ships were built during the 3rd week, and exploration continued until first contact was made with [[Stellar Syndicate]]. They asked the Protectorate to be their vassal, or to be exterminated. With no warships on hand and only a couple days to answer, Neils had to comply for the greater good. Thus Kadeshi Protectorate became a Syndicate vassal.&lt;br /&gt;
&lt;br /&gt;
The empire had to pay 50% them of their income, give [[preon|preons]] from their ringworld system, and ensure high-quality [[hydrogen]] fuel supply for any Syndicate ship passing by.&lt;br /&gt;
Neils gradually started playing other games. He then returned 6 months later to find himself stranded in orbit of his ringworld, amidst the ruins of Kadeshi Protectorate colonies. A city was rebuilt, and contact was made with 2 uncrewed Normandy frigates that somehow survived the decay, but on another system. Neils managed to reclaim the ships, but grew bored again.&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical_Empires]]&lt;br /&gt;
[[Category:Universe_5]]&lt;br /&gt;
[[Category:Universe_6]]&lt;br /&gt;
[[Category:Universe_7]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13732</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13732"/>
		<updated>2024-12-03T04:57:04Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Military aspect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|An example of a flood of unrelated designs showing up when placing a building, which causes massive player confusion]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
===Military aspect===&lt;br /&gt;
The military aspect of cities was also changed and criticized, during the MMO era. The original system used military flags that were placed throughout a city and had to be captured in order to take control of it, with military buildings optionally used to add defences to the city. When captured, the population would need time to flip loyalty to the conquering empire. With the overhaul, loyalty, town squares, and military flags were removed, instead having the entire world claimed by an empire using a single flag. Only the empire that holds the claim can build on that world. When the world is claimed, all buildings come under control of the claiming empire. That claim is protected by a &amp;quot;military base&amp;quot;, which is a separate type of city just for military buildings. The entire world becomes part of the &amp;quot;base&amp;quot;, unlike cities. The base is started by a &amp;quot;military headquarters&amp;quot;, which itself is also protected by the other military buildings. Building damage, HP, and terrain deformation were added to allow destruction of military bases in order to capture the world claim and thus all cities. Regular city buildings were also given HP, but they can only be damaged if there's no military base. Now, in order to claim a city, one must destroy every military building, then the military headquarters, then place a flag and all cities will flip ownership. There is no more city population loyalty, so the cities instantly become fully owned by the conqueror. Alternatively, the player can simply continue destroying the city from orbit. The destruction aspect has been criticized for turning combat from an intuitive &amp;quot;on the ground&amp;quot; capture system, into simply bomb from orbit and wait. There is no chance of recapture if the enemy decides to bomb the city out of existence. Terrain deformation and the new designer have also led to massive building exploits. The claim/base aspects have caused massive player confusion, with many players unsure about the difference between a &amp;quot;claim&amp;quot;, &amp;quot;base&amp;quot; and &amp;quot;city&amp;quot;, confused about why both claim flags and bases can be placed outside of cities, and also being unsure how to provide resources to bases. Some players may also not know about the claim system, allowing any other empire to visit their planet, plop a flag anywhere, and instantly take over all the cities. Because there is no &amp;quot;town square&amp;quot; anymore, by default a city has no troops and no protection from capture.&lt;br /&gt;
&lt;br /&gt;
The way officers, crew, and troops are generated was also changed. Extra military buildings were added specifically to produce them. However, these mechanics are extremely unclear and players still voice confusion about why their city has no crew or troops available. These mechanics were changed to make it easier to generate crew from cities directly, however this mechanic is still seen as more confusing than the old city system.&lt;br /&gt;
&lt;br /&gt;
In addition, pressurized roads were completely removed, and the canopies/shells of HEV buildings are no longer automatically added, instead requiring the designer to manually add them. Both of these aspects have been criticized.&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13731</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13731"/>
		<updated>2024-12-03T04:56:22Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Military aspect */ crew&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|An example of a flood of unrelated designs showing up when placing a building, which causes massive player confusion]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
===Military aspect===&lt;br /&gt;
The military aspect of cities was also changed and criticized, during the MMO era. The original system used military flags that were placed throughout a city and had to be captured in order to take control of it, with military buildings optionally used to add defences to the city. When captured, the population would need time to flip loyalty to the conquering empire. With the overhaul, loyalty, town squares, and military flags were removed, instead having the entire world claimed by an empire using a single flag. Only the empire that holds the claim can build on that world. When the world is claimed, all buildings come under control of the claiming empire. That claim is protected by a &amp;quot;military base&amp;quot;, which is a separate type of city just for military buildings. The entire world becomes part of the &amp;quot;base&amp;quot;, unlike cities. The base is started by a &amp;quot;military headquarters&amp;quot;, which itself is also protected by the other military buildings. Building damage, HP, and terrain deformation were added to allow destruction of military bases in order to capture the world claim and thus all cities. Regular city buildings were also given HP, but they can only be damaged if there's no military base. Now, in order to claim a city, one must destroy every military building, then the military headquarters, then place a flag and all cities will flip ownership. There is no more city population loyalty, so the cities instantly become fully owned by the conqueror. Alternatively, the player can simply continue destroying the city from orbit. The destruction aspect has been criticized for turning combat from an intuitive &amp;quot;on the ground&amp;quot; capture system, into simply bomb from orbit and wait. There is no chance of recapture if the enemy decides to bomb the city out of existence. Terrain deformation and the new designer have also led to massive building exploits. The claim/base aspects have caused massive player confusion, with many players unsure about the difference between a &amp;quot;claim&amp;quot;, &amp;quot;base&amp;quot; and &amp;quot;city&amp;quot;, confused about why both claim flags and bases can be placed outside of cities, and also being unsure how to provide resources to bases. Some players have also reported not knowing about the claim system, allowing any other empire to visit their planet, plop a flag anywhere, and instantly take over all the cities. Because there is no &amp;quot;town square&amp;quot; anymore, by default a city has no troops and no protection from capture.&lt;br /&gt;
&lt;br /&gt;
The way officers, crew, and troops are generated was also changed. Extra military buildings were added specifically to produce them. However, these mechanics are extremely unclear and players still voice confusion about why their city has no crew or troops available. These mechanics were changed to make it easier to generate crew from cities directly, however this mechanic is still seen as more confusing than the old city system.&lt;br /&gt;
&lt;br /&gt;
In addition, pressurized roads were completely removed, and the canopies/shells of HEV buildings are no longer automatically added, instead requiring the designer to manually add them. Both of these aspects have been criticized.&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13730</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13730"/>
		<updated>2024-12-03T04:51:15Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Military aspect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|An example of a flood of unrelated designs showing up when placing a building, which causes massive player confusion]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
===Military aspect===&lt;br /&gt;
The military aspect of cities was also changed and criticized, during the MMO era. The original system used military flags that were placed throughout a city and had to be captured in order to take control of it, with military buildings optionally used to add defences to the city. When captured, the population would need time to flip loyalty to the conquering empire. With the overhaul, loyalty, town squares, and military flags were removed, instead having the entire world claimed by an empire using a single flag. Only the empire that holds the claim can build on that world. When the world is claimed, all buildings come under control of the claiming empire. That claim is protected by a &amp;quot;military base&amp;quot;, which is a separate type of city just for military buildings. The entire world becomes part of the &amp;quot;base&amp;quot;, unlike cities. The base is started by a &amp;quot;military headquarters&amp;quot;, which itself is also protected by the other military buildings. Building damage, HP, and terrain deformation were added to allow destruction of military bases in order to capture the world claim and thus all cities. Regular city buildings were also given HP, but they can only be damaged if there's no military base. Now, in order to claim a city, one must destroy every military building, then the military headquarters, then place a flag and all cities will flip ownership. There is no more city population loyalty, so the cities instantly become fully owned by the conqueror. Alternatively, the player can simply continue destroying the city from orbit. The destruction aspect has been criticized for turning combat from an intuitive &amp;quot;on the ground&amp;quot; capture system, into simply bomb from orbit and wait. There is no chance of recapture if the enemy decides to bomb the city out of existence. Terrain deformation and the new designer have also led to massive building exploits. The claim/base aspects have caused massive player confusion, with many players unsure about the difference between a &amp;quot;claim&amp;quot;, &amp;quot;base&amp;quot; and &amp;quot;city&amp;quot;, confused about why both claim flags and bases can be placed outside of cities, and also being unsure how to provide resources to bases. Some players have also reported not knowing about the claim system, allowing any other empire to visit their planet, plop a flag anywhere, and instantly take over all the cities. Because there is no &amp;quot;town square&amp;quot; anymore, by default a city has no troops and no protection from capture.&lt;br /&gt;
&lt;br /&gt;
In addition, pressurized roads were completely removed, and the canopies/shells of HEV buildings are no longer automatically added, instead requiring the designer to manually add them. Both of these aspects have been criticized.&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13729</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13729"/>
		<updated>2024-12-03T04:49:05Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Controversy */ military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|An example of a flood of unrelated designs showing up when placing a building, which causes massive player confusion]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
===Military aspect===&lt;br /&gt;
The military aspect of cities was also changed and criticized, during the MMO era. The original system used military flags that were placed throughout a city and had to be captured in order to take control of it, with military buildings optionally used to add defences to the city. When captured, the population would need time to flip loyalty to the conquering empire. With the overhaul, loyalty, town squares, and military flags were removed, instead having the entire world claimed by an empire using a single flag. Only the empire that holds the claim can build on that world. When the world is claimed, all buildings come under control of the claiming empire. That claim is protected by a &amp;quot;military base&amp;quot;, which is a separate type of city just for military buildings. The entire world becomes part of the &amp;quot;base&amp;quot;, unlike cities. The base is started by a &amp;quot;military headquarters&amp;quot;, which itself is also protected by the other military buildings. Building damage, HP, and terrain deformation were added to allow destruction of military bases in order to capture the world claim and thus all cities. Regular city buildings were also given HP, but they can only be damaged if there's no military base. Now, in order to claim a city, one must destroy every military building, then the military headquarters, then place a flag and all cities will flip ownership. There is no more city population loyalty, so the cities instantly become fully owned by the conqueror. Alternatively, the player can simply continue destroying the city from orbit. The destruction aspect has been criticized for turning combat from an intuitive &amp;quot;on the ground&amp;quot; capture system, into simply bomb from orbit and wait. There is no chance of recapture if the enemy decides to bomb the city out of existence. Terrain deformation and the new designer have also led to massive building exploits. The claim/base aspects have caused massive player confusion, with many players unsure about the difference between a &amp;quot;claim&amp;quot;, &amp;quot;base&amp;quot; and &amp;quot;city&amp;quot;, confused about why both claim flags and bases can be placed outside of cities, and also being unsure how to provide resources to bases. Some players have also reported not knowing about the claim system, allowing any other empire to visit their planet, plop a flag anywhere, and instantly take over all the cities. Because there is no &amp;quot;town square&amp;quot; anymore, by default a city has no protection and no troops from capture.&lt;br /&gt;
&lt;br /&gt;
In addition, pressurized roads were completely removed, and the canopies/shells of HEV buildings are no longer automatically added, instead requiring the designer to manually add them. Both of these aspects have been criticized.&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13728</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13728"/>
		<updated>2024-11-30T21:26:27Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Controversy */ img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|An example of a flood of unrelated designs showing up when placing a building, which causes massive player confusion]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:BlueprintConfusion.png&amp;diff=13727</id>
		<title>File:BlueprintConfusion.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:BlueprintConfusion.png&amp;diff=13727"/>
