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	<id>https://wiki.horizonsend.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GriffMinester</id>
	<title>Horizon&#039;s End Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.horizonsend.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GriffMinester"/>
	<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php/Special:Contributions/GriffMinester"/>
	<updated>2026-09-17T03:05:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.5</generator>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Anti-Capital_Turret&amp;diff=12740</id>
		<title>Anti-Capital Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Anti-Capital_Turret&amp;diff=12740"/>
		<updated>2026-09-16T08:53:36Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Created page with &amp;quot;{{Infobox multiblock v2|name=ACAP Turret|image=ACAP.png|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title3=Inaccuracy Degrees|custom_property_title4=Projectile Range|custom_property_title5=Projectile Velocity|custom_property_title6=Explosion Power|custom_property_title7=Starship Shield Damage Modifier|custom_property_title8=Area Shield Damage Modifier|custom_property_value1=4000ms|custom_property_value2=3000|custom_property_va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=ACAP Turret|image=ACAP.png|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title3=Inaccuracy Degrees|custom_property_title4=Projectile Range|custom_property_title5=Projectile Velocity|custom_property_title6=Explosion Power|custom_property_title7=Starship Shield Damage Modifier|custom_property_title8=Area Shield Damage Modifier|custom_property_value1=4000ms|custom_property_value2=3000|custom_property_value3=2.0|custom_property_value4=500m|custom_property_value5=37.5m/s|custom_property_value6=10.0|custom_property_value7=9.5|custom_property_value8=6.0}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Anti-Capital (ACAP) Turret&#039;&#039;&#039; is a turret available on [[Lancer|Lancers]]. They deal immense damage at long ranges, but has a very low velocity, leading it to primarily be useful against opposing Capital Ships.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Interdictor_Corvette&amp;diff=12731</id>
		<title>Interdictor Corvette</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Interdictor_Corvette&amp;diff=12731"/>
		<updated>2026-09-16T08:19:31Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship|name=Interdictor Corvette|subheader=Small Core|blockcount=2500-4500|shieldstrengthmult=0.8|shieldregenmult=0.5|cruisemult=1.05|hyperrangemult=1.7|hyperwarm=10|weapons=3x [[Pulse Cannon]] &amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Tri-Turret]] &amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Heavy Laser]]|wellstrength=2|jumpstrength=1|multiblocks=1x [[Interdiction Well]] &amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Jump Field Generator]] &amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Jump Beacon]]|info=Interdiction Range: 1000m}}The &#039;&#039;&#039;Interdictor Corvette&#039;&#039;&#039; is a Tech 2 variant of the [[Corvette]], an [[Interdictor Ships|Interdictor Ship]] capable of area control using the [[Interdiction Well]]. It has access to both [[Jump Beacon]]s and [[Jump Field Generators]], granting it even more ability to influence an area through hyperspace control. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Reactor#Small Reactor|Small Reactor]] to function&lt;br /&gt;
* Requires a [[Fuel Tank]] to move&lt;br /&gt;
** Uses [[Nitrogen Gas Canister|Nitrogen]] as fuel&lt;br /&gt;
* Has access to the [[Interdiction Well]], with an [[Disruptor|Interdiction Strength]] of 2&lt;br /&gt;
* This ship uses Tech 1 weapons; specifically, the [[Pulse Cannon]], [[Heavy Laser]], and [[Tri-Turret]]&lt;br /&gt;
* This ship has access to both the [[Jump Beacon]] and the [[Jump Field Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Subcapital]]&lt;br /&gt;
{{Navbox starships}}&lt;br /&gt;
[[Category:Interdictor]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Interdictor_Gunship&amp;diff=12730</id>
		<title>Interdictor Gunship</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Interdictor_Gunship&amp;diff=12730"/>
		<updated>2026-09-16T08:18:46Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship|name=Interdictor Gunship|subheader=Mini Core|image=|caption=|blockcount=1500-2500|shields=3|shieldstrengthmult=0.75|shieldregenmult=0.5|cruisemult=1.0|hyperrangemult=1.6|hyperwarm=10s|weapons=2x [[Pulse Cannon]] &amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Torpedo]] &amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Heavy Laser]]|wellstrength=1|jumpstrength=1|multiblocks=1x [[Interdiction Well]]|info=Interdiction Range: 500m}}The &#039;&#039;&#039;Interdictor Gunship&#039;&#039;&#039; is a Tech 2 variant of the [[Gunship]], meant for area control/denial. This ship utilizes Tech-1 weapons, using [[Pulse Cannons]] and [[Heavy Lasers]]. This gunship is the first of three [[Interdictor Ships]], which means it can mount an [[Interdiction Well]] to create an artificial gravity well in an area around the ship. Its small radius is generally used as a flytrap to pull enemy ships out of [[Hyperspace]], and less-so for fleet support, as it needs to be &#039;&#039;very&#039;&#039; close to enemy [[Starship|Starships]] to hold them down.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Reactor#Mini Reactor|Mini Reactor]] to function&lt;br /&gt;
** Does &#039;&#039;&#039;NOT&#039;&#039;&#039; require a Fuel Tank&lt;br /&gt;
* Uses [[Pulse Cannons]] and [[Heavy Lasers]] for weapons&lt;br /&gt;
* Can use the [[Interdiction Well]], with a radius of 500 blocks and an [[Disruptor|Interdiction Strength]] of 1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Subcapital]]&lt;br /&gt;
{{Navbox starships}}&lt;br /&gt;
[[Category:Interdictor]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12729</id>
		<title>Category:Interdictor</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12729"/>
		<updated>2026-09-16T08:18:06Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: fixed some formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ship Class]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interdictor Ships&#039;&#039;&#039; are a class of [[Starship]]s made for fleet support. All Interdictor Ships have access to the [[Interdiction Well]], a  which creates an artificial [[Gravity Well]] around the ship. Additionally, Interdictor Ships have access to the same weapons as their Tech-1 counterparts—excluding the [[Interdictor Destroyer]], which cannot fire [[Phaser]]s. Interdictor Ships are not strong in individual [[SvS]], though they have a strong place in allowing a fleet of less players to hold down a larger fleet. They are also useful to reduce the amount of time a fleet spends moving their disruptors to targets, which makes a fleet supported by an Interdictor Ship a formidable foe.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12728</id>
		<title>Category:Interdictor</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12728"/>
		<updated>2026-09-16T08:09:33Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: moved from interdictor ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ship Class]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interdictor Ships&#039;&#039;&#039; are a class of [[Starship]]s made for fleet support. All Interdictor Ships have access to the [[Interdiction Well]], a  which creates an artificial [[Gravity Well]] around the ship. Additionally, Interdictor Ships have access to the same weapons as their Tech-1 counterparts—excluding the [[Interdictor Destroyer]], which cannot fire [[Phaser]]s. Interdictor Ships are not strong in individual [[SvS]], though they have a strong place in allowing a fleet of less players to hold down a larger fleet. They are also useful to reduce the amount of time a fleet spends moving their disruptors to targets, which makes a fleet supported by an Interdictor Ship a formidable foe.&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
&lt;br /&gt;
* [[Interdictor Gunship]] (1500-2500 Blocks)&lt;br /&gt;
* [[Interdictor Corvette]] (2500-4500 Blocks)&lt;br /&gt;
* [[Interdictor Destroyer]] (8500-12500 Blocks)&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Interdictor_Ships&amp;diff=12727</id>
		<title>Interdictor Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Interdictor_Ships&amp;diff=12727"/>
		<updated>2026-09-16T08:09:18Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Moved to a category instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Interdictor]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12726</id>
		<title>Category:Interdictor</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Category:Interdictor&amp;diff=12726"/>
		<updated>2026-09-16T08:06:12Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Interdictor_Destroyer&amp;diff=12725</id>
		<title>Interdictor Destroyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Interdictor_Destroyer&amp;diff=12725"/>
		<updated>2026-09-16T08:05:21Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: category interdictor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship|name=Interdictor Destroyer|subheader=Medium Core|blockcount=9500-12500|shields=17 (16+1i)|speed=2.7 (direct control at 12.5k)|shieldstrengthmult=0.7|cruisemult=0.9|hyperrangemult=1.9|hyperwarm=15s|weapons=4x [[Heavy Turret]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Tri Turret]]|wellstrength=3|jumpstrength=1|multiblocks=1x [[Interdiction Well]]&lt;br /&gt;
1x [[Jump Beacon]]&lt;br /&gt;
1x [[Jump Field Generator]]|info=Interdiction Range: 2000m}}The &#039;&#039;&#039;Interdictor Destroyer&#039;&#039;&#039; is a Tech 2 variant of the [[Destroyer]], a [[Starship]] specializing in area control with access to a powerful [[Interdiction Well]] and a well strength of 3. With this well, you can hold down any Starship, excluding the [[Lancer]] and [[Industrial Command Ship]], within a 2,000 block radius. Like other [[Interdictor Ships|Interdictor-Class]] ships, this ship uses Tech 1 weapons, with the likes of the [[Heavy Turret]], [[Torpedo]], and [[Tri Turret]]. It is, however, unable to use [[Phasers]]. On top of that, it can use both the [[Jump Field Generator]] and [[Jump Beacon]] [[Multiblocks]], giving it great general utility.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Reactor#Medium Reactor|Medium Reactor]] to function&lt;br /&gt;
* Requires a [[Fuel Tank]] to move&lt;br /&gt;
** Uses [[Methane Gas Canister|Methane]] as Fuel&lt;br /&gt;
* Can use an [[Interdiction Well]] with a welling strength of 3 and a raidus of 2000m&lt;br /&gt;
* Can use the same weapons as a Tech 1 [[Destroyer]], excluding [[Phasers]]; 4 [[Heavy Turret]]s and 1 [[Tri Turret]]&lt;br /&gt;
* Can make use of the [[Jump Beacon]] &#039;&#039;and&#039;&#039; the [[Jump Field Generator]], &lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Interdictor]]&lt;br /&gt;
[[Category:Capital]]&lt;br /&gt;
{{Navbox starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Barge&amp;diff=12723</id>
		<title>Barge</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Barge&amp;diff=12723"/>
		<updated>2026-09-16T07:55:50Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: -history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship&lt;br /&gt;
|name = Barge&lt;br /&gt;
|image=Econnex.png&lt;br /&gt;
|caption=The Econnex is Imperial Nova&#039;s Barge&lt;br /&gt;
|blockcount = 16,000-20,000 (22,000 oversize)&lt;br /&gt;
|shields = 26&lt;br /&gt;
|speed = Max Speed of 14 BPS (Cruise)/0 (Direct Control)&lt;br /&gt;
|cruisemult=0.65|hyperrangemult=3.0|hyperwarm=40s|crates = 0&lt;br /&gt;
|storage=1500 Storage capacity (250 double chests)|weapons = 4x [[Heavy Turret]] (0 when below 16,500 or above 20,000 blocks) &amp;lt;br&amp;gt; 1x [[Tri Turret]]&lt;br /&gt;
|wellstrength = &lt;br /&gt;
|jumpstrength = 3&lt;br /&gt;
|multiblocks=1x [[Advanced Probe Launcher]]&lt;br /&gt;
10x [[Mining Laser]] Tier 3|info = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Barge&#039;&#039;&#039; is the 6th civilian ship class, and is the only Tech 1 civilian supercapital ship.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
* Cannot carry crates&lt;br /&gt;
* Cannot be piloted on planets.&lt;br /&gt;
* Requires a [[Barge Reactor]] to function&lt;br /&gt;
* Requires a [[Fuel tank]] to pilot and move&lt;br /&gt;
* Supports 10x Tier 3 [[Mining Laser|Mining Lasers]]&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Supercapital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Heavy_Freighter&amp;diff=12722</id>
		<title>Heavy Freighter</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Heavy_Freighter&amp;diff=12722"/>
		<updated>2026-09-16T07:55:14Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: new image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship&lt;br /&gt;
|name=Heavy Freighter&lt;br /&gt;
|image=jangiothf.png&lt;br /&gt;
|caption=SSI&#039;s Heavy Freighter by Jangiot&lt;br /&gt;
|blockcount=8,000-12,000 Blocks&amp;lt;br&amp;gt;(13,200 Oversized)&lt;br /&gt;
|shields=17&lt;br /&gt;
|speed=Max Cruise Speed 21 BPS&lt;br /&gt;
|hyperrangemult=1.4|hyperwarm=23s|crates=109&lt;br /&gt;
|storage=540 (90 Double Chests)&lt;br /&gt;
|weapons=2x [[Heavy Turret]]&lt;br /&gt;
&amp;lt;br&amp;gt;1x [[Tri Turret]]&lt;br /&gt;
&amp;lt;br&amp;gt;3x [[Point Defense Turret]]&lt;br /&gt;
|wellstrength = 1&lt;br /&gt;
|jumpstrength = 1&lt;br /&gt;
|multiblocks=1x [[Basic Probe Launcher]] &amp;lt;br&amp;gt;&lt;br /&gt;
6x Tier 3 [[Mining Laser]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Freighter&#039;&#039;&#039; is the 5th class of [[Civilian Ships|Civilian ships]].&lt;br /&gt;
&lt;br /&gt;
It is the largest civilian class that is not a [[Supercapital]] class ship.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Must be a minimum of 8,000 blocks&lt;br /&gt;
* Can be a maximum of 12,000 blocks&lt;br /&gt;
* Can carry up to 109 [[Crates]] &lt;br /&gt;
* Can use&amp;lt;nowiki/&amp;gt; up to 6 Tier 3 [[mining lasers|Mining Lasers]]&lt;br /&gt;
* Can fire up to 3 [[Point Defense Turrets]]&lt;br /&gt;
* Can shoot up to 2 [[Heavy turret|Heavy Turrets]]&lt;br /&gt;
* Can shoot a single [[Tri turret|Tri Turret]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Please note that Heavy Freighters can use Heavy Lasers and Torpedoes.&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Capital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Destroyer&amp;diff=12719</id>
		<title>Destroyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Destroyer&amp;diff=12719"/>
		<updated>2026-09-16T07:47:27Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: edited subclass typing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship&lt;br /&gt;
|name = Destroyer&lt;br /&gt;
|subheader = Heavy Hitter&lt;br /&gt;
|image=ThrawnFrigate.png&lt;br /&gt;
|caption= [[Thrawn31]]&#039;s Destroyer built by [[WitherV]]&lt;br /&gt;
|blockcount = 8,000-12,000&lt;br /&gt;
|shields = 17&lt;br /&gt;
|speed = 5.4 (Direct Control at Max Size)&lt;br /&gt;
|shieldstrengthmult=0.6|cruisemult=0.80|hyperrangemult=1.9|hyperwarm=15s|weapons = 1x [[Phaser]]&amp;lt;br&amp;gt;4x [[Heavy Turret]]&amp;lt;br&amp;gt;1x [[Tri Turret]]&lt;br /&gt;
|wellstrength = 1&lt;br /&gt;
|jumpstrength = 1&lt;br /&gt;
|info = Interdiction Range: 1,000m&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyers&#039;&#039;&#039; are like [[Frigate|Frigates]] but larger and more powerful. They are generally used less for all-round SvS, and are more often used as area-denying craft. Usually destroyers will be at least 9,702 blocks in order to fire four Heavy Turrets at once rather than just three, while the largest destroyers are iconic for their incredible tankiness and staying power.&lt;br /&gt;
&lt;br /&gt;
Destroyers are countered by [[Battlecruisers]] and are evenly matched by [[Cruisers]]. Destroyers are a counter to [[Frigates]].&lt;br /&gt;
&lt;br /&gt;
=Subclasses=&lt;br /&gt;
&lt;br /&gt;
[[Attack Destroyer]], generally 9,702-9,799 Blocks (9.7k). Capable of firing four Heavy Turrets at a time, marking a significant increase in offensive capabilities while maintaining mobility due to its reduced size. More commonly used due to it&#039;s combination of speed and firepower. &lt;br /&gt;
&lt;br /&gt;
[[Heavy Destroyer]], generally 12,000 Blocks (12k). Increased [[shield]] strength. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Capital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Cruiser&amp;diff=12718</id>
		<title>Cruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Cruiser&amp;diff=12718"/>
		<updated>2026-09-16T07:46:46Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* History */ dropped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Infobox starship&lt;br /&gt;
|name = Cruiser&lt;br /&gt;
|subheader = Cruiser Reactor Core&lt;br /&gt;
|title=Battlecruiser&lt;br /&gt;
|image=RadianceCruiser.png&lt;br /&gt;
|caption=The Prince of Kovfefe is [[Radiance]]&#039;s Cruiser&lt;br /&gt;
|blockcount = 12,000-16,000&lt;br /&gt;
|shields = 21 (19+2i)&lt;br /&gt;
|shieldstrengthmult=0.95|cruisemult=0.90|hyperrangemult=1.9|hyperwarm=30s|weapons = 4x [[Ion Turret]]&amp;lt;br&amp;gt;1x [[Tri Turret]]&lt;br /&gt;
|wellstrength = 2&lt;br /&gt;
|jumpstrength = 2&lt;br /&gt;
|multiblocks = 1x [[Fuel Tank]]&amp;lt;br&amp;gt;1x [[Supercapital Reactor]]&amp;lt;br&amp;gt;1x [[Disruptor]]&lt;br /&gt;
|info = Interdiction Range: 1,250m&lt;br /&gt;
|header1=HEADER_1&lt;br /&gt;
|label1=LABEL_1&lt;br /&gt;
|data1=DATA_1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruisers&#039;&#039;&#039; are a [[:Category:Supercapital|Supercapital]] [[Warship]] class between 12,000 and 16,000 blocks. They are commonly used as supporting ships, acting as Supercapital [[Stasis Corvette|Stasis Corvettes]]. Cruisers offer a significant improvement over the Stasis Corvette, with [[Ion Turrets]] slowing enemy starships for 20 seconds instead of 4.&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Reactor#Cruiser Reactor|Cruiser Reactor]] to Function&lt;br /&gt;
** Requires a [[Fuel Tank]] with [[Hydrogen]] to function&lt;br /&gt;
* Requires 30% Concrete&lt;br /&gt;
* Can use the [[Ion Turret]] and [[Tri Turret]] as weapons&lt;br /&gt;
** Ion Turrets slow enemy starships for a short time.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Supercapital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Battlecruiser&amp;diff=12717</id>
		<title>Battlecruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Battlecruiser&amp;diff=12717"/>
		<updated>2026-09-16T07:43:26Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* History */ remove that (ig i can give own page for bs reasons to keep the people happy if needed) (not doing rn)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox starship&lt;br /&gt;
|name = Battlecruiser&lt;br /&gt;
|subheader = Battlecruiser Reactor Core&lt;br /&gt;
|title=Battlecruiser&lt;br /&gt;
|image=Repentance.png&lt;br /&gt;
|caption=The Repentance is [[Imperial Nova]]&#039;s premier battlecruiser design.&lt;br /&gt;
|blockcount = 16,000-20,000&lt;br /&gt;
|shields = 26&lt;br /&gt;
|speed = &lt;br /&gt;
|shieldstrengthmult=1.30|cruisemult=0.9|hyperrangemult=2.5|hyperwarm=30s|weapons = 3x [[Quad Turret]]&amp;lt;br&amp;gt;2x [[Arsenal_Missile_Launcher|Arsenal Missile]]&amp;lt;br&amp;gt;1x [[Tri Turret]]&lt;br /&gt;
|wellstrength = 3&lt;br /&gt;
|jumpstrength = 3&lt;br /&gt;
|multiblocks = 1x [[Fuel Tank]]&amp;lt;br&amp;gt;1x [[Supercapital Reactor]]&amp;lt;br&amp;gt;1x [[Disruptor]]&lt;br /&gt;
|info = Interdiction Range: 1,500m&lt;br /&gt;
|header1=HEADER_1&lt;br /&gt;
|label1=LABEL_1&lt;br /&gt;
|data1=DATA_1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; is a supercapital [[Starship]] class between 16,000 to 20,000 blocks. They are also the largest, the most expensive, and most power-dense [[Starship#Tech 1 Ships|Tech-1]] starships on the server, costing as much as a Tech-2 [[Medium Reactor Core]] to create. &lt;br /&gt;
&lt;br /&gt;
Sporting the incredibly destructive [[Quad Turret]], battlecruisers possess combat power previously unheard of. They’re capable of outgunning entire squadrons, provided the Battlecruiser can hit the enemy; a stray shell from a Quad Turret can destroy an entire [[:Category:Subcapital|Subcapital]] ship outright.&lt;br /&gt;
&lt;br /&gt;
Battlecruisers are countered by other Battlecruisers, [[Cruisers]], and heavy-hitting ships capable of resisting individual volleys of Quad Turrets, such as [[Assault Gunship|Assault Gunships]], [[Assault Corvette|Assault Corvettes]], and [[Assault Frigate|Assault Frigates]]. Battlecruisers are directly countered by [[Lancer|Lancers]].&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Supercapital Reactor]] to Function&lt;br /&gt;
* Requires a [[Fuel Tank]] to function&lt;br /&gt;
** Uses [[Hydrogen Gas Canister|Hydrogen]] as fuel&lt;br /&gt;
* Requires 30% Concrete&lt;br /&gt;
* Uses the [[Quad Turret]], [[Arsenal Missile Launcher]], and [[Tri Turret]] for weapons&lt;br /&gt;
* High Shield Strength and low Projectile Velocity&lt;br /&gt;
* Tied for largest Tech 1 ship class in the game with Barge&lt;br /&gt;
* Cannot operate in planets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Supercapital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12715</id>
		<title>Starship Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12715"/>
		<updated>2026-09-16T05:58:21Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starship weapons&#039;&#039;&#039; are used to deal damage to other starships, players, and entities.&lt;br /&gt;
&lt;br /&gt;
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using [[weaponsets]] and [[nodes]] to control which weapons fire.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.&lt;br /&gt;
&lt;br /&gt;
Turrets can fire in any direction that they have line of sight in. All turrets except for the [[Tri Turret]] are light weapons. Tri Turrets and [[Point Defense Turrets]] can automatically fire on player or ship targets designated using &amp;lt;code&amp;gt;/settarget [node] [player]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/st [node] [player]&amp;lt;/code&amp;gt;. Point Defense Turrets are light weapons and cannot be fired manually.&lt;br /&gt;
&lt;br /&gt;
Some weapons such as [[Plasma Cannons]], [[Interceptor Cannons]], and [[Torpedoes]], can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.&lt;br /&gt;
&lt;br /&gt;
Players take 5 hearts of true damage when hit with any starship weapon.&lt;br /&gt;
&lt;br /&gt;
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Light Weapons =&lt;br /&gt;
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and the Tech 2 [[Interdictor Gunship|Interdictor Gunships]], [[Interdictor Corvette|Interdictor Corvettes]], [[Interdictor Destroyer|Interdictor Destroyers]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
{{Clear}}{{Infobox multiblock&lt;br /&gt;
|name=Laser Cannon&lt;br /&gt;
|image=Lasercannon.png&lt;br /&gt;
| image_link = Laser Cannon&lt;br /&gt;
|50px&lt;br /&gt;
|link=&amp;lt;nowiki&amp;gt;Laser Cannon]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damge Multiplier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Multiplier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=600&lt;br /&gt;
|custom_property_value6=17&lt;br /&gt;
|custom_property_value7=17&lt;br /&gt;
|custom_property_value8=200m&lt;br /&gt;
|custom_property_value9=250m/s&lt;br /&gt;
|custom_property_value10=2.0&lt;br /&gt;
|custom_property_value11=0.2&lt;br /&gt;
|custom_property_value12=1.0&lt;br /&gt;
|resource_title1=Piston&lt;br /&gt;
|resource_title2=Sponge&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1}}&lt;br /&gt;
&lt;br /&gt;
== Laser Cannon ==&lt;br /&gt;
&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Plasma Cannon ==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
|name=Plasma Cannon&lt;br /&gt;
|image=Plasmacannon.png&lt;br /&gt;
|caption=A plasma cannon&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damage Modifier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Modifier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=2500&lt;br /&gt;
|custom_property_value6=15&lt;br /&gt;
|custom_property_value7=15&lt;br /&gt;
|custom_property_value8=160m&lt;br /&gt;
|custom_property_value9=400m/s&lt;br /&gt;
|custom_property_value10=3.0&lt;br /&gt;
|custom_property_value11=2.0&lt;br /&gt;
|custom_property_value12=3.0&lt;br /&gt;
|resource_title1=Furnace&lt;br /&gt;
|resource_title2=[[Iron]] Block&lt;br /&gt;
|resource_title3=[[Printer|Sponge]]&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1&lt;br /&gt;
|resource_value3=1}}&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannons&#039;&#039;&#039; are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like [[Starfighter|Starfighters]] and small [[Gunship|Gunships]]) very vulnerable to fast adversaries armed with turrets or pulse cannons.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Cannon==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Pulse Cannon&lt;br /&gt;
| image = Pulsecannon.png&lt;br /&gt;
| caption = A pulse cannon&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 160.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 230.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 1.8&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.4&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 2550&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 180.0° (Vertical), 180.0° (Horizontal)&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 16.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| resource_title1 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pulse cannons&#039;&#039;&#039; can only be used on [[Gunships]] and [[Corvettes]] and are excellent against [[starfighters]] and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000, Maximum block count: 4000&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret heavy.png|Normal&lt;br /&gt;
Turret heavy 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 95.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 1.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.25&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.3&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 8000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 500 ms&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 5&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 1&lt;br /&gt;
| resource_title5 = Trapdoor (any type)&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value7 = 4&lt;br /&gt;
| resource_title8 = Stairs (any type)&lt;br /&gt;
| resource_value8 = 15&lt;br /&gt;
| resource_title9 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy turrets&#039;&#039;&#039; are larger turrets that excel in ship-to-ship combat with larger ships due to their dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs.&lt;br /&gt;
&lt;br /&gt;
Despite their name, they are classed as light weapons, and therefore fire with left-click.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 6500 for all ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quad Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Quad turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Quad turret.png|Normal&lt;br /&gt;
Quad turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A quad turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 150.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 7.6&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 5.5&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 4500&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2500 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 4 [[Loaded Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 25&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 8&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 4&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 8&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 2&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 14&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 25&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Quad Turrets&#039;&#039;&#039; are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit. However, their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].&lt;br /&gt;
&lt;br /&gt;
Quad turrets require [[Loaded Shell|Loaded Shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 17500 for [[Battlecruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ion Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Ion Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Ion turret.png|Normal&lt;br /&gt;
Ion turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption = An ion turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 380.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 30.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.4&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 3000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2000 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 2 [[Charged Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 12&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 4&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Copper]] Block&lt;br /&gt;
| resource_value5 = 3&lt;br /&gt;
| resource_title6 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Sign (any type)&lt;br /&gt;
| resource_value7 = 1&lt;br /&gt;
| resource_title8 = Slab (any type)&lt;br /&gt;
| resource_value8 = 7&lt;br /&gt;
| resource_title9 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
| resource_title10 = Stairs (any type)&lt;br /&gt;
| resource_value10 = 11&lt;br /&gt;
| resource_title11 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value11 = 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ion turrets&#039;&#039;&#039; are light weapons similar to the [[Webifier]], reducing speed by 40% for 20 seconds on hit. Ion turret projectiles are very slow, and deal low damage in comparison to other [[Medium Reactor Core|Medium Core]] [[Starship|Starships]]. Ion turrets can be detected with the sign text [turret]. &lt;br /&gt;
&lt;br /&gt;
Ion turrets require [[Charged Shell|Charged Shells]] as ammunition. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 13500 for [[Cruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Point Defense Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Point Defense Turret&lt;br /&gt;
| image = Pointdefenseturret.png&lt;br /&gt;
| caption = An upward-facing point-defense turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 120.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 150.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 0.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 0.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.35&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 0.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 500&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 0.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Iron]] Block&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Lamp&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Point defense turrets&#039;&#039;&#039; (&#039;&#039;&#039;PDTs&#039;&#039;&#039;), also commonly called &#039;&#039;&#039;autoturrets&#039;&#039;&#039; (&#039;&#039;&#039;ATs&#039;&#039;&#039;) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with [[Nodes]].&lt;br /&gt;
&amp;lt;br&amp;gt;The point defense turret shoots from the redstone lamp, on the face opposite the iron block.&lt;br /&gt;
&amp;lt;br&amp;gt;The dispenser must be facing into the iron block. &lt;br /&gt;
&amp;lt;br&amp;gt;Point defense turrets can be built facing upward, downward, or sideways.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Heavy Weapons =&lt;br /&gt;
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a [[Magazine]].&lt;br /&gt;
&lt;br /&gt;
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship&#039;s systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.&lt;br /&gt;
&lt;br /&gt;
==Torpedo==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Torpedo&lt;br /&gt;
| image = Torpedo.png&lt;br /&gt;
| caption = A torpedo&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 300.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 70.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 3.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 7.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 10000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 10.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 10 s&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Torpedoes&#039;&#039;&#039; fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.&lt;br /&gt;
&lt;br /&gt;
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Laser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Laser&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Heavylaser.png|Normal&lt;br /&gt;
Heavylaser 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy laser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 220.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 50.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 12.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 30000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 25.0&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 5 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Redstone]]&lt;br /&gt;
| resource_title1 = Furnace&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Redstone]] Block&lt;br /&gt;
| resource_value2 = 7&lt;br /&gt;
| resource_title3 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value3 = 28&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy lasers&#039;&#039;&#039; fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.&lt;br /&gt;
&lt;br /&gt;
To node this weapon, the node sign must be placed on the rearmost redstone block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000 for warships; 2916 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Phaser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Phaser&lt;br /&gt;
| image = Phaser.png&lt;br /&gt;
| caption = A phaser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 200.0 (Due to a bug; internal range is 140.0)&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 1.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 5.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 55.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.2&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 50000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 3 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Prismarine Crystal]]s&lt;br /&gt;
| resource_title1 = [[Bell]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Copper]] Block&lt;br /&gt;
| resource_value2 = 3&lt;br /&gt;
| resource_title3 = Double slab (any type)&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] Pane&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = Grindstone&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = [[Iron|Hopper]]&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Wall (any type)&lt;br /&gt;
| resource_value7 = 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Phasers fire&#039;&#039;&#039; a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.&lt;br /&gt;
&lt;br /&gt;
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 4630 for warships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tri-Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Tri-Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret tri.png|Normal&lt;br /&gt;
Turret tri 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A tri-turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 125.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 3.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.8&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 6.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 45000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 3.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| custom_property_title11 = Charge time&lt;br /&gt;
| custom_property_value11 = 7s (Corvette) / 3s (other)&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 15&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 6&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 3&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 4&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 2&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 16&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tri-turrets&#039;&#039;&#039; are hefty artillery pieces that deal great damage. Due to the projectile&#039;s slow speed, they are most useful against the largest ships. &lt;br /&gt;
&lt;br /&gt;
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret. &lt;br /&gt;
&lt;br /&gt;
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 3400 for warships; 9850 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 2 Weapons =&lt;br /&gt;
Tech 2 Weapons are an addition in the [[Dominion Update]], which are used on most Tech 2 ships. The only Tech 2 ships not mostly or entirely using Tech 2 weapons are the [[Interdictor Gunship]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|Destroyer]], and the [[Black Ops Frigate]]. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, such as the [[Webifier]] slowing enemies, or the [[Neutralizer]] crippling enemy Regeneration. &amp;lt;!-- This section can be deleted later after the update has been around for more than a few days. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Light Weapons ==&lt;br /&gt;
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a [[magazine]] to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exception of [[Interdictor Ships]]. &lt;br /&gt;
&lt;br /&gt;
=== Light Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Scram]]&lt;br /&gt;
* [[Gauss Cannon]]&lt;br /&gt;
* [[Light Logistics Cannon]]&lt;br /&gt;
* [[Autocannon]]&lt;br /&gt;
* [[Artillery]]&lt;br /&gt;
* [[Assault Turret]]&lt;br /&gt;
* [[Light Missile Launcher]]&lt;br /&gt;
* [[Rapid Heavy Missile Launcher]]&lt;br /&gt;
* [[Heavy Logistics Cannon]]&lt;br /&gt;
* [[ACAP Turret|Anti-Capital Turret]]&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Heavy Weapons ==&lt;br /&gt;
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons, they have to be charged up before use, with some having lengthy charge-up times. All Tech 2 ships use some form of Tech 2 weapon with the exception of [[Interdictor Ships]] and [[Black Ops Frigate]]. The only Tech 2 weapons that can be fitted on Tech 1 ships are the [[Advanced Probe Launcher]] and [[Arsenal Missile Launcher]]. The Advanced Probe Launcher can be fit onto a [[Barge]], and the Arsenal Missile Launcher onto a [[Battlecruiser]]. &lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Probe Launcher]] (on a technicality)&lt;br /&gt;
* [[EMP Missile]]&lt;br /&gt;
* [[Neutralizer]]&lt;br /&gt;
* [[Webifier]]&lt;br /&gt;
* [[Command Burst]]&lt;br /&gt;
* [[Heavy Neutralizer]]&lt;br /&gt;
* [[Arsenal Missile Launcher]]&lt;br /&gt;
* [[Thermonuclear Missile Launcher]]&lt;br /&gt;
* [[Capital Command Bursts|Capital Command Burst]]&lt;br /&gt;
* [[Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
== Defunct Weapons ==&lt;br /&gt;
Weapons that no are in operation after updates (as of July 2nd 2026, most were from the [[Dominion Update]] and it&#039;s aftermath):&lt;br /&gt;
&lt;br /&gt;
* [[Light Turret|Light Turrets]]&lt;br /&gt;
* [[Missile Swarm Launcher]]&lt;br /&gt;
* [[Interceptor Cannon]] (Allegedly)&lt;br /&gt;
{{Navbox_starships}}&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
{{Navbox_starship_weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=GriffMinester&amp;diff=12712</id>
		<title>GriffMinester</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=GriffMinester&amp;diff=12712"/>
		<updated>2026-09-16T00:07:17Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: added more garbage. I can see why people write this kind of page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox player|name=GriffMinester|image=Graltred.png|caption=The Gralt persona after the DDL Research Incident|nationalities={{flag|BluesUits.png|Verucia}}|main_residence=Space|known_for=Losing Starfighters|discord=@GriffMinester|image2=GriffMinesterBlueSkin.png|caption2=GriffMinester&#039;s Blue Skin}}&lt;br /&gt;
&#039;&#039;&#039;GriffMinester&#039;&#039;&#039; is a player who formerly served as the leader and sole member of the micronation [[VerucianAuthority|VeruciaAzure]]. He previously ran the settlement Hermes on Vask as part of the original [[Vask Authority|Andurian Federation]] and it&#039;s successors. Currently, he spends much of his time in space, working with [[Vega|VEGA]] to restore the Verucian people to a postion where they can survive on their own again following the Doomsday Laser Research Incident.&lt;br /&gt;
&lt;br /&gt;
== Lore Incidents ==&lt;br /&gt;
To be expanded on, will feature various events as described in server news, potentially with explanations given in brackets [] to clarify. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Origin ===&lt;br /&gt;
Starting off as a foulmouthed nomad, Griff was initially a solo player, who found his way into the [[Vask Authority|Andurian Federation]]. Initially part of a settlement called Redwater within Eren Archipelago on Vask, until that settlements collapse. Afterwards, he ended up holding onto the settlement Hyperion, in Cayde Valley, which he later renamed Hermes. &lt;br /&gt;
&lt;br /&gt;
=== Building Hermes ===&lt;br /&gt;
Having taken over a settlement with very little infrastructure, Griff slowly worked on building machines and buildings. Over time he constructed several small buildings by hand, and made a small port using a mining ship, although the port was not finished, and only one wooden sailboat was built in the port. He continued to work on these buildings until he failed to log on for activity and [[Cortesia Del Mar|CDM]] snatched the claim, halting all progress.&lt;br /&gt;
&lt;br /&gt;
=== New Beginnings ===&lt;br /&gt;
Following the loss of Cayde Valley to CDM, Griff was forced to move whatever was still pilotable in his name and start anew. Initially moving all ships to Vasost, Griff decided to settle in Fripp Ocean, creating a settlement called Karibian and a nation called [[BluesUits|SeaLubbers]]. Having been funded by external sources, Griff took to aiding in select foreign causes including a brief operation in the Horizon system, wherein modified Amphs were used in attempt to capture a station. &lt;br /&gt;
&lt;br /&gt;
After the failure of this operation, Griff decided to rebrand, changing the nation name to Snowboys with the nickname Gralt. He then moved to Qatra, where he reclaimed an old Andurian base and started work on farming. He continued to work on farming, replanting multiple floors of potatoes and sugar cane, until he died to a fabled chicken jockey in gold armor. Due to faulty activation of a cryopod, Gralt respawned on his space station in Sirius, Oconomowoc.&lt;br /&gt;
&lt;br /&gt;
Respawning on a space station with no ships, Gralt chose to work on renovations, while waiting for mail-order ships from [[eyrzeke]]. He has been working out of that station since, using it to hunt AI and start mining excursions. During this time, he renamed his nation to the [[BluesUits]].&lt;br /&gt;
&lt;br /&gt;
A while later, the nation was again renamed, this time to [[VeruciaAzure]], and he started work on a kelp farm in the asteroids around his central asteroid in Sirius, an Attack Destroyer line which was undershielded and has since been retired with the last one remaining to serve as a museum piece at best. He also has produced a series of gunships which are of questionable functionality but fairly cheap.&lt;br /&gt;
&lt;br /&gt;
=== VerucianAuthority ===&lt;br /&gt;
Deciding it was time for another name change, he chose [[VerucianAuthority]] after noticing a distinct lack of authorities in the sector. The VerucianAuthority was a sporadically active time for Griff, only joining a few engagements against NPC ships and otherwise primarily farming kelp and working on making up more lore.&lt;br /&gt;
&lt;br /&gt;
This lore includes previous pieces created under the VeruciaAzure name in the Karibian, as well as expansion of little roleplay pieces in Cayde Valley such as several battlements and an abandoned satellite dish. On top of that, the Qarth outpost, originally founded under the original Andurian Federation banner has been expanded on, including the outfittig of a horse with armor for the sake of a cavalry unit to quell local riots.&lt;br /&gt;
&lt;br /&gt;
The most recent addition to that lore involves the &amp;quot;file leak&amp;quot; or &amp;quot;breach&amp;quot; of files regarding the Dominion Update. Most physical aspects of this are solely on creative, although the Karibian is being used for &amp;quot;research&amp;quot; on the doomsday weapon, the outcome of which is yet to be seen. &lt;br /&gt;
&lt;br /&gt;
Upon the update there is the possibility that he consolidates territory significantly, potentially cutting off territories that he has held off and on for years in the face of new players and upkeep. &lt;br /&gt;
&lt;br /&gt;
=== Doomsday Laser Research Incident ===&lt;br /&gt;
To be explained later.&lt;br /&gt;
&lt;br /&gt;
== Military career ==&lt;br /&gt;
Despite being in some of the most aggressive nations on the server, Griff did not have an extensive military career. He took part in various minor skirmishes, including on the [[Imperial Nova|Novan]] side of a siege, wherein the opposition did not show due to the sheer numbers brought by the alliance Nova was in. &lt;br /&gt;
&lt;br /&gt;
The most significant engagement Griff was involved in was during the defense of the WIP Great Pyramid project. During the engagement, Griff had lost no less than two real starfighters and one Vulture from spawn. After this, Griff resigned from joining in combat engagements unless necessary for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
As a micronation leader, Griff took part in a brief military operation regarding a station in [[Horizon]], owned by  [[Radiance]]. This operation, spearheaded by another micronation leader, Sherbet_S, resulted in the loss of several Amphs owned by Griff and only temporary ownership of the station twice. &lt;br /&gt;
&lt;br /&gt;
Beyond that, he has engaged in occasional conflicts, typically intervening on the side of the AndurianFederation, including during immediate aftermath of the largest destruction of supercapital ships in server history, where the remaining capitals and subcapitals fled or were destroyed by the forces which hired his help.  &lt;br /&gt;
&lt;br /&gt;
Since Joining [[Vega]], he has joined in on a few fights, typically piloting [[Stasis Corvette|Stasis Corvettes]], [[Logistics Corvette|Logistics Corvettes]], or Tech 1 [[Gunship|Gunships]] and [[Heavy Freighter|Heavy Freighters]] depending on the situation and what he has on hand. Keeping in form, he lost a Tech 2 Starfighter (a [[Scrambler]]) shortly after losing a Heavy Freighter, as part of the [[Scrambler Incident]].  &lt;br /&gt;
&lt;br /&gt;
Outside of player-related conflicts, Griff has hunted many AI, losing several starfighters to them, and damaging one frigate by flying too close to the exploding AI multiple times. In one night, he lost 2 starfighters and a vulture, however one starfighter, Dave, was recovered and rebuilt, before being destroyed in another engagement with AI days later, and being towed back to Hermes, where Dave lay until eventually abandoned as the events leading up to the Doomsday Laser Testing Incident happened.&lt;br /&gt;
[[Category:Player-Created]]&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Scrambler_Incident&amp;diff=12710</id>
		<title>Scrambler Incident</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Scrambler_Incident&amp;diff=12710"/>
		<updated>2026-09-15T23:52:01Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* The Scrambler Incident */ not calling it a massacre even if it was.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Scrambler Incident&#039;&#039;&#039; was a major engagement in the [[Lonestar-Vega war (2026)|Lonestar-Vega War]]. It took place most prominently in the [[Claimable System]] LM-77, owned at the time by [[Partisan Front]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox military conflict|name=Scrambler Incident|partof=Vega - Lonestar War (2026)|place=[[Axis]], [[Claimable System|LM-77]]|date=September 13, 2026|combatants_header=Participants|combatant1={{flag|Vega_logo.jpg|Vega}}&lt;br /&gt;
*[[Oblivion (2025)]]|combatant2={{flag|LonestarFlag.png|Lonestar}}|strength1=10.9k [[Heavy Freighter]] ([[GriffMinester]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[Aviforma]])&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[SmellyBigBro]])&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[Jangiot]])&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[FellOffBridge]])&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[MaidPierce]])&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[NoMoreThumbs]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
365 [[Scrambler]] ([[GriffMinester]]) ☠|strength2=20k [[Battlecruiser]] ([[Norvd]])&amp;lt;br&amp;gt;&lt;br /&gt;
16k [[Cruiser]] ([[RougeTuna]])&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Logistics Corvette]] ([[SmartFlyngWarior]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Logistics Corvette]] ([[lignd]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Assault Corvette]] ([[SFMC6]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Assault Corvette]] ([[Chewywooki09]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[ShadowProXX3000]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[MunkyTeeth]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[Abu|Abu_42069_]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[Norvd]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[SmartFlyngWarior]]) ☠&amp;lt;br&amp;gt;&lt;br /&gt;
4.2k [[Stasis Corvette]] ([[RougeTuna]]) ☠|casualties1=3 ships lost. &amp;lt;br&amp;gt; (11632 blocks; 2 Mini Cores)|casualties2=10 Ships lost. &amp;lt;br&amp;gt; (41990 blocks; 10 Small Cores)|result=Decisive [[Vega]] victory.}}&lt;br /&gt;
&lt;br /&gt;
== Pre-Engagement ==&lt;br /&gt;
Prior to the engagement, [[Kingsheep3]] of [[CTF]] started a siege on the [[Regional Objective|Fuel Depot]] in [[Conduit]]. [[Vega]] moved to defend the objective in multiple Tech-2 [[Assault Corvette|Corvettes]], and began moving a larger ship into the system to recuperate points. Although they successfully eliminated enemy combatants, Vega was unable to gather enough points in time, and lost the beacon. Coming off of this loss, Vega decided to counter-siege both [[Regional Objective|Regional Objectives]] in [[Axis]], which were owned by [[Lonestar]] at the time.&lt;br /&gt;
&lt;br /&gt;
== Axis Siege ==&lt;br /&gt;
Sieges on both Axis Beacons were started by Vega and Oblivion, in a [[Heavy Freighter]] ([[GriffMinester]]) and [[Battlecruiser]] ([[FellOffBridge]]) respectively. Deciding to form and counter the siege, Lonestar deployed two of their own [[:Category:Supercapital|Supercapital]] ships to counter the Vegan Battlecruiser. Once Lonestar&#039;s forces reached the [[Scrambler|Scramblers]] placed in nearby systems, FellOffBridge and [[NoMoreThumbs]] utilized their [[Jump Field Generator|Jump Field Generators]] to escape Axis, leaving behind GriffMinester to be killed by Lonestarian forces. The remaining [[Scrambler|Scramblers]] in Axis jumped out to the LM-77 gate, attempting to catch any ships behind the Lonestar fleet (Which won them [[SmartflyngWarior]]&#039;s [[Logistics Corvette]] and [[ShadowProXX3000]]&#039;s [[Stasis Corvette]]). Due to a delayed response by Lonestar, who could not gather enough points before the siege ended, Vega successfully captured both Regional Objectives.&lt;br /&gt;
&lt;br /&gt;
== The Scrambler Incident ==&lt;br /&gt;
Upon leaving the Axis System, Lonestar&#039;s forces were met with 3 Scramblers in LM-77, piloted by [[Aviforma]], [[SmellyBigBro]], and [[Jangiot]]. Over the next 5 minutes, 4 more Scramblers joined the engagement after Vegan pilots reshipped in a nearby system. While they could not realistically hold down Lonestar&#039;s [[Battlecruiser]] or [[Cruiser]] because of their small [[Disruptor|Disruption]] ranges and the ships&#039; Jump Field Generators, Vegan forces held down and eliminated the remainders of the countersiege forces of lonestar, comprised of a mix of Tech-2 Corvettes. After these casualties, Lonestar then deployed an additional 4 [[Stasis Corvette|Stasis Corvettes]] to LM-77, which were eliminated by the Vegan Scramblers, much too maneuverable to be caught without strong fleet cohesion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player-Created]]&lt;br /&gt;
[[Category:Conflicts]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Missile_Tracking_Mechanics&amp;diff=12709</id>
		<title>Missile Tracking Mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Missile_Tracking_Mechanics&amp;diff=12709"/>
		<updated>2026-09-15T23:37:51Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: page that can be editd for missile mechanics later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Light Weapons ==&lt;br /&gt;
Light Missile Weapons include [[Light Missile Launcher|Light Missile Launchers]] and [[Rapid Heavy Missile Launcher|Rapid Heavy Missile Launchers]]&lt;br /&gt;
&lt;br /&gt;
These weapons follow the cursor and have a proximity fuse, extending radially perpendicular to the front of the missile, detonating within &lt;br /&gt;
&lt;br /&gt;
== Heavy Weapons ==&lt;br /&gt;
Heavy Missile Weapons include [[Arsenal Missile Launchers]] and [[Thermonuclear Missile Launcher|Thermonuclear Missile Launchers]]&lt;br /&gt;
&lt;br /&gt;
When fired at a ship initially piloted with 4500 or more blocks, they track to the block that the user fired them at.&lt;br /&gt;
&lt;br /&gt;
When fired at at ship intially piloted with less than 4500 blocks, they track to the center of mass.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12708</id>
		<title>Thermonuclear Missile Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12708"/>
		<updated>2026-09-15T23:31:46Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: fixed link that i broke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Thermonuclear Missile Launcher|image=Thermonuke.png|custom_property_title1=Cooldown/Charge Time|custom_property_title2=Power Consumption|custom_property_title3=Projectile Range|custom_property_title4=Projectile Velocity|custom_property_title5=Explosion Power|custom_property_title6=Starship Shield Damage Modifier|custom_property_title7=Area Shield Damage Modifier|custom_property_value1=250ms/30s|custom_property_value2=37000|custom_property_value3=265m|custom_property_value4=42.5m/s|custom_property_value5=20.0|custom_property_value6=15.0|custom_property_value7=5.0}}&lt;br /&gt;
&lt;br /&gt;
The Thermonuclear Missile Launcher is a Heavy weapon available to [[Missile Cruiser|Missile Cruisers]]. It is capable of dealing immense damage on hit, giving the Missile Cruiser the ability to be a great threat to any foe that gets too close. It uses standard [[Missile Tracking Mechanics#Heavy Weapons|Missile Tracking Mechanics]] for heavy weapons.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12707</id>
		<title>Thermonuclear Missile Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12707"/>
		<updated>2026-09-15T23:30:51Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Going to make a page on missile tracking mechancis later. might start it now...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Thermonuclear Missile Launcher|image=Thermonuke.png|custom_property_title1=Cooldown/Charge Time|custom_property_title2=Power Consumption|custom_property_title3=Projectile Range|custom_property_title4=Projectile Velocity|custom_property_title5=Explosion Power|custom_property_title6=Starship Shield Damage Modifier|custom_property_title7=Area Shield Damage Modifier|custom_property_value1=250ms/30s|custom_property_value2=37000|custom_property_value3=265m|custom_property_value4=42.5m/s|custom_property_value5=20.0|custom_property_value6=15.0|custom_property_value7=5.0}}&lt;br /&gt;
&lt;br /&gt;
The Thermonuclear Missile Launcher is a Heavy weapon available to [[Missile Cruiser|Missile Cruisers]]. It is capable of dealing immense damage on hit, giving the Missile Cruiser the ability to be a great threat to any foe that gets too close. It uses standard [[Secondary Missile Tracking Mechanics|Missile Tracking Mechanics]] for heavy weapons.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12706</id>
		<title>Thermonuclear Missile Launcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Thermonuclear_Missile_Launcher&amp;diff=12706"/>
		<updated>2026-09-15T23:29:55Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Added page. gotta remember to use this for the resource reqs later: https://github.com/HorizonsEndMC/Ion/blob/main/server/src/main/kotlin/net/horizonsend/ion/server/features/multiblock/type/starship/weapon/heavy/ThermonuclearMissileStarshipWeaponMultiblock.kt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Thermonuclear Missile Launcher|image=Thermonuke.png|custom_property_title1=Cooldown/Charge Time|custom_property_title2=Power Consumption|custom_property_title3=Projectile Range|custom_property_title4=Projectile Velocity|custom_property_title5=Explosion Power|custom_property_title6=Starship Shield Damage Modifier|custom_property_title7=Area Shield Damage Modifier|custom_property_value1=250ms/30s|custom_property_value2=37000|custom_property_value3=265m|custom_property_value4=42.5m/s|custom_property_value5=20.0|custom_property_value6=15.0|custom_property_value7=5.0}}&lt;br /&gt;
&lt;br /&gt;
The Thermonuclear Missile Launcher is a Heavy weapon available to [[Missile Cruiser|Missile Cruisers]]. It is capable of dealing immense damage on hit, giving the Missile Cruiser the ability to be a great threat to any foe that gets too close. It uses standard [[Missile Tracking Mechanics]].&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12704</id>
		<title>Fuel Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12704"/>
		<updated>2026-09-15T23:06:37Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: typo last time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock&lt;br /&gt;
| name = Fuel Tank&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Fuel tank.png|Normal&lt;br /&gt;
Fuel tank 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A supercapital fuel tank.&lt;br /&gt;
| resource_title1 = [[End Portal Frame]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Container]] (any type)&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Block&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value4 = 3&lt;br /&gt;
| resource_title5 = [[Iron]] Block&lt;br /&gt;
| resource_value5 = 6&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Stairs (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Titanium]] Block&lt;br /&gt;
| resource_value8 = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At least one &#039;&#039;&#039;Fuel Tank&#039;&#039;&#039; multiblock is required for a [[supercapital]] and [[Small Reactor Core|Small Core]] (Corvette) and larger Tech 2 starships to pilot. While piloted, a starship will consume 4 gas of the starship core&#039;s type every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
The fuel tank multiblock can be detected with the sign [tank].&amp;lt;br&amp;gt;If there are no fuel tanks on a piloted supercapital or Corvette+ Tech 2 starship with available Gas, the supercapital starship will unpilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gases by Ship Size*&lt;br /&gt;
!T1 [[Supercapital Reactor|Super]]&lt;br /&gt;
!T2 [[Small Reactor|Small]]&lt;br /&gt;
!T2 [[Medium Reactor|Medium]]&lt;br /&gt;
!T2 [[Large Reactor|Large]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydrogen]]&lt;br /&gt;
|[[Nitrogen]]&lt;br /&gt;
|[[Methane]]&lt;br /&gt;
|[[Xenon]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039;[[Xenon]] Gas works for all ship classes that require fuel.{{Navbox_multiblocks}}&lt;br /&gt;
[[Category:Supercapital Multiblocks]]&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12703</id>
		<title>Fuel Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12703"/>
		<updated>2026-09-15T23:06:18Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: further adjusted for dominion, hope its right now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock&lt;br /&gt;
| name = Fuel Tank&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Fuel tank.png|Normal&lt;br /&gt;
Fuel tank 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A supercapital fuel tank.&lt;br /&gt;
| resource_title1 = [[End Portal Frame]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Container]] (any type)&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Block&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value4 = 3&lt;br /&gt;
| resource_title5 = [[Iron]] Block&lt;br /&gt;
| resource_value5 = 6&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Stairs (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Titanium]] Block&lt;br /&gt;
| resource_value8 = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At least one &#039;&#039;&#039;Fuel Tank&#039;&#039;&#039; multiblock is required for a [[supercapital]] and [[Small Reactor Core|Small Core]] (Corvette) and larger Tech 2 starships to pilot. While piloted, a starship will consume 3 gas of the starship core&#039;s type every 3 seconds.&lt;br /&gt;
&lt;br /&gt;
The fuel tank multiblock can be detected with the sign [tank].&amp;lt;br&amp;gt;If there are no fuel tanks on a piloted supercapital or Corvette+ Tech 2 starship with available Gas, the supercapital starship will unpilot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gases by Ship Size*&lt;br /&gt;
!T1 [[Supercapital Reactor|Super]]&lt;br /&gt;
!T2 [[Small Reactor|Small]]&lt;br /&gt;
!T2 [[Medium Reactor|Medium]]&lt;br /&gt;
!T2 [[Large Reactor|Large]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hydrogen]]&lt;br /&gt;
|[[Nitrogen]]&lt;br /&gt;
|[[Methane]]&lt;br /&gt;
|[[Xenon]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;*&#039;&#039;&#039;[[Xenon]] Gas works for all ship classes that require fuel.{{Navbox_multiblocks}}&lt;br /&gt;
[[Category:Supercapital Multiblocks]]&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12702</id>
		<title>Fuel Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Fuel_Tank&amp;diff=12702"/>
		<updated>2026-09-15T23:00:29Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Adjusted for dominion (mb for it taking 3 eons but i only noticed one person mention this ever anyways) Waiting on 2 values that are currenlty ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock&lt;br /&gt;
| name = Fuel Tank&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Fuel tank.png|Normal&lt;br /&gt;
Fuel tank 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A supercapital fuel tank.&lt;br /&gt;
| resource_title1 = [[End Portal Frame]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Container]] (any type)&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Block&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value4 = 3&lt;br /&gt;
| resource_title5 = [[Iron]] Block&lt;br /&gt;
| resource_value5 = 6&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Stairs (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Titanium]] Block&lt;br /&gt;
| resource_value8 = 8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At least one &#039;&#039;&#039;Fuel Tank&#039;&#039;&#039; multiblock is required for a [[supercapital]] and [[Small Reactor Core|Small Core]] (Corvette) and larger Tech 2 starships to pilot. While piloted, a starship will consume &#039;&#039;&#039;&#039;&#039;?&#039;&#039;&#039;&#039;&#039; gas of the starship core&#039;s type every &#039;&#039;&#039;&#039;&#039;?&#039;&#039;&#039;&#039;&#039; seconds.&lt;br /&gt;
&lt;br /&gt;
The fuel tank multiblock can be detected with the sign [tank].&amp;lt;br&amp;gt;If there are no fuel tanks on a piloted supercapital or Corvette+ Tech 2 starship with available Hydrogen, the supercapital starship will unpilot.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
[[Category:Supercapital Multiblocks]]&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Assault_Turret&amp;diff=12701</id>
		<title>Assault Turret</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Assault_Turret&amp;diff=12701"/>
		<updated>2026-09-15T22:47:25Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: dropped afg from current uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Assault Turret|image=|image2=|image3=&amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Assaultturret.png|Normal&lt;br /&gt;
Assaultturret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title3=Inaccuracy Degrees|custom_property_title4=Projectile Range|custom_property_title5=Projectile Velocity|custom_property_title6=Explosion power|custom_property_title7=Starship Shield Damage Modifier|custom_property_title8=Area Shield Damage Modifier|custom_property_value1=2500ms|custom_property_value2=2667|custom_property_value3=2.0|custom_property_value4=500m|custom_property_value5=105m/s|custom_property_value6=4.5|custom_property_value7=6.0|custom_property_value8=1.0|resource_title1=Iron Block|resource_title2=Grindstone|resource_title3=Iron Trapdoor|resource_title4=Sponge|resource_title5=End Rod|resource_title6=Stairs (Any)|resource_title7=Terracotta|resource_title8=Concrete|resource_title9=Sign|resource_value1=6|resource_value2=4|resource_value3=3|resource_value4=4|resource_value5=2|resource_value6=15|resource_value7=13|resource_value8=15|resource_value9=1}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Assault Turret&#039;&#039;&#039; is a light weapon available on the [[Assault Destroyer]]. It is a slow-moving, hard-hitting weapon, good for use against Capitals and Supercapitals. When used in combination with the [[Heavy Neutralizer]], serves as a strong weapon against fleets relying on [[Logistics Ships]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== Former Uses: ======&lt;br /&gt;
Formely used on the [[Assault Frigate]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Assault_Destroyer&amp;diff=12699</id>
		<title>Assault Destroyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Assault_Destroyer&amp;diff=12699"/>
		<updated>2026-09-15T21:44:09Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: dropping mediom core from the subtitle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox starship|name=Assault Destroyer|subheader=|image=Soleassaultdess.png|blockcount=9500-12500|shields=17 (16+1i)|speed=2.7 (direct control at 12.5k blocks)|shieldstrengthmult=1.25|cruisemult=0.85|hyperrangemult=1.9|hyperwarm=15s|weapons=(5x?) [[Assault Turret]] &amp;lt;br&amp;gt;&lt;br /&gt;
(3x?) [[Heavy Neutralizer]] &amp;lt;br&amp;gt;&lt;br /&gt;