		<updated>2024-11-30T21:23:43Z</updated>

		<summary type="html">&lt;p&gt;Celarious: An example of the flood of unrelated blueprints that can confuse players, as described in Building_Update#Controversy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of the flood of unrelated blueprints that can confuse players, as described in [[Building_Update#Controversy]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13726</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13726"/>
		<updated>2024-11-30T21:17:13Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Controversy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
[[File:BlueprintConfusion.png|right|thumb|]]&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. This has also been argued as making city-building feel less &amp;quot;gamey&amp;quot;. While this aspect has caused confusion by itself, another aspect of the system has exacerbated the issue: The new system enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. For example, a machine shop design being usable as an explosives factory due to using the same volume. If a design is usable for other industries, it is listed under the available blueprints for every compatible industry. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13723</id>
		<title>Building Update</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Update&amp;diff=13723"/>
		<updated>2024-11-26T01:25:37Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Controversy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HistoricalEvent&lt;br /&gt;
|Name = Building Update&lt;br /&gt;
|Picture = MsgCity.png&lt;br /&gt;
|Date = 2017-11-27&lt;br /&gt;
|DateEnd = 2019-04-18&lt;br /&gt;
}}&lt;br /&gt;
[[Buildings]] received a major overhaul to use the same designer that the [[Spacecraft Update]] implemented for [[spacecraft]]. However, a lot of other things also changed with how buildings and [[cities]] worked.&lt;br /&gt;
&lt;br /&gt;
All old-style cities were removed and replaced with a new-style [[capitol]] on 2019-04-18.[http://hazeron.com/mybb/showthread.php?tid=614]&lt;br /&gt;
&lt;br /&gt;
Note that this is '''not''' the same as the [[World Update]] that happened in 2013.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===New Building Designs===&lt;br /&gt;
The new [[Building_Design|building design]]s define the number of [[manufacturing]] workshops, commodity storage capacity, capacitor storage capacity, number of homes, number of offices, and so on.&lt;br /&gt;
&lt;br /&gt;
A single building design can be used by all building types that the design fulfills the requirements for. For example a generic industrial building design can be used for for all factories if so desired.&lt;br /&gt;
&lt;br /&gt;
===New Buildings===&lt;br /&gt;
Buildings can now be placed anywhere on a [[world]], no [[road]] or town square is required.&lt;br /&gt;
&lt;br /&gt;
Each building now have individual commodity storage, they store what they produce and other building fetch from them if they need something. This means that there is no magical commodity stockpile, all commodities exist in buildings somewhere in the city.&lt;br /&gt;
&lt;br /&gt;
[[Tool]]s being used are now stored in the individual buildings.&lt;br /&gt;
&lt;br /&gt;
===Manufacturing Overhaul===&lt;br /&gt;
[[Manufacturing]] of new-style buildings now has a pool of workshops depending on the building blueprint. These workshops can be allocated to different manufacturing processes as desired. Number of workshops define how many workers will work on the given manufacturing process. The number of workers working a manufacturing process will multiply the input and output of the manufacturing process, but the process duration will remain the same.&lt;br /&gt;
&lt;br /&gt;
===New Cities===&lt;br /&gt;
A [[city]] is not required under the new system, buildings can be left independent and function just fine. Buildings will however benefit from being part of a city, such as easier management, [[City_Report|city report]]s, increased citizen migration, [[tax]] income and [[capital]] declaring.&lt;br /&gt;
&lt;br /&gt;
A [[capitol]] building will form a city with all buildings in its [[jurisdiction]] around it. The jurisdiction can be expanded with [[Police_Station|police station]]s. Buildings within a jurisdiction belong to the empire that made it.&lt;br /&gt;
&lt;br /&gt;
===World Ownership===&lt;br /&gt;
A [[world]] can be [[claim]]ed using a [[flag]]. When claimed all buildings and cities on the world will change ownership to that of the claimer.&lt;br /&gt;
&lt;br /&gt;
Another [[empire]] can takeover a world by claiming it with a flag of their own. To prevent this a [[Military_Headquarters|military headquarters]] is required.&lt;br /&gt;
&lt;br /&gt;
===Military Bases===&lt;br /&gt;
A [[Military_Headquarters|military headquarters]] can only be built on a [[claim]]ed [[world]], and there can only be one. While the world has a military headquarters it cannot be claimed by another [[empire]].&lt;br /&gt;
&lt;br /&gt;
A military headquarters is required to establish a [[base]] on the world, allowing construction of other [[Military_Building|military building]]s. A base function similar to a city as they are given a name when the military headquarters is placed and start sending city reports, they are however always worldwide and only consist of military buildings. While there are other military buildings on the world, the military headquarters cannot be destroyed. And while a world has a base, all civilian buildings cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
===Commodities Fetching, Sharing and Trading===&lt;br /&gt;
Cities no longer just send [[commodities]] back and forth between each other for no reason. Instead individual buildings now have to fetch the commodities they need or want from other buildings they are connected to.&lt;br /&gt;
&lt;br /&gt;
Factories and other [[manufacturing]] will fetch commodities from other buildings when run. [[Warehouse]]s and [[Storage_Tank|storage tank]]s can store anything, but they will only fetch the specifically selected commodity type. Stores such as; [[Retail_Store|retail store]]s, [[groceries]] and [[cantina]]s will fetch a small supply of the commodities they will sell. Some special buildings will fetch and store some essential commodities, for example; [[Airport_Terminal|airport terminal]]s will fetch [[air]], [[hydrogen]] and [[gasoline]], [[capitol]] will fetch and store some [[food]], and [[Military_Headquarters|military headquarters]] will fetch and store some [[weapon]]s and [[armor]].&lt;br /&gt;
&lt;br /&gt;
===World Population Limits===&lt;br /&gt;
{{Irrelevant|Numbers are completely different for the singleplayer game}}&lt;br /&gt;
The population limit, compared to old-style cities, has been increased dramatically. All worlds can now have populations in the thousands, and ringworld arcs can have millions.&lt;br /&gt;
&lt;br /&gt;
Overpopulation [[morale]] penalties start once the population limit is exceeded and scales up to -20 at double the population limit.&lt;br /&gt;
&lt;br /&gt;
However all worlds now have a building volume limit depending on world size and a building count limit of 500. This means that the collective volume of all buildings on the world has to be below the limit, but making many many tiny buildings is also limited.&lt;br /&gt;
&lt;br /&gt;
Morale penalty is -1 per 1000 cubic meters of building volume in excess of the maximum, rounded up. e.g. 1 to 1000 cubic meters excess = -1 to morale, 1001 to 2000 cubic meters excess = -2 to morale. There is no limit on this morale penalty. A -1 morale penalty is incurred for every building beyond that the max building count.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Limits by World Size&lt;br /&gt;
! World&lt;br /&gt;
! Size&lt;br /&gt;
! Area&lt;br /&gt;
! Population Limit [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Volume [http://hazeron.com/mybb/showthread.php?tid=152]&lt;br /&gt;
! Max Building Count [http://hazeron.com/mybb/showthread.php?tid=228]&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 1&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,894m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,268,913m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,6345&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,625,639m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 2&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 3,788m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 45,075,652m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,538&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 6,502,554m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 3&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 5,682m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 101,420,217m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 50,710&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 14,630,603m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 4&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 7,576m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 180,302,609m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 90,151&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 26,010,072m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 5&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 9,470m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 281,722,826m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 140,861&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 40,640,676m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 6&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 11,364m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 405,680,870m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 202,840&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 58,522,556m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 7&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 13,258m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 552,176,739m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 276,088&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 79,655,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 8&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 15,152m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 721,210,435m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 360,605&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 104,040,000m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 9&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 17,045m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 912,781,956m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 456,391&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 131,675,712m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 10&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 18,939m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,126,891,304m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 563,445&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 162,562,560m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 11&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 20,833m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,363,538,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 681,769&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 196,700,672m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Sphere 12&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 22,727m diameter&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1,622,723,478m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 811,361&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 234,090,080m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Ringworld arc&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 229,814 x 17,850m&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 4,102,166,484m²&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2,051,083&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 295,884,256m³&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===World Population Growth===&lt;br /&gt;
The population growth is based on the [[City_Morale|city morale]]. There are three different population growth sources: baby births, indigenous migration, and space traveller migration.&lt;br /&gt;
&lt;br /&gt;
* Morale affects birth rate.&lt;br /&gt;
** When morale is zero or more, babies will be born in the city, if the world population is two or more.&lt;br /&gt;
** When morale is less than or equal to the number of breeding pairs, no babies are born in the city.&lt;br /&gt;
** The rate of baby production is based on the number of breeding pairs (1/2 the world population) and the magnitude of the morale.&lt;br /&gt;
** The maximum rate per world is one baby per minute.&lt;br /&gt;
* Morale affects migration of [[Indigenous_People|indigenous people]], on [[habitable]] worlds and ringworlds.&lt;br /&gt;
** When morale is zero or more, indigenous people move into your buildings.&lt;br /&gt;
** When morale is -2 or less, citizens depart the city to live among the indigenous.&lt;br /&gt;
** At -1 morale, indigenous people neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
* Morale affects travellers arriving and departing from [[airport]]s, at buildings connected to an airport.&lt;br /&gt;
** When morale is zero or more, travellers arrive via airports.&lt;br /&gt;
** When morale is -2 or less, travellers depart via airports.&lt;br /&gt;
** At -1 morale, travellers neither arrive nor depart.&lt;br /&gt;
** The magnitude of the morale increases the rate of arrivals and departures.&lt;br /&gt;
** The maximum rate per world is one arrival and one departure per minute.&lt;br /&gt;
&lt;br /&gt;
==Controversy==&lt;br /&gt;
Alongside the designer controversy described in [[Spacecraft Update]], the specific changes of the building and city overhauls have also been criticized:&lt;br /&gt;
&lt;br /&gt;
With the expansion of the system to buildings and cities, many players have voiced confusion with city building. New buildings no longer used &amp;quot;levels&amp;quot; for production and size, and instead determine their capabilities just from volume allocated during designing. This has been argued as a bad thing, as it lowered building flexibility and removed part of the decision making process when building cities, having it all be done in the designer instead. While this aspect has caused confusion by itself, it's also enabled design multi-use, where a single building design can be used by many building types that the design also technically fulfils the requirements for. This resulted in the same design being usable for many different industries, so one can see a machine shop when placing a refinery, or a design studio when placing an airport, which only caused further player confusion and has been described as far less &amp;quot;friendly to play&amp;quot; by returning players.[https://steamcommunity.com/app/2239520/discussions/0/4030222029802512109/]&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
* [[Buildings]]&lt;br /&gt;
* [[Building Design]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Manufacturing]]&lt;br /&gt;
* [[Cities]]&lt;br /&gt;
* [[Biodome]]&lt;br /&gt;
* Added [[Base]]&lt;br /&gt;
* Added [[Private Security Contractor]]&lt;br /&gt;
* Added [[Drilling Rig]]&lt;br /&gt;
* Added [[Nuclear Fuel Plant]]&lt;br /&gt;
* Added [[Shed]]&lt;br /&gt;
* Added [[Storage Tank]]&lt;br /&gt;
* Added [[Airport Radar]]&lt;br /&gt;
* Added [[Military Headquarters]]&lt;br /&gt;
* Added [[Military Barracks]]&lt;br /&gt;
* Added [[Space Marine Barracks]]&lt;br /&gt;
* Added [[Starforce Academy]]&lt;br /&gt;
* Added [[Military Guard Post]]&lt;br /&gt;
* Added [[Military Motor Pool]]&lt;br /&gt;
* Added [[Military Dock]]&lt;br /&gt;
* Added [[Military Airport Terminal]]&lt;br /&gt;
* Added [[Military Gun Tower]]&lt;br /&gt;
* Added [[Military Radar]]&lt;br /&gt;
* Added [[Fence]]s and [[Wall]]s&lt;br /&gt;
* Added [[Bridge]]&lt;br /&gt;
* Added Space Elevator (Planned)&lt;br /&gt;
* Added [[Ground Platform]]&lt;br /&gt;
* Added [[Sea Platform]]&lt;br /&gt;
* Added [[Aerial Platform]]&lt;br /&gt;
* Removed Town Square&lt;br /&gt;
* Removed Military Flag&lt;br /&gt;
* Removed [[Condominium]]&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9373 2017-11-27 Status Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9375 2017-12-01 Buildings Debut]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9382 2017-12-06 Claims, Buildings and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9384 2017-12-07 Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9397 2017-12-09 Storage and Bug Fixes]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9401 2017-12-14 Stores and Light Sources]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9402 2017-12-15 Bulldozer and Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9405 Dynamite Crater]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9408 2017-12-21 Roads, Fires, Craters]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9416 2017-12-28 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9418 2017-12-30 Map]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9420 2018-01-02 Landscape Plants, Sea Chests, Lost Gas Giant City]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9426 2018-01-06 Capitol Building]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9429 2018-01-11 Blueprint Size, Buildings, Sea Chest, Gear Lost]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9453 2018-01-24 Custom Textures, Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9478 2018-02-16 Bugs]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9481 2018-02-22 Power, Transporter Places, Nav HUD]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9486 2018-03-01 Broker, Airport, Air Base, Transporter]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9488 2018-03-02 Broker, View Aspect, 7500 Spacecraft]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9494 2018-03-08 Buildings, Roads, Officers, Landing Beacons]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9502 2018-03-14 Buildings]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9506 2018-03-16 Designer, Small Craft, Mother Ship, Turbo Lift]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9512 2018-03-22 Designer Preview]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9516 2018-03-23 Designer Station]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9517 2018-03-26 Terrain Update, Servers]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9518 2018-03-29 Door Animation]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9525 2018-04-04 Load Balance, Airports and Cities, Sticky Ground]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9528 2018-04-05 Spacecraft Factory, Vehicle Factory]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9531 2018-04-09 Production Lines]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9535 2018-04-12 Fetch Vehicles, Building Tech, Storage Tanks]&lt;br /&gt;
* [http://hazeron.com/phpBB3/viewtopic.php?f=125&amp;amp;t=9537 2018-04-13 Production Line Headache, Power Plant Design]&lt;br /&gt;
&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=9 2018-05-24 City Report Crash, Web Server Upgrade, Helmet HUD]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=21 2018-05-31 Slow Building Placement, Client Crash on Exit, E-mail Address Changed]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=26 2018-06-01 Suffocation in Turbo Lift, Smoke Lockup, Drop Current Item Button]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=33 2018-06-05 Building Terrain Error, Server Load Distribution]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=38 2018-06-06 Road Construction, Patent Development, Non-free Blueprints]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=46 2018-06-08 Building Construction, Hospitals, Discord]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=54 2018-06-11 Server Deadlock, Indigenous Punishers]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=62 2018-06-13 ROLLBACK due to broken air production.]&lt;br /&gt;
* [http://hazeron.com/mybb/showthread.php?tid=66 2018-06-12 Morale COUNTDOWN]&lt;br /&gt;
&lt;br /&gt;
==Old Pictures==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|City=&lt;br /&gt;
[[File:CityDowntownOld.png|center|500px]]&lt;br /&gt;
|-|Moonbase=&lt;br /&gt;
[[File:MoonbaseOld.png|center|500px]]&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Universe_5]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13720</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13720"/>
		<updated>2024-11-19T11:59:58Z</updated>

		<summary type="html">&lt;p&gt;Celarious: tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
The ringworld was an old tile-based world, as it spawned before the [[World Update]].&lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-38-22-66.jpg|800px|thumb|none|Another area, showing lots of production buildings.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-39-08-47.png|800px|thumb|none|A giant landing pad, using asphalt slabs.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-43-08-16.png|800px|thumb|none|A defence pillar on the shipyard at night.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design/OldVersion&amp;diff=13719</id>
		<title>Spacecraft Design/OldVersion</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design/OldVersion&amp;diff=13719"/>
		<updated>2024-11-19T11:16:41Z</updated>

		<summary type="html">&lt;p&gt;Celarious: footage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RemovedFeature}}&lt;br /&gt;
==Design Studio==&lt;br /&gt;
[[File:ConstellationDesign.png|right|500px|A constellation [[spacecraft]] design.]]&lt;br /&gt;
[[File:DesignStudioLaborWindow.png|right|500px|Menu for entering a [[Design_Studio|design studio]] designing room.]]&lt;br /&gt;
&lt;br /&gt;
Spacecraft are designed inside a Design Studio. Each story of a Design Studio enables a separate studio for players to design spacecraft.&lt;br /&gt;
&lt;br /&gt;
Players may work together in the same studio to develop a spacecraft design. In this case, the first player to enter the vacant studio is registered as the architect and owner of the design.&lt;br /&gt;
&lt;br /&gt;
To enter a studio, display the Labor (F10) window and click on the &amp;quot;Enter&amp;quot; button of a studio. When a studio is &amp;quot;Vacant&amp;quot;, you may leave the password box blank or you may enter a password of your choice. The password you enter establishes that studio's password until the studio becomes vacant. To join an &amp;quot;Occupied&amp;quot; design studio, you must enter the password that was established by the first person to enter the studio.&lt;br /&gt;
&lt;br /&gt;
Once inside a studio, display the Spacecraft Design (F6) window. Each button has a tooltip to explain its purpose. Use the exit button to return to the game environment.&lt;br /&gt;
&lt;br /&gt;
The active deck is selected by moving the design grid up and down using buttons at the upper-left corner of the design window. The design grid is composed of horizontal , vertical and diagonal lines. Combinations of design lines create shapes for drawing rooms.&lt;br /&gt;
&lt;br /&gt;
Footage of the old designer in action: https://youtu.be/w_KI0V1iBpc&lt;br /&gt;
&lt;br /&gt;
==Design Studio Interface==&lt;br /&gt;
[[File:SpacecraftDesign.png|right]]&lt;br /&gt;
&lt;br /&gt;
Rooms are painted into the grid cells like a paint program. Select a room type from the design window and then click/drag in the grid to fill cells. To make another room of the same type on the same deck, change the room tag number using buttons at the right side of the window.&lt;br /&gt;
&lt;br /&gt;
The structure type of a design is determined by the equipment placed within the hull. To make a certain structure of ship, your design must conform to one the criteria in this table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Description                                   !! Needed Equipment                     !! Trigger&lt;br /&gt;
|-&lt;br /&gt;
| Invalid Design                                || The design lacks essential equipment to be a spacecraft.                                    || Something is missing. There is no fuel, helm, life support, maneuver drive, or power plant. A design with no hull doors or transporter is also invalid.&lt;br /&gt;
|-&lt;br /&gt;
| Space station 	                        || Fuel Tank, [[Helm Station|Helm]], [[Life Support]], [[Power_Plant_(Subsystem)|Power Plant]]                     || Only one maneuver drive unit or acceleration less than 30.48m/sec. A spaceport cannot move on its own but it can be towed using a tractor beam.&lt;br /&gt;
|-&lt;br /&gt;
| Spaceship 	                                || Fuel Tank, [[Helm Station|Helm]], [[Life Support]], [[Power_Plant_(Subsystem)|Power Plant]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Starship                                      || Fuel Tank, [[Helm Station|Helm]], [[Life Support]], [[Power_Plant_(Subsystem)|Power Plant]], [[FTL Drive]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipment is added to rooms by clicking on a location on the floor. To place a hatch in the ceiling of a deck, move the design grid to the deck above and place a hatch on the floor there, which is the ceiling of the deck below.&lt;br /&gt;
&lt;br /&gt;
Equipment is picky about where it is placed. For example, doors must be placed on wall lines and sensor units must be placed in a sensor room. Some equipment, notably consoles and berths, require adequate space around them and will not allow placement too close to other equipment. Tooltips explain the placement requirements for each type of equipment. &lt;br /&gt;
&lt;br /&gt;
===Rooms===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Room                                          !! Function                             !! Room                      !! Function&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Barracks.png]]Barracks  || Quarters for troops. Armory provides personnel access to weapons, armor, and ammo. ||[[File:Dp_Lounge.png]][[Lounge]] || Area for rest and relaxation of passengers and crew. Bar provides personnel access to cantina items. Required for first class passengers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Bridge.png]][[Bridge]]|| Command and control center. ||[[File:Dp_CaptCabin.png]]Officer Cabin || Quarters for ship's officers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Brig.png]]Brig|| Prisoner confinement facility. ||[[File:Dp_OpenToBelow.png]]Open to Deck Below || Extends height of room below. Must be above an existing room.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_CrewCabin.png]]Crew Cabin|| Quarters for crew. ||[[File:Dp_SensorRoom.png]]Sensor Room || Space for remote sensing equipment and controls&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_EngineRoom.png]]Engine Room|| Location of power plant and drives. Fuel coupling provides personnel access to fuel. ||[[File:Dp_ShieldRoom.png]]Shield Room || Space for energy shield equipment and controls.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Fuel.png]]Fuel Tank||Fuel storage for power plant.  ||[[File:Dp_SickBay.png]][[Sickbay]] || Medical treatment facility. Pharmacy provides personnel access to medical items.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Galley.png]]Galley||Food preparation and consumption area. Pantry provides personnel access to grocery items. Required for first and second class passengers.  ||[[File:Dp_Stateroom.png]]Stateroom || Quarters for passengers and colonists&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_GravityWell.png]]Gravity Well||Vertical column with no gravity for movement between decks.  ||[[File:Dp_TransporterRoom.png]]Transporter Room || Matter transmission facility.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Corridor.png]]Hall||Access between rooms.  ||[[File:Dp_LandingBay.png]]Vehicle Bay || Take-off, landing and parking area for vehicles and vessels that fit inside. One deck height needed for ground vehicles and fighters. Vehicle bay must be at least one deck higher than spacecraft that land inside.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Dp_Cargo.png]][[Hold]]||Cargo storage space. Cargo hold provides personnel access to all cargo except fuel.  ||[[File:Dp_WeaponBay.png]][[Weapon Bay]] || Integrated weapon system and fire control facility.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module                                          !! Function                             !! Module                      !! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_Berth2.png]][[Berth]] || Personal respawn location for two people. Stateroom berths can accomodate two colonists instead of people. || [[File:Dp_SensorConsole.png]][[Sensor Station]] || Operates Sensors. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_EngineerConsole.png]][[Engineer Station]] || Tunes maneuver drive performance.&amp;lt;br&amp;gt;Required to operate FTL drive. || [[File:Dp_Shield.png]][[Shield]] || Defends against missile, energy weapon, tractor beam and transporter attacks based on total shield units aboard.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_FireControlConsole.png]][[Fire Control Station]] || Required in each weapon bay to operate the weapon. Only one permitted per bay. || [[File:Dp_ShieldConsole.png]][[Shield Station]] || Operates energy shields. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_ManeuverDrive.png]][[Maneuver Drive]] || Provides thrust for maneuvering. Enables a station to hold its position. Provides artificial gravity inside spacecraft. Required for all spacecraft. || [[File:C_SpaceFighter.png]]Space Fighter F1 Location || Space fighter parking location. Spacecraft automatically fetch friendly fighters from the solar system to refill empty space fighter parking locations. One fighter location is filled per minute until the total number of fighters aboard equals the number of fighter parking locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_PilotConsole.png]][[Helm Station]] || Controls attitude and velocity of ship. Required for all spacecraft. Only one permitted per bridge. || [[File:C_SpaceFighter2.png]]Space Fighter F2 Location || Space fighter parking location. Spacecraft automatically fetch friendly fighters from the solar system to refill empty space fighter parking locations. One fighter location is filled per minute until the total number of fighters aboard equals the number of fighter parking locations.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_HullOpening.png]]Hull Opening || Large wall-length opening through hull wall. || [[File:Dp_OperatingTable.png]][[Surgery Unit]] || Performs complex anatomical operations. Place only one in each sickbay.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_LifeSupport.png]][[Life Support]] || Maintain a habitable environment. Required for all spacecraft. || [[File:Dp_TransporterPad.png]]Transporter Pad || One pad is required per person transported simultaneously. Total pads in room determines maximum object size&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_SurgeryConsole.png]][[Medic Station]] || Required in each sickbay to operate surgery unit. Place only one in each sickbay. || [[File:Dp_TransporterConsole.png]][[Transporter Station]] || Operates matter transmission equipment. Place only one in each transporter room.