(also 3x?) [[Neutralizer]]|wellstrength=1.0|jumpstrength=2.0|multiblocks=1x [[Disruptor]]}}The &#039;&#039;&#039;Assault Destroyer&#039;&#039;&#039; is a Tech 2 variant of the [[Destroyer]], being a strong and slow moving [[:Category:Capital|Capital]] ship. This ship is designed to be a heavy-hitter, the flagship of all [[Assault Ships]], using [[Heavy Neutralizer]]s to weaken its enemies&#039; regen, then hitting them with neverending volleys of [[Assault Turret]]s. This ship can go toe-to-toe with larger ships such as the [[Missile Cruiser]] at times, given that it keeps its distance and/or has adequate [[Logistics Ships|Support]] backing it. This ship also has very strong shields, aiding in its ability to fight larger ships. However, its weapons have slow firing velocities, meaning the ship struggles against smaller ships. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Reactor#Medium Reactor|Medium Reactor]] to function&lt;br /&gt;
* Requires a [[Fuel Tank]] to move&lt;br /&gt;
** Uses [[Methane Gas Canister|Methane]] as Fuel&lt;br /&gt;
* Uses [[Heavy Neutralizer]]s and [[Assault Turret]]s for weapons&lt;br /&gt;
** Heavy Neutralizers reduce enemy shield regen, while Assault Turrets pack a big punch&lt;br /&gt;
* Has a Jump Strength of 2, meaning it can jump through singular [[Interdictor Gunship]] [[Interdiction Well]]s or individual [[Disruptor]]s on non-[[:Category:Supercapital|Supercapital]] ships&lt;br /&gt;
* Has a shield power multiplier of 1.25, putting it at the point where it has the strongest shield strength of all [[:Category:Capital|Capital]] starships.&lt;br /&gt;
** However, it has a cruise speed multiplier of 0.85, putting it at a point where it is a bit sluggish&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Assault Destroyer was the first tech-2 [[:Category:Capital|Capital]] ship to sink, credited to [[lonestar]] in a fight against [[WitherV]] of [[Oblivion (2025)|Oblivion]] in defense of a siege against [[Partisan Front]]&#039;s [[Regional Objective|Regional Objectives]] by lonestar and [[Fortuna Sequence]] in [[Deep Space#Trade Systems|Sunder]], July of 2026, WitherV&#039;s Assault Destroyer was sunk by a fleet of 2x [[Assault Gunship|Assault Gunships]], 2x [[Stasis Corvette|Stasis Corvettes]], a [[Destroyer]], and a [[Scrambler]], in an attack lead by [[Artfulwarrior13]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship_Class]]&lt;br /&gt;
[[Category:Capital]]&lt;br /&gt;
{{Navbox starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Neutralizer&amp;diff=12528</id>
		<title>Neutralizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Neutralizer&amp;diff=12528"/>
		<updated>2026-09-05T10:18:18Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: updated fire arc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Neutralizer|image=|image2=|image3=&amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
neutralizer.png|Normal&lt;br /&gt;
neutralizer 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;|custom_property_title1=Cooldown|custom_property_title2=Power Usage|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Aim Distance|custom_property_title9=Projectile Range|custom_property_title10=Projectile Speed|custom_property_title11=Explosion Power|custom_property_title12=Shield damage multiplier|custom_property_title13=Area Shield Damage Multiplier|custom_property_title14=Effect Duration (Shield Regen Weakening)|custom_property_title15=Ammo Consumed|custom_property_value6=45.0 (Alleged, Actual may be 90 or greater)|custom_property_value7=45.0|custom_property_value8=10|custom_property_value9=220|custom_property_value10=80|custom_property_value11=6|custom_property_value12=2.0|custom_property_value13=2.0|custom_property_value14=20s|custom_property_value15=1x [[Loaded Entropic Charge]]|resource_title1=Gold Block|resource_title2=Grindstone|resource_title3=Furnace|resource_title4=Any Glass Block|resource_value1=6|resource_value2=1|resource_value3=1|resource_value4=28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Neutralizer&#039;&#039;&#039; is a Heavy Weapon available on both [[Assault Gunship|Assault Gunships]] and [[Assault Corvette|Assault Corvettes]]. It is designed as a counter to [[Logistics Ships]], acting as a way of significantly slowing Shield Regen, multiplyingthe amount regen by a factor of 0.6 (see below equation for details). Additionally, on Tech 1 ships below 2500 blocks, it applies the &amp;quot;direct control slow&amp;quot; effect, with a power of 0.15, reducing direct control speed. Both effects last 20 seconds. It has decent damage and range.&lt;br /&gt;
&lt;br /&gt;
The Neutralizer uses [[Loaded Entropic Charge]] for ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Regen Equation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Initial Shield to Regen) * (1 + Shield Regen Increase) * (1 + Shield Regen Decrease/Slow) * (Starship Regen Modifier)&lt;br /&gt;
&lt;br /&gt;
or (ISR&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) * (1+SRI&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) * (1+SRD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * (SRM&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
1: Initial Shield to Regen, or 100%-shield level indicated on your hud.&lt;br /&gt;
&lt;br /&gt;
2: Shield Regen Increase, a factor not actually available in game as of September 5th 2026.&lt;br /&gt;
&lt;br /&gt;
3: Shield Regen Decrease (or Shield Slow), Applied by Neutralizers and [[Heavy Neutralizer|Heavy Neutralizers]]. &lt;br /&gt;
&lt;br /&gt;
4: Shield Regen Modifier, which varies by starship (if not listed, assume 1)&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Neutralizer&amp;diff=12527</id>
		<title>Neutralizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Neutralizer&amp;diff=12527"/>
		<updated>2026-09-05T09:18:09Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: regen equation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Neutralizer|image=|image2=|image3=&amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
neutralizer.png|Normal&lt;br /&gt;
neutralizer 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;|custom_property_title1=Cooldown|custom_property_title2=Power Usage|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Aim Distance|custom_property_title9=Projectile Range|custom_property_title10=Projectile Speed|custom_property_title11=Explosion Power|custom_property_title12=Shield damage multiplier|custom_property_title13=Area Shield Damage Multiplier|custom_property_title14=Effect Duration (Shield Regen Weakening)|custom_property_title15=Ammo Consumed|custom_property_value6=15.0|custom_property_value7=15.0|custom_property_value8=10|custom_property_value9=220|custom_property_value10=80|custom_property_value11=6|custom_property_value12=2.0|custom_property_value13=2.0|custom_property_value14=20s|custom_property_value15=1x [[Loaded Entropic Charge]]|resource_title1=Gold Block|resource_title2=Grindstone|resource_title3=Furnace|resource_title4=Any Glass Block|resource_value1=6|resource_value2=1|resource_value3=1|resource_value4=28}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Neutralizer&#039;&#039;&#039; is a Heavy Weapon available on both [[Assault Gunship|Assault Gunships]] and [[Assault Corvette|Assault Corvettes]]. It is designed as a counter to [[Logistics Ships]], acting as a way of significantly slowing Shield Regen, multiplyingthe amount regen by a factor of 0.6 (see below equation for details). Additionally, on Tech 1 ships below 2500 blocks, it applies the &amp;quot;direct control slow&amp;quot; effect, with a power of 0.15, reducing direct control speed. Both effects last 20 seconds. It has decent damage and range.&lt;br /&gt;
&lt;br /&gt;
The Neutralizer uses [[Loaded Entropic Charge]] for ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Regen Equation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Initial Shield to Regen) * (1 + Shield Regen Increase) * (1 + Shield Regen Decrease/Slow) * (Starship Regen Modifier)&lt;br /&gt;
&lt;br /&gt;
or (ISR&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;) * (1+SRI&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;) * (1+SRD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * (SRM&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
1: Initial Shield to Regen, or 100%-shield level indicated on your hud.&lt;br /&gt;
&lt;br /&gt;
2: Shield Regen Increase, a factor not actually available in game as of September 5th 2026.&lt;br /&gt;
&lt;br /&gt;
3: Shield Regen Decrease (or Shield Slow), Applied by Neutralizers and [[Heavy Neutralizer|Heavy Neutralizers]]. &lt;br /&gt;
&lt;br /&gt;
4: Shield Regen Modifier, which varies by starship (if not listed, assume 1)&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=EMP_Missile&amp;diff=12526</id>
		<title>EMP Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=EMP_Missile&amp;diff=12526"/>
		<updated>2026-09-05T08:39:37Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: more clarifying&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=EMP Missile|image=empmissile.png|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Velocity|custom_property_title10=Explosion Power|custom_property_title11=Shield Damage Multiplier|custom_property_title12=Area Shield Damage Multiplier|custom_property_title13=Effect Duration (Shield Strength Multiplier Reduction)|custom_property_value1=8s|custom_property_value2=23000|custom_property_value6=Unknown|custom_property_value7=Unknown|custom_property_value8=200m|custom_property_value9=80m/s|custom_property_value10=6.5|custom_property_value11=5.0|custom_property_value12=5.0|custom_property_value13=30|resource_title1=Wall (any)|resource_title2=Pane (any)|resource_title3=Sponge|resource_title4=Dispenser|resource_title5=Assembly Core|resource_title6=Titanium Block|resource_title7=Sign|resource_value1=2|resource_value2=2|resource_value3=1|resource_value4=1|resource_value5=1|resource_value6=2|resource_value7=1}}&lt;br /&gt;
&lt;br /&gt;
The EMP Missile is a Heavy Weapon used on the [[Scrambler]] &amp;amp; [[Assault Gunship]], a Tech 2 Variant of the [[Starfighter]] &amp;amp; [[Gunship]]. This weapon is a fast tracking, powerful missile, which weakens starship shields on impact/hit by 20% (multiplies incoming damage to shields by 1.2). This effect only applies to ships smaller than 4,501 blocks. The EMP Missile Launcher requires EMP Missiles (items) in a starship [[magazine]] on the ship. &lt;br /&gt;
&lt;br /&gt;
=== Ammo Crafting ===&lt;br /&gt;
The EMP missile ammo can be crafted (recipe to follow soon, for now use this [[Crafted Resources#Unloaded EMP Missile|link]]!).&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=EMP_Missile&amp;diff=12525</id>
		<title>EMP Missile</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=EMP_Missile&amp;diff=12525"/>
		<updated>2026-09-05T08:35:42Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: kinda clarified some stuff?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=EMP Missile|image=empmissile.png|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Velocity|custom_property_title10=Explosion Power|custom_property_title11=Shield Damage Multiplier|custom_property_title12=Area Shield Damage Multiplier|custom_property_title13=Effect Duration (Shield Strength Multiplier Reduction)|custom_property_value1=8s|custom_property_value2=23000|custom_property_value6=Unknown|custom_property_value7=Unknown|custom_property_value8=200m|custom_property_value9=80m/s|custom_property_value10=6.5|custom_property_value11=5.0|custom_property_value12=5.0|custom_property_value13=30|resource_title1=Wall (any)|resource_title2=Pane (any)|resource_title3=Sponge|resource_title4=Dispenser|resource_title5=Assembly Core|resource_title6=Titanium Block|resource_title7=Sign|resource_value1=2|resource_value2=2|resource_value3=1|resource_value4=1|resource_value5=1|resource_value6=2|resource_value7=1}}&lt;br /&gt;
&lt;br /&gt;
The EMP Missile is a Heavy Weapon used on the [[Scrambler]] &amp;amp; [[Assault Gunship]], a Tech 2 Variant of the [[Starfighter]] &amp;amp; [[Gunship]]. This weapon is a fast tracking, powerful missile, which weakens starship shields on impact/hit by x0.8 (20% shield strength reduction). This effect only applies to ships smaller than 4,501 blocks. The EMP Missile Launcher requires EMP Missiles (items) in a starship [[magazine]] on the ship. &lt;br /&gt;
&lt;br /&gt;
=== Ammo Crafting ===&lt;br /&gt;
The EMP missile ammo can be crafted (recipe to follow soon, for now use this [[Crafted Resources#Unloaded EMP Missile|link]]!).&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Battlecruiser&amp;diff=12425</id>
		<title>Battlecruiser</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Battlecruiser&amp;diff=12425"/>
		<updated>2026-09-01T15:16:48Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* Specifications */ planet operation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox starship&lt;br /&gt;
|name = Battlecruiser&lt;br /&gt;
|subheader = Battlecruiser Reactor Core&lt;br /&gt;
|title=Battlecruiser&lt;br /&gt;
|image=Repentance.png&lt;br /&gt;
|caption=The Repentance is [[Imperial Nova]]&#039;s premier battlecruiser design.&lt;br /&gt;
|blockcount = 16,000-20,000&lt;br /&gt;
|shields = 26&lt;br /&gt;
|speed = &lt;br /&gt;
|shieldstrengthmult=1.30|cruisemult=0.9|hyperrangemult=2.5|hyperwarm=30s|weapons = 3x [[Quad Turret]]&amp;lt;br&amp;gt;2x [[Arsenal_Missile_Launcher|Arsenal Missile]]&amp;lt;br&amp;gt;1x [[Tri Turret]]&lt;br /&gt;
|wellstrength = 3&lt;br /&gt;
|jumpstrength = 3&lt;br /&gt;
|multiblocks = 1x [[Fuel Tank]]&amp;lt;br&amp;gt;1x [[Supercapital Reactor]]&amp;lt;br&amp;gt;1x [[Disruptor]]&lt;br /&gt;
|info = Interdiction Range: 1,500m&lt;br /&gt;
|header1=HEADER_1&lt;br /&gt;
|label1=LABEL_1&lt;br /&gt;
|data1=DATA_1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battlecruiser&#039;&#039;&#039; is a supercapital [[Starship]] class between 16,000 to 20,000 blocks. They are also the largest, the most expensive, and most power-dense [[Starship#Tech 1 Ships|Tech-1]] starships on the server, costing as much as a Tech-2 [[Medium Reactor Core]] to create. &lt;br /&gt;
&lt;br /&gt;
Sporting the incredibly destructive [[Quad Turret]], battlecruisers possess combat power previously unheard of. They’re capable of outgunning entire squadrons, provided the Battlecruiser can hit the enemy; a stray shell from a Quad Turret can destroy an entire [[:Category:Subcapital|Subcapital]] ship outright.&lt;br /&gt;
&lt;br /&gt;
Battlecruisers are countered by other Battlecruisers, [[Cruisers]], and heavy-hitting ships capable of resisting individual volleys of Quad Turrets, such as [[Assault Gunship|Assault Gunships]], [[Assault Corvette|Assault Corvettes]], and [[Assault Frigate|Assault Frigates]]. Battlecruisers are directly countered by [[Lancer|Lancers]].&lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Requires a [[Supercapital Reactor]] to Function&lt;br /&gt;
* Requires a [[Fuel Tank]] to function&lt;br /&gt;
** Uses [[Hydrogen Gas Canister|Hydrogen]] as fuel&lt;br /&gt;
* Requires 30% Concrete&lt;br /&gt;
* Uses the [[Quad Turret]], [[Arsenal Missile Launcher]], and [[Tri Turret]] for weapons&lt;br /&gt;
* High Shield Strength and low Projectile Velocity&lt;br /&gt;
* Tied for largest Tech 1 ship class in the game with Barge&lt;br /&gt;
* Cannot operate in planets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*[[Vega]] was the first nation to ever acquire a battlecruiser, [[Vask Authority]] was the second, and [[Imperial Nova]] was the third.&lt;br /&gt;
&lt;br /&gt;
*Vega deployed a battlecruiser in the famed [[Battle of Asteri]], where it played a role in breaking the Ilios Alliance’s hold on a Vask Authority station containing another battlecruiser.&lt;br /&gt;
&lt;br /&gt;
*[[Vask Authority]]&#039;s [[ARMAGEDDON]] was captured in PvP combat by [[_omni]].&lt;br /&gt;
&lt;br /&gt;
*[[Vask Authority]]&#039;s [[CATACLYSM]] is the first Battlecruiser to have been sunk in combat, by the [[Ilios Alliance]].&lt;br /&gt;
&lt;br /&gt;
*[[Lonestar]] temporarily possessed one Repentance-class battlecruiser, which it acquired when its owner Sovrah joined the nation. Its core was later moved into a hull of Lonestar design.&lt;br /&gt;
*Imperial Nova&#039;s Battlecruiser NIF Repentance was the second battlecruiser to be sunk in combat, during the [[Battle of Skull Crusher&#039;s Barge]].&lt;br /&gt;
*During The [[Battle of Presidia Alenarith]], [[Imperial Nova]]&#039;s NIF Absolution; and shortly after, [[Cortesia Del Mar]]&#039;s CDMN Rainier were the 3rd and 4th Battlecruisers to destroyed respectively. [[Vask Authority]]&#039;s CALAMITY as well as [[Cortesia Del Mar]]&#039;s CDMN Windswept, CDMN Centradia, and CDMN Aldenfult all participated in the battle as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Class]]&lt;br /&gt;
[[Category:Supercapital]]&lt;br /&gt;
{{Navbox_starships}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12410</id>
		<title>Starship Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12410"/>
		<updated>2026-08-31T07:53:01Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* Tech 1 Light Weapons */ reversion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starship weapons&#039;&#039;&#039; are used to deal damage to other starships, players, and entities.&lt;br /&gt;
&lt;br /&gt;
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using [[weaponsets]] and [[nodes]] to control which weapons fire.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.&lt;br /&gt;
&lt;br /&gt;
Turrets can fire in any direction that they have line of sight in. All turrets except for the [[Tri Turret]] are light weapons. Tri Turrets and [[Point Defense Turrets]] can automatically fire on player or ship targets designated using &amp;lt;code&amp;gt;/settarget [node] [player]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/st [node] [player]&amp;lt;/code&amp;gt;. Point Defense Turrets are light weapons and cannot be fired manually.&lt;br /&gt;
&lt;br /&gt;
Some weapons such as [[Plasma Cannons]], [[Interceptor Cannons]], and [[Torpedoes]], can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.&lt;br /&gt;
&lt;br /&gt;
Players take 5 hearts of true damage when hit with any starship weapon.&lt;br /&gt;
&lt;br /&gt;
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Light Weapons =&lt;br /&gt;
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and the Tech 2 [[Interdictor Gunship|Interdictor Gunships]], [[Interdictor Corvette|Interdictor Corvettes]], [[Interdictor Destroyer|Interdictor Destroyers]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
{{Clear}}{{Infobox multiblock&lt;br /&gt;
|name=Laser Cannon&lt;br /&gt;
|image=Lasercannon.png&lt;br /&gt;
|50px&lt;br /&gt;
|link=&amp;lt;nowiki&amp;gt;Laser Cannon]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damge Multiplier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Multiplier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=600&lt;br /&gt;
|custom_property_value6=17&lt;br /&gt;
|custom_property_value7=17&lt;br /&gt;
|custom_property_value8=200m&lt;br /&gt;
|custom_property_value9=250m/s&lt;br /&gt;
|custom_property_value10=2.0&lt;br /&gt;
|custom_property_value11=0.2&lt;br /&gt;
|custom_property_value12=1.0&lt;br /&gt;
|resource_title1=Piston&lt;br /&gt;
|resource_title2=Sponge&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1}}&lt;br /&gt;
&lt;br /&gt;
== Laser Cannon ==&lt;br /&gt;
&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Plasma Cannon ==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
|name=Plasma Cannon&lt;br /&gt;
|image=Plasmacannon.png&lt;br /&gt;
|caption=A plasma cannon&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damage Modifier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Modifier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=2500&lt;br /&gt;
|custom_property_value6=15&lt;br /&gt;
|custom_property_value7=15&lt;br /&gt;
|custom_property_value8=160m&lt;br /&gt;
|custom_property_value9=400m/s&lt;br /&gt;
|custom_property_value10=3.0&lt;br /&gt;
|custom_property_value11=2.0&lt;br /&gt;
|custom_property_value12=3.0&lt;br /&gt;
|resource_title1=Furnace&lt;br /&gt;
|resource_title2=[[Iron]] Block&lt;br /&gt;
|resource_title3=[[Printer|Sponge]]&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1&lt;br /&gt;
|resource_value3=1}}&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannons&#039;&#039;&#039; are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like [[Starfighter|Starfighters]] and small [[Gunship|Gunships]]) very vulnerable to fast adversaries armed with turrets or pulse cannons.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Cannon==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Pulse Cannon&lt;br /&gt;
| image = Pulsecannon.png&lt;br /&gt;
| caption = A pulse cannon&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 160.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 230.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 1.8&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.4&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 2550&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 180.0° (Vertical), 180.0° (Horizontal)&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 16.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| resource_title1 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pulse cannons&#039;&#039;&#039; can only be used on [[Gunships]] and [[Corvettes]] and are excellent against [[starfighters]] and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000, Maximum block count: 4000&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret heavy.png|Normal&lt;br /&gt;
Turret heavy 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 95.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 1.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.25&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.3&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 8000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 500 ms&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 5&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 1&lt;br /&gt;
| resource_title5 = Trapdoor (any type)&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value7 = 4&lt;br /&gt;
| resource_title8 = Stairs (any type)&lt;br /&gt;
| resource_value8 = 15&lt;br /&gt;
| resource_title9 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy turrets&#039;&#039;&#039; are larger turrets that excel in ship-to-ship combat with larger ships with its dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs.&lt;br /&gt;
&lt;br /&gt;
Despite their name, they are classed as light weapons, and fire with left-click.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 6500 for all ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quad Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Quad turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Quad turret.png|Normal&lt;br /&gt;
Quad turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A quad turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 150.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 7.6&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 5.5&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 4500&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2500 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 4 [[Loaded Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 25&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 8&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 4&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 8&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 2&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 14&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 25&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Quad Turrets&#039;&#039;&#039; are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit, however their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].&lt;br /&gt;
&lt;br /&gt;
Quad turrets require [[Loaded Shell|Loaded Shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 17500 for [[Battlecruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ion Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Ion Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Ion turret.png|Normal&lt;br /&gt;
Ion turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption = An ion turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 380.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 30.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.4&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 3000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2000 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 2 [[Charged Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 12&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 4&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Copper]] Block&lt;br /&gt;
| resource_value5 = 3&lt;br /&gt;
| resource_title6 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Sign (any type)&lt;br /&gt;
| resource_value7 = 1&lt;br /&gt;
| resource_title8 = Slab (any type)&lt;br /&gt;
| resource_value8 = 7&lt;br /&gt;
| resource_title9 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
| resource_title10 = Stairs (any type)&lt;br /&gt;
| resource_value10 = 11&lt;br /&gt;
| resource_title11 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value11 = 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ion turrets&#039;&#039;&#039; are unique manual weapons that slow ships their shots impact. This disruption disables thrusters in the area for 20 seconds, reducing speed by 40% for a time. Ion turret projectiles are very slow and also deal a modest amount of shield damage, and minimal hull damage. Ion turrets can be detected with the sign text [turret]. &lt;br /&gt;
&lt;br /&gt;
Ion turrets require [[Charged Shell|Charged Shells]] as ammunition. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 13500 for [[Cruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Point Defense Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Point Defense Turret&lt;br /&gt;
| image = Pointdefenseturret.png&lt;br /&gt;
| caption = An upward-facing point-defense turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 120.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 150.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 0.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 0.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.35&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 0.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 500&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 0.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Iron]] Block&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Lamp&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Point defense turrets&#039;&#039;&#039; (&#039;&#039;&#039;PDTs&#039;&#039;&#039;), also commonly called &#039;&#039;&#039;autoturrets&#039;&#039;&#039; (&#039;&#039;&#039;ATs&#039;&#039;&#039;) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with [[Nodes]].&lt;br /&gt;
&amp;lt;br&amp;gt;The point defense turret shoots from the redstone lamp, on the face opposite the iron block.&lt;br /&gt;
&amp;lt;br&amp;gt;The dispenser must be facing into the iron block. &lt;br /&gt;
&amp;lt;br&amp;gt;Point defense turrets can be built facing upward, downward, or sideways.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Heavy Weapons =&lt;br /&gt;
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a [[Magazine]].&lt;br /&gt;
&lt;br /&gt;
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship&#039;s systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.&lt;br /&gt;
&lt;br /&gt;
==Torpedo==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Torpedo&lt;br /&gt;
| image = Torpedo.png&lt;br /&gt;
| caption = A torpedo&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 300.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 70.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 3.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 7.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 10000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 10.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 10 s&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Torpedoes&#039;&#039;&#039; fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.&lt;br /&gt;
&lt;br /&gt;
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Laser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Laser&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Heavylaser.png|Normal&lt;br /&gt;
Heavylaser 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy laser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 220.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 50.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 12.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 30000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 25.0&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 5 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Redstone]]&lt;br /&gt;
| resource_title1 = Furnace&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Redstone]] Block&lt;br /&gt;
| resource_value2 = 7&lt;br /&gt;
| resource_title3 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value3 = 28&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy lasers&#039;&#039;&#039; fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.&lt;br /&gt;
&lt;br /&gt;
To node this weapon, the node sign must be placed on the rearmost redstone block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000 for warships; 2916 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Phaser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Phaser&lt;br /&gt;
| image = Phaser.png&lt;br /&gt;
| caption = A phaser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 200.0 (Due to a bug; internal range is 140.0)&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 1.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 5.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 55.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.2&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 50000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 3 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Prismarine Crystal]]s&lt;br /&gt;
| resource_title1 = [[Bell]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Copper]] Block&lt;br /&gt;
| resource_value2 = 3&lt;br /&gt;
| resource_title3 = Double slab (any type)&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] Pane&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = Grindstone&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = [[Iron|Hopper]]&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Wall (any type)&lt;br /&gt;
| resource_value7 = 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Phasers fire&#039;&#039;&#039; a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.&lt;br /&gt;
&lt;br /&gt;
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 4630 for warships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tri-Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Tri-Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret tri.png|Normal&lt;br /&gt;
Turret tri 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A tri-turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 125.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 3.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.8&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 6.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 45000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 3.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| custom_property_title11 = Charge time&lt;br /&gt;
| custom_property_value11 = 7s (Corvette) / 3s (other)&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 15&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 6&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 3&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 4&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 2&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 16&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tri-turrets&#039;&#039;&#039; are hefty artillery pieces that deal great damage. Due to the projectile&#039;s slow speed, they are most useful against the largest ships. &lt;br /&gt;
&lt;br /&gt;
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret. &lt;br /&gt;
&lt;br /&gt;
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 3400 for warships; 9850 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 2 Weapons =&lt;br /&gt;
Tech 2 Weapons are an addition in the [[Dominion Update]], which are used on most Tech 2 ships. The only Tech 2 ships not mostly or entirely using Tech 2 weapons are the [[Interdictor Gunship]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|Destroyer]], and the [[Black Ops Frigate]]. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, and there are even some that actually heal ships, called logistics weapons, which can be outfitted on the [[Logistics Corvette]] and the [[Logistics Cruiser]]. &amp;lt;!-- This section can be deleted later after the update has been around for more than a few days. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Light Weapons ==&lt;br /&gt;
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a [[magazine]] to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdiction Destroyer]], [[Interdiction Corvette]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
=== Light Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Scram]]&lt;br /&gt;
* [[Gauss Cannon]]&lt;br /&gt;
* [[Light Logistics Cannon]]&lt;br /&gt;
* [[Autocannon]]&lt;br /&gt;
* [[Artillery]]&lt;br /&gt;
* [[Assault Turret]]&lt;br /&gt;
* [[Light Missile Launcher]]&lt;br /&gt;
* [[Rapid Heavy Missile Launcher]] &amp;lt;!-- Probably? --&amp;gt;&lt;br /&gt;
* [[Heavy Logistics Cannon]]&lt;br /&gt;
* [[Anti-Capital Turret]] (ACAP Turret)&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Heavy Weapons ==&lt;br /&gt;