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_NavConsole.png]][[Navigator Station]] || Displays solar system and wormhole information. Plots courses to travel among the stars. Only one permitted per bridge. || [[File:Dp_TurretSide.png]][[Turret|Turret (Side)]]  || Provides a standard mount for various weapons on hull walls.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_PowerPlant.png]][[Power_Plant_(Subsystem)|Power Plant]] || Generates power for all ship systems and drives. Required for all spacecraft. || [[File:Dp_TurretTopBottom.png]][[Turret|Turret (Top/Bottom)]] || Provides a standard mount for various weapons on hull top and bottom surfaces&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_PowerConsole.png]][[Power Relay Station]] || Distributes power between ship systems. Displays status of ship systems. || [[File:Dp_WallOpening.png]]Wall Opening || Large wall-length opening through interior wall.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_Railing.png]]Railing || Changes an interior wall segment into a railing. || [[File:Dp_Weapon.png]][[Weapon System]] || Equipment for lockon-and-activate devices such as weapons and tractor beams. Each weapon bay is a different system; total units in bay determines system capability.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_Sensor.png]][[Sensor]] || Detects objects within range based on total sensor units aboard. Range adjectives refer to the following distances. || [[File:Dp_WormholeDrive.png]][[FTL Drive]] || Enables interstellar travel through wormholes or faster than light travel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Doors===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module                                          !! Function                             !! Module                      !! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_CargoDoor.png]]Cargo Door || Large wall-length doorway through hull wall. || [[File:Dp_HullDoor.png]]Hull Door || Doorway through hull wall. Can be locked to prevent use by non-crew member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_CrewDoor.png]]Crew Door || Doorway through interior wall. Can be locked to prevent use by non-crew member. || [[File:Dp_HullHatch.png]]Hull Hatch || Doorway through hull floor. Includes a ladder. Can be locked to prevent use by non-crew member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_CrewHatch.png]]Crew Hatch || Doorway through interior floor. Includes a ladder. Can be locked to prevent use by non-crew member. || [[File:Dp_LargeDoor.png]]Large Door || Large wall-length door through interior wall.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_Door.png]]Door || Doorway through interior wall. || [[File:Dp_LargeCrewDoor.png]]Large Crew Door || Large wall-length door through interior wall. Can be locked to prevent use by non-crew member.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dp_Hatch.png]]Hatch || Doorway through interior floor. ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some equipment is typically placed in multiples. These are Maneuver Drive, Life Support, Power Plant, Sensor, Shield, Weapon, and FTL Drive units. Brush size assists in placing these units. Brush Size is increased and decreased using and buttons at the right side of the toolbar. Brush size allows more units to be placed in the room that is clicked. Units are not placed in neighboring rooms as a result of brush size.&lt;br /&gt;
&lt;br /&gt;
Equipment can be erased one-by-one using the Erase Equipment button.&lt;br /&gt;
&lt;br /&gt;
Multiple equipment units can be erased using the Erase Equipment in Area button. Brush size determines the area that equipment will be removed. Only equipment of the type that is clicked, and in the same room, will be deleted. Other kinds of equipment in the brush area are not deleted. In other words, if you click on a maneuver drive unit, only maneuver drive units inside the brush area are deleted; doors and hatches are not deleted.&lt;br /&gt;
&lt;br /&gt;
==Valid Design==&lt;br /&gt;
A valid spacecraft design must define a Spaceport, Starbase, Spaceship, or Starship with one contiguous hull. When your design is complete and valid, do the following things.&lt;br /&gt;
&lt;br /&gt;
*1. Press F6 to take the Design window away; this is important because the model behaves differently when the design window is visible.&lt;br /&gt;
*2. Walk through the design to be sure you have placed adequate doors and hatches to get into every room.&lt;br /&gt;
*3. Select a Blank Disk as your current item.&lt;br /&gt;
*4. Store the design onto the disk by pressing the button with a green triangle icon . If the button is not visible, verify the design is valid and try saving the design using the grey file cabinet button . The current working design must be valid, saved and unmodified before it can be stored onto a blank disk.&lt;br /&gt;
*5. Go to a spacecraft factory.&lt;br /&gt;
*6. Display the Labor (F10) window. Select the design to manufacture. This will cause the factory to mass produce spacecraft using the design.&lt;br /&gt;
*7. Alternatively, the Labor (F10) window enables you to purchase a design outright. Ship purchased this way are privately owned. When the ship spawns, you are immediately assigned the Captain's berth and teleported to somewhere in the vicinity of your new ships helm.&lt;br /&gt;
*8. The implications of company vs fleet ownership is described on the [[Spaceship]] page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   '''Spawning'''&lt;br /&gt;
|-&lt;br /&gt;
|   Space stations automatically spawn in orbit with crew. The space station will not spawn if there is one already of equal or higher TL design.&lt;br /&gt;
|-&lt;br /&gt;
|   A spacecraft that fits on or inside a box 21x21 squares and 5 decks will spawn on the road slabs directly bordering the spacecraft factory. As long as they are empty of vehicles and spaceships.&lt;br /&gt;
|-&lt;br /&gt;
|   A spacecraft over 21x21 squares and 5 decks will spawn outside the space station of the planet it was built on (as long as it is empire owned). The space station has room for upto 4 craft to spawn this way. Removing a space station will not reset the spaces. You'll have to hunt down the old spaceships and move them to free up room.&lt;br /&gt;
|-&lt;br /&gt;
|   A Privately bought ship will always spawn in orbit directly above the city it was bought at. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When you return to a design studio, the previous working design you were editing is usually present in the studio. This is true even if you did not save the design before exiting. This is a convenience; do not depend on it to preserve your working design every time. Sometimes the working design is lost. It is safest to save your working design before exiting a design studio.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The maximum size for a spaceship to be buildable on a slab on a planet is 21x21 tiles and 5 decks high. Purchased ships always spawn in space, without any fuel, and do not necessarily spawn near space stations (at least if the space station is also privately owned). It may be wise to have hydrogen in your inventory when you buy your ship, so that you can put some into its fuel tanks. Having a large number of power plants also helps the ship keep power longer initially, since its capacitors will not go empty as fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be noted that resources must be above a certain [[Quality]] to be harvested/produced at each [[Technology_Update|TL]], and that each TL spaceship or space station requires that all the components and materials that it is constructed from be at least that TL. The relationship is 8 levels of Quality per Tech level from base zero. E.g. Resources with a Quality of 0-7 are limited to TL1, resources with a Quality of 8-15 are limited to TL2, and so on. You need resource Q248 or above to produce TL32 resources.&lt;br /&gt;
&lt;br /&gt;
A spaceship can be constructed one of two ways. Either it can be manufactured or purchased. If it's manufactured, then it is labeled as a 'subsidized' ship and is owned by the empire where it was built, although people from that empire will be able to claim berths in it and fly it. A subsidized ship receives free repairs and refueling at all cities and space stations owned by the same empire as where it was built. Lastly, when a subsidized ship is destroyed, it must be rebuilt and all cargo and funds on board are lost.&lt;br /&gt;
&lt;br /&gt;
A purchased ship is owned by the player who purchases it, but must be purchased with that player's personal funds. These ships do not receive free repairs or refueling, but if they have an officer or captain (player, not AI!), they will respawn above the city they are spawn-tied to when they are destroyed instead of being destroyed forever. The cargo and money they carry is also saved when they respawn. A single person may buy any number of private ships, but may only captain one of them. It can be wise to use a privately purchased ship as an automated trading vessel, due to the rather high rate at which those disintegrate in atmospheres, stars, wormholes, and whatever else the AI crew decides to plow into. Bear in mind that they do not respawn in pristine condition, and that (theoretically) if your officer manages to get killed and you are not the captain, the ship may fail to respawn due to lack of an officer or captain.&lt;br /&gt;
&lt;br /&gt;
==Tutorials==&lt;br /&gt;
*[http://www.hazeron.com/htdesignshuttle.html (Dead link) How to Design a Spaceship]&lt;br /&gt;
*[http://www.hazeron.com/htdesignship.html (Dead link) How to Design a Starship]&lt;br /&gt;
*[http://www.hazeron.com/htdesignstation.html (Dead link) How to Design a Station]&lt;br /&gt;
*[http://www.hazeron.com/htcommandship.html (Dead link) How to command a Vessel]&lt;br /&gt;
&lt;br /&gt;
==Notes on designing a ship==&lt;br /&gt;
&lt;br /&gt;
When designing a ship, keep in mind, that:&lt;br /&gt;
&lt;br /&gt;
1. One berth (if ship have &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; berths) is always reserved for a captain.&amp;lt;br/&amp;gt;The order of precedence for reserving a captain's berth:&lt;br /&gt;
 Officer &amp;gt; Passenger &amp;gt; Crew &amp;gt; Troop berth.&lt;br /&gt;
&lt;br /&gt;
2. If you want your ship to fly, instead of bounce around aimlessly, you need Engineer console. And an engineer to operate it.&lt;br /&gt;
&lt;br /&gt;
3. If you want your ship to leave planet's orbit and reach for other planets, and stars, you need Navigation console.&lt;br /&gt;
&lt;br /&gt;
==Offline Design Studio==&lt;br /&gt;
Ikkir Isth has developed an offline ship design studio to help combat lag and to make for easier ship design.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
It can be found here:&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=3015#p31154 (Dead link) SoH Forums SODS thread]&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
If one wishes to download a backup of the old designer, one is provided here:&lt;br /&gt;
[https://www.dropbox.com/s/hjdbzovwqf0s319/Shores%20of%20Hazeron%20(Stalker%20Detection%20Bug).zip?dl=0 https://www.dropbox.com/s/hjdbzovwqf0s319/Shores%20of%20Hazeron%20(Stalker%20Detection%20Bug).zip?dl=0]&lt;br /&gt;
&lt;br /&gt;
Here is how to use it:&lt;br /&gt;
&lt;br /&gt;
*Extract the ZIP to your desktop&lt;br /&gt;
*Rename the &amp;quot;Programs&amp;quot; folder to &amp;quot;Programs (old)&amp;quot;&lt;br /&gt;
*Move the folder to the &amp;quot;C:\Users\&amp;lt;username&amp;gt;\Shores of Hazeron\&amp;quot; folder&lt;br /&gt;
*Then create a shortcut to &amp;lt;code&amp;gt;&amp;quot;C:\Users\&amp;lt;username&amp;gt;\Shores of Hazeron\Programs (old)\Shores of Hazeron.exe&amp;quot; -spacecraft&amp;lt;/code&amp;gt;&lt;br /&gt;
*Optionally then create another shortcut to &amp;lt;code&amp;gt;&amp;quot;C:\Users\&amp;lt;username&amp;gt;\Shores of Hazeron\Programs (old)\Shores of Hazeron.exe&amp;quot; -building&amp;lt;/code&amp;gt;&lt;br /&gt;
*Use the shortcut(s) to open the designer&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This backup is from 2018, when both old and new designers were in the game. This caused issues with the old designer. There are some bugs such as crashes which weren't present in older versions.&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13718</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13718"/>
		<updated>2024-11-18T19:33:59Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-38-22-66.jpg|800px|thumb|none|Another area, showing lots of production buildings.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-39-08-47.png|800px|thumb|none|A giant landing pad, using asphalt slabs.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-43-08-16.png|800px|thumb|none|A defence pillar on the shipyard at night.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-43-08-16.png&amp;diff=13717</id>
		<title>File:DyadicShipyard-2011-05-25 12-43-08-16.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-43-08-16.png&amp;diff=13717"/>
		<updated>2024-11-18T19:33:20Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Defence pillar at Dyadic Paragon, taken on or around 2011-05-25. Provided by Tor on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Defence pillar at [[Dyadic Paragon]], taken on or around 2011-05-25. Provided by Tor on discord&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13716</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13716"/>
		<updated>2024-11-18T19:32:27Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-38-22-66.jpg|800px|thumb|none|Another area, showing lots of production buildings.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-39-08-47.png|800px|thumb|none|A giant landing pad, using asphalt slabs.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-39-08-47.png&amp;diff=13715</id>
		<title>File:DyadicShipyard-2011-05-25 12-39-08-47.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-39-08-47.png&amp;diff=13715"/>
		<updated>2024-11-18T19:31:48Z</updated>

		<summary type="html">&lt;p&gt;Celarious: A landing pad at Dyadic Paragon, taken on or around 2011-05-25. Provided by Tor on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A landing pad at [[Dyadic Paragon]], taken on or around 2011-05-25. Provided by Tor on discord&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13714</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13714"/>
		<updated>2024-11-18T19:28:44Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier.]]&lt;br /&gt;
[[File:DyadicShipyard-2011-05-25 12-38-22-66.jpg|800px|thumb|none|Another area, showing lots of production buildings]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-38-22-66.jpg&amp;diff=13713</id>
		<title>File:DyadicShipyard-2011-05-25 12-38-22-66.jpg</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:DyadicShipyard-2011-05-25_12-38-22-66.jpg&amp;diff=13713"/>
		<updated>2024-11-18T19:27:29Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Screenshot of an area of Dyadic Paragon, taken on or around 2011-05-25. Provided by Tor on discord, converted from PNG to JPG to fit 2MB upload limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of an area of [[Dyadic Paragon]], taken on or around 2011-05-25. Provided by Tor on discord, converted from PNG to JPG to fit 2MB upload limit&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13712</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13712"/>
		<updated>2024-11-18T19:20:06Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13711</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13711"/>