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons they have to be charged up before use, with some having lengthy charge up times. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdictor Destroyer]], [[Interdictor Corvette]], [[Interdiction Gunship|Interdictor Gunship]], and [[Black Ops Frigate]]. The only Tech 2 weapon that can be fitted on Tech 1 ships is the probe, which is explained in its section. &lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Probe Launcher]] (on a technicality)&lt;br /&gt;
* [[EMP Missile]]&lt;br /&gt;
* [[Neutralizer]]&lt;br /&gt;
* [[Webifier]]&lt;br /&gt;
* [[Command Burst]]&lt;br /&gt;
* [[Heavy Neutralizer]]&lt;br /&gt;
* [[Arsenal Missile Launcher]]&lt;br /&gt;
* [[Thermonuclear Missile Launcher]]&lt;br /&gt;
* [[Capital Command Bursts|Capital Command Burst]]&lt;br /&gt;
* [[Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
== Defunct Weapons ==&lt;br /&gt;
Weapons that no are in operation after updates (as of July 2nd 2026, most were from the [[Dominion Update]] and it&#039;s aftermath):&lt;br /&gt;
&lt;br /&gt;
* [[Light Turret|Light Turrets]]&lt;br /&gt;
* [[Missile Swarm Launcher]]&lt;br /&gt;
* [[Interceptor Cannon]] (Allegedly)&lt;br /&gt;
{{Navbox_starships}}&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
{{Navbox_starship_weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12409</id>
		<title>Starship Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12409"/>
		<updated>2026-08-31T07:51:05Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: if this still doesnt work im crine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starship weapons&#039;&#039;&#039; are used to deal damage to other starships, players, and entities.&lt;br /&gt;
&lt;br /&gt;
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using [[weaponsets]] and [[nodes]] to control which weapons fire.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.&lt;br /&gt;
&lt;br /&gt;
Turrets can fire in any direction that they have line of sight in. All turrets except for the [[Tri Turret]] are light weapons. Tri Turrets and [[Point Defense Turrets]] can automatically fire on player or ship targets designated using &amp;lt;code&amp;gt;/settarget [node] [player]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/st [node] [player]&amp;lt;/code&amp;gt;. Point Defense Turrets are light weapons and cannot be fired manually.&lt;br /&gt;
&lt;br /&gt;
Some weapons such as [[Plasma Cannons]], [[Interceptor Cannons]], and [[Torpedoes]], can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.&lt;br /&gt;
&lt;br /&gt;
Players take 5 hearts of true damage when hit with any starship weapon.&lt;br /&gt;
&lt;br /&gt;
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Light Weapons =&lt;br /&gt;
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and the Tech 2 [[Interdictor Gunship|Interdictor Gunships]], [[Interdictor Corvette|Interdictor Corvettes]], [[Interdictor Destroyer|Interdictor Destroyers]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
{{Clear}}{{Infobox multiblock&lt;br /&gt;
|name=Laser Cannon&lt;br /&gt;
|image=[[File:Lasercannon.png|50px|link=Laser Cannon]]&lt;br /&gt;
|50px&lt;br /&gt;
|link=Laser Cannon]]&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damge Multiplier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Multiplier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=600&lt;br /&gt;
|custom_property_value6=17&lt;br /&gt;
|custom_property_value7=17&lt;br /&gt;
|custom_property_value8=200m&lt;br /&gt;
|custom_property_value9=250m/s&lt;br /&gt;
|custom_property_value10=2.0&lt;br /&gt;
|custom_property_value11=0.2&lt;br /&gt;
|custom_property_value12=1.0&lt;br /&gt;
|resource_title1=Piston&lt;br /&gt;
|resource_title2=Sponge&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1}}&lt;br /&gt;
&lt;br /&gt;
== Laser Cannon ==&lt;br /&gt;
&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Plasma Cannon ==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
|name=Plasma Cannon&lt;br /&gt;
|image=Plasmacannon.png&lt;br /&gt;
|caption=A plasma cannon&lt;br /&gt;
|custom_property_title1=Cooldown&lt;br /&gt;
|custom_property_title2=Power Consumption&lt;br /&gt;
|custom_property_title6=Vertical Fire Arc&lt;br /&gt;
|custom_property_title7=Horizontal Fire Arc&lt;br /&gt;
|custom_property_title8=Projectile Range&lt;br /&gt;
|custom_property_title9=Projectile Speed&lt;br /&gt;
|custom_property_title10=Explosion Power&lt;br /&gt;
|custom_property_title11=Starship Shield Damage Modifier&lt;br /&gt;
|custom_property_title12=Area Shield Damage Modifier&lt;br /&gt;
|custom_property_value1=250ms&lt;br /&gt;
|custom_property_value2=2500&lt;br /&gt;
|custom_property_value6=15&lt;br /&gt;
|custom_property_value7=15&lt;br /&gt;
|custom_property_value8=160m&lt;br /&gt;
|custom_property_value9=400m/s&lt;br /&gt;
|custom_property_value10=3.0&lt;br /&gt;
|custom_property_value11=2.0&lt;br /&gt;
|custom_property_value12=3.0&lt;br /&gt;
|resource_title1=Furnace&lt;br /&gt;
|resource_title2=[[Iron]] Block&lt;br /&gt;
|resource_title3=[[Printer|Sponge]]&lt;br /&gt;
|resource_value1=1&lt;br /&gt;
|resource_value2=1&lt;br /&gt;
|resource_value3=1}}&lt;br /&gt;
&#039;&#039;&#039;Plasma Cannons&#039;&#039;&#039; are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like [[Starfighter|Starfighters]] and small [[Gunship|Gunships]]) very vulnerable to fast adversaries armed with turrets or pulse cannons.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Cannon==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Pulse Cannon&lt;br /&gt;
| image = Pulsecannon.png&lt;br /&gt;
| caption = A pulse cannon&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 160.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 230.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 1.8&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.4&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 2550&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 180.0° (Vertical), 180.0° (Horizontal)&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 16.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| resource_title1 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pulse cannons&#039;&#039;&#039; can only be used on [[Gunships]] and [[Corvettes]] and are excellent against [[starfighters]] and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000, Maximum block count: 4000&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret heavy.png|Normal&lt;br /&gt;
Turret heavy 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 95.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 1.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.25&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.3&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 8000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 500 ms&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 5&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 1&lt;br /&gt;
| resource_title5 = Trapdoor (any type)&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value7 = 4&lt;br /&gt;
| resource_title8 = Stairs (any type)&lt;br /&gt;
| resource_value8 = 15&lt;br /&gt;
| resource_title9 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy turrets&#039;&#039;&#039; are larger turrets that excel in ship-to-ship combat with larger ships with its dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs.&lt;br /&gt;
&lt;br /&gt;
Despite their name, they are classed as light weapons, and fire with left-click.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 6500 for all ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quad Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Quad turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Quad turret.png|Normal&lt;br /&gt;
Quad turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A quad turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 150.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 7.6&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 5.5&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 4500&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2500 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 4 [[Loaded Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 25&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 8&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 4&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 8&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 2&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 14&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 25&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Quad Turrets&#039;&#039;&#039; are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit, however their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].&lt;br /&gt;
&lt;br /&gt;
Quad turrets require [[Loaded Shell|Loaded Shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 17500 for [[Battlecruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ion Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Ion Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Ion turret.png|Normal&lt;br /&gt;
Ion turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption = An ion turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 380.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 30.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.4&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 3000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2000 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 2 [[Charged Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 12&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 4&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Copper]] Block&lt;br /&gt;
| resource_value5 = 3&lt;br /&gt;
| resource_title6 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Sign (any type)&lt;br /&gt;
| resource_value7 = 1&lt;br /&gt;
| resource_title8 = Slab (any type)&lt;br /&gt;
| resource_value8 = 7&lt;br /&gt;
| resource_title9 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
| resource_title10 = Stairs (any type)&lt;br /&gt;
| resource_value10 = 11&lt;br /&gt;
| resource_title11 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value11 = 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ion turrets&#039;&#039;&#039; are unique manual weapons that slow ships their shots impact. This disruption disables thrusters in the area for 20 seconds, reducing speed by 40% for a time. Ion turret projectiles are very slow and also deal a modest amount of shield damage, and minimal hull damage. Ion turrets can be detected with the sign text [turret]. &lt;br /&gt;
&lt;br /&gt;
Ion turrets require [[Charged Shell|Charged Shells]] as ammunition. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 13500 for [[Cruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Point Defense Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Point Defense Turret&lt;br /&gt;
| image = Pointdefenseturret.png&lt;br /&gt;
| caption = An upward-facing point-defense turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 120.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 150.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 0.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 0.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.35&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 0.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 500&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 0.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Iron]] Block&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Lamp&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Point defense turrets&#039;&#039;&#039; (&#039;&#039;&#039;PDTs&#039;&#039;&#039;), also commonly called &#039;&#039;&#039;autoturrets&#039;&#039;&#039; (&#039;&#039;&#039;ATs&#039;&#039;&#039;) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with [[Nodes]].&lt;br /&gt;
&amp;lt;br&amp;gt;The point defense turret shoots from the redstone lamp, on the face opposite the iron block.&lt;br /&gt;
&amp;lt;br&amp;gt;The dispenser must be facing into the iron block. &lt;br /&gt;
&amp;lt;br&amp;gt;Point defense turrets can be built facing upward, downward, or sideways.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Heavy Weapons =&lt;br /&gt;
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a [[Magazine]].&lt;br /&gt;
&lt;br /&gt;
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship&#039;s systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.&lt;br /&gt;
&lt;br /&gt;
==Torpedo==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Torpedo&lt;br /&gt;
| image = Torpedo.png&lt;br /&gt;
| caption = A torpedo&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 300.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 70.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 3.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 7.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 10000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 10.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 10 s&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Torpedoes&#039;&#039;&#039; fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.&lt;br /&gt;
&lt;br /&gt;
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Laser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Laser&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Heavylaser.png|Normal&lt;br /&gt;
Heavylaser 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy laser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 220.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 50.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 12.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 30000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 25.0&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 5 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Redstone]]&lt;br /&gt;
| resource_title1 = Furnace&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Redstone]] Block&lt;br /&gt;
| resource_value2 = 7&lt;br /&gt;
| resource_title3 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value3 = 28&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy lasers&#039;&#039;&#039; fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.&lt;br /&gt;
&lt;br /&gt;
To node this weapon, the node sign must be placed on the rearmost redstone block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000 for warships; 2916 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Phaser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Phaser&lt;br /&gt;
| image = Phaser.png&lt;br /&gt;
| caption = A phaser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 200.0 (Due to a bug; internal range is 140.0)&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 1.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 5.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 55.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.2&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 50000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 3 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Prismarine Crystal]]s&lt;br /&gt;
| resource_title1 = [[Bell]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Copper]] Block&lt;br /&gt;
| resource_value2 = 3&lt;br /&gt;
| resource_title3 = Double slab (any type)&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] Pane&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = Grindstone&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = [[Iron|Hopper]]&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Wall (any type)&lt;br /&gt;
| resource_value7 = 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Phasers fire&#039;&#039;&#039; a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.&lt;br /&gt;
&lt;br /&gt;
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 4630 for warships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tri-Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Tri-Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret tri.png|Normal&lt;br /&gt;
Turret tri 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A tri-turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 125.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 3.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.8&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 6.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 45000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 3.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| custom_property_title11 = Charge time&lt;br /&gt;
| custom_property_value11 = 7s (Corvette) / 3s (other)&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 15&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 6&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 3&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 4&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 2&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 16&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tri-turrets&#039;&#039;&#039; are hefty artillery pieces that deal great damage. Due to the projectile&#039;s slow speed, they are most useful against the largest ships. &lt;br /&gt;
&lt;br /&gt;
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret. &lt;br /&gt;
&lt;br /&gt;
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 3400 for warships; 9850 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 2 Weapons =&lt;br /&gt;
Tech 2 Weapons are an addition in the [[Dominion Update]], which are used on most Tech 2 ships. The only Tech 2 ships not mostly or entirely using Tech 2 weapons are the [[Interdictor Gunship]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|Destroyer]], and the [[Black Ops Frigate]]. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, and there are even some that actually heal ships, called logistics weapons, which can be outfitted on the [[Logistics Corvette]] and the [[Logistics Cruiser]]. &amp;lt;!-- This section can be deleted later after the update has been around for more than a few days. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Light Weapons ==&lt;br /&gt;
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a [[magazine]] to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdiction Destroyer]], [[Interdiction Corvette]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
=== Light Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Scram]]&lt;br /&gt;
* [[Gauss Cannon]]&lt;br /&gt;
* [[Light Logistics Cannon]]&lt;br /&gt;
* [[Autocannon]]&lt;br /&gt;
* [[Artillery]]&lt;br /&gt;
* [[Assault Turret]]&lt;br /&gt;
* [[Light Missile Launcher]]&lt;br /&gt;
* [[Rapid Heavy Missile Launcher]] &amp;lt;!-- Probably? --&amp;gt;&lt;br /&gt;
* [[Heavy Logistics Cannon]]&lt;br /&gt;
* [[Anti-Capital Turret]] (ACAP Turret)&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Heavy Weapons ==&lt;br /&gt;
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons they have to be charged up before use, with some having lengthy charge up times. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdictor Destroyer]], [[Interdictor Corvette]], [[Interdiction Gunship|Interdictor Gunship]], and [[Black Ops Frigate]]. The only Tech 2 weapon that can be fitted on Tech 1 ships is the probe, which is explained in its section. &lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Probe Launcher]] (on a technicality)&lt;br /&gt;
* [[EMP Missile]]&lt;br /&gt;
* [[Neutralizer]]&lt;br /&gt;
* [[Webifier]]&lt;br /&gt;
* [[Command Burst]]&lt;br /&gt;
* [[Heavy Neutralizer]]&lt;br /&gt;
* [[Arsenal Missile Launcher]]&lt;br /&gt;
* [[Thermonuclear Missile Launcher]]&lt;br /&gt;
* [[Capital Command Bursts|Capital Command Burst]]&lt;br /&gt;
* [[Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
== Defunct Weapons ==&lt;br /&gt;
Weapons that no are in operation after updates (as of July 2nd 2026, most were from the [[Dominion Update]] and it&#039;s aftermath):&lt;br /&gt;
&lt;br /&gt;
* [[Light Turret|Light Turrets]]&lt;br /&gt;
* [[Missile Swarm Launcher]]&lt;br /&gt;
* [[Interceptor Cannon]] (Allegedly)&lt;br /&gt;
{{Navbox_starships}}&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
{{Navbox_starship_weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12396</id>
		<title>Starship Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12396"/>
		<updated>2026-08-31T06:12:34Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Tried again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starship weapons&#039;&#039;&#039; are used to deal damage to other starships, players, and entities.&lt;br /&gt;
&lt;br /&gt;
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using [[weaponsets]] and [[nodes]] to control which weapons fire.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.&lt;br /&gt;
&lt;br /&gt;
Turrets can fire in any direction that they have line of sight in. All turrets except for the [[Tri Turret]] are light weapons. Tri Turrets and [[Point Defense Turrets]] can automatically fire on player or ship targets designated using &amp;lt;code&amp;gt;/settarget [node] [player]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/st [node] [player]&amp;lt;/code&amp;gt;. Point Defense Turrets are light weapons and cannot be fired manually.&lt;br /&gt;
&lt;br /&gt;
Some weapons such as [[Plasma Cannons]], [[Interceptor Cannons]], and [[Torpedoes]], can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.&lt;br /&gt;
&lt;br /&gt;
Players take 5 hearts of true damage when hit with any starship weapon.&lt;br /&gt;
&lt;br /&gt;
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Light Weapons =&lt;br /&gt;
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and the Tech 2 [[Interdictor Gunship|Interdictor Gunships]], [[Interdictor Corvette|Interdictor Corvettes]], [[Interdictor Destroyer|Interdictor Destroyers]], and [[Black Ops Frigate]]. &lt;br /&gt;
{{Clear}}{{Infobox multiblock|name=Laser Cannon|image=image = [[File:Lasercannon.png|50px|link=Laser Cannon]]|caption=A Laser Cannon|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Speed|custom_property_title10=Explosion Power|custom_property_title11=Starship Shield Damge Multiplier|custom_property_title12=Area Shield Damage Multiplier|custom_property_value1=250ms|custom_property_value2=600|custom_property_value6=17|custom_property_value7=17|custom_property_value8=200m|custom_property_value9=250m/s|custom_property_value10=2.0|custom_property_value11=0.2|custom_property_value12=1.0|resource_title1=Piston|resource_title2=Sponge|resource_value1=1|resource_value2=1}}&lt;br /&gt;
&lt;br /&gt;
== Laser Cannon ==&lt;br /&gt;
&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Plasma Cannon ==&lt;br /&gt;
{{Infobox multiblock|name=Plasma Cannon|image=Plasmacannon.png|caption=A plasma cannon|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Speed|custom_property_title10=Explosion Power|custom_property_title11=Starship Shield Damage Modifier|custom_property_title12=Area Shield Damage Modifier|custom_property_value1=250ms|custom_property_value2=2500|custom_property_value6=15|custom_property_value7=15|custom_property_value8=160m|custom_property_value9=400m/s|custom_property_value10=3.0|custom_property_value11=2.0|custom_property_value12=3.0|resource_title1=Furnace|resource_title2=[[Iron]] Block|resource_title3=[[Printer|Sponge]]|resource_value1=1|resource_value2=1|resource_value3=1}}&#039;&#039;&#039;Plasma Cannons&#039;&#039;&#039; are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like [[Starfighter|Starfighters]] and small [[Gunship|Gunships]]) very vulnerable to fast adversaries armed with turrets or pulse cannons.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Cannon==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Pulse Cannon&lt;br /&gt;
| image = Pulsecannon.png&lt;br /&gt;
| caption = A pulse cannon&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 160.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 230.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 1.8&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.4&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 2550&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 180.0° (Vertical), 180.0° (Horizontal)&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 16.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| resource_title1 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pulse cannons&#039;&#039;&#039; can only be used on [[Gunships]] and [[Corvettes]] and are excellent against [[starfighters]] and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000, Maximum block count: 4000&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret heavy.png|Normal&lt;br /&gt;
Turret heavy 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 95.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 1.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.25&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.3&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 8000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 500 ms&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 5&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 1&lt;br /&gt;
| resource_title5 = Trapdoor (any type)&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value7 = 4&lt;br /&gt;
| resource_title8 = Stairs (any type)&lt;br /&gt;
| resource_value8 = 15&lt;br /&gt;
| resource_title9 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy turrets&#039;&#039;&#039; are larger turrets that excel in ship-to-ship combat with larger ships with its dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs.&lt;br /&gt;
&lt;br /&gt;
Despite their name, they are classed as light weapons, and fire with left-click.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 6500 for all ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quad Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Quad turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Quad turret.png|Normal&lt;br /&gt;
Quad turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A quad turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 150.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 7.6&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 5.5&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 4500&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2500 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 4 [[Loaded Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 25&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 8&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 4&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 8&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 2&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 14&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 25&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Quad Turrets&#039;&#039;&#039; are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit, however their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].&lt;br /&gt;
&lt;br /&gt;
Quad turrets require [[Loaded Shell|Loaded Shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 17500 for [[Battlecruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ion Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Ion Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Ion turret.png|Normal&lt;br /&gt;
Ion turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption = An ion turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 380.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 30.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.4&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 3000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2000 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 2 [[Charged Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 12&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 4&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Copper]] Block&lt;br /&gt;
| resource_value5 = 3&lt;br /&gt;
| resource_title6 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Sign (any type)&lt;br /&gt;
| resource_value7 = 1&lt;br /&gt;
| resource_title8 = Slab (any type)&lt;br /&gt;
| resource_value8 = 7&lt;br /&gt;
| resource_title9 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
| resource_title10 = Stairs (any type)&lt;br /&gt;
| resource_value10 = 11&lt;br /&gt;
| resource_title11 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value11 = 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ion turrets&#039;&#039;&#039; are unique manual weapons that slow ships their shots impact. This disruption disables thrusters in the area for 20 seconds, reducing speed by 40% for a time. Ion turret projectiles are very slow and also deal a modest amount of shield damage, and minimal hull damage. Ion turrets can be detected with the sign text [turret]. &lt;br /&gt;
&lt;br /&gt;
Ion turrets require [[Charged Shell|Charged Shells]] as ammunition. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 13500 for [[Cruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Point Defense Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Point Defense Turret&lt;br /&gt;
| image = Pointdefenseturret.png&lt;br /&gt;
| caption = An upward-facing point-defense turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 120.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 150.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 0.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 0.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.35&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 0.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 500&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 0.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Iron]] Block&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Lamp&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Point defense turrets&#039;&#039;&#039; (&#039;&#039;&#039;PDTs&#039;&#039;&#039;), also commonly called &#039;&#039;&#039;autoturrets&#039;&#039;&#039; (&#039;&#039;&#039;ATs&#039;&#039;&#039;) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with [[Nodes]].&lt;br /&gt;
&amp;lt;br&amp;gt;The point defense turret shoots from the redstone lamp, on the face opposite the iron block.&lt;br /&gt;
&amp;lt;br&amp;gt;The dispenser must be facing into the iron block. &lt;br /&gt;
&amp;lt;br&amp;gt;Point defense turrets can be built facing upward, downward, or sideways.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Heavy Weapons =&lt;br /&gt;
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a [[Magazine]].&lt;br /&gt;
&lt;br /&gt;
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship&#039;s systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.&lt;br /&gt;
&lt;br /&gt;
==Torpedo==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Torpedo&lt;br /&gt;
| image = Torpedo.png&lt;br /&gt;
| caption = A torpedo&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 300.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 70.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 3.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 7.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 10000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 10.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 10 s&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Torpedoes&#039;&#039;&#039; fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.&lt;br /&gt;
&lt;br /&gt;
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Laser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Laser&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Heavylaser.png|Normal&lt;br /&gt;
Heavylaser 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy laser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 220.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 50.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 12.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 30000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 25.0&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 5 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Redstone]]&lt;br /&gt;
| resource_title1 = Furnace&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Redstone]] Block&lt;br /&gt;
| resource_value2 = 7&lt;br /&gt;
| resource_title3 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value3 = 28&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy lasers&#039;&#039;&#039; fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.&lt;br /&gt;
&lt;br /&gt;
To node this weapon, the node sign must be placed on the rearmost redstone block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000 for warships; 2916 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Phaser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Phaser&lt;br /&gt;
| image = Phaser.png&lt;br /&gt;
| caption = A phaser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 200.0 (Due to a bug; internal range is 140.0)&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 1.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 5.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 55.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.2&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 50000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 3 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Prismarine Crystal]]s&lt;br /&gt;
| resource_title1 = [[Bell]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Copper]] Block&lt;br /&gt;
| resource_value2 = 3&lt;br /&gt;
| resource_title3 = Double slab (any type)&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] Pane&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = Grindstone&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = [[Iron|Hopper]]&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Wall (any type)&lt;br /&gt;