		<updated>2024-11-18T19:17:59Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 09-39-24-67.png|800px|thumb|none|Another angle of the orbit, taken slightly earlier]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-02_09-39-24-67.png&amp;diff=13710</id>
		<title>File:Shores of Hazeron 2011-08-02 09-39-24-67.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-02_09-39-24-67.png&amp;diff=13710"/>
		<updated>2024-11-18T19:17:14Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Another angle of :File:Shores of Hazeron 2011-08-02 18-58-01-80.png, showing the orbit above the Dyadic Paragon shipyard landing pads. Taken the same day but slightly earlier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Another angle of [[:File:Shores of Hazeron 2011-08-02 18-58-01-80.png]], showing the orbit above the [[Dyadic Paragon]] shipyard landing pads. Taken the same day but slightly earlier&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13709</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13709"/>
		<updated>2024-11-18T19:15:42Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another area of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-02 18-58-01-80.png|800px|thumb|none|In orbit above the shipyard landing pads, showing lots of spawned ships]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-02_18-58-01-80.png&amp;diff=13708</id>
		<title>File:Shores of Hazeron 2011-08-02 18-58-01-80.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-02_18-58-01-80.png&amp;diff=13708"/>
		<updated>2024-11-18T19:14:17Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Screenshot showing the orbit above the Dyadic Paragon shipyard. Taken on or around 2011-08-02, provided by Tor on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot showing the orbit above the [[Dyadic Paragon]] shipyard. Taken on or around 2011-08-02, provided by Tor on discord&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13707</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13707"/>
		<updated>2024-11-18T19:12:17Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-06 09-36-42-87.png|800px|thumb|none|Another screenshot of the shipyard. Uphill of the landing pads, shows residential area.]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2012-02-06_09-36-42-87.png&amp;diff=13706</id>
		<title>File:Shores of Hazeron 2012-02-06 09-36-42-87.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2012-02-06_09-36-42-87.png&amp;diff=13706"/>
		<updated>2024-11-18T19:10:54Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Another screenshot of Dyadic Paragon, uphill from the landing pads, showing a residential area. Token on or around 2012-02-06, provided by Tor on discord
(Size lowered to fit wiki 2MB upload limit using OptiPNG level 2)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Another screenshot of [[Dyadic Paragon]], uphill from the landing pads, showing a residential area. Token on or around 2012-02-06, provided by Tor on discord&lt;br /&gt;
(Size lowered to fit wiki 2MB upload limit using OptiPNG level 2)&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13705</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13705"/>
		<updated>2024-11-18T19:04:24Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|none|Different angle, taken at the same time as the above image.|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13704</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13704"/>
		<updated>2024-11-18T19:03:13Z</updated>

		<summary type="html">&lt;p&gt;Celarious: IMG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Shores of Hazeron 2011-08-01 19-54-03-96.png|800px|thumb|Different angle, taken at the same time as the above image.|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Dyadicshipyard.png&amp;diff=13703</id>
		<title>File:Dyadicshipyard.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Dyadicshipyard.png&amp;diff=13703"/>
		<updated>2024-11-18T19:01:35Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Celarious uploaded a new version of File:Dyadicshipyard.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An image of the Dyadic Paragon shipyard&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-01_19-54-03-96.png&amp;diff=13702</id>
		<title>File:Shores of Hazeron 2011-08-01 19-54-03-96.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-01_19-54-03-96.png&amp;diff=13702"/>
		<updated>2024-11-18T18:59:40Z</updated>

		<summary type="html">&lt;p&gt;Celarious: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of [[Dyadic Paragon]], taken on or around 2011-08-01. Taken at the same time as [[:File:Dyadicshipyard.png]] and the camera is rotated approx. 180 degrees&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-01_19-54-03-96.png&amp;diff=13701</id>
		<title>File:Shores of Hazeron 2011-08-01 19-54-03-96.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2011-08-01_19-54-03-96.png&amp;diff=13701"/>
		<updated>2024-11-18T18:59:26Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Screenshot of Dyadic Paragon, taken on or around 2011-08-01. Taken at the same time as File:Dyadicshipyard.png and the camera is rotated approx. 180 degrees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of [[Dyadic Paragon]], taken on or around 2011-08-01. Taken at the same time as [[File:Dyadicshipyard.png]] and the camera is rotated approx. 180 degrees&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13700</id>
		<title>Dyadic Paragon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Dyadic_Paragon&amp;diff=13700"/>
		<updated>2024-11-18T18:56:13Z</updated>

		<summary type="html">&lt;p&gt;Celarious: img&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dyadic Paragon''' is one of the most famous systems that existed in ''Hazeron'', after the Hazeron system itself. It was a massive TL32 shipyard originally built by Toucans during [[:Category:Universe_3|the third universe]]. Originally, it was [[The Toucan Empire]] capital [[ringworld]] and main shipyard, within a trinary system. After the Toucans left or became less active, the [[ringworld]] was passed around between a series of different empires including [[Empire Rocket]] and [[Stellar Syndicate]] until the end of Universe 3 in 2013. It was found in the Outlook sector, at sector co-ordinates 311, -1, -3. &lt;br /&gt;
&lt;br /&gt;
Lots of people used this shipyard to build TL32 ships when they didn't have TL32 shipbuilding capability.&lt;br /&gt;
&lt;br /&gt;
Additionally, the shipyard was rumored to somehow spawn infinite [[Magmium]] without mining it (no inferno planets in the system). It was found by Haxus to just have a large stockpile of it in the system. It was even later found that the reason the [[Magmium]] didn't disappear (even though many bullion process were active) was because bullion did not use resources.&lt;br /&gt;
&lt;br /&gt;
[[File:DyadicParagonRingworld.png|800px|thumb|none|A screenshot of the Dyadic Paragon ringworld, surrounded by three stars.]]&lt;br /&gt;
[[File:Dyadicshipyard.png|800px|thumb|none|Another screenshot of the shipyard.]]&lt;br /&gt;
[[File:Placeholder|800px|thumb|none|]]&lt;br /&gt;
[[File:Shores of Hazeron 2012-02-12 15-08-36-43.png|800px|thumb|none|Another screenshot of the shipyard. Shows a glitched defence pillar, likely to be used for a bug report at the time.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Universe_3]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2012-02-12_15-08-36-43.png&amp;diff=13699</id>
		<title>File:Shores of Hazeron 2012-02-12 15-08-36-43.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:Shores_of_Hazeron_2012-02-12_15-08-36-43.png&amp;diff=13699"/>
		<updated>2024-11-18T18:53:08Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Screenshot of a glitched defence pillar at Dyadic Paragon, likely to be used in a bug report at the time. Taken on or around 2012-02-12, and provided on Discord by Tor of The Toucan Empire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Screenshot of a glitched defence pillar at [[Dyadic Paragon]], likely to be used in a bug report at the time. Taken on or around 2012-02-12, and provided on Discord by Tor of [[The Toucan Empire]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=The_Toucan_Empire&amp;diff=13698</id>
		<title>The Toucan Empire</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=The_Toucan_Empire&amp;diff=13698"/>
		<updated>2024-11-18T18:48:39Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Gallery */ Background confirmed by forrmer toucan emperor on discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empire&lt;br /&gt;
| Name = The Toucan Empire&lt;br /&gt;
| Picture = Flag_Toucan.png&lt;br /&gt;
| FoundingDate = 2011-02-19&lt;br /&gt;
| MemberCount = 100&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* Angus725 (Founder)&lt;br /&gt;
* Torikhtil (Founder)&lt;br /&gt;
* Afromana&lt;br /&gt;
* Lazers&lt;br /&gt;
| Allies =&lt;br /&gt;
* [[Tymas Confederation]]&lt;br /&gt;
* Celestial Kingdom&lt;br /&gt;
* [[Empire Rocket]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
* [[West Galactic Federation]]&lt;br /&gt;
* [[Tresnoth Republic]]&lt;br /&gt;
* Kingdom of Avalon&lt;br /&gt;
| Enemies =&lt;br /&gt;
* Horzine&lt;br /&gt;
* Ganduras&lt;br /&gt;
* Clan O'Connor&lt;br /&gt;
* Demigods Rus&lt;br /&gt;
}}&lt;br /&gt;
'''The Toucan Empire''' was the biggest empire in Hazeron from 2012 to some time in 2013.&lt;br /&gt;
&lt;br /&gt;
At its height, the Toucan Empire ruled over eight hundred cities in over five hundred systems, had hundreds of spacecraft, spanned 100 sectors and was home to 100 players. In the week leading up the the disappearance of the empire, the Toucan Empire had a high of 10 players on at the same time each day.&lt;br /&gt;
&lt;br /&gt;
The empire's immigration policy was set to password only, and used the Dictatorship government type. Species within the empire include the Toucanite, Reptilius Dioculi, and many others.&lt;br /&gt;
&lt;br /&gt;
==Formation==&lt;br /&gt;
[[File:ToucanCity.jpg|200px|thumb|right|One of Toucan's cities during an active period.]]&lt;br /&gt;
On Feb 19, 2011, Emperor Torikhtil founded the Toucan Empire with Atrix and Lenny. The Toucanite race originally evolved in the Lapsus system in the Auschwitz sector, around the back of the [[Tymas Confederation]] Cluster. After achieving space travel, the brave Toucans set fourth and colonised a nearby empty sector and proclaimed it the Domain of the Toucan. During secondary exploration, a problem with the local wormhole network was discovered, temporal disturbances meant that the Entirety of the Toucan wormhole network was isolated to 5 solar systems.&lt;br /&gt;
&lt;br /&gt;
Soon after, the leader of the Loraine Sovereignty offered a way out for the trapped Toucans, in the Hazeron Cluster. Abandoning their home world in search of progress and the future, the Toucans began anew on a ringworld given to them by Havear, the Loraine Emperor. This ringworld became known as New Lapsus, and the sector, First Light, named after the second Toucan solar system. Soon the Toucan Empire was growing on pace, developing strong relations with its now neighbour, the Loraine Sovereignty. When the Toucan began approaching its size, its neighbour grew weary, and ultimately the Loraine territories were handed to the Toucan when leader decided to join the ranks of [[Tymas Confederation]]. This set the stage for the Toucans to grow, they now had space, players, resources, and a position that allowed them to expand until they were ready to wage war.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===SAGO Debacle===&lt;br /&gt;
Early long range wormhole exploration of the surrounding space lead the Toucans to encounter the then higher tech level Dragunas Dominus Empire. Soon after, hostilities began[http://hazeron.com/phpBB3/viewtopic.php?f=24&amp;amp;t=757] and ended shortly after, when SAGO stepped in and forced a peace under threat of destruction. This set the stage for what would come to be known to Early Toucans as the SAGO Debacle.&lt;br /&gt;
A week later, SAGO had been told that the Toucan planned vengeance against them. The informant was a since-kicked member of the empire who had been banished for repeated empire property destruction who had decided to cause trouble. However, after diplomatic talks with all involved, it was realised that the information SAGO received was false, and peace was achieved before any blood was shed.&lt;br /&gt;
&lt;br /&gt;
===[[Pan Galactic War]]===&lt;br /&gt;
Despite being around during the time of The [[Pan Galactic War]], the Toucan Empire did not take part in the conflict and instead continued exploration and expansion efforts. The resulting power vacuum caused by the fall of [[The Foundation]] and the [[PTMC]] was probably a factor in allowing the Toucan Empire to attain superpower status.&lt;br /&gt;
&lt;br /&gt;
===Horzine Massacre===&lt;br /&gt;
[[File:180px-Horzine3.png|thumb|right|The (old)flag being raised on a liberated moon colony]]&lt;br /&gt;
After the [[Pan Galactic War]] had ravaged the galaxy, during the later stages of initial Toucan infrastructure creation, it was decided that additional combat experience and training would be needed. In addition, the Toucans wanted to expand the buffer zone between them and other major empires, this action would result in a long standing policy of Toucans; Conquest for the sake of making total destruction of the empire more difficult. As a result, the Toucan Navy mobilised for its first ever large scale military operation. The target was a nearby semi-abandoned empire in a state of decay, Horzine, a perfect target for training of fresh Toucan captains and admirals.&lt;br /&gt;
[[File:180px-Horzine2.png|thumb|right|Joint Toucan shock trooper and Horzine rebel forces taking control of a spaceport]]&lt;br /&gt;
[[File:180px-Horzine5.png|thumb|left|Diseased Soldiers Spending their final moments chasing a rat]]&lt;br /&gt;
&lt;br /&gt;
As the Toucan charged forth into the cluster, many more small unrelated empires were conquered along the way. One empire that was indifferently passed up during this crusade due to disease, The [[Tresnoth Republic]] later developed into a major power in the Hazeron cluster. When Toucan ships hit landfall at Horzine, it was a massacre. Toucan Warships devastated the uncommanded Horzine war fleets and squads of troops captured bases and cities one after the other. Halfway through the massacre, the attack was slowed and remaining cities were used for training of those who had not been involved in the initial assault. Many Horzine citizens who felt neglected by their old administration changed their loyalties in the later days of the war, augmenting armoured toucan shock troopers in capturing remaining cities.&lt;br /&gt;
&lt;br /&gt;
During the attack it was realised that many of the neglected Horzine cities were infected with horrible diseases, which were responsible for the lion's share of toucan losses, even going as far to down a battleship due to crew infection from unknowingly infected troops. After infected cities were captured they were often left to their own devices due to the poor state of Toucan medical technology at the time, as nothing could be done for the damned souls.&lt;br /&gt;
&lt;br /&gt;
After all cities had been taken, the space was established as the first major military gain of the toucan empire and administrated as such, with the diseased inhabitants (nicknamed blank faced crab men by the Toucanite populace) in a state of oppression for a long time, until after the Ganduras War.&lt;br /&gt;
&lt;br /&gt;
===Ganduras Annexation===&lt;br /&gt;
The Ganduras annexation was one of the relatively few conflicts that occurred during the Era of Stability.&lt;br /&gt;
&lt;br /&gt;