| resource_value7 = 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Phasers fire&#039;&#039;&#039; a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.&lt;br /&gt;
&lt;br /&gt;
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 4630 for warships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tri-Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Tri-Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret tri.png|Normal&lt;br /&gt;
Turret tri 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A tri-turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 125.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 3.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.8&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 6.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 45000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 3.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| custom_property_title11 = Charge time&lt;br /&gt;
| custom_property_value11 = 7s (Corvette) / 3s (other)&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 15&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 6&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 3&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 4&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 2&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 16&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tri-turrets&#039;&#039;&#039; are hefty artillery pieces that deal great damage. Due to the projectile&#039;s slow speed, they are most useful against the largest ships. &lt;br /&gt;
&lt;br /&gt;
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret. &lt;br /&gt;
&lt;br /&gt;
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 3400 for warships; 9850 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 2 Weapons =&lt;br /&gt;
Tech 2 Weapons are an addition in the [[Dominion Update]], which are used on most Tech 2 ships. The only Tech 2 ships not mostly or entirely using Tech 2 weapons are the [[Interdictor Gunship]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|Destroyer]], and the [[Black Ops Frigate]]. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, and there are even some that actually heal ships, called logistics weapons, which can be outfitted on the [[Logistics Corvette]] and the [[Logistics Cruiser]]. &amp;lt;!-- This section can be deleted later after the update has been around for more than a few days. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Light Weapons ==&lt;br /&gt;
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a [[magazine]] to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdiction Destroyer]], [[Interdiction Corvette]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
=== Light Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Scram]]&lt;br /&gt;
* [[Gauss Cannon]]&lt;br /&gt;
* [[Light Logistics Cannon]]&lt;br /&gt;
* [[Autocannon]]&lt;br /&gt;
* [[Artillery]]&lt;br /&gt;
* [[Assault Turret]]&lt;br /&gt;
* [[Light Missile Launcher]]&lt;br /&gt;
* [[Rapid Heavy Missile Launcher]] &amp;lt;!-- Probably? --&amp;gt;&lt;br /&gt;
* [[Heavy Logistics Cannon]]&lt;br /&gt;
* [[Anti-Capital Turret]] (ACAP Turret)&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Heavy Weapons ==&lt;br /&gt;
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons they have to be charged up before use, with some having lengthy charge up times. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdictor Destroyer]], [[Interdictor Corvette]], [[Interdiction Gunship|Interdictor Gunship]], and [[Black Ops Frigate]]. The only Tech 2 weapon that can be fitted on Tech 1 ships is the probe, which is explained in its section. &lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Probe Launcher]] (on a technicality)&lt;br /&gt;
* [[EMP Missile]]&lt;br /&gt;
* [[Neutralizer]]&lt;br /&gt;
* [[Webifier]]&lt;br /&gt;
* [[Command Burst]]&lt;br /&gt;
* [[Heavy Neutralizer]]&lt;br /&gt;
* [[Arsenal Missile Launcher]]&lt;br /&gt;
* [[Thermonuclear Missile Launcher]]&lt;br /&gt;
* [[Capital Command Bursts|Capital Command Burst]]&lt;br /&gt;
* [[Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
== Defunct Weapons ==&lt;br /&gt;
Weapons that no are in operation after updates (as of July 2nd 2026, most were from the [[Dominion Update]] and it&#039;s aftermath):&lt;br /&gt;
&lt;br /&gt;
* [[Light Turret|Light Turrets]]&lt;br /&gt;
* [[Missile Swarm Launcher]]&lt;br /&gt;
* [[Interceptor Cannon]] (Allegedly)&lt;br /&gt;
{{Navbox_starships}}&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
{{Navbox_starship_weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12395</id>
		<title>Starship Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Starship_Weapons&amp;diff=12395"/>
		<updated>2026-08-31T06:08:18Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* Laser Cannon */ Trying to link laser to another page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Starship weapons&#039;&#039;&#039; are used to deal damage to other starships, players, and entities.&lt;br /&gt;
&lt;br /&gt;
Light Weapons are fired by left clicking with a controller. Multiple light weapons can be fired at once if you are not using [[weaponsets]] and [[nodes]] to control which weapons fire.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons are fired by right clicking with a controller after a brief charge-up delay. Only one type of heavy weapon can be fired at a time, so ships with multiple heavy weapons must control them using weaponsets and nodes. Attempting to fire more than one weapon will jam the systems.&lt;br /&gt;
&lt;br /&gt;
Turrets can fire in any direction that they have line of sight in. All turrets except for the [[Tri Turret]] are light weapons. Tri Turrets and [[Point Defense Turrets]] can automatically fire on player or ship targets designated using &amp;lt;code&amp;gt;/settarget [node] [player]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/st [node] [player]&amp;lt;/code&amp;gt;. Point Defense Turrets are light weapons and cannot be fired manually.&lt;br /&gt;
&lt;br /&gt;
Some weapons such as [[Plasma Cannons]], [[Interceptor Cannons]], and [[Torpedoes]], can only fire forwards. The direction of fire for these weapons is the opposite direction of maximum thrust.&lt;br /&gt;
&lt;br /&gt;
Players take 5 hearts of true damage when hit with any starship weapon.&lt;br /&gt;
&lt;br /&gt;
Ship weapons can be hidden under a block of armor and still fire. That is, if say a gunship has a phaser hidden behind a block of terracotta, the phaser will still be able to fire through that block.&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Light Weapons =&lt;br /&gt;
Light weapons have a comparatively high fire rate and low damage. Fire by left clicking with a clock. These weapons are used by Tech 1 ships and the Tech 2 [[Interdictor Gunship|Interdictor Gunships]], [[Interdictor Corvette|Interdictor Corvettes]], [[Interdictor Destroyer|Interdictor Destroyers]], and [[Black Ops Frigate]]. &lt;br /&gt;
{{Clear}}{{Infobox multiblock|name=Laser Cannon|image=[[File:Lasercannon.png|thumb|link=Laser Cannon]]|caption=A Laser Cannon|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Speed|custom_property_title10=Explosion Power|custom_property_title11=Starship Shield Damge Multiplier|custom_property_title12=Area Shield Damage Multiplier|custom_property_value1=250ms|custom_property_value2=600|custom_property_value6=17|custom_property_value7=17|custom_property_value8=200m|custom_property_value9=250m/s|custom_property_value10=2.0|custom_property_value11=0.2|custom_property_value12=1.0|resource_title1=Piston|resource_title2=Sponge|resource_value1=1|resource_value2=1}}&lt;br /&gt;
&lt;br /&gt;
== Laser Cannon ==&lt;br /&gt;
&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Plasma Cannon ==&lt;br /&gt;
{{Infobox multiblock|name=Plasma Cannon|image=Plasmacannon.png|caption=A plasma cannon|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Speed|custom_property_title10=Explosion Power|custom_property_title11=Starship Shield Damage Modifier|custom_property_title12=Area Shield Damage Modifier|custom_property_value1=250ms|custom_property_value2=2500|custom_property_value6=15|custom_property_value7=15|custom_property_value8=160m|custom_property_value9=400m/s|custom_property_value10=3.0|custom_property_value11=2.0|custom_property_value12=3.0|resource_title1=Furnace|resource_title2=[[Iron]] Block|resource_title3=[[Printer|Sponge]]|resource_value1=1|resource_value2=1|resource_value3=1}}&#039;&#039;&#039;Plasma Cannons&#039;&#039;&#039; are the best primary weapon for small ships; they deal great damage and have a good fire rate. However, they can only fire forwards, and are limited by range and poor arcs of fire, making ships that can only mount plasmas (like [[Starfighter|Starfighters]] and small [[Gunship|Gunships]]) very vulnerable to fast adversaries armed with turrets or pulse cannons.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Cannon==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Pulse Cannon&lt;br /&gt;
| image = Pulsecannon.png&lt;br /&gt;
| caption = A pulse cannon&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 160.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 230.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 1.8&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.4&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 2550&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 180.0° (Vertical), 180.0° (Horizontal)&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 16.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| resource_title1 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Pulse cannons&#039;&#039;&#039; can only be used on [[Gunships]] and [[Corvettes]] and are excellent against [[starfighters]] and other small, fast ships, thanks to their incredible arcs and accuracy. They pair up very well for anti-fighter duties alongside Heavy Lasers.&lt;br /&gt;
&lt;br /&gt;
Their drawback is a lack of raw damage output. This is usually made up by superior arcs compared to plasma and laser cannons, but in a head-on engagement a gunship will have trouble against a starfighter.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000, Maximum block count: 4000&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret heavy.png|Normal&lt;br /&gt;
Turret heavy 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 95.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 1.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.25&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.3&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 8000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 500 ms&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 5&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 1&lt;br /&gt;
| resource_title5 = Trapdoor (any type)&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value7 = 4&lt;br /&gt;
| resource_title8 = Stairs (any type)&lt;br /&gt;
| resource_value8 = 15&lt;br /&gt;
| resource_title9 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy turrets&#039;&#039;&#039; are larger turrets that excel in ship-to-ship combat with larger ships with its dual projectiles. The lowermost sponge block (where the sign is attached) may be any block. Heavy turrets can be detected with the sign text [turret]. They do not automatically fire and must be manually controlled with weapon sets, which are accomplished with node signs placed on the turret signs.&lt;br /&gt;
&lt;br /&gt;
Despite their name, they are classed as light weapons, and fire with left-click.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 6500 for all ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quad Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Quad turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Quad turret.png|Normal&lt;br /&gt;
Quad turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A quad turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 150.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 7.6&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 5.5&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 4500&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2500 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 4 [[Loaded Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 25&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 8&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 4&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 8&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 2&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 8&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 14&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 25&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Quad Turrets&#039;&#039;&#039; are capital-grade manual weapons that deal devastating damage to both shields and blocks. They fire once every three seconds, and the projectiles travel very slowly. They deal crippling damage to most ships they hit, however their slow speed allows for smaller ships to dodge their fire. Quad Turrets can be detected with the sign text [turret].&lt;br /&gt;
&lt;br /&gt;
Quad turrets require [[Loaded Shell|Loaded Shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 17500 for [[Battlecruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Ion Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Ion Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Ion turret.png|Normal&lt;br /&gt;
Ion turret 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption = An ion turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 380.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 77.5&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 30.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.4&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.6&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 3.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 3000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 2.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 2000 ms&lt;br /&gt;
| custom_property_title11 = Ammunition consumed&lt;br /&gt;
| custom_property_value11 = 2 [[Charged Shell]]&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 12&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 4&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 2&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Copper]] Block&lt;br /&gt;
| resource_value5 = 3&lt;br /&gt;
| resource_title6 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Sign (any type)&lt;br /&gt;
| resource_value7 = 1&lt;br /&gt;
| resource_title8 = Slab (any type)&lt;br /&gt;
| resource_value8 = 7&lt;br /&gt;
| resource_title9 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value9 = 4&lt;br /&gt;
| resource_title10 = Stairs (any type)&lt;br /&gt;
| resource_value10 = 11&lt;br /&gt;
| resource_title11 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value11 = 14&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ion turrets&#039;&#039;&#039; are unique manual weapons that slow ships their shots impact. This disruption disables thrusters in the area for 20 seconds, reducing speed by 40% for a time. Ion turret projectiles are very slow and also deal a modest amount of shield damage, and minimal hull damage. Ion turrets can be detected with the sign text [turret]. &lt;br /&gt;
&lt;br /&gt;
Ion turrets require [[Charged Shell|Charged Shells]] as ammunition. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 13500 for [[Cruisers]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Point Defense Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Point Defense Turret&lt;br /&gt;
| image = Pointdefenseturret.png&lt;br /&gt;
| caption = An upward-facing point-defense turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 120.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 150.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 0.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 0.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.35&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 0.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 500&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 0.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Iron]] Block&lt;br /&gt;
| resource_value2 = 1&lt;br /&gt;
| resource_title3 = [[Redstone]] Lamp&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Point defense turrets&#039;&#039;&#039; (&#039;&#039;&#039;PDTs&#039;&#039;&#039;), also commonly called &#039;&#039;&#039;autoturrets&#039;&#039;&#039; (&#039;&#039;&#039;ATs&#039;&#039;&#039;) by some players, are small turrets intended for anti-personnel operations. They fire quickly and do decent damage against entities, but cannot damage ships or cause explosions. They must be configured with [[Nodes]].&lt;br /&gt;
&amp;lt;br&amp;gt;The point defense turret shoots from the redstone lamp, on the face opposite the iron block.&lt;br /&gt;
&amp;lt;br&amp;gt;The dispenser must be facing into the iron block. &lt;br /&gt;
&amp;lt;br&amp;gt;Point defense turrets can be built facing upward, downward, or sideways.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 1 Heavy Weapons =&lt;br /&gt;
Heavy weapons are weapons operating on an alternate weapons system. Hold right click to activate. Most heavy weapons consume ammo from a [[Magazine]].&lt;br /&gt;
&lt;br /&gt;
You cannot fire more than one heavy weapon at a time. Attempting to do so will jam the ship&#039;s systems and prevent all heavy weapons from firing. Circumventing this issue is done with node signs.&lt;br /&gt;
&lt;br /&gt;
==Torpedo==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Torpedo&lt;br /&gt;
| image = Torpedo.png&lt;br /&gt;
| caption = A torpedo&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 300.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 70.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 3.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 7.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 10000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 10.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 10 s&lt;br /&gt;
| resource_title1 = Dispenser&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value2 = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Torpedoes&#039;&#039;&#039; fire homing projectiles. They are the smallest heavy weapon and suited for smaller ships. Can only fire forwards, but their projectiles can home in any direction.&lt;br /&gt;
&lt;br /&gt;
If the weapon is to be noded, the sign needs to be placed on the rearmost sponge block.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Heavy Laser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Heavy Laser&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Heavylaser.png|Normal&lt;br /&gt;
Heavylaser 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A heavy laser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 220.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 50.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 2.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 2.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 1.0&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 12.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 30000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 25.0&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 250 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 5 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Redstone]]&lt;br /&gt;
| resource_title1 = Furnace&lt;br /&gt;
| resource_value1 = 1&lt;br /&gt;
| resource_title2 = [[Redstone]] Block&lt;br /&gt;
| resource_value2 = 7&lt;br /&gt;
| resource_title3 = [[Printer|Glass]] (any color)&lt;br /&gt;
| resource_value3 = 28&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Heavy lasers&#039;&#039;&#039; fire highly explosive homing projectiles. Their energy disruption properties allows the projectiles to slow down small enemy ships, like starfighters and light gunships. Consumes 4 Redstone per shot.&lt;br /&gt;
&lt;br /&gt;
To node this weapon, the node sign must be placed on the rearmost redstone block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 1000 for warships; 2916 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Phaser==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Phaser&lt;br /&gt;
| image = Phaser.png&lt;br /&gt;
| caption = A phaser&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 200.0 (Due to a bug; internal range is 140.0)&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 1.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 5.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 55.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.2&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 8.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 2.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 50000&lt;br /&gt;
| custom_property_title9 = Firing arc&lt;br /&gt;
| custom_property_value9 = 360.0°&lt;br /&gt;
| custom_property_title10 = Converge distance&lt;br /&gt;
| custom_property_value10 = 0.0&lt;br /&gt;
| custom_property_title11 = Cooldown&lt;br /&gt;
| custom_property_value11 = 10 ms&lt;br /&gt;
| custom_property_title12 = Charge time&lt;br /&gt;
| custom_property_value12 = 3 s&lt;br /&gt;
| custom_property_title13 = Ammunition consumed&lt;br /&gt;
| custom_property_value13 = 4 [[Prismarine Crystal]]s&lt;br /&gt;
| resource_title1 = [[Bell]]&lt;br /&gt;
| resource_value1 = 2&lt;br /&gt;
| resource_title2 = [[Copper]] Block&lt;br /&gt;
| resource_value2 = 3&lt;br /&gt;
| resource_title3 = Double slab (any type)&lt;br /&gt;
| resource_value3 = 1&lt;br /&gt;
| resource_title4 = [[Printer|Glass]] Pane&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = Grindstone&lt;br /&gt;
| resource_value5 = 1&lt;br /&gt;
| resource_title6 = [[Iron|Hopper]]&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Wall (any type)&lt;br /&gt;
| resource_value7 = 6&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Phasers fire&#039;&#039;&#039; a hitscan projectile that travels extremely quickly after a short one second delay. The projectile deals tremendous shield damage, but is not effective against hull blocks. Consumes 4 Prismarine Crystal per shot.&lt;br /&gt;
&lt;br /&gt;
The bells go between the copper blocks. Node signs, if required, must be placed on the rearmost copper block.&lt;br /&gt;
&lt;br /&gt;
Minimum block count: 4630 for warships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tri-Turret==&lt;br /&gt;
{{Infobox multiblock&lt;br /&gt;
| name = Tri-Turret&lt;br /&gt;
| image3 = &amp;lt;gallery mode=slideshow&amp;gt;&lt;br /&gt;
Turret tri.png|Normal&lt;br /&gt;
Turret tri 1.png|Expanded&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
| caption2 = A tri-turret&lt;br /&gt;
| custom_property_title1 = Range&lt;br /&gt;
| custom_property_value1 = 500.0&lt;br /&gt;
| custom_property_title2 = Speed&lt;br /&gt;
| custom_property_value2 = 125.0&lt;br /&gt;
| custom_property_title3 = Area shield damage multiplier&lt;br /&gt;
| custom_property_value3 = 3.0&lt;br /&gt;
| custom_property_title4 = Starship shield damage multiplier&lt;br /&gt;
| custom_property_value4 = 3.0&lt;br /&gt;
| custom_property_title5 = Shot thickness&lt;br /&gt;
| custom_property_value5 = 0.8&lt;br /&gt;
| custom_property_title6 = Shot length&lt;br /&gt;
| custom_property_value6 = 0.0&lt;br /&gt;
| custom_property_title7 = Explosion power&lt;br /&gt;
| custom_property_value7 = 6.0&lt;br /&gt;
| custom_property_title8 = Power usage&lt;br /&gt;
| custom_property_value8 = 45000&lt;br /&gt;
| custom_property_title9 = Firing inaccuracy&lt;br /&gt;
| custom_property_value9 = 3.0°&lt;br /&gt;
| custom_property_title10 = Cooldown&lt;br /&gt;
| custom_property_value10 = 10 ms&lt;br /&gt;
| custom_property_title11 = Charge time&lt;br /&gt;
| custom_property_value11 = 7s (Corvette) / 3s (other)&lt;br /&gt;
| resource_title1 = [[Printer|Concrete]] (any color)&lt;br /&gt;
| resource_value1 = 15&lt;br /&gt;
| resource_title2 = [[End Rod]]&lt;br /&gt;
| resource_value2 = 6&lt;br /&gt;
| resource_title3 = Grindstone&lt;br /&gt;
| resource_value3 = 3&lt;br /&gt;
| resource_title4 = [[Iron]] Block&lt;br /&gt;
| resource_value4 = 4&lt;br /&gt;
| resource_title5 = [[Iron]] Trapdoor&lt;br /&gt;
| resource_value5 = 4&lt;br /&gt;
| resource_title6 = Sign (any type)&lt;br /&gt;
| resource_value6 = 1&lt;br /&gt;
| resource_title7 = Slab (any type)&lt;br /&gt;
| resource_value7 = 2&lt;br /&gt;
| resource_title8 = [[Printer|Sponge]]&lt;br /&gt;
| resource_value8 = 4&lt;br /&gt;
| resource_title9 = Stairs (any type)&lt;br /&gt;
| resource_value9 = 16&lt;br /&gt;
| resource_title10 = [[Printer|Terracotta]] (any color) or Slab (any type)&lt;br /&gt;
| resource_value10 = 16&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tri-turrets&#039;&#039;&#039; are hefty artillery pieces that deal great damage. Due to the projectile&#039;s slow speed, they are most useful against the largest ships. &lt;br /&gt;
&lt;br /&gt;
The lowermost sponge block (where the sign is attached) may be any block; sponge is used as a placeholder. Tri-turrets can be detected with the sign text [turret], just like any other turret. &lt;br /&gt;
&lt;br /&gt;
Tri-turrets can be noded with signs to fire automatically or manually. This is done by placing a [node] sign on the turret sign. &lt;br /&gt;
&lt;br /&gt;
Minimum block count: 3400 for warships; 9850 for trade ships&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Tech 2 Weapons =&lt;br /&gt;
Tech 2 Weapons are an addition in the [[Dominion Update]], which are used on most Tech 2 ships. The only Tech 2 ships not mostly or entirely using Tech 2 weapons are the [[Interdictor Gunship]], [[Interdictor Corvette|Corvette]], and [[Interdictor Destroyer|Destroyer]], and the [[Black Ops Frigate]]. Most Tech 2 weapons have a higher damage than similar Tech 1 weapons. On top of that a number of these weapons provide different status effects, and there are even some that actually heal ships, called logistics weapons, which can be outfitted on the [[Logistics Corvette]] and the [[Logistics Cruiser]]. &amp;lt;!-- This section can be deleted later after the update has been around for more than a few days. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Light Weapons ==&lt;br /&gt;
Tech 2 Light weapons work the same way as Tech 1 Light weapons, although some may require ammo and therefore a [[magazine]] to fire, in the same way that the Tech 1 Quad Cannons and Ion Turrets, as well as most heavy weapons do. In addition to traditional offensive power, many of these weapons also provide certain status effects to the ship you hit, and there are even logistics weapons that heal ships. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdiction Destroyer]], [[Interdiction Corvette]], and [[Black Ops Frigate]]. &lt;br /&gt;
&lt;br /&gt;
=== Light Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Scram]]&lt;br /&gt;
* [[Gauss Cannon]]&lt;br /&gt;
* [[Light Logistics Cannon]]&lt;br /&gt;
* [[Autocannon]]&lt;br /&gt;
* [[Artillery]]&lt;br /&gt;
* [[Assault Turret]]&lt;br /&gt;
* [[Light Missile Launcher]]&lt;br /&gt;
* [[Rapid Heavy Missile Launcher]] &amp;lt;!-- Probably? --&amp;gt;&lt;br /&gt;
* [[Heavy Logistics Cannon]]&lt;br /&gt;
* [[Anti-Capital Turret]] (ACAP Turret)&lt;br /&gt;
&lt;br /&gt;
== Tech 2 Heavy Weapons ==&lt;br /&gt;
Tech 2 Heavy weapons are the heavy weapons for Tech 2 ships. Being heavy weapons they have to be charged up before use, with some having lengthy charge up times. All Tech 2 ships use some form of Tech 2 weapon with the exceptions of the [[Interdictor Destroyer]], [[Interdictor Corvette]], [[Interdiction Gunship|Interdictor Gunship]], and [[Black Ops Frigate]]. The only Tech 2 weapon that can be fitted on Tech 1 ships is the probe, which is explained in its section. &lt;br /&gt;
&lt;br /&gt;
=== Heavy Weapons List ===&lt;br /&gt;
&lt;br /&gt;
* [[Advanced Probe Launcher]] (on a technicality)&lt;br /&gt;
* [[EMP Missile]]&lt;br /&gt;
* [[Neutralizer]]&lt;br /&gt;
* [[Webifier]]&lt;br /&gt;
* [[Command Burst]]&lt;br /&gt;
* [[Heavy Neutralizer]]&lt;br /&gt;
* [[Arsenal Missile Launcher]]&lt;br /&gt;
* [[Thermonuclear Missile Launcher]]&lt;br /&gt;
* [[Capital Command Bursts|Capital Command Burst]]&lt;br /&gt;
* [[Doomsday Device]]&lt;br /&gt;
&lt;br /&gt;
== Defunct Weapons ==&lt;br /&gt;
Weapons that no are in operation after updates (as of July 2nd 2026, most were from the [[Dominion Update]] and it&#039;s aftermath):&lt;br /&gt;
&lt;br /&gt;
* [[Light Turret|Light Turrets]]&lt;br /&gt;
* [[Missile Swarm Launcher]]&lt;br /&gt;
* [[Interceptor Cannon]] (Allegedly)&lt;br /&gt;
{{Navbox_starships}}&lt;br /&gt;
{{Navbox_multiblocks}}&lt;br /&gt;
{{Navbox_starship_weapons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Starship Multiblocks]]&lt;br /&gt;
[[Category:Multiblocks]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Battle_of_OQ-04&amp;diff=12394</id>
		<title>Battle of OQ-04</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Battle_of_OQ-04&amp;diff=12394"/>
		<updated>2026-08-31T05:31:21Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: xi not a redirect anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict|name=Battle of OQ-04|image=Tf is happeinng.png|caption=A dynmap image showing the early stages of the battle.|place=[[Claimable System]] OQ-04|date=August 30, 2026|combatants_header=Participants|combatant1={{flag|LonestarFlag.png|Lonestar}}&lt;br /&gt;
{{flag|Duckenslava.png|Duckington_(nation)}}|combatant2={{flag|Vega_logo.jpg|Vega}}&lt;br /&gt;
[[Oblivion (2025)]]|strength1=4.2k [[Assault Corvette]] ([[Luxwoeld]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[RougeTuna]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[ShadowProXX3000]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[eyrzeke]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[Hextagon]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corvette]] ([[JoyfulLjk]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corverre]] ([[Norvd]])&lt;br /&gt;
&amp;lt;br&amp;gt;7.6k [[Frigate]] ([[darkphoenix233]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;8k [[Frigate]] ([[Jp_ToasT]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[ArtfulWarrior13]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[SmartFlyngWarior]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;16k [[Cruiser]] ([[YourPalNova]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;|strength2=499 [[Scrambler]] ([[Aviforma]])&lt;br /&gt;
&amp;lt;br&amp;gt;1.55k [[Assault Gunship]] ([[Aviforma]])☠&lt;br /&gt;
&amp;lt;br&amp;gt; 1.98k [[Gunship]] ([[GriffMinester]]) (MIA) (Late arrival, Abandoned)&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[Anniction]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[BlockBuster019]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[Solesey]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[MaidPierce]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corvette]] ([[NoMoreThumbs]])&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[Bluenextcrystal]])&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[Jangiot]])&lt;br /&gt;
&amp;lt;br&amp;gt;15.9k [[Logistics Cruiser]] ([[WitherV]])&lt;br /&gt;
&amp;lt;br&amp;gt;16k [[Cruiser]] ([[FellOffBridge]])&lt;br /&gt;
&amp;lt;br&amp;gt;16.5k [[Missile Cruiser]] ([[LebronJamesonEsq]])&lt;br /&gt;
&amp;lt;br&amp;gt;20k [[Battlecruiser]] ([[GigaJeff]])&lt;br /&gt;
&amp;lt;br&amp;gt;32k [[Lancer]] ([[Vandrayk]])|casualties1=8 ships lost. (63.8k blocks)|casualties2=One ship lost. (1.55k blocks)&lt;br /&gt;
One ship abandoned (1.98k Blocks)|result=Decisive [[Vega]] victory.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battle of OQ-04&#039;&#039;&#039; was a major engagement in the Lonestar-Vega War fought between [[Vega]] and its allies and [[Lonestar]] and its allies. It marked the first time a Tech-2 [[:Category:Supercapital|Supercapital]] [[Starship]] was deployed in real combat, and was the largest battle on [[Horizon&#039;s End]] to date. A combination of Supercapital starships being used in [[Direct control]] and the sheer amount of ships in combat led to the server&#039;s TPS being perpetually locked at 9 for the duration of the battle. &lt;br /&gt;
[[File:Tf is happeinng.png|thumb|Battle in OQ-4, during It&#039;s early stages.]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Staff&amp;diff=12391</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Staff&amp;diff=12391"/>
		<updated>2026-08-31T04:11:44Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* Moderator */ linked and redid xi to lebron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Horizon&#039;s End]] &#039;&#039;&#039;staff&#039;&#039;&#039; team is an appointed team of players on [[Horizon&#039;s End]] responsible for maintaining the server, moderating the community, and assisting players in-game when necessary. &lt;br /&gt;
&lt;br /&gt;
All staff positions are appointed through application only, and come with additional expectations and duties beyond those that a typical Horizon&#039;s End player is held to. All staff have the ability to enter &#039;&#039;&#039;dutymode&#039;&#039;&#039;, which enables the controlled and monitored use of creative mode and command permissions, and places a red &amp;quot;STAFF&amp;quot; sign next to the player&#039;s name in chat and on the player list, to indicate that they are performing staff duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mostly Up to date as of: &#039;&#039;&#039;8/26/26&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Director ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Director&#039;&#039;&#039;&lt;br /&gt;
|[[Kwazedilla]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director&#039;&#039;&#039;&lt;br /&gt;