Due to their isolationist policies and close proximity to Toucan Space, they drew the attention of several members of the Toucan Empire. After several attempts at diplomacy that didn't go anywhere, the Toucan Empire decided to annex the space controlled by the Ganduras for their own security.&lt;br /&gt;
&lt;br /&gt;
Scouting missions to establish the size and various wormhole links inside Ganduras space took place, and this was shortly followed by a fleet of fifteen ships entering Ganduras space by travelling to Koin, and from there the ships either travelled along a dangerous wormhole route, or travelled directly by deadheading to either Citadel or Hell.&lt;br /&gt;
&lt;br /&gt;
The Ganduras empire was conquered quickly and with very little resistance, owing to all important locations known due to extensive scouting and lack of an enemy war fleet.&lt;br /&gt;
&lt;br /&gt;
Speculation and anecdotes indicate that the remnants of the Ganduran empire withdrew into the space of the Demigods Rus.&lt;br /&gt;
&lt;br /&gt;
===Clan Conflict (Cold War)===&lt;br /&gt;
After Ganduras had been scattered, many remnants joined Demigods Rus. They took their scorn and bitterness for the Toucan with them due to the recent devastation of their homeworlds, and as a result the overall relations of the superpowers were generally unpleasant and cold. Eventually this conflict developed into a cold war with the two sides fighting each other on other empire's soil.&lt;br /&gt;
&lt;br /&gt;
In the following months a member of Clan O'Connor attacked and captured a Toucan colony, and the Navy responded in force, first retaking a colony and then going on to conquer Tir Ain, the Capital of the Clan. After this, demands were given to the clan leader, Ainbheartach, under the assumption that his empire had been used against his judgement. These demands included precautions to prevent terrorists under the clan flag using it against us again, such as limiting immigration. In return the capital of the clan would be returned and peace would be reached. However, before their leader Ainbheartach could respond, a fleet of terrorists moved from the neighbouring system and new capital of Burtonport to Tir Ain and engaged in combat with toucan fleets.&lt;br /&gt;
&lt;br /&gt;
The origin of the terrorists was soon discovered as they spoke the language of Demigods Rus. This had become clear that it was a political move and it was decided that the Demigod societal system was abhorrent and mustn't be allowed to spread and would be crushed without mercy. In an attempt to sever the flow of ships at the source, additional Toucan captains were called in and the battle for Burtonport begun. This was one of the longest and hardest fought battles over a single system in Toucan History, as the terrorists were numerous and the troop reserves of the toucans limited due to a lack of awareness of what the true enemy infesting O'Connor was. By the end of the day, the capital city Burtonport had traded hands four times and was back in the hands of the terrorists, while every other city in the system had fallen to the Toucan offensive. Despite being unable to take the city, the Toucan navy embargo'd the planet and the terrorists were forced to give up and scatter.&lt;br /&gt;
&lt;br /&gt;
The next day, Ainbheartach addressed the public and the Toucan Emperor Torikhtil, denying the initial attack and denying the presence of the Demigods in his empire. The clan refused to change immigration policy out of pride and weapons of temporal destruction were used as a threat against the Toucans[http://hazeron.com/phpBB3/viewtopic.php?t=2211&amp;amp;f=3#p22489]. The Toucans then were forced to return captured Clan land much to their distaste. Soon after, the great wizard Haxus appeared after hearing of the threat of temporal weapons, and demanded that the destructive threat be stopped lest the clan be obliterated by his own techno wizardry. Soon after, the Clan conformed to all previous Toucan demands and kept the colonies that they had forced the Toucan to return, in line with the original offer. However, due to the circumstances under which the terms was met, both empires maintained uneasy relations and enemy status with each other, with close borders making things more tense.&lt;br /&gt;
&lt;br /&gt;
===O'Connor War of Extermination===&lt;br /&gt;
As the Toucan continued to grow in size, it was soon obvious that their space had grown to completely surround Clan O'Connor territory, however there were still systems of buffer in between them. When the clan decided to expand into this buffer zone, they decided that they did not want to tolerate an empire with such poor past relations with the Toucan moving any closer to their borders, and the newly colonised system, Keadew, was quickly conquered and left to stand as a reminder not to expand into toucan territory.&lt;br /&gt;
&lt;br /&gt;
After weeks of no further conflict, Clan O'Connor troops assaulted the now reinforced with defence bases Keadew city, and it fell to the onslaught. The Toucans decided that they were weary of dealing with the clan and decided to forcibly relocate them once and for all. Two additional systems fell before the toucan navy reached Heinessen, where after destroying the Clan Leader Ainbheartach's ship the Toucan Battlecruiser &amp;quot;Cereal Killer&amp;quot; went into orbit of the moon. Moments later, the ship was hit by a temporal weapon fired by none other than Ainbheartach himself.[http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=3447]&lt;br /&gt;
&lt;br /&gt;
Weapons of temporal destruction are considered extreme taboo to the extent that no empire other than the clan even still possessed working prototypes, and the backlash from this use of this weaponry on the Toucan was immense. Torikhtil, the emperor had only barely escaped from the ship with his life to give news of this weaponry. For the first time in history, [[The Hazeron Commonwealth]] voted unanimously to take action and declared war on Clan O'Connor. Soon the entire might of the galaxy bore down on the Clan, and it wanted blood. The galaxy was tired of it abusing its powers and a war of extermination was called. Empires such as The [[Tymas Confederation]], The Kingdom of Avalon, The [[Tresnoth Republic]], and many more mobilised massive fleets to assist the Toucan.&lt;br /&gt;
&lt;br /&gt;
The following war turned out to be the largest since the Pan Galactic War I ravaged the galaxy. The Era of Stability however was maintained by the relatively small combat area and quick resolution of the conflict. Many losses were taken on the offensive side from additional use of temporal weapons. An entire [[Tresnoth Republic]] fleet was annihilated from long distance and many troops were slaughtered on the ground by a legion not bound by death or time. The sheer volume of naval superiority exhausted the temporal weapons however, and soon it was clear that the war would be over within the week. Instead of waiting to see the last city fall, Ainbheartach transferred all empire holdings to the Union of Soviet Nations, suggesting that he thought the USN was involved in the cold war between the now decaying Demigods Rus and the Toucan Empire. These holdings were then transferred from the USN to the Toucan Empire, solidifying absolute victory of [[The Hazeron Commonwealth]] over Clan O'Connor which now no longer existed.&lt;br /&gt;
&lt;br /&gt;
===The Freeing of Imperium===&lt;br /&gt;
The great wizard Haxus had long since retreated into another dimension and as a result his empire of Imperium had soon fallen into disrepair. The people cried out but Haxus could not hear him as he was deeply engrossed in his important interdimensional crafting work. Toucan forces augmented by Kingdom of Avalon and [[Tymas Confederation]] shock troops and ships quickly liberated the people and brought them out of disrepair and poverty.&lt;br /&gt;
&lt;br /&gt;
When Haxus returned from his expedition in interdimensional space, he saw that his cities were under new management and declared the Toucan Empire to be a mortal enemy of Imperium for all eternity. However, he had more important matters to attend to and after rebuilding a single city, well within his ability to manage well, he disappeared back into interdimensional territory.&lt;br /&gt;
&lt;br /&gt;
===The Fall of the Toucan Empire===&lt;br /&gt;
After the game-changing 04/05/2012 patch, much rage was directed against Haxus. Haxus directed the following quote to D3matt, ex leader of the PTMC and host of the original Hazeron forums. &amp;quot;Have you ever seen one single request for any kind of compensation for playing this game? I do not accept donations.&lt;br /&gt;
&lt;br /&gt;
If you don't like it, get lost. I owe you absolutely nothing. You are NOT a customer. Take your bullshit gimme gimme for free attitude to a different forum. Nobody will miss you. Nobody will even remember you next week. You are not needed. Your input has little value. Go away.&lt;br /&gt;
&lt;br /&gt;
Does that add a little perspective for you?&lt;br /&gt;
&lt;br /&gt;
I am doing this just for the fun of it. It's something I've always wanted to do and I am in a position to do it for as long as I like. People like you are a real buzz kill. I don't need you for anything. Go piss and moan about somebody else's game somewhere else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soon after, a few players were banned forum the forums and had all past forum history erased from existence by Haxus. This included Emperor Torikhtil and it was stated that in-game accounts would be next. This prompted the emperor to send all Toucan cities to Imperium as a final act of defiance and charity (as maybe doing this would cause Haxus to would fix the bugs associated with big empires). Haxus stated that his wife was disgusted by everyone on the forums while many threads were being deleted and his own posts going with them, and soon the censorship campaign had erased all existence of the event from the forums.&lt;br /&gt;
&lt;br /&gt;
Shortly after that, The Imperium released the cities from their control and scattered them back into the galaxy, to be used as pirate bases or conquered by other players, without fixing any related bugs.&lt;br /&gt;
&lt;br /&gt;
===The Toucan Empire Strikes Back===&lt;br /&gt;
Around January 1st, 2013, Afromana, Angus725, and a few others came back to reestablish the Toucan Empire.&lt;br /&gt;
&lt;br /&gt;
And they've won the Klingon-Toucan War.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
===Dyadic Paragon===&lt;br /&gt;
[[Dyadic Paragon]] is probably the 2nd most famous system in the Hazeron Universe after Hazeron itself.&lt;br /&gt;
&lt;br /&gt;
===Angus' Ring===&lt;br /&gt;
[[Angus'_Ring|Angus' ring]] was made into a public shipyard after being conquered by [[Empire Rocket]]. It was then returned to the Toucan Empire.&lt;br /&gt;
&lt;br /&gt;
==Notable Alliances==&lt;br /&gt;
The Toucan Empire is one of the founding members of The Hazeron Commonwealth.&lt;br /&gt;
&lt;br /&gt;
* Kingdom of Avalon&lt;br /&gt;
* Celestial Kingdom&lt;br /&gt;
* [[Tymas Confederation]]&lt;br /&gt;
* [[Empire Rocket]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
* [[West Galactic Federation]]&lt;br /&gt;
* [[Tresnoth Republic]]&lt;br /&gt;
&lt;br /&gt;
==Notable People==&lt;br /&gt;
===Torikhtil===&lt;br /&gt;
Also known as Mattk50, the God Emperor Glorious Best Leader Fruit Loop Baron President of the Toucan Empire enjoys long walks on moons and torturing burrowing creatures.&lt;br /&gt;
===Afromana===&lt;br /&gt;
Afromana enjoys documenting the locations of all empires in Hazeron, as well as supplementing the growth of smaller empires.&lt;br /&gt;
===Angus725===&lt;br /&gt;
Angus725 has been in the Toucan empire since mid 2011, and has designed several ships currently used in the Toucan Fleets.&lt;br /&gt;
Angus also had one of the largest officer farms in the Toucan Empire.&lt;br /&gt;
===Lazers===&lt;br /&gt;
Lazers is the last survivor of the 2nd facepunch empire, somehow slept through the Pan Galactic War and awoke in a universe with a drastically shifted power balance. Has trekked all over the galaxy in order to get more advanced empires to build his ships for him, until he finally ended up joining the Toucans.&lt;br /&gt;
===PyromanDan===&lt;br /&gt;
He did stuff, and enjoys punishing himself by flying his terrible ship designs.&lt;br /&gt;
===Shooer===&lt;br /&gt;
Long time player, first time empire member. Is just here for the fruit loops.&lt;br /&gt;
===Zensras===&lt;br /&gt;
AKA Snakey, he has been in the Toucan empire since mid 2011. After getting lost in a third dimension in which him and his ship flew through planets, he decided to join up with the toucans with his race of dog-like things.&lt;br /&gt;
===TCL987===&lt;br /&gt;
Resident long distance expedition and exploration leader.&lt;br /&gt;
===The-Sane===&lt;br /&gt;
Spent a very long time designing a ship that wasn't very good.&lt;br /&gt;
===Unicide (aka Master Bob)===&lt;br /&gt;
Senator of the Elysium sector and commander of a Sectorial Fleet. Former ruler of the Second Facepunch Empire. Completely missed the Pan-Galactic War.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt;&lt;br /&gt;
File:Horzine1.png|Another screenshot of the Horzine massacre. Originally uploaded by Mattk50 on 2012-03-04&lt;br /&gt;
File:Horzine4.png|Another screenshot of the Horzine massacre. Originally uploaded by Mattk50 on 2012-03-04&lt;br /&gt;
File:UNSCFF.png|General purpose ship by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:CIS1d.jpg|General purpose cargoship by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:Reap.png|Reaper class by Angus725. Originally uploaded by Angus725 on 2013-02-22&lt;br /&gt;
File:Reap2.png|Another angle of the Reaper class. Originally uploaded by Staines on discord&lt;br /&gt;
File:Jn00.png|Battleship by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:AFFAC.png|Battlecruiser/Battleship by Angus725. Background is [[Dyadic Paragon]]. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:Loze_Island.png|Loze Island Class by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:AngusColonizer.png|A colonizer class by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:CISCV.png|Carrier/Colonizer &amp;quot;CISCV&amp;quot; by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:StrikerPoC.png|A proof of concept by Angus725. Originally uploaded by Angus725 on 2012-03-10&lt;br /&gt;
File:FarStar.png|Carrier/Colonizer &amp;quot;FarStar&amp;quot; by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:UNSCDD1.png|General/Cruiser by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:UNSCDD2.png|Ship in background. Officer Pickup/Colonizer by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
File:SCBC.jpg|General/Colonizer by Angus725. Originally uploaded by Angus725 on 2012-03-07&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Universe_3]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Hazeron_Starship&amp;diff=13672</id>
		<title>Hazeron Starship</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Hazeron_Starship&amp;diff=13672"/>
		<updated>2024-05-20T17:29:43Z</updated>

		<summary type="html">&lt;p&gt;Celarious: wrong one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HSSLogo.png|thumb|right|The logo of Hazeron Starship]]&lt;br /&gt;
'''Hazeron Starship''' is the singleplayer version of [[Shores_of_Hazeron_(Game)|Shores of Hazeron]], released on the Steam store on the 1st of December, 2023. &lt;br /&gt;
&lt;br /&gt;
The game is developed and published by [https://hazeron.com/about.php Hazeron Freehold LLC], with the sole developer being [[Haxus]]. &lt;br /&gt;
&lt;br /&gt;
It is available for Linux &amp;amp; Windows.&lt;br /&gt;
&lt;br /&gt;
Store page: https://store.steampowered.com/app/2239520/Hazeron_Starship/&lt;br /&gt;
&lt;br /&gt;
SteamDB entry: https://steamdb.info/app/2239520/info/&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It appears that the workshop page for Starship is currently not public. This means you will have to login with a Steam account that owns Starship in order to view it.&lt;br /&gt;
&lt;br /&gt;
The Steam store page says the following about Starship:&lt;br /&gt;
{{Collapsible&lt;br /&gt;
 | About&lt;br /&gt;
 | Explore and colonize a vast universe. Twenty one galaxies filled with countless stars and planets and other things await your discovery.&lt;br /&gt;
&lt;br /&gt;
Start as an indigenous person on an undeveloped world. Hunt for food. Survive wild animals. Build a home.&lt;br /&gt;
&lt;br /&gt;
Discover natural resources. Build mines and wells to gather resources from the land.&lt;br /&gt;
&lt;br /&gt;
Establish an empire to govern your work.&lt;br /&gt;
&lt;br /&gt;
Found a city to manage its buildings. Build more buildings to manufacture things from natural resources and other things.&lt;br /&gt;
&lt;br /&gt;
Advance your civilization. Make space rockets to explore space. Venture out into your home solar system.&lt;br /&gt;
&lt;br /&gt;
Discover exotic natural resources in dangerous environments on other worlds. Build cities there to harvest resources and send them to factories on the home world.&lt;br /&gt;
&lt;br /&gt;
Travel directly to any star in the sky using a space rocket, a daunting task.&lt;br /&gt;
&lt;br /&gt;
Develop technology to make starships that can travel instantly through wormholes to other solar systems. Walk aboard them. Operate their controls. Command a crew of NPCs. Lift off. Fly up through the atmosphere to outer space. Land on other worlds, anywhere, not at designated places.&lt;br /&gt;
&lt;br /&gt;
Discover natural resources on other worlds, on land, beneath seas, in rings like those of Saturn, in coronas of stars, and in seas of liquefied gases on giant worlds like Jupiter.&lt;br /&gt;
&lt;br /&gt;
Design unique spacecraft and buildings with the built-in 3D modeler. Make them function, with operable doors, landing gear, lights, turbo lifts, transporters, engines, shields, weapons, and more. Share your designs with others in the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
Not everyone is a 3D modeler; it is not easy. The Steam Workshop offers a growing assortment of fantastic spacecraft and buildings designed by people with a gift for 3D modeling. Their work is there for you to enjoy.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
The game does not currently support multiplayer. Haxus previously mentioned that it would not be difficult to add &amp;quot;LAN play&amp;quot; to the game, and later elaborated that this meant dedicated hosting[https://hazeron.com/mybb/showthread.php?tid=2825&amp;amp;pid=10218#pid10218][https://hazeron.com/mybb/showthread.php?tid=2978&amp;amp;pid=11112#pid11112]. In addition, Haxus took a vote on both the original myBB forums and the Steam forums on whether players would prefer him to prioritize NPC empires or multiplayer first - which eventually swung in favor of NPC empires.[https://hazeron.com/mybb/showthread.php?tid=2978&amp;amp;pid=11112#pid11112][https://steamcommunity.com/app/2239520/discussions/0/4030220670866270342/?ctp=2#c4030221636413096011][https://hazeron.com/mybb/showthread.php?tid=2978&amp;amp;pid=11132#pid11132]&lt;br /&gt;
&lt;br /&gt;
It is assumed that multiplayer will be developed after NPC empires.&lt;br /&gt;
&lt;br /&gt;
===Beta===&lt;br /&gt;
On 2021-02-03, [[Haxus]] started sending out beta keys for Steam access to Hazeron Starship. This was fully playable, and included some UI changes to accommodate the singleplayer aspect, such as a &amp;quot;Save Game&amp;quot; button and revamped logo. &lt;br /&gt;
&lt;br /&gt;
This release included none of the updated story Haxus was working on, and only the basic village was present at the start. &lt;br /&gt;
&lt;br /&gt;
Version-wise, this was still 6e15 in the client.&lt;br /&gt;
&lt;br /&gt;
Around 2022, during the switch from Software Engineering to Hazeron Freehold LLC, a second Hazeron Starship was uploaded to Steam as a separate game. That new version would continue to receive updates and is the version that would eventually be released. The AppID of the old version was 1450480.&lt;br /&gt;
&lt;br /&gt;
Around January 2022, Haxus announced plans to release Starship on Steam and resumed development on it.[https://hazeron.com/mybb/showthread.php?tid=2612&amp;amp;pid=8528#pid8528]&lt;br /&gt;
&lt;br /&gt;
On the update on the 7th February 2023, Starship has been integrated with the Steam Workshop.[https://hazeron.com/mybb/showthread.php?tid=2854][https://steamcommunity.com/workshop/browse/?appid=2239520]&lt;br /&gt;
This allows players to upload, view, download, comment on and rate both spacecraft and building designs, mostly through the respective in-game blueprint exchange UIs. Ratings on workshop items are shown in-game on the exchange listing, as a 1-5 star value. Tags are automatically applied to the items depending on what the design contains - so a spacecraft with [[Gravity Drive]]s and a [[Vulcium Hull]] would have those two things tagged separately. Access level (full/restricted) is also tagged.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:PhoenixInteriorBridge.png|The bridge of a player ship&lt;br /&gt;
File:NewWorldStowaway.png|Landing on a fresh habitable world&lt;br /&gt;
File:Avatar_creation.png|Creating a new character&lt;br /&gt;
File:CityDowntown.png|A built-up city&lt;br /&gt;
File:PirateBaseSeledon.png|An NPC pirate base&lt;br /&gt;
File:FreshStartImage.jpg|Starting fresh on a new world&lt;br /&gt;
File:RingworldControlCenter3.png|The control center of a [[ringworld]]&lt;br /&gt;
File:LocatorStarMap.png|The galactic [[starmap]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:DropPod.png&amp;diff=13669</id>
		<title>File:DropPod.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:DropPod.png&amp;diff=13669"/>
		<updated>2024-05-18T18:19:36Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Drop pod at the Haxus aircraft factory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Drop pod at the Haxus aircraft factory&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:FrontpageGameUpdates&amp;diff=13649</id>
		<title>Template:FrontpageGameUpdates</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:FrontpageGameUpdates&amp;diff=13649"/>
		<updated>2024-05-17T01:07:51Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://hazeron.com/mybb/showthread.php?tid=3112 '''2024-05-16 Pirates, Fleet Improvements, Designer Bugs, Corrosion Shield, Thorns''']&lt;br /&gt;
* [https://hazeron.com/mybb/showthread.php?tid=3110 2024-05-09 Fleets, Starforce, C4 Doors, Shield Types]&lt;br /&gt;
* [https://hazeron.com/mybb/showthread.php?tid=3106 2024-04-27 Missiles, Ordnance, Sensor Lock, Salvage, Pirates]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Shield&amp;diff=13629</id>
		<title>Shield</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Shield&amp;diff=13629"/>
		<updated>2024-05-10T08:40:17Z</updated>

		<summary type="html">&lt;p&gt;Celarious: /* Stealth Shield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HaxusNeeded|Need a lot more information about how shields work. Like recharge rate and such.}}&lt;br /&gt;
{{Revision|Once information has been confirmed/corrected, this page could use a rewrite to make it easier to understand.}}&lt;br /&gt;
{{Spacecraft_Module&lt;br /&gt;
| Name = Shield&lt;br /&gt;
| Picture = dp_Shield.png&lt;br /&gt;
}}&lt;br /&gt;
'''Shields''' are an advanced defense technology. Once activated, they produce a large blue bubble around the [[spacecraft]] and protect that vessel from attacks. They also prevent any [[transporter]] beams from affecting the spacecraft.&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
Hull allocated to shields provides a set amount of protection for the ship. This amount is then divided between the 6 sides of the ship.&lt;br /&gt;
&lt;br /&gt;
All attacks are completely absorbed by that specific side until the damage exceeds the absorption, and is then projected onto the [[hull]] itself. Shields can be diverted from other parts of the spacecraft to restore that particular section, however [[NPC]] [[crew]]members simply balance out the 6 sides until there is no shield energy remaining. Shields are hardened against attacks like hull armor is, so level 10 armor will apply its resistance to the shield as well.&lt;br /&gt;
&lt;br /&gt;
Transporter beams are blocked as long as all shield sections have at least the strength of 2.&lt;br /&gt;
&lt;br /&gt;
[[File:ShieldTurretHit.png|thumb|none|Ballistic [[turret]]s hitting a shield.]]&lt;br /&gt;
&lt;br /&gt;
===Recharge Rate===&lt;br /&gt;
Shield regeneration is a fixed rate. Low power shields recharge rather quickly, within the range of 1-5m for 5k per side. However massive shielding (100k per side) can take up to 30 minutes to fully charge, leading to the belief that regeneration is not improved with QL. Regardless, each shield unit draws a moderate amount of power while it charges, so caution should be used on ships with [[Weapon_Bay|weapon bay]]s in combat.&lt;br /&gt;
&lt;br /&gt;
===Destabilization===&lt;br /&gt;
When damage causes a shield to drop to zero, it gets 10 seconds of destabilization time.&lt;br /&gt;
&lt;br /&gt;
==Shield Types==&lt;br /&gt;
There are 3 types of shields.&lt;br /&gt;
&lt;br /&gt;
===Energy Shield===&lt;br /&gt;
Energy shields are 100% effective vs energy damage and only 80% effective vs kinetic damage.&lt;br /&gt;
&lt;br /&gt;
===Kinetic Shield===&lt;br /&gt;
Kinetic shields are 100% effective vs kinetic damage and only 80% effective vs energy damage.&lt;br /&gt;
&lt;br /&gt;
Such as ballistic weapons and rocket-propelled weapons.&lt;br /&gt;
&lt;br /&gt;
===Stealth Shield===&lt;br /&gt;
Stealth shield module reduces the distance at which the ship can be detected on [[sensors]]. The effectiveness of the stealth shield depends on the quality of the module.[https://hazeron.com/mybb/showthread.php?tid=3110]&lt;br /&gt;
&lt;br /&gt;
The shield is only 80% effective vs kinetic and energy damage.&lt;br /&gt;
&lt;br /&gt;
==Quotes from patch notes==&lt;br /&gt;
{{Collapsible&lt;br /&gt;
 | Related patch notes&lt;br /&gt;
 | 2 = [http://hazeron.com/mybb/showthread.php?tid=110 '''2018-07-10 Shields: Military Shield Projector''']&lt;br /&gt;
:Military shield projector building is now operational.&lt;br /&gt;
:*Shield bubble appears at the proper radius; it was previously incorrect.&lt;br /&gt;
:*Shield protects its contents where they literally reside inside the bubble. Parts of buildings that extend outside the bubble can be targeted.&lt;br /&gt;
:*Shield projector recharges its capacitors every 10 seconds. Energy is taken from power plants connected by ground.&lt;br /&gt;
&lt;br /&gt;
[http://hazeron.com/mybb/showthread.php?tid=110 '''2018-07-10 Shields: The Bubble is the Shield''']&lt;br /&gt;
:Previously, shields were treated as surface armor. The bubble was there only as a visual cue that shields were present. This was confusing to players who perceived the bubble to be the shield itself. Now, the bubble is the shield. &lt;br /&gt;
:&lt;br /&gt;
:This caused some things to change.&lt;br /&gt;
:*Shields block weapon fire that originates outside the bubble. Weapons hit on the shield bubble, not the hull.&lt;br /&gt;
:*Shields do not block weapon fire that originates inside the bubble. Weapons inside the shield can fire outward.&lt;br /&gt;
:*Shields do not block explosives used to open doors because the blast originates inside the shield. This is a change from old style ships, where hull doors were protected by shields.&lt;br /&gt;
:*Shields block objects that enter the shield too fast. An object is blocked if it enters the shield with a speed greater than 150m/s relative to the shield. This one is going to kill some people.&lt;br /&gt;
:*Shields do not block objects moving around inside the shield or moving from inside to outside the shield.&lt;br /&gt;
:*Shields block missiles, rockets and bombs that enter the bubble. They explode on the shield surface. Shrapnel does not hit shield contents. Bombs that hit shields do not make craters in nearby terrain.&lt;br /&gt;
:*Shields absorb blasts and collisions. The protected ship cannot be pushed by hitting the shield.&lt;br /&gt;
:*Incendiary, acid, etc. weapons that explode on the shield do not inflict the protected ship with fire or acid.&lt;br /&gt;
&lt;br /&gt;
[http://hazeron.com/mybb/showthread.php?tid=110 '''2018-07-10 Shields: Shield Hit Effect''']&lt;br /&gt;
:The hit effect on the shield bubble was not working. It is fixed. You will now see an orange glow at the point of impact on the shield.&lt;br /&gt;
&lt;br /&gt;
[http://hazeron.com/mybb/showthread.php?tid=110 '''2018-07-10 Shields: Shield Transparency''']&lt;br /&gt;
:Shields now become more transparent as their energy is reduced.&lt;br /&gt;
:*On spacecraft, sides of the shield bubble are transparent according to energy at each side of the shield.&lt;br /&gt;
:*On buildings, shields do not have sides and the entire shield bubble uniformly becomes more or less transparent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft_Subsystems]]&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:FrontpageNewsWiki&amp;diff=13628</id>
		<title>Template:FrontpageNewsWiki</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:FrontpageNewsWiki&amp;diff=13628"/>
		<updated>2024-05-10T08:34:58Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Undo revision 13359 by Celarious (talk) Not working atm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Database corruption during a wiki software upgrade has resulted in a rollback to an early 2022 backup.[https://hazeron.com/mybb/showthread.php?tid=3052] Some information might still be out-of-date, but most critical articles have been restored.&lt;br /&gt;
* The wiki software has been upgraded and the [https://www.mediawiki.org/wiki/Extension:TabberNeue TabberNeue extension] has been installed, letting us create organized infoboxes and more.&lt;br /&gt;
* Wiki has been updated to reflect the [[Building Update]] changes.&lt;br /&gt;
* The [[:Category:History|History]] category has been updated with a lot of old history.&lt;br /&gt;
* A new page for [[Community Links]] has been made, share your site or join an existing one!&lt;br /&gt;
* An [[Indy Tools and Mods]] page has been created, add your own awesome tools and mods!&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13597</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=MediaWiki:Common.css&amp;diff=13597"/>
		<updated>2024-04-30T01:49:07Z</updated>

		<summary type="html">&lt;p&gt;Celarious: Testing change for new extension&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* Hides the rollback option. Not needed when we don't have large vandalism issues. */&lt;br /&gt;
.mw-rollback-link {&lt;br /&gt;
  display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Implements section-collapse and stop-section-collapse */&lt;br /&gt;
.section-collapse {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-width: 2px 2px 0 0;&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    height: 7px;&lt;br /&gt;
    margin-right: 5px;&lt;br /&gt;
    position: relative;&lt;br /&gt;
    right: 0;&lt;br /&gt;
    top: 5px;&lt;br /&gt;
    transform: rotate(-45deg);&lt;br /&gt;
    vertical-align: middle;&lt;br /&gt;
    width: 7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.section-collapsed {&lt;br /&gt;
    display: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapsed-icon {&lt;br /&gt;
   margin-top: 1px;&lt;br /&gt;
   transform: rotate(135deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
   padding-left: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide the page header on the Main_Page */&lt;br /&gt;