|[[GutinGongoozler]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director&#039;&#039;&#039;&lt;br /&gt;
|[[Oriomium]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Directors&#039;&#039;&#039;&#039;&#039; are individuals whose purview is the oversight and management of the server as a whole. These individuals typically focus on development and management, such as sustaining the server&#039;s finances, and creating new content for the server. These individuals typically stay out of server moderation issues.&lt;br /&gt;
&lt;br /&gt;
While [[Oriomium]] manages much of the server&#039;s finances, [[GutinGongoozler]], as the more active member of the community, is typically treated as the &#039;&#039;de facto&#039;&#039; server owner. &amp;lt;!-- Think this has changed --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Senior Moderator ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Sr. Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[MaidPierce]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Senior Moderators&#039;&#039;&#039;&#039;&#039; are a selected group of trusted, long-standing moderators, who commensurately have additional duties and expectations. In addition to typical moderator and helper duties, senior moderators are expected to manage the mod team itself, resolve disputes within the staff team, and oversee the hiring and removal of new Moderators and Helpers.&lt;br /&gt;
&lt;br /&gt;
Previously named &amp;quot;Head Moderator&amp;quot;, this role was renamed to &amp;quot;Senior Moderator&amp;quot; on 1 January 2025, to better reflect the integration of senior moderators with the rest of the moderation team.&lt;br /&gt;
&lt;br /&gt;
== Moderator ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[CursedSaturn]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[PaxDeArmis]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[LebronJamesonEsq]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Moderator&#039;&#039;&#039;&lt;br /&gt;
|Vacant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trial Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[GriffMinester]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trial Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[EloMilo]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trial Moderator&#039;&#039;&#039;&lt;br /&gt;
|[[Jangiot]]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Moderators&#039;&#039;&#039;&#039;&#039; are players tasked with moderating the Horizon&#039;s End server community. Their purview involves interpreting and enforcing the server&#039;s [[rules]], doling out punishments, and processing player report tickets.&lt;br /&gt;
&lt;br /&gt;
These players also fulfill [[Staff#Helper|Helper]] duties when necessary, and can be called on by players for these purposes as well.&lt;br /&gt;
&lt;br /&gt;
== Helper ==&lt;br /&gt;
{|&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Lemaire]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Solesey]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Twille]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Abu]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[MageOfMesaBluffs]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Temu]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[dj121739]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[Nungal]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|Kreuzritter&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|LuvaCz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|[[eyrzeke]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|riuneko&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|Vandrayk&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|WitherBlood&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|SmartFlyingWarrior&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|pqio&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|yonichanowitz&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|Oliveburger22&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|psminecraft12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Helper&#039;&#039;&#039;&lt;br /&gt;
|YourPalNova&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Helpers&#039;&#039;&#039;&#039;&#039; are players tasked with assisting other players in-game, typically to resolve bugs and gameplay issues. These staff members are not typically expected to handle player disputes, as their purview is more oriented towards the immediate assistance of players on the server.&lt;br /&gt;
&lt;br /&gt;
This position is the most open of the server staff positions, with the roster of Helpers rotating frequently as players become active or inactive; most long-standing players who have a record of being helpful and knowledgeable in-game stand a reasonable chance of being accepted as a Helper, when applications are open.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Laser_Cannon&amp;diff=12390</id>
		<title>Laser Cannon</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Laser_Cannon&amp;diff=12390"/>
		<updated>2026-08-31T04:06:15Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Put it back to see what happens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock|name=Laser Cannon|image=Lasercannon.png|caption=A Laser Cannon|custom_property_title1=Cooldown|custom_property_title2=Power Consumption|custom_property_title6=Vertical Fire Arc|custom_property_title7=Horizontal Fire Arc|custom_property_title8=Projectile Range|custom_property_title9=Projectile Speed|custom_property_title10=Explosion Power|custom_property_title11=Starship Shield Damge Multiplier|custom_property_title12=Area Shield Damage Multiplier|custom_property_value1=250ms|custom_property_value2=600|custom_property_value6=17|custom_property_value7=17|custom_property_value8=200m|custom_property_value9=250m/s|custom_property_value10=1.0|custom_property_value11=0.2|custom_property_value12=1.0|resource_title1=Piston|resource_title2=Sponge|resource_value1=1|resource_value2=1}}&#039;&#039;&#039;Laser Cannons&#039;&#039;&#039; are light weapons which are suitable for ships of all size classes. They are, however, weak compared to other options.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=File:Lasercannon.png&amp;diff=12389</id>
		<title>File:Lasercannon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=File:Lasercannon.png&amp;diff=12389"/>
		<updated>2026-08-31T04:04:53Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Redirected page to Laser Cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Laser Cannon]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Lonestar&amp;diff=12388</id>
		<title>Lonestar</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Lonestar&amp;diff=12388"/>
		<updated>2026-08-31T03:23:05Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: /* Notable Members */ rename Xi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox civilization&lt;br /&gt;
| name = Lonestar&lt;br /&gt;
| subheader =Yee haw! &lt;br /&gt;
| image1 = LonestarFlag.png&lt;br /&gt;
| alt = &lt;br /&gt;
| caption = &lt;br /&gt;
| image2 = &lt;br /&gt;
| caption2 = &lt;br /&gt;
| image3 = &lt;br /&gt;
| caption3 = &lt;br /&gt;
| location = &lt;br /&gt;
| part_of =&lt;br /&gt;
| demonym = &lt;br /&gt;
| activity_level = High&lt;br /&gt;
| alliance =Independent &lt;br /&gt;
| capital_city = [[Texas]]&lt;br /&gt;
| settlements = [[Texas]], [[Olympus]], [[Aarmance]], [[Palmyra]], [[Newcoruscant]]&lt;br /&gt;
| territories = Makhno Mountains, Tea Mare&lt;br /&gt;
| currency = &lt;br /&gt;
| area = &lt;br /&gt;
| general_custom_title1 = &lt;br /&gt;
| general_custom_value1 = &lt;br /&gt;
| general_custom_title2 = &lt;br /&gt;
| general_custom_value2 = &lt;br /&gt;
| national_color = Cobalt Blue&lt;br /&gt;
| nat_color_desc = &lt;br /&gt;
| national_color_2 = &lt;br /&gt;
| nat_color_desc_2 = &lt;br /&gt;
| national_color_3 = &lt;br /&gt;
| nat_color_desc_3 = &lt;br /&gt;
| national_color_4 = &lt;br /&gt;
| nat_color_desc_4 = &lt;br /&gt;
| government_type =Interstellar Megacorporation &lt;br /&gt;
| governing_document = &lt;br /&gt;
| position_title1 = Chairman&lt;br /&gt;
| position_name1 = [[eyrzeke]]&lt;br /&gt;
| position_title2 = Former Leader&lt;br /&gt;
| position_name2 = [[eyrzeke]], [[XiJinping_]], [[SIG130]]&lt;br /&gt;
| position_title3 =Executives&lt;br /&gt;
| position_name3 =[[eyrzeke]], [[Hextagon]], [[YourPalNova]] &lt;br /&gt;
| position_title4 = &lt;br /&gt;
| position_name4 = &lt;br /&gt;
| position_title5 = &lt;br /&gt;
| position_name5 = &lt;br /&gt;
| position_title6 = &lt;br /&gt;
| position_name6 = &lt;br /&gt;
| foundation_date = 19 October 2024&lt;br /&gt;
| foundation_document = &lt;br /&gt;
| foundation_custom_title1 = &lt;br /&gt;
| foundation_custom_value1 = &lt;br /&gt;
| preceded_by = &lt;br /&gt;
| succeeded_by = &lt;br /&gt;
| language = &lt;br /&gt;
| religion = &lt;br /&gt;
| ideology =Unchecked Space Capitalism &lt;br /&gt;
| motto =Ambition. Versatility. Excellence &lt;br /&gt;
| national_anthem = &lt;br /&gt;
| mascot = &lt;br /&gt;
| culture_custom_title1 = &lt;br /&gt;
| culture_custom_value1 = &lt;br /&gt;
| culture_custom_title2 = &lt;br /&gt;
| culture_custom_value2 = &lt;br /&gt;
| website = &lt;br /&gt;
| subreddit = &lt;br /&gt;
| discord = https://discord.gg/cP7R3Z2vZk&lt;br /&gt;
| categories = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Lonestar&#039;&#039;&#039; is a [[nation]] on [[Horizon&#039;s End]]. It is best known for its [[starship]] designs, general neutrality, and friendliness towards new players. The nation&#039;s capital is the [[settlement]] [[texas]], the heart of its ship production. However, in recent months, [[Elysium]] has risen as the main population center of lonestar.&lt;br /&gt;
&lt;br /&gt;
Lonestar usually enjoys high player activity and political stability, and paired with its focus on training new players, its community in game and on discord alike are both very active.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Founded on October 19th 2024 by [[SIG130]], lonestar is a large faction with a balanced economy and military. Its capital, texas, dedicated itself to recruiting and training new players. After a brief period as an autonomous member of [[Radiance]], texas became independent and founded a nation grounded in neutrality. Its current leader is eyrzeke, the original founder of texas.&lt;br /&gt;
&lt;br /&gt;
Since its founding, Lonestar has balanced itself around military and industrial growth. Lonestar forces have participated in a number of anti-piracy engagements as well as starship construction for clients ranging from larger factions to individual entrepreneurs.&lt;br /&gt;
&lt;br /&gt;
=== Corporatization Era ===&lt;br /&gt;
On December 1, 2024, leadership of lonestar was passed to [[XiJinping]]. He implemented sweeping reforms, including a rapid militarization effort, the production of a modernized war fleet, cessation of active Texas recruitment in favor of settlement recruitment, the initialization of a supercapital program, and the full subsidization of lonestar member settlements Aarmance and Elodia (which began a trend away from independent settlement development toward centralization). This period would also see the establishment of lonestar&#039;s current corporate identity, with the establishment of the seat of the chairman, the Executive Panel, and the Secretariat. Aarmance governor Gvazdika would then be appointed to the Executive Panel, marking the first time a member of a settlement outside of Texas held a leadership position in a nation that had been overwhelmingly dominated by it up to that point.&lt;br /&gt;
&lt;br /&gt;
On January 5, 2025, Lonestar entered into its first short-lived formal alliance with [[Ekatera]] to exchange engineering assistance on Altar Sanctorium for Ekatera&#039;s time in printing Lonestar&#039;s freighter fleets. Shortly thereafter, [[Vega]] declared war on Ekatera over the issue of a seizure of a freighter used by the Vega citizen LeMaire. Lonestar attempted to diplomatically intervene, but could not mediate an agreement between the parties. Frustration with the handling of the situation and the risk the war posed to noncombatant Lonestar personnel led to Lonestar beginning a siege of [[Kovfefe]] against Ekatera on January 7, 2025, marking Lonestar&#039;s entry into the [[Vega-Ekatera War]].&lt;br /&gt;
&lt;br /&gt;
In late January, [[Sovrah]] would join Lonestar after having been a member of [[Imperial Nova]], which also resulted in the transfer of Sovrah&#039;s Repentance-class [[Battlecruiser]]. This marked the first Battlecruiser in possession of a Lonestar pilot, though it would later be scrapped on February 23rd, 2025. Around the same time, the Nexus Affair would occur as part of the Vega-Ekatera War; following this event, [[Berx]] would become a subsidized Lonestar member settlement. Berx and Elodia would later merge into Olympus, located at the site of former [[Starfall]].&lt;br /&gt;
&lt;br /&gt;
On March 5th, Sovrah would finalize the printing of the first home-brewed Lonestar Battlecruiser in survival, the Veyron class.&lt;br /&gt;
&lt;br /&gt;
On March 19th, 2025, Chairmanship of Lonestar was transferred to WanderingOtter, and Hextagon was made advisor. Later the same day, Lonestar CursedSaturn killed server director Gutin in ground combat. &lt;br /&gt;
&lt;br /&gt;
March 19th marked the end of the corporatization era. It had been characterized by the end of the old texas and its perception as a &amp;quot;noob settlement,&amp;quot; pretextual warfare, alignment with the Vega bloc, aggressive military-industrial growth, and strong centralization. &lt;br /&gt;
&lt;br /&gt;
=== Reconstruction Era ===&lt;br /&gt;
After the Solar War ended in January 2026, LoneStar entered a period of active reconstruction and internal change as several prominent members departed. Around this same period, many of the executives of LoneStar retired, creating a major shift in leadership and organization before the later promotions of newer figures within the faction.&lt;br /&gt;
&lt;br /&gt;
During the Solar War, YourPalNova of Elysium joined LoneStar on November 20, 2025. However, in March 2026, they left LoneStar, and Abu_42069_ became the new Emperor of Orlandia in Imperial Nova. This marked the beginning of a new era for LoneStar, focused on internal restructuring. Around the same period, Twile would also eventually leave in April 2026.&lt;br /&gt;
&lt;br /&gt;
Earlier, in March 2025, Ruinati0n left Alabama to reform NewCoruscant, merging several smaller settlements together to create a medium-sized hub that would continue growing in later months. At the same time, Elysium experienced a rise in player activity and influence.&lt;br /&gt;
&lt;br /&gt;
This period became known as the Elysium–NewCoruscant Era because both settlements emerged as major centers of activity and leadership within the community. While Texas and Farpoint continued to lead the nation politically and economically, Elysium and NewCoruscant increasingly acted as the primary residential hubs for the growing player base.&lt;br /&gt;
&lt;br /&gt;
In May 2026, YourPalNova was promoted to Executive, while Ruinati0n was Secretariat (role is now internally called Director). As leaders of their respective settlements, both played major roles in developing and guiding these expanding player communities. This era was prone with small conflicts and wars until June 23 2025 launched, and everything changed.&lt;br /&gt;
&lt;br /&gt;
=== Growth Era ===&lt;br /&gt;
As Lonestar transitioned away from its reconstruction phase, YourPalNova, SmartFlyingWarrior, and Ruinati0n spearheaded a massive recruitment drive for new players. This period saw the emergence of key rising figures like Karnoskill, Football_44, ArtfulWarrior13, and Potionite. Serving as a talent scout, Ruinati0n identified Potionite as the very first of these recruits, who arrived alongside others during the Clown-Pierce Wave.&lt;br /&gt;
&lt;br /&gt;
Following the drop of the infamous Yeah Jaron video, Lonestar experienced an unprecedented population boom, surging up to 80 concurrent actives before stabilizing at a steady average of 50. During the height of the video&#039;s release, it was common to see new members being onboarded every 5 to 15 minutes for 2 to 4 hours straight. The players recruited during the Clown-Pierce wave, alongside Lonestar&#039;s veteran core, managed this massive onboarding effort. During this time, both Ruinati0n and GunningBanana reached the rank of executive.&lt;br /&gt;
&lt;br /&gt;
This era was also marked by significant settlement expansion and spinoffs. With the exception of Potionite, all the key players from the Yeah Jaron wave went on to establish their own settlements: ArtfulWarrior13 founded Gatinsir with 13 members, while Karnoskill and Football_44 established Korinthia on Eden. Additionally, later recruit Luxeworld was handed Arizona by retiring Lonestar officer Ruinati0n to grow and nurture a claim that had previously passed through Zelnrod, Hellfire (until it purged), Crimson Dawn, Witherblood, and Ruinati0n.&lt;br /&gt;
&lt;br /&gt;
Eventually, declining playtime and real-life commitments prompted Ruinati0n to step down after 3 weeks as an executive. In mid-July, he formally handed over the leadership of NewCoruscant to GunningBanana before exiting Lonestar.&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Rather than a conventional nation with a political governing body, lonestar asserts itself as more of a quasi-confederation (a union of independent states or entities that join for common goals) wherein the member settlements of lonestar are generally independent in their own pursuits, but come together as one unit when pursuing alliances, conflict, and a sense of community.&lt;br /&gt;
&lt;br /&gt;
Lonestar&#039;s leader, the chairman, has full and unilateral control over diplomacy; however, usually he will accept input from Executives and especially Advisors when making important decisions. The chairman and indeed the entire leadership of lonestar are granted no authority to make financial decisions that impact other settlements without their consent, such as taxes; this goes against lonestar&#039;s tenent of individualism.Rather than a nation with a political governing body, Lonestar is an interstellar megacorporation that subsidizes small, local governments which are largely permitted to act autonomously so long as the corporation is able to bring some profit from their success. Lonestar&#039;s leadership is composed of the chairman as well as the Executive Panel. The Lonestar Executives in turn act largely without outside interference or requirements of approval within their spheres of influence, provided their enterprises bring profit to the corporation. The rest of Lonestar is made up of the secretariat, debt-collecting corporate enforcers, engineers, and various interns.&lt;br /&gt;
&lt;br /&gt;
In dealings with the various nations of Horizon&#039;s End, Lonestar tends to act with neutrality--continuing the Texas tradition of neutrality and independence--or taking the course of action that brings it the most profit. It is even willing to engage in business deals with pirates, provided those pirates do not engage in any hostilities toward the Lonestar corporate fleet.&lt;br /&gt;
&lt;br /&gt;
== Claims==&lt;br /&gt;
Aarmance, an under-construction city settlement located on Aerach&#039;s Tulip Shores&lt;br /&gt;
&lt;br /&gt;
Olympus, a black and pearlescent city built on Qatra&#039;s Oroduin Caldera, formerly known as Starfall&lt;br /&gt;
&lt;br /&gt;
Texas, a parking lot and corporate vault located in Vask&#039;s Floro Mountains. The current center of lonestar&#039;s starship production.&lt;br /&gt;
&lt;br /&gt;
NewCoruscant, a sprawling Star Wars themed brutalist city, sprawling with player activity, located on Illius in the Micle Forest.&lt;br /&gt;
&lt;br /&gt;
Elysium, is an intricate city port side city filled with life with a roman inspired Roman name.&lt;br /&gt;
&lt;br /&gt;
== Former Claims ==&lt;br /&gt;
Palmyra, named after the namesake ancient city filled with intact ai ships located on Aerach&#039;s Ardea Ocean. This was converted into Illinois.&lt;br /&gt;
&lt;br /&gt;
Hargeysa, a dummy settlement for the under construction HIS Magnum heavy interplanetary station.&lt;br /&gt;
&lt;br /&gt;
Illinois, an industrialized factory settlement mostly fitted with supercapital core production facilities.&lt;br /&gt;
&lt;br /&gt;
ArchZenith, a philosophical area located at Lone Mathur, Krio.&lt;br /&gt;
&lt;br /&gt;
Leafside, was a fresh settlement of new players located on Aerach&#039;s Kran&#039;s Island Minor.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
Lonestar&#039;s military doctrine focuses heavily on outnumbering and outmaneuvering opponents on the battlefield, with an emphasis on less expensive ships, moderate training across many pilots, and balanced fleet compositions to nullify the drawbacks of a generally lower skill level.  &lt;br /&gt;
&lt;br /&gt;
[[Zekeship|Zekeships]] were the core of lonestar&#039;s pre-Dominion military. Lonestar forces often used specially modified mil-spec &amp;quot;navy issue&amp;quot; variants, which boast better armor and firepower than their standard counterparts. Even with such modifications, though, navy issue zekeships are still much cheaper than most contenders.  &lt;br /&gt;
&lt;br /&gt;
After the [[Dominion Update]], zekeships have been relegated to backline duties like AI hunting and occasionally filling empty spaces alongside the more potent [[Tech 2 Reactors|Tech 2]] ships introduced in that update.  &lt;br /&gt;
&lt;br /&gt;
[[File:Lsfleet.PNG|thumb|A small section of the Akiba Debt Collection Fleet deployed to Kovfefe during the [[Vega-Ekatera War]]]] &lt;br /&gt;
&lt;br /&gt;
== Notable Members ==&lt;br /&gt;
&lt;br /&gt;
*[[eyrzeke]], founder of texas, designer of the “[[zekeship]]” series of starships, and current chairman.&lt;br /&gt;
*[[SIG130]], the second leader of texas. The primary architect of Bluescreen Station, an asteroid base in Ilios, as well as the initial founder of the nation of lonestar.&lt;br /&gt;
*[[XiJinping_]] (now LebronJamesonEsq), the first chairman and third governor of texas. A militaristic former StarQuest player and pirate, now a leader of Vega.&lt;br /&gt;
*[[Hextagon]], a highly skilled combatant and the primary military advisor to the chairman.&lt;br /&gt;
*[[WanderingOtter]], the fourth chairman of Lonestar and engineer.&lt;br /&gt;
*[[Gvazdika]] of [[Aarmance]], a builder constructing a trade city project on Aerach.&lt;br /&gt;
*[[Abu_42069_]], an executive of lonestar, whose intervention resolved the Nexus Affair during the [[Vega-Ekatera War]]. Generally handles logistics alongside combat duties.&lt;br /&gt;
*[[_Twille_]], a former executive of lonestar.&lt;br /&gt;
*[[YourPalNova]] of Elysium, an executive of lonestar. A veteran of other movecraft and politics servers.&lt;br /&gt;
*[[SmartFlyngWarior]] of Elysium, an executive of lonestar. A veteran of other movecraft and politics servers.&lt;br /&gt;
[[Category: Politics]]&lt;br /&gt;
[[Category: Nations]]&lt;br /&gt;
[[Category: Player-Created]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox_nations}}&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=User:China_2&amp;diff=12387</id>
		<title>User:China 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=User:China_2&amp;diff=12387"/>
		<updated>2026-08-31T03:21:04Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Changed redirect target from XiJinping to LebronJamesonEsq&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[LebronJamesonEsq]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=XiJinping&amp;diff=12386</id>
		<title>XiJinping</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=XiJinping&amp;diff=12386"/>
		<updated>2026-08-31T03:20:28Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: redirect now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[LebronJamesonEsq]]{{Infobox player&lt;br /&gt;
|name = LebronJamesonEsq&lt;br /&gt;
|image = Xiavatarnew.png&lt;br /&gt;
|nationalities = {{flag|Vega_Emblem.png|Vega}}&lt;br /&gt;
|main_residence = [[Akiba Station]]&lt;br /&gt;
|discord = @jakovich&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;XiJinping_&#039;&#039;&#039; (now LebronJamesonEsq, or &amp;quot;Jak&amp;quot;) is a rarely-active player on [[Horizon&#039;s End]] and former player of [[StarQuest]]. He was once the sitting Chairman of [[Lonestar]], and directed its corporatization era from December 1, 2024, to March 19, 2025. During a brief period from late March through early May he co-led [[Vikyrian Syndicate]] with [[Sovrah]]. He is now an Operations Director of [[Vega]] and openly a [[pirate]].&lt;br /&gt;
&lt;br /&gt;
== Known For ==&lt;br /&gt;
&lt;br /&gt;
* Leading and transforming Lonestar in late 2024 and early 2025&lt;br /&gt;
* Stealing the entire Cortesian battlecruiser fleet&lt;br /&gt;
* Training several individuals such as Abu_42069_, CursedSaturn, and Juuliett&lt;br /&gt;
* Piracy &lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=LebronJamesonEsq&amp;diff=12385</id>
		<title>LebronJamesonEsq</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=LebronJamesonEsq&amp;diff=12385"/>
		<updated>2026-08-31T03:20:17Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Removed redirect to XiJinping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox player&lt;br /&gt;
|name = LebronJamesonEsq&lt;br /&gt;
|image = Xiavatarnew.png&lt;br /&gt;
|nationalities = {{flag|Vega_Emblem.png|Vega}}&lt;br /&gt;
|main_residence = [[Akiba Station]]&lt;br /&gt;
|discord = @jakovich&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;LebronJamesonEsq&#039;&#039;&#039; (formerly XiJinping_, also known as &amp;quot;Jak&amp;quot;) is a semi-active player on [[Horizon&#039;s End]] and former player of [[StarQuest]]. He was once the sitting Chairman of [[Lonestar]], and directed its corporatization era from December 1, 2024, to March 19, 2025. During a brief period from late March through early May he co-led [[Vikyrian Syndicate]] with [[Sovrah]]. He is now an Operations Director of [[Vega]] and openly a [[pirate]].&lt;br /&gt;
&lt;br /&gt;
== Known For ==&lt;br /&gt;
&lt;br /&gt;
* Leading and transforming Lonestar in late 2024 and early 2025&lt;br /&gt;
* Stealing the entire Cortesian battlecruiser fleet&lt;br /&gt;
* Training several individuals such as Abu_42069_, CursedSaturn, and Juuliett&lt;br /&gt;
* Piracy &lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=LebronJamesonEsq&amp;diff=12382</id>
		<title>LebronJamesonEsq</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=LebronJamesonEsq&amp;diff=12382"/>
		<updated>2026-08-31T03:15:19Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[XiJinping]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=VerucianAuthority&amp;diff=12381</id>
		<title>VerucianAuthority</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=VerucianAuthority&amp;diff=12381"/>
		<updated>2026-08-31T03:14:52Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox civilization|name=VerucianAuthority|image1=BluesUits.png|caption1=Flag of the BluesUits and the VerucianAuthority|location=Primarily Sirius|demonym=Current&lt;br /&gt;
Verucians&lt;br /&gt;
Formerly:&lt;br /&gt;
(Blue) Robes, Bums|activity_level=Low (One Player)|capital_city=Karibian|settlements=Karibian|stations=Manitowoc &amp;lt;br&amp;gt;&lt;br /&gt;
Stoughton &amp;lt;br&amp;gt;&lt;br /&gt;
Oconomowoc|position_title1=Seafarer|position_name1=GriffMinester|foundation_date=December 9, 2024.|language=English|religion=SeaLubber(s)|motto=Down with phony governments and false idols!|national_color=Blue|nat_color_desc=Green|national_color_2=Dark Green}}VerucianAuthority (VA) was a micronation founded and lead by its sole member, [[GriffMinester]]. It was formerly known as SeaLubbers, Snowboys, and BluesUits before deciding to become the best VA operating in the Sirius system.&lt;br /&gt;
&lt;br /&gt;
The nation&#039;s primary settlement of Karibian is currently being used for &amp;quot;studying of the doomsday weapon schematic&amp;quot; and it is advised to stay clear in case of any incidental damage. &lt;br /&gt;
&lt;br /&gt;
{{Navbox_nations}}&lt;br /&gt;
[[Category: Politics]]&lt;br /&gt;
[[Category: Nations]]&lt;br /&gt;
[[Category: Player-Created]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=VerucianAuthority&amp;diff=12377</id>
		<title>VerucianAuthority</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=VerucianAuthority&amp;diff=12377"/>
		<updated>2026-08-31T03:07:50Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: religion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox civilization|name=VerucianAuthority|image1=BluesUits.png|caption1=Flag of the BluesUits and the VerucianAuthority|location=Primarily Sirius|demonym=Current&lt;br /&gt;
Verucians&lt;br /&gt;
Formerly:&lt;br /&gt;
(Blue) Robes, Bums|activity_level=Low (One Player)|capital_city=Karibian|settlements=Karibian|stations=Manitowoc &amp;lt;br&amp;gt;&lt;br /&gt;
Stoughton &amp;lt;br&amp;gt;&lt;br /&gt;
Oconomowoc|position_title1=Seafarer|position_name1=GriffMinester|foundation_date=December 9, 2024.|language=English|religion=SeaLubber(s)|motto=Down with phony governments and false idols!|national_color=Blue|nat_color_desc=Green|national_color_2=Dark Green}}VerucianAuthority (VA) is a micronation founded and lead by its sole member, [[GriffMinester]]. It was formerly known as SeaLubbers, Snowboys, and BluesUits before deciding to become the best VA operating in the Sirius system.&lt;br /&gt;
&lt;br /&gt;
The nation&#039;s primary settlement of Karibian is currently being used for &amp;quot;studying of the doomsday weapon schematic&amp;quot; and it is advised to stay clear in case of any incidental damage. &lt;br /&gt;
&lt;br /&gt;
{{Navbox_nations}}&lt;br /&gt;
[[Category: Politics]]&lt;br /&gt;
[[Category: Nations]]&lt;br /&gt;
[[Category: Player-Created]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Battle_of_OQ-4&amp;diff=12374</id>
		<title>Battle of OQ-4</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Battle_of_OQ-4&amp;diff=12374"/>
		<updated>2026-08-31T03:04:43Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: MIA report&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox military conflict|name=Battle of OQ-4|image=Tf is happeinng.png|caption=A dynmap image showing the early stages of the battle.|place=[[Claimable System]] OQ-4|date=August 30, 2026|combatants_header=Participants|combatant1={{flag|LonestarFlag.png|Lonestar}}&lt;br /&gt;
{{flag|Duckenslava.png|Duckington_(nation)}}|combatant2={{flag|Vega_logo.jpg|Vega}}&lt;br /&gt;
[[Oblivion (2025)]]|strength1=4.2k [[Assault Corvette]] ([[Luxwoeld]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[RougeTuna]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[ShadowProXX3000]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[eyrzeke]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[Hextagon]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corvette]] ([[JoyfulLjk]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corverre]] ([[Norvd]])&lt;br /&gt;
&amp;lt;br&amp;gt;7.6k [[Frigate]] ([[darkphoenix233]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;8k [[Frigate]] ([[Jp_ToasT]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[ArtfulWarrior13]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[SmartFlyngWarior]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;16k [[Cruiser]] ([[YourPalNova]])☠&lt;br /&gt;
&amp;lt;br&amp;gt;|strength2=499 [[Scrambler]] ([[Aviforma]])&lt;br /&gt;
&amp;lt;br&amp;gt;1.55k [[Assault Gunship]] ([[Aviforma]])☠&lt;br /&gt;
&amp;lt;br&amp;gt; 1.98k [[Gunship]] ([[GriffMinester]]) (MIA) (Late arrival, Abandoned)&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[Anniction]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[BlockBuster019]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Assault Corvette]] ([[Solesey]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Logistics Corvette]] ([[MaidPierce]])&lt;br /&gt;
&amp;lt;br&amp;gt;4.2k [[Stasis Corvette]] ([[NoMoreThumbs]])&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[Bluenextcrystal]])&lt;br /&gt;
&amp;lt;br&amp;gt;9.8k [[Assault Destroyer]] ([[Jangiot]])&lt;br /&gt;
15.9k [[Cruiser]] ([[WitherV]])&lt;br /&gt;
&amp;lt;br&amp;gt;16k [[Cruiser]] ([[FellOffBridge]])&lt;br /&gt;
&amp;lt;br&amp;gt;16.5k [[Missile Cruiser]] ([[LebronJamesonEsq]])&lt;br /&gt;
&amp;lt;br&amp;gt;20k [[Battlecruiser]] ([[GigaJeff]])&lt;br /&gt;
&amp;lt;br&amp;gt;32k [[Lancer]] ([[Vandrayk]])&lt;br /&gt;
&amp;lt;br&amp;gt;|casualties1=8 ships lost. (63.8k blocks)|casualties2=One ship lost. (1.55k blocks)&lt;br /&gt;
One ship abandoned (1.98k Blocks)|result=Decisive [[Vega]] victory.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Battle of OQ-4&#039;&#039;&#039; was a major engagement in the Lonestar-Vega War between Vega and its allies and Lonestar and its allies. &lt;br /&gt;
[[File:Tf is happeinng.png|thumb|Battle in OQ-4, during It&#039;s early stages.]]&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Module:Inventory_slot/Aliases&amp;diff=12245</id>
		<title>Module:Inventory slot/Aliases</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Module:Inventory_slot/Aliases&amp;diff=12245"/>
		<updated>2026-08-27T20:24:34Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: evil potential glass fix?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aliases = {&lt;br /&gt;
	-- Common fuel types for furnace --&lt;br /&gt;
	[&#039;Any fuel&#039;] = { &#039;Coal&#039;, &#039;Charcoal&#039;, { title = &#039;Log&#039;, name = &#039;Oak Log&#039; }, { title = &#039;Overworld Planks&#039;, name = &#039;Oak Planks&#039; }, &#039;Lava Bucket&#039;, &#039;Block of Coal&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- All armor --&lt;br /&gt;
	[&#039;Any leather armor&#039;] = { &#039;Leather Cap&#039;, &#039;Leather Tunic&#039;, &#039;Leather Pants&#039;, &#039;Leather Boots&#039; },&lt;br /&gt;
	[&#039;Any golden armor&#039;] = { &#039;Golden Helmet&#039;, &#039;Golden Chestplate&#039;, &#039;Golden Leggings&#039;, &#039;Golden Boots&#039; },&lt;br /&gt;
	[&#039;Any chainmail armor&#039;] = { &#039;Chainmail Helmet&#039;, &#039;Chainmail Chestplate&#039;, &#039;Chainmail Leggings&#039;, &#039;Chainmail Boots&#039; },&lt;br /&gt;
	[&#039;Any iron armor&#039;] = { &#039;Iron Helmet&#039;, &#039;Iron Chestplate&#039;, &#039;Iron Leggings&#039;, &#039;Iron Boots&#039; },&lt;br /&gt;
	[&#039;Any diamond armor&#039;] = { &#039;Diamond Helmet&#039;, &#039;Diamond Chestplate&#039;, &#039;Diamond Leggings&#039;, &#039;Diamond Boots&#039; },&lt;br /&gt;
	[&#039;Any netherite armor&#039;] = { &#039;Netherite Helmet&#039;, &#039;Netherite Chestplate&#039;, &#039;Netherite Leggings&#039;, &#039;Netherite Boots&#039; },&lt;br /&gt;
&lt;br /&gt;
    -- Stones --&lt;br /&gt;
	[&#039;Any Cobblestone or Blackstone&#039;] = { &#039;Cobblestone&#039;, &#039;Blackstone&#039; },&lt;br /&gt;
	[&#039;Any stone-tier block&#039;] = { &#039;Cobblestone&#039;, &#039;Blackstone&#039;, &#039;Cobbled Deepslate&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Miscellaeous collections --&lt;br /&gt;
	[&#039;Any leaves&#039;] = { &#039;Oak Leaves&#039;, &#039;Spruce Leaves&#039;, &#039;Birch Leaves&#039;, &#039;Acacia Leaves&#039;, &#039;Jungle Leaves&#039;, &#039;Dark Oak Leaves&#039;, &#039;Mangrove Leaves&#039;, &#039;Cherry Leaves&#039;, &#039;Pale Oak Leaves&#039;, &#039;Azalea Leaves&#039;, &#039;Flowering Azalea Leaves&#039; };&lt;br /&gt;
	[&#039;Any egg&#039;] = { &#039;Egg&#039;, &#039;Blue Egg&#039;, &#039;Brown Egg&#039;};&lt;br /&gt;
	[&#039;Any stairs&#039;] = { &#039;Tuff Stairs&#039;, &#039;Polished Tuff Stairs&#039;, &#039;Tuff Brick Stairs&#039;, &#039;Cut Copper Stairs&#039;, &#039;Exposed Cut Copper Stairs&#039;, &#039;Weathered Cut Copper Stairs&#039;, &#039;Oxidized Cut Copper Stairs&#039;, &#039;Waxed Cut Copper Stairs&#039;, &#039;Waxed Exposed Cut Copper Stairs&#039;, &#039;Waxed Weathered Cut Copper Stairs&#039;, &#039;Waxed Oxidized Cut Copper Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Resin Brick Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Nether Brick Stairs&#039;, &#039;Sandstone Stairs&#039;, &#039;Oak Stairs&#039;, &#039;Spruce Stairs&#039;, &#039;Birch Stairs&#039;, &#039;Jungle Stairs&#039;, &#039;Acacia Stairs&#039;, &#039;Cherry Stairs&#039;, &#039;Dark Oak Stairs&#039;, &#039;Pale Oak Stairs&#039;, &#039;Mangrove Stairs&#039;, &#039;Bamboo Stairs&#039;, &#039;Bamboo Mosaic Stairs&#039;, &#039;Crimson Stairs&#039;, &#039;Warped Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Stone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Smooth Quartz Stairs&#039;, &#039;Granite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039; },&lt;br /&gt;
	[&#039;Any Stairs&#039;] = { &#039;Tuff Stairs&#039;, &#039;Polished Tuff Stairs&#039;, &#039;Tuff Brick Stairs&#039;, &#039;Cut Copper Stairs&#039;, &#039;Exposed Cut Copper Stairs&#039;, &#039;Weathered Cut Copper Stairs&#039;, &#039;Oxidized Cut Copper Stairs&#039;, &#039;Waxed Cut Copper Stairs&#039;, &#039;Waxed Exposed Cut Copper Stairs&#039;, &#039;Waxed Weathered Cut Copper Stairs&#039;, &#039;Waxed Oxidized Cut Copper Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Resin Brick Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Nether Brick Stairs&#039;, &#039;Sandstone Stairs&#039;, &#039;Oak Stairs&#039;, &#039;Spruce Stairs&#039;, &#039;Birch Stairs&#039;, &#039;Jungle Stairs&#039;, &#039;Acacia Stairs&#039;, &#039;Cherry Stairs&#039;, &#039;Dark Oak Stairs&#039;, &#039;Pale Oak Stairs&#039;, &#039;Mangrove Stairs&#039;, &#039;Bamboo Stairs&#039;, &#039;Bamboo Mosaic Stairs&#039;, &#039;Crimson Stairs&#039;, &#039;Warped Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Stone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Smooth Quartz Stairs&#039;, &#039;Granite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039; },&lt;br /&gt;
    [&#039;Any inventory&#039;] = { &#039;Chest&#039;, &#039;Trapped Chest&#039;, &#039;Barrel&#039;, &#039;Furnace&#039;, &#039;Smoker&#039;, &#039;Dispenser&#039;, &#039;Dropper&#039;, &#039;Decorated Pot&#039; },&lt;br /&gt;
    --Glass--&lt;br /&gt;
[&#039;Any Glass Pane&#039;] = {&lt;br /&gt;
	&#039;Glass Pane&#039;,&lt;br /&gt;
	&#039;White Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Light Gray Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Gray Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Black Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Brown Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Red Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Orange Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Yellow Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Lime Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Green Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Cyan Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Light Blue Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Blue Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Purple Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Magenta Stained Glass Pane&#039;,&lt;br /&gt;
	&#039;Pink Stained Glass Pane&#039;,&lt;br /&gt;
},&lt;br /&gt;
[&#039;Any Glass&#039;] = {&lt;br /&gt;
	&#039;Glass&#039;,&lt;br /&gt;
	&#039;White Stained Glass&#039;,&lt;br /&gt;
	&#039;Light Gray Stained Glass&#039;,&lt;br /&gt;
	&#039;Gray Stained Glass&#039;,&lt;br /&gt;
	&#039;Black Stained Glass&#039;,&lt;br /&gt;
	&#039;Brown Stained Glass&#039;,&lt;br /&gt;
	&#039;Red Stained Glass&#039;,&lt;br /&gt;
	&#039;Orange Stained Glass&#039;,&lt;br /&gt;
	&#039;Yellow Stained Glass&#039;,&lt;br /&gt;
	&#039;Lime Stained Glass&#039;,&lt;br /&gt;
	&#039;Green Stained Glass&#039;,&lt;br /&gt;
	&#039;Cyan Stained Glass&#039;,&lt;br /&gt;
	&#039;Light Blue Stained Glass&#039;,&lt;br /&gt;
	&#039;Blue Stained Glass&#039;,&lt;br /&gt;
	&#039;Purple Stained Glass&#039;,&lt;br /&gt;
	&#039;Magenta Stained Glass&#039;,&lt;br /&gt;
	&#039;Pink Stained Glass&#039;,&lt;br /&gt;
},&lt;br /&gt;
    -- Misc HE--&lt;br /&gt;
    [&#039;Any Thruster Block&#039;]={&#039;Sea Lantern&#039;, &#039;Glowstone&#039;, &#039;Shroomlight&#039;, &#039;Ochre Froglight&#039;, &#039;Verdant Froglight&#039;, &#039;Pearlescent Froglight&#039;, &#039;Redstone Lamp&#039;},&lt;br /&gt;
	-- Display names --&lt;br /&gt;
	[&#039;Broken Elytra&#039;] = { title = &#039;&amp;amp;dElytra&#039;, name = &#039;Broken Elytra&#039; },&lt;br /&gt;
	[&#039;Button&#039;] = { title = &#039;Button&#039;, name = &#039;Stone Button&#039;},&lt;br /&gt;
	[&#039;Wooden Button&#039;] = { title = &#039;Button&#039;, name = &#039;Oak Button&#039;},&lt;br /&gt;
	[&#039;Arrow Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Arrow Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Damaged Arrow Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Damaged Arrow Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Firework Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Firework Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Damaged Firework Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Damaged Firework Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Ominous Banner&#039;] = { title = &#039;&amp;amp;6&amp;amp;oOminous Banner&#039;, name = &#039;Ominous Banner&#039;, text = &lt;br /&gt;
		&#039;&amp;amp;7Cyan Lozenge/&amp;amp;7Light Gray Base/&amp;amp;7Gray Pale/&amp;amp;7Light Gray Bordure/&amp;amp;7Black Fess/&amp;amp;7Light Gray Per Fess&#039;},&lt;br /&gt;
	[&#039;Half Filled Bundle&#039;] = { title = &#039;Bundle&#039;, name = &#039;Half Filled Bundle&#039; },&lt;br /&gt;
	[&#039;Filled Bundle&#039;] = { title = &#039;Bundle&#039;, name = &#039;Filled Bundle&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Empty display name --&lt;br /&gt;
	[&#039;debug_fourj_item&#039;] = { title = &#039;\226\128\140&#039;, name = &#039;debug_fourj_item&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Equipment with custom rarity --&lt;br /&gt;
	[&#039;Trident&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Trident&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;29 Attack Damage/&amp;amp;#160;&amp;amp;21.1 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Damaged Trident&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Damaged Trident&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;29 Attack Damage/&amp;amp;#160;&amp;amp;21.1 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Trident BE&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Trident&#039;, text = &#039;/&amp;amp;9 +8 Attack Damage&#039;},&lt;br /&gt;
	[&#039;Mace&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Mace&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;26 Attack Damage/&amp;amp;#160;&amp;amp;20.6 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Damaged Mace&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Damaged Mace&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;26 Attack Damage/&amp;amp;#160;&amp;amp;20.6 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Mace BE&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Mace&#039;, text = &#039;/&amp;amp;9 +5 Attack Damage&#039;},&lt;br /&gt;
	[&amp;quot;Damaged Elytra&amp;quot;] = { title = &amp;quot;&amp;amp;dElytra&amp;quot;, name = &amp;quot;Damaged Elytra&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Boots&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Boots&amp;quot;, name = &amp;quot;Damaged Chainmail Boots&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Chestplate&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Chestplate&amp;quot;, name = &amp;quot;Damaged Chainmail Chestplate&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Helmet&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Helmet&amp;quot;, name = &amp;quot;Damaged Chainmail Helmet&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Leggings&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Leggings&amp;quot;, name = &amp;quot;Damaged Chainmail Leggings&amp;quot; },&lt;br /&gt;
	&lt;br /&gt;
	-- Ominous Bottles --&lt;br /&gt;
    [&#039;Ominous Bottle&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle II&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen II (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle III&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen III (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle IV&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen IV (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle V&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen V (01:40:00)&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Bedrock and Education Edition display names --&lt;br /&gt;
	[&#039;Buried Treasure Map BE&#039;] = { title = &#039;Treasure Map&#039;, name = &#039;Buried Treasure Map BE&#039; },&lt;br /&gt;
	[&#039;Elytra Wings&#039;] = { title = &#039;Elytra Wings&#039;, name = &#039;Elytra&#039; },&lt;br /&gt;
	[&#039;Glowing Obsidian&#039;] = { title = &#039;tile.glowingobsidian.name&#039;, name = &#039;Glowing Obsidian&#039; },&lt;br /&gt;
	[&#039;Map (no markers)&#039;] = { title = &#039;Map&#039;, name = &#039;Map&#039;, text = &#039;Display Markers: &amp;amp;cNo&#039; },&lt;br /&gt;
	[&#039;Locator Map&#039;] = { title = &#039;Map&#039;, name = &#039;Map&#039;, text = &#039;Display Markers: &amp;amp;aYes&#039; },&lt;br /&gt;
	[&#039;Shrub BE&#039;] = { title = &#039;Fern&#039;, name = &#039;Short Grass&#039; },&lt;br /&gt;
	[&#039;Unknown&#039;] = { title = &#039;Unknown&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;info_update&#039;] = { title = &#039;tile.info_update.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;info_update2&#039;] = { title = &#039;tile.info_update2.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;reserved6&#039;] = { title = &#039;tile.reserved6.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;Smooth Purpur&#039;] = { title = &#039;tile.deprecated_purpur_block_2.name&#039;, name = &#039;Smooth Purpur&#039; },&lt;br /&gt;
	[&#039;Beacon BE&#039;] = { title = &#039;&amp;amp;bBeacon&#039;, name = &#039;Beacon BE&#039; },&lt;br /&gt;
	[&#039;Conduit BE&#039;] = { title = &#039;&amp;amp;eConduit&#039;, name = &#039;Conduit BE&#039; },&lt;br /&gt;
	[&#039;Dragon Egg BE&#039;] = { title = &#039;&amp;amp;dDragon Egg&#039;, name = &#039;Dragon Egg BE&#039; },&lt;br /&gt;
	[&#039;Skeleton Skull BE&#039;] = { title = &#039;&amp;amp;eSkeleton Skull&#039;, name = &#039;Skeleton Skull BE&#039; },&lt;br /&gt;
	[&#039;Wither Skeleton Skull BE&#039;] = { title = &#039;&amp;amp;bWither Skeleton Skull&#039;, name = &#039;Wither Skeleton Skull BE&#039; },&lt;br /&gt;
	[&#039;Zombie Head BE&#039;] = { title = &#039;&amp;amp;eZombie Head&#039;, name = &#039;Zombie Head BE&#039; },&lt;br /&gt;
	[&#039;Player Head BE&#039;] = { title = &#039;&amp;amp;ePlayer Head&#039;, name = &#039;Player Head BE&#039; },&lt;br /&gt;
	[&#039;Creeper Head BE&#039;] = { title = &#039;&amp;amp;eCreeper Head&#039;, name = &#039;Creeper Head BE&#039; },&lt;br /&gt;
	[&#039;Dragon Head BE&#039;] = { title = &#039;&amp;amp;dDragon Head&#039;, name = &#039;Dragon Head BE&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Chemistry --&lt;br /&gt;
	[&#039;Lead (element)&#039;] = { title = &#039;Lead&#039;, name = &#039;Lead (element)&#039; },&lt;br /&gt;
	[&#039;Water (compound)&#039;] = { title = &#039;Water&#039;, name = &#039;Water (compound)&#039; },&lt;br /&gt;
	[&#039;Chloride&#039;] = { &#039;Calcium Chloride&#039;, &#039;Cerium Chloride&#039;, &#039;Mercuric Chloride&#039;, &#039;Potassium Chloride&#039;, &#039;Tungsten Chloride&#039; },&lt;br /&gt;
	[&#039;Sparkler&#039;] = { &#039;Orange Sparkler&#039;, &#039;Blue Sparkler&#039;, &#039;Red Sparkler&#039;, &#039;Purple Sparkler&#039;, &#039;Green Sparkler&#039; },&lt;br /&gt;
	[&#039;Matching Chloride&#039;] = { &#039;Cerium Chloride&#039;, &#039;Mercuric Chloride&#039;, &#039;Potassium Chloride&#039;, &#039;Tungsten Chloride&#039; },&lt;br /&gt;
	[&#039;Matching Colored Torch&#039;] = { &#039;Blue Torch&#039;, &#039;Red Torch&#039;, &#039;Purple Torch&#039;, &#039;Green Torch&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- April Fools&#039; Day jokes --&lt;br /&gt;
	[&#039;New Thing Banner Pattern&#039;] = { title = &#039;&amp;amp;dBanner Pattern&#039;, name = &#039;New Thing Banner Pattern&#039;, text = &#039;&amp;amp;7New Thing&#039;},&lt;br /&gt;
	-- Note: These can&#039;t use this module&#039;s default color handling because potato peels have no white variant but do include the uncolored variant in recipes&lt;br /&gt;
	[&#039;Any Potato Peels&#039;] = { &#039;Potato Peels&#039;, &#039;Light Gray Potato Peels&#039;, &#039;Gray Potato Peels&#039;, &#039;Black Potato Peels&#039;, &#039;Brown Potato Peels&#039;, &#039;Red Potato Peels&#039;, &#039;Orange Potato Peels&#039;, &#039;Yellow Potato Peels&#039;, &#039;Lime Potato Peels&#039;, &#039;Green Potato Peels&#039;, &#039;Cyan Potato Peels&#039;, &#039;Light Blue Potato Peels&#039;, &#039;Blue Potato Peels&#039;, &#039;Purple Potato Peels&#039;, &#039;Magenta Potato Peels&#039;, &#039;Pink Potato Peels&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- Old textures --&lt;br /&gt;
	[&#039;Apple Revision 1&#039;] = { title = &#039;Apple&#039;, name = &#039;Apple Revision 1&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Tooltip colors --&lt;br /&gt;
local yellowTooltips = {&lt;br /&gt;
    &#039;Bottle o\&#039; Enchanting&#039;,&lt;br /&gt;
    &#039;Chainmail Boots&#039;,&lt;br /&gt;
    &#039;Chainmail Chestplate&#039;,&lt;br /&gt;
    &#039;Chainmail Helmet&#039;,&lt;br /&gt;
    &#039;Chainmail Leggings&#039;,&lt;br /&gt;
    &#039;Conduit&#039;,&lt;br /&gt;
    &#039;Creeper Charge Banner Pattern&#039;,&lt;br /&gt;
    &#039;Creeper Head&#039;,&lt;br /&gt;
    &#039;Disc Fragment 5&#039;,&lt;br /&gt;
    &#039;Dragon\&#039;s Breath&#039;,&lt;br /&gt;
    &#039;Echo Shard&#039;,&lt;br /&gt;
    &#039;Enchanted Book&#039;,&lt;br /&gt;
    &#039;Goat Horn&#039;,&lt;br /&gt;
    &#039;Heart of the Sea&#039;,&lt;br /&gt;
    &#039;Nautilus Shell&#039;,&lt;br /&gt;
    &#039;Ominous Banner&#039;,&lt;br /&gt;
    &#039;Piglin Head&#039;,&lt;br /&gt;
    &#039;Player Head&#039;,&lt;br /&gt;
    &#039;Recovery Compass&#039;,&lt;br /&gt;
    &#039;Skeleton Skull&#039;,&lt;br /&gt;
    &#039;Sniffer Egg&#039;,&lt;br /&gt;
    &#039;Snout Banner Pattern&#039;,&lt;br /&gt;
    &#039;Totem of Undying&#039;,&lt;br /&gt;
    &#039;Zombie Head&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( yellowTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;e&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local aquaTooltips = {&lt;br /&gt;
	&#039;Beacon&#039;,&lt;br /&gt;
	&#039;Enchanted Golden Apple&#039;,&lt;br /&gt;
    &#039;Flow Banner Pattern&#039;,&lt;br /&gt;
	&#039;Guster Banner Pattern&#039;,&lt;br /&gt;
	&#039;Nether Star&#039;,&lt;br /&gt;
    &#039;Skull Charge Banner Pattern&#039;,&lt;br /&gt;
    &#039;Thing Banner Pattern&#039;,&lt;br /&gt;
    &#039;Wither Skeleton Skull&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( aquaTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;b&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local magentaTooltips = {&lt;br /&gt;
	&#039;Barrier&#039;,&lt;br /&gt;
	&#039;Command Block&#039;,&lt;br /&gt;
	&#039;Chain Command Block&#039;,&lt;br /&gt;
	&#039;Debug Stick&#039;,&lt;br /&gt;
	&#039;Dragon Egg&#039;,&lt;br /&gt;
	&#039;Dragon Head&#039;,&lt;br /&gt;
	&#039;Elytra&#039;,&lt;br /&gt;
	&#039;Heavy Core&#039;,&lt;br /&gt;
	&#039;Jigsaw Block&#039;,&lt;br /&gt;
	&#039;Knowledge Book&#039;,&lt;br /&gt;
	&#039;Light&#039;,&lt;br /&gt;
	&#039;Repeating Command Block&#039;,&lt;br /&gt;
	&#039;Structure Block&#039;,&lt;br /&gt;
	&#039;Structure Void&#039;,&lt;br /&gt;
	&#039;Test Block&#039;,&lt;br /&gt;
	&#039;Test Instance Block&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( magentaTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;d&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Tools and weapons --&lt;br /&gt;
local tools = {&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Sword&#039;, 4, 1.6 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Sword&#039;, 5, 1.6 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Sword&#039;, 6, 1.6 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Sword&#039;, 4, 1.6 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Sword&#039;, 7, 1.6 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Sword&#039;, 8, 1.6 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Pickaxe&#039;, 2, 1.2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Pickaxe&#039;, 3, 1.2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Pickaxe&#039;, 4, 1.2 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Pickaxe&#039;, 2, 1.2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Pickaxe&#039;, 5, 1.2 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Pickaxe&#039;, 6, 1.2 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Axe&#039;, 7, 0.8 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Axe&#039;, 9, 0.8 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Axe&#039;, 9, 0.9 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Axe&#039;, 7, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Axe&#039;, 9, 1 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Axe&#039;, 10, 1 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Shovel&#039;, 2.5, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Shovel&#039;, 3.5, 1 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Shovel&#039;, 4.5, 1 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Shovel&#039;, 2.5, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Shovel&#039;, 5.5, 1 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Shovel&#039;, 6.5, 1 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Hoe&#039;, 1, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Hoe&#039;, 1, 2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Hoe&#039;, 1, 3 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Hoe&#039;, 1, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Hoe&#039;, 1, 4 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Hoe&#039;, 1, 4 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local materialGroups = {}&lt;br /&gt;
local toolGroups = {}&lt;br /&gt;
&lt;br /&gt;
for _, toolProps in ipairs( tools ) do&lt;br /&gt;
	local aliasName = toolProps[1] .. &#039; &#039; .. toolProps[2]&lt;br /&gt;
	local damagedName = &#039;Damaged &#039; .. aliasName&lt;br /&gt;
	local text = &#039;/&amp;amp;7When in Main Hand:/&amp;amp;#160;&amp;amp;2&#039; .. toolProps[3] .. &#039; Attack Damage/&amp;amp;#160;&amp;amp;2&#039; .. toolProps[4] .. &#039; Attack Speed&#039;&lt;br /&gt;
	aliases[aliasName] = { title = aliasName, name = aliasName, text = text }&lt;br /&gt;
	aliases[damagedName] = { title = aliasName, name = damagedName, text = text }&lt;br /&gt;
	&lt;br /&gt;
	local materialGroup = toolProps[1]:lower()&lt;br /&gt;
	local toolGroup = toolProps[2]:lower()&lt;br /&gt;
	&lt;br /&gt;
	if toolProps[2] ~= &#039;Sword&#039; then&lt;br /&gt;
		if materialGroups[materialGroup] == nil then materialGroups[materialGroup] = {} end&lt;br /&gt;
		table.insert( materialGroups[materialGroup], aliases[aliasName] )&lt;br /&gt;
	end&lt;br /&gt;
	if toolGroups[toolGroup] == nil then toolGroups[toolGroup] = {} end&lt;br /&gt;
	table.insert( toolGroups[toolGroup], aliases[aliasName] )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for materialGroup, items in pairs( materialGroups ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. materialGroup .. &#039; tools&#039;] = items&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for toolGroup, items in pairs( toolGroups ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. toolGroup] = items&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Tools and weapons in Bedrock Edition --&lt;br /&gt;
local toolsBE = {&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Sword&#039;, 4 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Sword&#039;, 5 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Sword&#039;, 6 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Sword&#039;, 4 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Sword&#039;, 7 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Sword&#039;, 8 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Pickaxe&#039;, 2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Pickaxe&#039;, 3 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Pickaxe&#039;, 4 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Pickaxe&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Pickaxe&#039;, 5 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Pickaxe&#039;, 6 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Axe&#039;, 3 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Axe&#039;, 4 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Axe&#039;, 5 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Axe&#039;, 3 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Axe&#039;, 6 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Axe&#039;, 7 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Shovel&#039;, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Shovel&#039;, 2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Shovel&#039;, 3 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Shovel&#039;, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Shovel&#039;, 4 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Shovel&#039;, 5 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Hoe&#039;, 2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Hoe&#039;, 3 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Hoe&#039;, 4 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Hoe&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Hoe&#039;, 5 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Hoe&#039;, 6 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, toolProps in ipairs( toolsBE ) do&lt;br /&gt;
	local aliasName = toolProps[1] .. &#039; &#039; .. toolProps[2]&lt;br /&gt;
	aliases[aliasName .. &#039; BE&#039;] = { title = aliasName, name = aliasName, text = &#039;/&amp;amp;9+&#039; .. toolProps[3] .. &#039; Attack Damage&#039;}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Armor tooltips --&lt;br /&gt;
local head = {&lt;br /&gt;
	{&#039;Leather Cap&#039;, 1 },&lt;br /&gt;
	{&#039;Chainmail Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Iron Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Golden Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond Helmet&#039;, 3, 2 },&lt;br /&gt;
	{&#039;Netherite Helmet&#039;, 3, 3, 1 },&lt;br /&gt;
	{&#039;Turtle Shell&#039;, 2 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local body = {&lt;br /&gt;
	{&#039;Leather Tunic&#039;, 3 },&lt;br /&gt;
	{&#039;Chainmail Chestplate&#039;, 5 },&lt;br /&gt;
	{&#039;Iron Chestplate&#039;, 6 },&lt;br /&gt;
	{&#039;Golden Chestplate&#039;, 5 },&lt;br /&gt;
	{&#039;Diamond Chestplate&#039;, 8, 2 },&lt;br /&gt;
	{&#039;Netherite Chestplate&#039;, 8, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local legs = {&lt;br /&gt;
	{&#039;Leather Pants&#039;, 2 },&lt;br /&gt;
	{&#039;Chainmail Leggings&#039;, 4 },&lt;br /&gt;
	{&#039;Iron Leggings&#039;, 5 },&lt;br /&gt;
	{&#039;Golden Leggings&#039;, 3 },&lt;br /&gt;
	{&#039;Diamond Leggings&#039;, 6, 2 },&lt;br /&gt;
	{&#039;Netherite Leggings&#039;, 6, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local feet = {&lt;br /&gt;
	{&#039;Leather Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Chainmail Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Iron Boots&#039;, 2 },&lt;br /&gt;
	{&#039;Golden Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Diamond Boots&#039;, 3, 2 },&lt;br /&gt;
	{&#039;Netherite Boots&#039;, 3, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local equipped = {&lt;br /&gt;
	{&#039;Leather Horse Armor&#039;, 3 },&lt;br /&gt;
	{&#039;Iron Horse Armor&#039;, 5 },&lt;br /&gt;
	{&#039;Golden Horse Armor&#039;, 7 },&lt;br /&gt;
	{&#039;Diamond Horse Armor&#039;, 11, 2 },&lt;br /&gt;
	{&#039;Wolf Armor&#039;, 11 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local bodyParts = {&lt;br /&gt;
    {head, &amp;quot;on Head&amp;quot;},&lt;br /&gt;
    {body, &amp;quot;on Body&amp;quot;},&lt;br /&gt;
    {legs, &amp;quot;on Legs&amp;quot;},&lt;br /&gt;
    {feet, &amp;quot;on Feet&amp;quot;},&lt;br /&gt;
    {equipped, &amp;quot;equipped&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local trimMaterial = {&lt;br /&gt;
	{&#039;Quartz&#039;, &#039;&amp;amp;h&#039;},&lt;br /&gt;
	{&#039;Iron&#039;, &#039;&amp;amp;i&#039;},&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;&amp;amp;j&#039;},&lt;br /&gt;
	{&#039;Redstone&#039;, &#039;&amp;amp;y&#039;},&lt;br /&gt;
	{&#039;Copper&#039;, &#039;&amp;amp;z&#039;},&lt;br /&gt;
	{&#039;Gold&#039;, &#039;&amp;amp;p&#039;},&lt;br /&gt;
	{&#039;Emerald&#039;, &#039;&amp;amp;q&#039;},&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;&amp;amp;s&#039;},&lt;br /&gt;
	{&#039;Lapis&#039;, &#039;&amp;amp;t&#039;},&lt;br /&gt;
	{&#039;Amethyst&#039;, &#039;&amp;amp;u&#039;},&lt;br /&gt;
	{&#039;Resin&#039;, &#039;&amp;amp;v&#039;},&lt;br /&gt;
	{&#039;Amber&#039;, &#039;&amp;amp;6&#039;},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, bodyPart in ipairs(bodyParts) do&lt;br /&gt;
    local items = bodyPart[1]&lt;br /&gt;
    local bodyPartName = bodyPart[2]&lt;br /&gt;
    &lt;br /&gt;
    for _, toolProps in ipairs(items) do&lt;br /&gt;
        local aliasName = toolProps[1]&lt;br /&gt;
        local damagedName&lt;br /&gt;
        if string.find(aliasName, &amp;quot;Horse Armor&amp;quot;) then&lt;br /&gt;
            damagedName = aliasName &lt;br /&gt;
        else&lt;br /&gt;
            damagedName = &#039;Damaged &#039; .. aliasName&lt;br /&gt;
        end     &lt;br /&gt;
        local text = &#039;/&amp;amp;7When &#039; .. bodyPartName .. &#039;:/&amp;amp;9+&#039; .. toolProps[2] .. &#039; Armor/&#039;&lt;br /&gt;
        if toolProps[3] then&lt;br /&gt;
            text = text .. &#039;+&#039; .. toolProps[3] .. &#039; Armor Toughness/&#039;&lt;br /&gt;
        end&lt;br /&gt;
        if toolProps[4] then&lt;br /&gt;
            text = text .. &#039;+&#039; .. toolProps[4] .. &#039; Knockback Resistance&#039;&lt;br /&gt;
        end&lt;br /&gt;
        aliases[aliasName] = { title = aliasName, name = aliasName, text = text }&lt;br /&gt;
        aliases[damagedName] = { title = aliasName, name = damagedName, text = text }&lt;br /&gt;
        if bodyPartName ~= &amp;quot;equipped&amp;quot; then&lt;br /&gt;
			for _, materialType in ipairs( trimMaterial ) do&lt;br /&gt;
	        	local trimName = materialType[1] .. &#039; Trim &#039; .. aliasName&lt;br /&gt;
				local trimText = &#039;&amp;amp;7Upgrade:/&amp;amp;#160;&#039; .. materialType[2] .. &#039;Armor Trim/&amp;amp;#160;&#039; .. materialType[1] .. &#039; Material/&#039;&lt;br /&gt;
				aliases[trimName] = { title = aliasName, name = trimName, text = trimText .. text }&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Lists of item variants --&lt;br /&gt;
local itemVariants = {&lt;br /&gt;
	[&#039;Small Flower&#039;] = { &#039;Oxeye Daisy&#039;, &#039;Cornflower&#039;, &#039;Lily of the Valley&#039;, &#039;Wither Rose&#039;, &#039;Red Tulip&#039;, &#039;Orange Tulip&#039;, &#039;White Tulip&#039;, &#039;Pink Tulip&#039;, &#039;Azure Bluet&#039;, &#039;Allium&#039;, &#039;Blue Orchid&#039;, &#039;Poppy&#039;, &#039;Dandelion&#039;, &#039;Torchflower&#039;, &#039;Closed Eyeblossom&#039;, &#039;Open Eyeblossom&#039; },&lt;br /&gt;
	[&#039;Eyeblossom&#039;] = { &#039;Closed Eyeblossom&#039;, &#039;Open Eyeblossom&#039; },&lt;br /&gt;
	[&#039;Mushroom&#039;] = { &#039;Red Mushroom&#039;, &#039;Brown Mushroom&#039; },&lt;br /&gt;
	[&#039;Quartz Block&#039;] = { &#039;Block of Quartz&#039;, &#039;Chiseled Quartz Block&#039;, &#039;Quartz Pillar&#039; },&lt;br /&gt;
	[&#039;Red Sandstone&#039;] = { &#039;Red Sandstone&#039;, &#039;Cut Red Sandstone&#039;, &#039;Chiseled Red Sandstone&#039;, &#039;Smooth Red Sandstone&#039; },&lt;br /&gt;
	[&#039;Sandstone&#039;] = { &#039;Sandstone&#039;, &#039;Cut Sandstone&#039;, &#039;Chiseled Sandstone&#039;, &#039;Smooth Sandstone&#039; },&lt;br /&gt;
	[&#039;Stone Bricks&#039;] = { &#039;Stone Bricks&#039;, &#039;Mossy Stone Bricks&#039;, &#039;Cracked Stone Bricks&#039;, &#039;Chiseled Stone Bricks&#039; },&lt;br /&gt;
	[&#039;Stone Slab&#039;] = { &#039;Stone Slab&#039;, &#039;Cobblestone Slab&#039;, &#039;Mossy Cobblestone Slab&#039;, &#039;Smooth Stone Slab&#039;, &#039;Stone Brick Slab&#039;, &#039;Mossy Stone Brick Slab&#039;, &lt;br /&gt;
		&#039;Granite Slab&#039;, &#039;Polished Granite Slab&#039;, &#039;Diorite Slab&#039;, &#039;Polished Diorite Slab&#039;, &#039;Andesite Slab&#039;, &#039;Polished Andesite Slab&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Slab&#039;, &#039;Polished Deepslate Slab&#039;, &#039;Deepslate Brick Slab&#039;, &#039;Deepslate Tile Slab&#039;, &#039;Brick Slab&#039;, &#039;Mud Brick Slab&#039;, &#039;Resin Brick Slab&#039;,&lt;br /&gt;
		&#039;Sandstone Slab&#039;, &#039;Smooth Sandstone Slab&#039;, &#039;Cut Sandstone Slab&#039;, &#039;Red Sandstone Slab&#039;, &#039;Smooth Red Sandstone Slab&#039;, &#039;Cut Red Sandstone Slab&#039;, &#039;Prismarine Slab&#039;, &#039;Prismarine Brick Slab&#039;, &#039;Dark Prismarine Slab&#039;, &lt;br /&gt;
		&#039;Nether Brick Slab&#039;, &#039;Red Nether Brick Slab&#039;, &#039;Blackstone Slab&#039;, &#039;Polished Blackstone Slab&#039;, &#039;Polished Blackstone Brick Slab&#039;, &#039;End Stone Brick Slab&#039;, &#039;Purpur Slab&#039;, &#039;Quartz Slab&#039;, &#039;Smooth Quartz Slab&#039;, &#039;Petrified Oak Slab&#039; },&lt;br /&gt;
	[&#039;Stone Stairs&#039;] = { &#039;Stone Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &lt;br /&gt;
		&#039;Granite Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Resin Brick Stairs&#039;, &lt;br /&gt;
		&#039;Sandstone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &lt;br /&gt;
		&#039;Nether Brick Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Smooth Quartz Stairs&#039; },&lt;br /&gt;
	[&#039;Wall&#039;] = { &#039;Cobblestone Wall&#039;, &#039;Mossy Cobblestone Wall&#039;, &#039;Stone Brick Wall&#039;, &#039;Mossy Stone Brick Wall&#039;, &#039;Granite Wall&#039;, &#039;Diorite Wall&#039;, &#039;Andesite Wall&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Wall&#039;, &#039;Polished Deepslate Wall&#039;, &#039;Deepslate Brick Wall&#039;, &#039;Deepslate Tile Wall&#039;, &#039;Brick Wall&#039;, &#039;Mud Brick Wall&#039;, &#039;Resin Brick Wall&#039;, &#039;Sandstone Wall&#039;, &#039;Red Sandstone Wall&#039;, &#039;Prismarine Wall&#039;, &lt;br /&gt;
		&#039;Nether Brick Wall&#039;, &#039;Red Nether Brick Wall&#039;, &#039;Blackstone Wall&#039;, &#039;Polished Blackstone Wall&#039;, &#039;Polished Blackstone Brick Wall&#039;, &#039;End Stone Brick Wall&#039; },&lt;br /&gt;
	[&#039;Purpur Block&#039;] = { &#039;Purpur Block&#039;, &#039;Purpur Pillar&#039; },&lt;br /&gt;
	[&#039;Stone&#039;] = { &#039;Stone&#039;, &#039;Andesite&#039;, &#039;Granite&#039;, &#039;Diorite&#039;, &#039;Polished Andesite&#039;, &#039;Polished Granite&#039;, &#039;Polished Diorite&#039; },&lt;br /&gt;
	[&#039;Resin Block&#039;] = { &#039;Block of Resin&#039;, &#039;Resin Bricks&#039;, &#039;Chiseled Resin Bricks&#039; },&lt;br /&gt;
	[&#039;Tulip&#039;] = { &#039;Red Tulip&#039;, &#039;Orange Tulip&#039;, &#039;White Tulip&#039;, &#039;Pink Tulip&#039; },&lt;br /&gt;