body.page-Main_Page h1 { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Make TabberNeue not have arrows on the list and instead wrap it */&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    margin: 0 auto;&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Hide default tab indicator */&lt;br /&gt;
.tabber__indicator { display: none; }&lt;br /&gt;
&lt;br /&gt;
/* Change style of selected tab */&lt;br /&gt;
.tabber__tab[aria-selected='true'] {&lt;br /&gt;
    background-color: #2859a8;&lt;br /&gt;
    color: white !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Some tab button fixes */&lt;br /&gt;
.tabber__tab { &lt;br /&gt;
    margin: 0 auto !important; &lt;br /&gt;
    font-size: 85%;&lt;br /&gt;
    padding-bottom: 1px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Change the size of the button text, note that this also proportionally changes the button padding  */&lt;br /&gt;
/*.tabber__tab { font-size: calc(1em * 0.7); }*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* DARKMODE STYLING STARTS HERE */&lt;br /&gt;
&lt;br /&gt;
/* Color variables, use with var() */&lt;br /&gt;
:root {&lt;br /&gt;
    --text-color: #cbd9f4;&lt;br /&gt;
    --link-color: #8cabe6;&lt;br /&gt;
    --regular-bg: #0B0B3B;&lt;br /&gt;
    --light-bg: #181857;&lt;br /&gt;
    --newpage-color: #aa0000;&lt;br /&gt;
    --button-bg: #343d56;&lt;br /&gt;
    --border-button: #3f5073;&lt;br /&gt;
    --code-bg: #777777;&lt;br /&gt;
    --code-text: #f2f2f2;&lt;br /&gt;
    --code-border: #7e8592;&lt;br /&gt;
    --ooui-input: #384766;&lt;br /&gt;
    --search-hover-bg: #0d0d36;&lt;br /&gt;
    --border-general: #3f4186;&lt;br /&gt;
    --editor-toolbar: #04046b;&lt;br /&gt;
    --diff-addborder: #73a1ff;&lt;br /&gt;
    --diff-delborder: #d35b4a;&lt;br /&gt;
    --diff-addbg: #305ab1;&lt;br /&gt;
    --diff-delbg: #691206;&lt;br /&gt;
    --header-border: #596e96;&lt;br /&gt;
    --button-hover: #2d4167;&lt;br /&gt;
    --original-link: #0645ad;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Set color-scheme specification */&lt;br /&gt;
html.theme-dark { color-scheme: dark; }&lt;br /&gt;
&lt;br /&gt;
/* Cancel inversion to use better styling */&lt;br /&gt;
:root, img, .diffchange { filter: unset !important; }&lt;br /&gt;
&lt;br /&gt;
/* The main coloring, sets most of the page to use the --regular-bg background color and the text color to --text-color */&lt;br /&gt;
.theme-dark, .theme-dark body, .theme-dark html, .theme-dark .mw-body, .theme-dark #mw-navigation, .theme-dark #mw-page-base, .theme-dark #mw-head-base, .theme-dark .vector-legacy-sidebar, .theme-dark h1, .theme-dark h2, .theme-dark h3, .theme-dark h4, .theme-dark h5, .theme-dark h6, .theme-dark .mw-footer, .theme-dark table, .theme-dark table.wikitable, .theme-dark figure[typeof~='mw:File/Thumb'], .theme-dark .mw-content-ltr figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, .theme-dark .mw-content-ltr figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, .theme-dark figure[typeof~='mw:File/Frame'], .theme-dark .vector-menu-heading-label, .theme-dark .mw-footer li, .theme-dark .mw-wiki-logo, .theme-dark .mw-datatable td { &lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes all darkmode links use the --link-color, !important must be used here */&lt;br /&gt;
:is(.theme-dark) :is(a, a:visited, .mw-collapsible-text) {&lt;br /&gt;
    color: var(--link-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the category section + table of contents the --light-bg color in darkmode, !important must be used here */&lt;br /&gt;
:is(.theme-dark) :is(.catlinks, .toc, .cdx-button:enabled, .cdx-button.cdx-button--fake-button--enabled) {&lt;br /&gt;
    background-color: var(--light-bg) !important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* The second main coloring, sets elements to use the --light-bg background color instead, such as table headers or mw-code blocks */&lt;br /&gt;
.theme-dark .vector-search-box-input, .theme-dark #searchInput, .theme-dark .wikitable th, .theme-dark .editOptions, .theme-dark .oo-ui-textInputWidget .oo-ui-inputWidget-input, .theme-dark textarea.mw-editfont-monospace, .theme-dark pre, .theme-dark .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .theme-dark .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .theme-dark .mw-search-profile-tabs, .theme-dark .mw-code, .theme-dark .tocnumber, .theme-dark .suggestions-result, .theme-dark .suggestions-special, .theme-dark .special-query, .theme-dark .mw-changeslist-legend.mw-specialpages-notes, .theme-dark .mw-rcfilters-ui-filterWrapperWidget .oo-ui-buttonElement-button, .theme-dark #filetoc, .theme-dark .mw_metadata td, .theme-dark .mw_metadata th, .theme-dark .wikiEditor-ui-toolbar, .theme-dark #pagehistory li.selected, .theme-dark .mw-datatable th {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the currently active navbar button (Page/Read/Edit) blend into the page as it does in lightmode */&lt;br /&gt;
:is(.theme-dark) :is(.vector-menu-checkbox, .vector-menu-content, .vector-menu-tabs-legacy .selected) {&lt;br /&gt;
    background-color: var(--regular-bg); &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.theme-dark) :is(.vector-menu-tabs-legacy .selected a:visited, .mw-rcfilters-ui-filterTagMultiselectWidget-wrapper-content-title, .oo-ui-tabOptionWidget, .cdx-text-input__input:enabled) { color: var(--text-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Inverts a bunch of button icons to be visible in darkmode, including the WikiEditor dragbar and search bar magnifying glass */&lt;br /&gt;
.theme-dark .searchButton, .theme-dark .vector-menu-dropdown .vector-menu-heading::after, .theme-dark .oo-ui-textInputWidget-type-search .oo-ui-iconElement-icon, .theme-dark .oo-ui-textInputWidget-type-search .oo-ui-indicatorElement-indicator, .theme-dark .mw-indicator, .theme-dark .ext-WikiEditor-ResizingDragBar, .theme-dark .oo-ui-buttonElement-button .oo-ui-iconElement-icon, .theme-dark .oo-ui-indicatorElement-indicator.oo-ui-indicator-down { filter: invert( 1 ) hue-rotate( 180deg ) }&lt;br /&gt;
&lt;br /&gt;
/* Removes the background from the top nav buttons, because it looks bad in darkmode */&lt;br /&gt;
:is(.theme-dark) :is(.vector-menu-tabs-legacy li, #right-navigation.vector-menu-dropdown, #mw-page-base) { background-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Makes new-page links remain red in darkmode, with a dimmed red color defined in --newpage-color, !important must be used here */&lt;br /&gt;
:is(.theme-dark) :is(li.new a, a.new, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled.oo-ui-flaggedElement-destructive &amp;gt; .oo-ui-buttonElement-button) { color: var(--newpage-color) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the Show preview/Show changes buttons */&lt;br /&gt;
:is(.theme-dark) :is(#wpPreviewWidget &amp;gt; input, #wpDiffWidget &amp;gt; input) { &lt;br /&gt;
    background-color: var(--button-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Sets the &amp;lt;code&amp;gt; colors */&lt;br /&gt;
.theme-dark code {&lt;br /&gt;
    border-color: var(--code-border);&lt;br /&gt;
    color: var(--code-text);&lt;br /&gt;
    background-color: var(--code-bg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes unselected checkbox + radio buttons nicer */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-checkboxInputWidget [type='checkbox'] + span, .oo-ui-radioInputWidget [type='radio'] + span, .cdx-checkbox__icon) { background-color: var(--ooui-input); }&lt;br /&gt;
&lt;br /&gt;
/* Sets the colors of the search results when you're hovering over them */&lt;br /&gt;
:is(.theme-dark) :is(.suggestions-result-current, .suggestions-result-current *) { &lt;br /&gt;
    background-color: var(--search-hover-bg) !important;&lt;br /&gt;
    color: var(--text-color) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Slight tweak to prevent white flashes when loading thumb images + hovering on system messages page + gallery and login pages */&lt;br /&gt;
:is(.theme-dark) :is(figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, .mw-changeslist-legend, li.gallerybox div.thumb, .cdx-text-input__input:enabled, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected, .mw-scribunto-console-fieldset, .mw-scribunto-error, .mw-scribunto-message) { &lt;br /&gt;
    background-color: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Quick hack to make bullet points visible in darkmode, I couldn't figure out any other way of doing this, putting an inversion filter on li::marker didn't work */&lt;br /&gt;
.theme-dark ul { list-style-image: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Make general border colors less eye-piercing */&lt;br /&gt;
.theme-dark #content.mw-body {&lt;br /&gt;
    border-color: var(--border-general);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Set general border color part 2 */&lt;br /&gt;
:is(.theme-dark) :is(h1, h2, #searchInput, .toc, .catlinks, table, th, tr, td, .mw-code, .editOptions, figure[typeof~='mw:File/Thumb'], figure[typeof~='mw:File/Frame'], figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption, figure[typeof~='mw:File/Frame'] &amp;gt; figcaption, figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element, figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element, pre, .mw-rcfilters-ui-changesListWrapperWidget .mw-changeslist-legend, .vector-menu-dropdown:hover .vector-menu-content, .oo-ui-textInputWidget .oo-ui-inputWidget-input, .mw-prefs-tabs-wrapper.oo-ui-panelLayout-framed, .oo-ui-menuSelectWidget, .mw-rcfilters-ui-filterTagMultiselectWidget.oo-ui-widget-enabled .oo-ui-tagMultiselectWidget-handle, .mw-rcfilters-ui-filterTagMultiselectWidget-views-select-widget.oo-ui-widget ) { border-color: var(--header-border); }&lt;br /&gt;
&lt;br /&gt;
/* Part 2 of the previous, it needs to be separated or the main body breaks */&lt;br /&gt;
:is(.theme-dark) :is(.vector-menu-tabs, .vector-menu-tabs a, .vector-menu-dropdown #p-cactions-label.vector-menu-heading) {&lt;br /&gt;
    background-image: linear-gradient(to bottom,rgba(167,215,249,0) 0,var(--border-general) 100%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar a dark blue, also fixes messages on the system messages page */&lt;br /&gt;
:is(.theme-dark) :is(.wikiEditor-ui-toolbar, #mw-allmessagestable .am_actual) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Makes the WikiEditor toolbar buttons visible */&lt;br /&gt;
.theme-dark .wikiEditor-ui-toolbar .tabs span.tab a::before { filter: invert(1); }&lt;br /&gt;
&lt;br /&gt;
/* Diff styling block */&lt;br /&gt;
.theme-dark .diff-deletedline { border-color: var(--diff-delborder) !important; }&lt;br /&gt;
.theme-dark .diff-addedline { border-color: var(--diff-addborder) !important; }&lt;br /&gt;
&lt;br /&gt;
.theme-dark .diff-context { &lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border: 0;&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.theme-dark .diff-deletedline .diffchange { background-color: var(--diff-delbg); }&lt;br /&gt;
.theme-dark .diff-addedline .diffchange { background-color: var(--diff-addbg); }&lt;br /&gt;
/* Diff block end */&lt;br /&gt;
&lt;br /&gt;
/* Fix gallery hover */&lt;br /&gt;
:is(.theme-dark) :is(ul.mw-gallery-packed-hover li.gallerybox:hover div.gallerytextwrapper, ul.mw-gallery-packed-overlay li.gallerybox div.gallerytextwrapper, ul.mw-gallery-packed-hover li.gallerybox.mw-gallery-focused div.gallerytextwrapper) { background: rgb(0 0 0 / 80%); }&lt;br /&gt;
&lt;br /&gt;
/* Make big buttons (mostly used on recent changes page) not destroy eyes on hover, same with system messages page */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, .oo-ui-buttonElement-frameless.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button:hover, #mw-allmessagestable tbody:hover td, #mw-allmessagestable tbody:hover .am_default, #mw-allmessagestable tbody:hover .am_actual, .cdx-button:enabled:hover, .cdx-button.cdx-button--fake-button--enabled:hover) { background-color: var(--button-hover); }&lt;br /&gt;
&lt;br /&gt;
/* Make RC page filters better */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .mw-rcfilters-ui-tagItemWidget-selected.oo-ui-tagItemWidget.oo-ui-widget-enabled, .oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined .oo-ui-tagItemWidget.oo-ui-widget-enabled) {&lt;br /&gt;
    background-color: var(--light-bg);&lt;br /&gt;
    border-color: var(--diff-addbg);&lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Ease RC button borders */&lt;br /&gt;
.theme-dark .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button { border-color: var(--border-button); }&lt;br /&gt;
&lt;br /&gt;
/* Make mboxes not have weird looking links */&lt;br /&gt;
:is(.theme-dark) :is(.mbox a,.mbox a:visited) { color: var(--original-link) !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix tabs */&lt;br /&gt;
.theme-dark a.tabber__tab[aria-selected='true'] { color: white !important; }&lt;br /&gt;
&lt;br /&gt;
/* Fix RC page buttons + some dropdowns + some Lua console stuff */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-tagMultiselectWidget.oo-ui-widget-enabled.oo-ui-tagMultiselectWidget-outlined, .oo-ui-tagMultiselectWidget, .oo-ui-tabSelectWidget-framed, .oo-ui-buttonElement-framed.oo-ui-widget-enabled &amp;gt; .oo-ui-buttonElement-button, .oo-ui-menuSelectWidget, #mw-scribunto-input) { background-color: var(--light-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Extra system messages page fixes */&lt;br /&gt;
.theme-dark #mw-allmessagestable .am_default { background-color: var(--code-bg); }&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes */&lt;br /&gt;
.theme-dark #preferences .mw-htmlform-submit-buttons {&lt;br /&gt;
    background-color: var(--light-bg); &lt;br /&gt;
    border-top: 1px solid var(--header-border);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.theme-dark .oo-ui-buttonElement-framed.oo-ui-widget-disabled &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: var(--button-bg); &lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    border-color: var(--border-button);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.theme-dark .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-optionWidget-selected { &lt;br /&gt;
    background-color: var(--original-link); &lt;br /&gt;
    color: var(--text-color);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget-selected:hover, .oo-ui-tabSelectWidget-framed .oo-ui-tabOptionWidget.oo-ui-widget-enabled:hover) {&lt;br /&gt;
    color: var(--text-color); &lt;br /&gt;
    background-color: var(--button-hover);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Prefs page fixes end */&lt;br /&gt;
&lt;br /&gt;
/* Dropdown fixes */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-dropdownInputWidget select) { background-color: var(--editor-toolbar); }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown text + Lua console */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-menuOptionWidget.oo-ui-widget-enabled.oo-ui-optionWidget, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .mw-scribunto-input, .mw-scribunto-console-fieldset, .mw-scribunto-message) { color: unset; }&lt;br /&gt;
&lt;br /&gt;
/* Fixes dropdown hover */&lt;br /&gt;
:is(.theme-dark) :is(.oo-ui-dropdownWidget.oo-ui-widget-enabled .oo-ui-dropdownWidget-handle:hover, .oo-ui-dropdownWidget.oo-ui-widget-enabled.oo-ui-dropdownWidget-open .oo-ui-dropdownWidget-handle, .oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-selected.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted, .oo-ui-menuOptionWidget.oo-ui-optionWidget-pressed.oo-ui-menuOptionWidget.oo-ui-optionWidget-highlighted) { background-color: var(--button-hover); }&lt;/div&gt;</summary>
		<author><name>Celarious</name></author>
	</entry>
</feed>