	[&#039;Prismarine&#039;] = { &#039;Prismarine&#039;, &#039;Prismarine Bricks&#039;, &#039;Dark Prismarine&#039; },&lt;br /&gt;
	[&#039;Ore&#039;] = { &#039;Coal Ore&#039;, &#039;Iron Ore&#039;, &#039;Gold Ore&#039;, &#039;Lapis Lazuli Ore&#039;, &#039;Redstone Ore&#039;, &#039;Emerald Ore&#039;, &#039;Diamond Ore&#039;, &#039;Nether Quartz Ore&#039;, &#039;Nether Gold Ore&#039;, &#039;Deepslate Coal Ore&#039;, &lt;br /&gt;
		&#039;Deepslate Copper Ore&#039;, &#039;Deepslate Emerald Ore&#039;, &#039;Deepslate Iron Ore&#039;, &#039;Deepslate Gold Ore&#039;, &#039;Deepslate Lapis Lazuli Ore&#039;, &#039;Deepslate Redstone Ore&#039;, &#039;Deepslate Diamond Ore&#039;},&lt;br /&gt;
	[&#039;Dead Coral Block&#039;] = { &#039;Dead Tube Coral Block&#039;, &#039;Dead Brain Coral Block&#039;, &#039;Dead Bubble Coral Block&#039;, &#039;Dead Fire Coral Block&#039;, &#039;Dead Horn Coral Block&#039; },&lt;br /&gt;
	[&#039;Coral Block&#039;] = { &#039;Tube Coral Block&#039;, &#039;Brain Coral Block&#039;, &#039;Bubble Coral Block&#039;, &#039;Fire Coral Block&#039;, &#039;Horn Coral Block&#039; },&lt;br /&gt;
	[&#039;Dead Coral&#039;] = { &#039;Dead Tube Coral&#039;, &#039;Dead Brain Coral&#039;, &#039;Dead Bubble Coral&#039;, &#039;Dead Fire Coral&#039;, &#039;Dead Horn Coral&#039; },&lt;br /&gt;
	[&#039;Dead Coral Fan&#039;] = { &#039;Dead Tube Coral Fan&#039;, &#039;Dead Brain Coral Fan&#039;, &#039;Dead Bubble Coral Fan&#039;, &#039;Dead Fire Coral Fan&#039;, &#039;Dead Horn Coral Fan&#039; },&lt;br /&gt;
	[&#039;Coral&#039;] = { &#039;Tube Coral&#039;, &#039;Brain Coral&#039;, &#039;Bubble Coral&#039;, &#039;Fire Coral&#039;, &#039;Horn Coral&#039; },&lt;br /&gt;
	[&#039;Coral Fan&#039;] = { &#039;Tube Coral Fan&#039;, &#039;Brain Coral Fan&#039;, &#039;Bubble Coral Fan&#039;, &#039;Fire Coral Fan&#039;, &#039;Horn Coral Fan&#039; },&lt;br /&gt;
	[&#039;Torch&#039;] = { &#039;Torch&#039;, &#039;Soul Torch&#039; },&lt;br /&gt;
	[&#039;Lantern&#039;] = { &#039;Lantern&#039;, &#039;Soul Lantern&#039; },&lt;br /&gt;
	[&#039;Fungus&#039;] = { &#039;Crimson Fungus&#039;, &#039;Warped Fungus&#039; },&lt;br /&gt;
	[&#039;Fungi&#039;] = { &#039;Crimson Fungus&#039;, &#039;Warped Fungus&#039; },&lt;br /&gt;
	[&#039;Roots&#039;] = { &#039;Crimson Roots&#039;, &#039;Warped Roots&#039; },&lt;br /&gt;
	[&#039;Nylium&#039;] = { &#039;Crimson Nylium&#039;, &#039;Warped Nylium&#039; },&lt;br /&gt;
	[&#039;Soul Sand&#039;] = { &#039;Soul Sand&#039;, &#039;Soul Soil&#039; },&lt;br /&gt;
	[&#039;Campfire&#039;] = { &#039;Campfire&#039;, &#039;Soul Campfire&#039; },&lt;br /&gt;
	[&#039;Blackstone&#039;] = { &#039;Blackstone&#039;, &#039;Polished Blackstone&#039;, &#039;Chiseled Polished Blackstone&#039;, &#039;Polished Blackstone Bricks&#039;, &#039;Cracked Polished Blackstone Bricks&#039; },&lt;br /&gt;
	[&#039;Stone Button&#039;] = { &#039;Stone Button&#039;, &#039;Polished Blackstone Button&#039; },&lt;br /&gt;
	[&#039;Stone Pressure Plate&#039;] = { &#039;Stone Pressure Plate&#039;, &#039;Polished Blackstone Pressure Plate&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Copper --&lt;br /&gt;
local copperstuff = {&lt;br /&gt;
	&#039;Block of Copper&#039;,&lt;br /&gt;
	&#039;Cut Copper&#039;,&lt;br /&gt;
	&#039;Cut Copper Stairs&#039;,&lt;br /&gt;
	&#039;Cut Copper Slab&#039;,&lt;br /&gt;
	&#039;Chiseled Copper&#039;,&lt;br /&gt;
	&#039;Copper Grate&#039;,&lt;br /&gt;
	&#039;Copper Bulb&#039;,&lt;br /&gt;
	&#039;Copper Door&#039;,&lt;br /&gt;
	&#039;Copper Trapdoor&#039;,&lt;br /&gt;
}&lt;br /&gt;
local coppervariants = { &#039;&#039;, &#039;Exposed &#039;, &#039;Weathered &#039;, &#039;Oxidized &#039; }&lt;br /&gt;
for _, copper in ipairs( copperstuff ) do&lt;br /&gt;
	itemVariants[&#039;Unwaxed &#039; .. copper] = {}&lt;br /&gt;
	itemVariants[&#039;Waxed &#039; .. copper] = {}&lt;br /&gt;
	for _, coppervariant in ipairs( coppervariants ) do&lt;br /&gt;
		local name = coppervariant .. copper&lt;br /&gt;
		if copper == &#039;Block of Copper&#039; and coppervariant ~= &#039;&#039; then&lt;br /&gt;
			name = coppervariant .. &#039;Copper&#039;&lt;br /&gt;
		end&lt;br /&gt;
		table.insert( itemVariants[&#039;Unwaxed &#039; .. copper], name )&lt;br /&gt;
		table.insert( itemVariants[&#039;Waxed &#039; .. copper], &#039;Waxed &#039; .. name )&lt;br /&gt;
	end&lt;br /&gt;
	itemVariants[copper] = {}&lt;br /&gt;
	for _, copperitem in ipairs( itemVariants[&#039;Unwaxed &#039; .. copper] ) do&lt;br /&gt;
		table.insert( itemVariants[copper], copperitem )&lt;br /&gt;
	end&lt;br /&gt;
	for _, copperitem in ipairs( itemVariants[&#039;Waxed &#039; .. copper] ) do&lt;br /&gt;
		table.insert( itemVariants[copper], copperitem )&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for aliasName, aliasItems in pairs( itemVariants ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. aliasName] = aliasItems&lt;br /&gt;
	aliases[&#039;Matching &#039; .. aliasName] = aliasItems&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Discs --&lt;br /&gt;
local discs = { &lt;br /&gt;
	{ &#039;13&#039;,                  &#039;C418&#039;,         &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Cat&#039;,                 &#039;C418&#039;,         &#039;cat&#039;,       &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Blocks&#039;,              &#039;C418&#039;,         &#039;blocks&#039;,    &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Chirp&#039;,               &#039;C418&#039;,         &#039;chirp&#039;,     &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Far&#039;,                 &#039;C418&#039;,         &#039;far&#039;,       &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Mall&#039;,                &#039;C418&#039;,         &#039;mall&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Mellohi&#039;,             &#039;C418&#039;,         &#039;mellohi&#039;,   &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Stal&#039;,                &#039;C418&#039;,         &#039;stal&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Strad&#039;,               &#039;C418&#039;,         &#039;strad&#039;,     &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Ward&#039;,                &#039;C418&#039;,         &#039;ward&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;11&#039;,                  &#039;C418&#039;,         &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Wait&#039;,                &#039;C418&#039;,         &#039;wait&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Otherside&#039;,           &#039;Lena Raine&#039;,   &#039;otherside&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Pigstep&#039;,             &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;5&#039;,                   &#039;Samuel Åberg&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Relic&#039;,               &#039;Aaron Cherof&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Precipice&#039;,           &#039;Aaron Cherof&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Creator&#039;,             &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Creator (Music Box)&#039;, &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
}&lt;br /&gt;
for _, disc in ipairs( discs ) do&lt;br /&gt;
    local rarityColor = disc[4]&lt;br /&gt;
	local name = &#039;Music Disc &#039; .. disc[1]&lt;br /&gt;
	local artist = disc[2]&lt;br /&gt;
	local trackname = disc[1]&lt;br /&gt;
	if disc[3] ~= &#039;&#039; then&lt;br /&gt;
		trackname = disc[3]&lt;br /&gt;
	end&lt;br /&gt;
	aliases[name] = { title = rarityColor .. &#039;Music Disc&#039;, name = name, text = &#039;&amp;amp;7&#039; .. artist .. &#039; - &#039; .. trackname }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Disc Fragments --&lt;br /&gt;
local disc_fragments = { &lt;br /&gt;
	{ &#039;5&#039;,    },&lt;br /&gt;
}&lt;br /&gt;
for _, disc_fragment in ipairs( disc_fragments ) do&lt;br /&gt;
	local name = &#039;Disc Fragment &#039; .. disc_fragment[1]&lt;br /&gt;
	local trackname = disc_fragment[1]&lt;br /&gt;
	if disc_fragment[2] ~= nil then&lt;br /&gt;
		trackname = disc_fragment[2]&lt;br /&gt;
	end&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;eDisc Fragment&#039;, name = name, text = &#039;&amp;amp;7Music Disc - &#039; .. trackname }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Paintings --&lt;br /&gt;
local paintings = { &lt;br /&gt;
	{ &#039;Kebab med tre pepperoni&#039;,    &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;de_aztec&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Albanian&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Target Successfully Bombed&#039;, &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Paradisträd&#039;,                &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Wasteland&#039;,                  &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Meditative&#039;,                 &#039;Sarah Boeving&#039;,           &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Wanderer&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;Graham&#039;,                     &#039;Kristoffer Zetterstrand&#039;, &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;Prairie Ride&#039;,               &#039;Sarah Boeving&#039;,           &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;The Pool&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Bonjour Monsieur Courbet&#039;,   &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;sunset_dense&#039;,               &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Seaside&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Creebet&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Match&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Bust&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;The Stage Is Set&#039;,           &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;The void&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Skull and Roses&#039;,            &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Wither&#039;,                     &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Baroque&#039;,                    &#039;Sarah Boeving&#039;,           &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Humble&#039;,                     &#039;Sarah Boeving&#039;,           &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Bouquet&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Cavebird&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Cotán&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Endboss&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Fern&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Owlemons&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Sunflowers&#039;,                 &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Tides&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Backyard&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x4&#039; },&lt;br /&gt;
	{ &#039;Pond&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;3x4&#039; },&lt;br /&gt;
	{ &#039;Fighters&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Changing&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Finding&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Lowmist&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Passage&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Mortal Coil&#039;,                &#039;Kristoffer Zetterstrand&#039;, &#039;4x3&#039; },&lt;br /&gt;
	{ &#039;Kong&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;4x3&#039; },&lt;br /&gt;
	{ &#039;Pointer&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Pigscene&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Skull On Fire&#039;,              &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Unpacked&#039;,                   &#039;Sarah Boeving&#039;,           &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Orb&#039;,                        &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Earth&#039;,                      &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Wind&#039;,                       &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Fire&#039;,                       &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Water&#039;,                      &#039;Mojang&#039;,                  &#039;2x2&#039; }&lt;br /&gt;
}&lt;br /&gt;
for _, painting in ipairs( paintings ) do&lt;br /&gt;
	local name = &#039;Painting &#039; .. painting[1]&lt;br /&gt;
	local artist = painting[2]&lt;br /&gt;
	local artwork = painting[1]&lt;br /&gt;
	local size = painting[3]&lt;br /&gt;
	aliases[name] = { title = &#039;Painting&#039;, name = &#039;Painting&#039;, text = &#039;&amp;amp;e&#039; .. artwork .. &#039;/&amp;amp;7&#039; .. artist .. &#039;/&#039; .. &#039;&amp;amp;f&#039; .. size }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Damaged items, note it skips tools, weapons, and armor as they are handled above to add the damage tooltip. --&lt;br /&gt;
-- Items with rarity (such as Mace and Elytra) are hard-coded in the module&#039;s beginning.&lt;br /&gt;
local damagedItems = {&lt;br /&gt;
	&#039;Bow&#039;,&lt;br /&gt;
	&#039;Brush&#039;,&lt;br /&gt;
	&#039;Carrot on a Stick&#039;,&lt;br /&gt;
	&#039;Crossbow&#039;,&lt;br /&gt;
	&#039;Fishing Rod&#039;,&lt;br /&gt;
	&#039;Flint and Steel&#039;,&lt;br /&gt;
	&#039;Shears&#039;,&lt;br /&gt;
	&#039;Shield&#039;&lt;br /&gt;
}&lt;br /&gt;
for _, item in ipairs( damagedItems ) do&lt;br /&gt;
	local name = &#039;Damaged &#039; .. item&lt;br /&gt;
	aliases[name] = { title = item, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Banners and colored items --&lt;br /&gt;
local patterns = {&lt;br /&gt;
	&#039;Base Dexter Canton&#039;,&lt;br /&gt;
	&#039;Base&#039;,&lt;br /&gt;
	&#039;Base Gradient&#039;,&lt;br /&gt;
	&#039;Base Indented&#039;,&lt;br /&gt;
	&#039;Base Sinister Canton&#039;,&lt;br /&gt;
	&#039;Bend&#039;,&lt;br /&gt;
	&#039;Bend Sinister&#039;,&lt;br /&gt;
	&#039;Bordure&#039;,&lt;br /&gt;
	&#039;Bordure Indented&#039;,&lt;br /&gt;
	&#039;Chevron&#039;,&lt;br /&gt;
	&#039;Chief Dexter Canton&#039;,&lt;br /&gt;
	&#039;Chief&#039;,&lt;br /&gt;
	&#039;Chief Indented&#039;,&lt;br /&gt;
	&#039;Chief Sinister Canton&#039;,&lt;br /&gt;
	&#039;Creeper Charge&#039;,&lt;br /&gt;
	&#039;Cross&#039;,&lt;br /&gt;
	&#039;Fess&#039;,&lt;br /&gt;
	&#039;Field Masoned&#039;,&lt;br /&gt;
	&#039;Flow&#039;,&lt;br /&gt;
	&#039;Flower Charge&#039;,&lt;br /&gt;
	&#039;Globe&#039;,&lt;br /&gt;
	&#039;Gradient&#039;,&lt;br /&gt;
	&#039;Guster&#039;,&lt;br /&gt;
	&#039;Inverted Chevron&#039;,&lt;br /&gt;
	&#039;Lozenge&#039;,&lt;br /&gt;
	&#039;Thing&#039;,&lt;br /&gt;
	&#039;Pale&#039;,&lt;br /&gt;
	&#039;Pale Dexter&#039;,&lt;br /&gt;
	&#039;Pale Sinister&#039;,&lt;br /&gt;
	&#039;Paly&#039;,&lt;br /&gt;
	&#039;Per Bend&#039;,&lt;br /&gt;
	&#039;Per Bend Inverted&#039;,&lt;br /&gt;
	&#039;Per Bend Sinister&#039;,&lt;br /&gt;
	&#039;Per Bend Sinister Inverted&#039;,&lt;br /&gt;
	&#039;Per Fess&#039;,&lt;br /&gt;
	&#039;Per Fess Inverted&#039;,&lt;br /&gt;
	&#039;Per Pale&#039;,&lt;br /&gt;
	&#039;Per Pale Inverted&#039;,&lt;br /&gt;
	&#039;Piglin&#039;,&lt;br /&gt;
	&#039;Snout&#039;,&lt;br /&gt;
	&#039;Roundel&#039;,&lt;br /&gt;
	&#039;Saltire&#039;,&lt;br /&gt;
	&#039;Skull Charge&#039;&lt;br /&gt;
}&lt;br /&gt;
local colors = {&lt;br /&gt;
	&#039;White&#039;,&lt;br /&gt;
	&#039;Light Gray&#039;,&lt;br /&gt;
	&#039;Gray&#039;,&lt;br /&gt;
	&#039;Black&#039;,&lt;br /&gt;
	&#039;Brown&#039;,&lt;br /&gt;
	&#039;Red&#039;,&lt;br /&gt;
	&#039;Orange&#039;,&lt;br /&gt;
	&#039;Yellow&#039;,&lt;br /&gt;
	&#039;Lime&#039;,&lt;br /&gt;
	&#039;Green&#039;,&lt;br /&gt;
	&#039;Cyan&#039;,&lt;br /&gt;
	&#039;Light Blue&#039;,&lt;br /&gt;
	&#039;Blue&#039;,&lt;br /&gt;
	&#039;Purple&#039;,&lt;br /&gt;
	&#039;Magenta&#039;,&lt;br /&gt;
	&#039;Pink&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Firework Stars --&lt;br /&gt;
local fireworkStar = {}&lt;br /&gt;
for _, color in ipairs( colors ) do&lt;br /&gt;
	local name = color .. &#039; Firework Star&#039;&lt;br /&gt;
	aliases[name] = { title = &#039;Firework Star&#039;, name = name, text = &#039;&amp;amp;7&#039; .. color }&lt;br /&gt;
	table.insert( fireworkStar, aliases[name] )&lt;br /&gt;
	for _, pattern in ipairs( patterns ) do&lt;br /&gt;
		name = color .. &#039; &#039; .. pattern .. &#039; Banner&#039;&lt;br /&gt;
		aliases[name] = { title = &#039;Banner&#039;, name = name, text = &#039;&amp;amp;7&#039; .. color .. &#039; &#039; .. pattern }&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
aliases[&#039;Any Firework Star&#039;] = fireworkStar&lt;br /&gt;
aliases[&#039;Matching Firework Star&#039;] = fireworkStar&lt;br /&gt;
&lt;br /&gt;
-- Items that use the sixteen colors --&lt;br /&gt;
local coloredItems = {&lt;br /&gt;
	withWhite = {&lt;br /&gt;
		&#039;Balloon&#039;,&lt;br /&gt;
		&#039;Banner&#039;,&lt;br /&gt;
		&#039;Bed&#039;,&lt;br /&gt;
		&#039;Carpet&#039;,&lt;br /&gt;
		&#039;Concrete&#039;,&lt;br /&gt;
		&#039;Concrete Powder&#039;,&lt;br /&gt;
		&#039;Glazed Terracotta&#039;,&lt;br /&gt;
		&#039;Glow Stick&#039;,&lt;br /&gt;
		&#039;Hardened $1 Stained Glass&#039;,&lt;br /&gt;
		&#039;Hardened $1 Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Shield&#039;,&lt;br /&gt;
		&#039;Shulker Box&#039;,&lt;br /&gt;
		&#039;Stained Glass&#039;,&lt;br /&gt;
		&#039;Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Wool&#039;,&lt;br /&gt;
&lt;br /&gt;
		&#039;$Dyed Bundle&#039;,&lt;br /&gt;
		&#039;$Dyed Candle&#039;,&lt;br /&gt;
		&#039;$Dyed Terracotta&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	noWhite = {&lt;br /&gt;
		&#039;$Dyed Wool&#039;,&lt;br /&gt;
		&#039;$Dyed Bed&#039;,&lt;br /&gt;
		&#039;$Dyed Carpet&#039;,&lt;br /&gt;
		&#039;$Colored Dye&#039;,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local coloredBadItems = {&lt;br /&gt;
	[&#039;Light Gray Glow Stick&#039;] = 1,&lt;br /&gt;
	[&#039;Black Glow Stick&#039;] = 1,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for type, items in pairs( coloredItems ) do&lt;br /&gt;
	for _, item in ipairs( items ) do&lt;br /&gt;
		local coloredItemAliases = {}&lt;br /&gt;
		local defaultItemAliases&lt;br /&gt;
&lt;br /&gt;
		if item:find( &#039;%$[^1]&#039; ) then&lt;br /&gt;
			defaultItemAliases = {}&lt;br /&gt;
			local itemName&lt;br /&gt;
			if type == &#039;noWhite&#039; then&lt;br /&gt;
				itemName = item:gsub( &#039;%$%w+&#039;, &#039;White&#039; )&lt;br /&gt;
			else&lt;br /&gt;
				itemName = item:gsub( &#039;%$%w+ &#039;, &#039;&#039; )&lt;br /&gt;
			end&lt;br /&gt;
			table.insert( defaultItemAliases, itemName )&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		for _, color in ipairs( colors ) do&lt;br /&gt;
			local itemName&lt;br /&gt;
			if type ~= &#039;noWhite&#039; or color ~= &#039;White&#039; then&lt;br /&gt;
				if item:find( &#039;%$1&#039; ) then&lt;br /&gt;
					itemName = item:gsub( &#039;%$1&#039;, color )&lt;br /&gt;
				elseif item:find( &#039;%$&#039; ) then&lt;br /&gt;
					itemName = item:gsub( &#039;%$%w+&#039;, color )&lt;br /&gt;
				else&lt;br /&gt;
					itemName = color .. &#039; &#039; .. item&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			if not coloredBadItems[itemName] then&lt;br /&gt;
				if defaultItemAliases then&lt;br /&gt;
					table.insert( defaultItemAliases, itemName )&lt;br /&gt;
				end&lt;br /&gt;
&lt;br /&gt;
				table.insert( coloredItemAliases, itemName )&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		if defaultItemAliases then&lt;br /&gt;
			local defaultItem = item:gsub( &#039;%$%w+ &#039;, &#039;&#039; )&lt;br /&gt;
			aliases[&#039;Any &#039; .. defaultItem] = defaultItemAliases&lt;br /&gt;
			aliases[&#039;Matching &#039; .. defaultItem] = defaultItemAliases&lt;br /&gt;
		end&lt;br /&gt;
		item = item:gsub( &#039;%$1 &#039;, &#039;&#039; )&lt;br /&gt;
		item = item:gsub( &#039;%$&#039;, &#039;&#039; )&lt;br /&gt;
		aliases[&#039;Any &#039; .. item] = coloredItemAliases&lt;br /&gt;
		aliases[&#039;Matching &#039; .. item] = coloredItemAliases&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
-- list of all potions with no effects&lt;br /&gt;
local noEffects = {&lt;br /&gt;
	&#039;Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Potion&#039;,&lt;br /&gt;
	&#039;Thick Potion&#039;,&lt;br /&gt;
	&#039;Mundane Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Potion&#039;,&lt;br /&gt;
	&#039;Splash Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Splash Potion&#039;,&lt;br /&gt;
	&#039;Thick Splash Potion&#039;,&lt;br /&gt;
	&#039;Mundane Splash Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Splash Potion&#039;,&lt;br /&gt;
	&#039;Lingering Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Lingering Potion&#039;,&lt;br /&gt;
	&#039;Thick Lingering Potion&#039;,&lt;br /&gt;
	&#039;Mundane Lingering Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Lingering Potion&#039;,&lt;br /&gt;
	&#039;Tipped Arrow&#039;,&lt;br /&gt;
	&#039;Arrow of Splashing&#039;,&lt;br /&gt;
	&#039;Uncraftable Tipped Arrow&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs(noEffects) do&lt;br /&gt;
	aliases[name] = { name = name, text = &#039;&amp;amp;7No Effects&#039; }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- start these lists with the no effect items as names are not normal&lt;br /&gt;
local potionItems = {&lt;br /&gt;
	[&#039;Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Splash Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Splash Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Splash Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Splash Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Splash Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Lingering Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Lingering Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Lingering Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Lingering Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Lingering Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Tipped Arrow&#039;] = {&lt;br /&gt;
		aliases[&#039;Arrow of Splashing&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Potions --&lt;br /&gt;
local effects = {&lt;br /&gt;
	-- durations are in the order normal, extended, enhanced&lt;br /&gt;
	{name = &#039;Regeneration&#039;, effect = &#039;&amp;amp;9Regeneration&#039;, enhanced = &#039;II&#039;,&lt;br /&gt;
		durations = { normal = { &#039;0:45&#039;, &#039;1:30&#039;, &#039;0:22&#039; }, lingering = { &#039;0:11&#039;, &#039;0:22&#039;, &#039;0:05&#039; }, arrow = { &#039;0:05&#039;, &#039;0:11&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Swiftness&#039;, effect = &#039;&amp;amp;9Speed&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Fire Resistance&#039;, effect = &#039;&amp;amp;9Fire Resistance&#039;, durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Poison&#039;, effect = &#039;&amp;amp;cPoison&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;0:45&#039;, &#039;1:30&#039;, &#039;0:21&#039; }, lingering = { &#039;0:11&#039;, &#039;0:22&#039;, &#039;0:05&#039; }, arrow = { &#039;0:05&#039;, &#039;0:11&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Healing&#039;, effect = &#039;&amp;amp;9Instant Health&#039;, enhanced = &#039;II&#039; },&lt;br /&gt;
	{ name = &#039;Night Vision&#039;,    effect = &#039;&amp;amp;9Night Vision&#039;,    durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Weakness&#039;,        effect = &#039;&amp;amp;cWeakness&#039;,        durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039; }, lingering = { &#039;0:22&#039;, &#039;1:00&#039; }, arrow = { &#039;0:11&#039;, &#039;0:30&#039; }}},&lt;br /&gt;
	{ name = &#039;Strength&#039;, effect = &#039;&amp;amp;9Strength&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039;}, lingering = {&#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039;}, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Slowness&#039;, effect = &#039;&amp;amp;cSlowness&#039;, enhanced = &#039;IV&#039;, &lt;br /&gt;
		durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039;, &#039;0:20&#039;}, lingering = {&#039;0:22&#039;, &#039;1:00&#039;, &#039;0:05&#039;}, arrow = { &#039;0:11&#039;, &#039;0:30&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Leaping&#039;, effect = &#039;&amp;amp;9Jump Boost&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039; }, lingering = {&#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039;}, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Harming&#039;, effect = &#039;&amp;amp;cInstant Damage&#039;, enhanced = &#039;II&#039; },&lt;br /&gt;
	{ name = &#039;Water Breathing&#039;, effect = &#039;&amp;amp;9Water Breathing&#039;, durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Invisibility&#039;,    effect = &#039;&amp;amp;9Invisibility&#039;,    durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Slow Falling&#039;,    effect = &#039;&amp;amp;9Slow Falling&#039;,    durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039; }, lingering = { &#039;0:22&#039;, &#039;1:00&#039; }, arrow = { &#039;0:11&#039;, &#039;0:30&#039; }}},&lt;br /&gt;
	{ name = &#039;Luck&#039;,  effect = &#039;&amp;amp;9Luck&#039;,   durations = { normal = { &#039;5:00&#039; }, lingering = { &#039;1:15&#039; }, arrow = { &#039;0:37&#039; }}},&lt;br /&gt;
	{ name = &#039;Decay&#039;, effect = &#039;&amp;amp;cWither II&#039;, durations = { normal = { &#039;0:40&#039; }, lingering = { &#039;0:10&#039; }, arrow = { &#039;0:05&#039; }}},&lt;br /&gt;
	{ name = &#039;the Turtle Master&#039;, text = &#039;&amp;amp;cSlowness IV ($1)/&amp;amp;9Resistance III ($1)&#039;, enhanced = &#039;&amp;amp;cSlowness VI ($1)/&amp;amp;9Resistance IV ($1)&#039;,&lt;br /&gt;
		durations = { normal = { &#039;0:20&#039;, &#039;0:40&#039;, &#039;0:20&#039; }, lingering = { &#039;0:15&#039;, &#039;0:45&#039;, &#039;0:15&#039; }, arrow = {  &#039;0:07&#039;, &#039;0:22&#039;, &#039;0:07&#039; }}},&lt;br /&gt;
	{ name = &#039;Oozing&#039;,  effect = &#039;&amp;amp;cOozing&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Infestation&#039;,  effect = &#039;&amp;amp;cInfested&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Weaving&#039;,  effect = &#039;&amp;amp;cWeaving&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Wind Charging&#039;,  effect = &#039;&amp;amp;cWind Charged&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}}&lt;br /&gt;
}&lt;br /&gt;
local types = {&lt;br /&gt;
	{name = &#039;Potion&#039;,           durations = &#039;normal&#039;,    text = &#039;Potion of &#039;},&lt;br /&gt;
	{name = &#039;Splash Potion&#039;,    durations = &#039;normal&#039;,    text = &#039;Splash Potion of &#039;},&lt;br /&gt;
	{name = &#039;Lingering Potion&#039;, durations = &#039;lingering&#039;, text = &#039;Lingering Potion of &#039;},&lt;br /&gt;
	{name = &#039;Tipped Arrow&#039;,     durations = &#039;arrow&#039;,     text = &#039;Arrow of &#039;},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, effect in ipairs(effects) do&lt;br /&gt;
	for _, type in ipairs(types) do&lt;br /&gt;
		-- form name, it will be reused&lt;br /&gt;
		local name =  type.text .. effect.name&lt;br /&gt;
		local potionName = {}&lt;br /&gt;
		if type.name == &#039;Tipped Arrow&#039; then&lt;br /&gt;
		potionName = type.text .. effect.name&lt;br /&gt;
		else&lt;br /&gt;
		potionName = type.text .. effect.name&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- if we have durations, add times&lt;br /&gt;
		if effect.durations then&lt;br /&gt;
			local durations = effect.durations[type.durations]&lt;br /&gt;
			&lt;br /&gt;
			-- turtle master is weird, so just do a fancy string replacement&lt;br /&gt;
			if effect.text then&lt;br /&gt;
				aliases[name] = { name = potionName, text = effect.text:gsub( &#039;%$1&#039;, durations[1] ) }&lt;br /&gt;
				aliases[name .. &#039; Extended&#039;] = { name = potionName, text = effect.text:gsub( &#039;%$1&#039;, durations[2] ) .. &#039;/&amp;amp;8Extended&#039; }&lt;br /&gt;
				aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = effect.enhanced:gsub( &#039;%$1&#039;, durations[3] ) .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
			else&lt;br /&gt;
				-- we always have normal&lt;br /&gt;
				aliases[name] = { name = potionName, text = string.format( &#039;%s (%s)&#039;, effect.effect, durations[1] ) }&lt;br /&gt;
			&lt;br /&gt;
				-- ensure we have extended&lt;br /&gt;
				if durations[2] then&lt;br /&gt;
					aliases[name .. &#039; Extended&#039;] = { name = potionName, text = string.format( &#039;%s (%s)&#039;, effect.effect, durations[2] ) .. &#039;/&amp;amp;8Extended&#039; }&lt;br /&gt;
					&lt;br /&gt;
					-- and enhanced&lt;br /&gt;
					if effect.enhanced then&lt;br /&gt;
						aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = string.format( &#039;%s %s (%s)&#039;, effect.effect, effect.enhanced, durations[3] ) .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			-- otherwise its just effect, currently every potion with no duration can be enhanced&lt;br /&gt;
			aliases[name] = { name = potionName, text = effect.effect}&lt;br /&gt;
			aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = effect.effect .. &#039; &#039; .. effect.enhanced .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- add the base potion to the any list&lt;br /&gt;
		table.insert(potionItems[type.name], aliases[name])&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- build the any lists&lt;br /&gt;
for item, potionAliases in pairs( potionItems ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. item] = potionAliases&lt;br /&gt;
	aliases[&#039;Matching &#039; .. item] = potionAliases&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Wood --&lt;br /&gt;
local woodTypes = {&lt;br /&gt;
    overworld = {&lt;br /&gt;
        &#039;Oak&#039;,&lt;br /&gt;
	    &#039;Spruce&#039;,&lt;br /&gt;
	    &#039;Birch&#039;,&lt;br /&gt;
	    &#039;Jungle&#039;,&lt;br /&gt;
	    &#039;Acacia&#039;,&lt;br /&gt;
        &#039;Dark Oak&#039;,&lt;br /&gt;
        &#039;Mangrove&#039;,&lt;br /&gt;
        &#039;Cherry&#039;,&lt;br /&gt;
        &#039;Pale Oak&#039;,&lt;br /&gt;
        &#039;Bamboo&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    nether = {&lt;br /&gt;
        &#039;Crimson&#039;,&lt;br /&gt;
        &#039;Warped&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    both = {},&lt;br /&gt;
}&lt;br /&gt;
local woodTypeWorld = {}&lt;br /&gt;
for _, world in ipairs({&#039;overworld&#039;, &#039;nether&#039;}) do&lt;br /&gt;
	local woods = woodTypes[world]&lt;br /&gt;
	for _, type in ipairs(woods) do&lt;br /&gt;
		woodTypeWorld[type] = world&lt;br /&gt;
        table.insert(woodTypes.both, type)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
local woodItems = {&lt;br /&gt;
    overworld = {&lt;br /&gt;
        &#039;Log&#039;,&lt;br /&gt;
        &#039;Wood&#039;,&lt;br /&gt;
        &#039;Stripped $1 Log&#039;,&lt;br /&gt;
        &#039;Stripped $1 Wood&#039;,&lt;br /&gt;
        &#039;Boat&#039;,&lt;br /&gt;
        &#039;Boat with Chest&#039;,&lt;br /&gt;
        &#039;Sapling&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    nether = {&lt;br /&gt;
        &#039;Stem&#039;,&lt;br /&gt;
        &#039;Hyphae&#039;,&lt;br /&gt;
        &#039;Stripped $1 Stem&#039;,&lt;br /&gt;
        &#039;Stripped $1 Hyphae&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    both = {&lt;br /&gt;
		-- Any/Matching X or Y&lt;br /&gt;
        &#039;${Log,Stem}&#039;,&lt;br /&gt;
        &#039;${Wood,Hyphae}&#039;,&lt;br /&gt;
        &#039;Stripped $1 ${Wood,Hyphae}&#039;,&lt;br /&gt;
        &#039;Stripped $1 ${Log,Stem}&#039;,&lt;br /&gt;
&lt;br /&gt;
		-- Dimensional prefixes&lt;br /&gt;
        &#039;$world Planks&#039;,&lt;br /&gt;
        &#039;$world $wood Stairs&#039;,&lt;br /&gt;
        &#039;$world $wood Slab&#039;,&lt;br /&gt;
        &#039;$world $wood Fence&#039;,&lt;br /&gt;
        &#039;$world $wood Fence Gate&#039;,&lt;br /&gt;
        &#039;$world $wood Door&#039;,&lt;br /&gt;
        &#039;$world $wood Trapdoor&#039;,&lt;br /&gt;
        &#039;$world $wood Pressure Plate&#039;,&lt;br /&gt;
        &#039;$world $wood Button&#039;,&lt;br /&gt;
        &#039;$world $wood Sign&#039;,&lt;br /&gt;
        &#039;$world $wood Hanging Sign&#039;,&lt;br /&gt;
&lt;br /&gt;
		-- Both dimensions&lt;br /&gt;
		-- Items with non-wood variants include $wood&lt;br /&gt;
        &#039;Planks&#039;,&lt;br /&gt;
        &#039;$wood Stairs&#039;,&lt;br /&gt;
        &#039;$wood Slab&#039;,&lt;br /&gt;
        &#039;$wood Fence&#039;,&lt;br /&gt;
        &#039;Fence Gate&#039;,&lt;br /&gt;
        &#039;$wood Door&#039;,&lt;br /&gt;
        &#039;$wood Trapdoor&#039;,&lt;br /&gt;
        &#039;$wood Pressure Plate&#039;,&lt;br /&gt;
        &#039;$wood Button&#039;,&lt;br /&gt;
        &#039;Sign&#039;,&lt;br /&gt;
        &#039;Hanging Sign&#039;,&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
local woodItemWorld = {}&lt;br /&gt;
for world, items in pairs(woodItems) do&lt;br /&gt;
    for _, item in ipairs(items) do&lt;br /&gt;
		-- expand $world (should only happen in &amp;quot;both&amp;quot;)&lt;br /&gt;
        if (item:find(&#039;%$world&#039;)) and world == &#039;both&#039; then&lt;br /&gt;
            item = item:gsub(&#039;%$world &#039;, &#039;&#039;)&lt;br /&gt;
            woodItemWorld[&#039;Overworld &#039; .. item] = &#039;overworld&#039;&lt;br /&gt;
			woodItemWorld[&#039;Nether &#039; .. item] = &#039;nether&#039;&lt;br /&gt;
		else&lt;br /&gt;
			woodItemWorld[item] = world&lt;br /&gt;
		end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local woodBadItems = {&lt;br /&gt;
	[&#039;Bamboo Sapling&#039;] = 1,&lt;br /&gt;
	[&#039;Bamboo Wood&#039;] = 1,&lt;br /&gt;
	[&#039;Bamboo Log&#039;] = 1,&lt;br /&gt;
	[&#039;Stripped Bamboo Wood&#039;] = 1,&lt;br /&gt;
	[&#039;Stripped Bamboo Log&#039;] = 1,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local woodNameMapping = {&lt;br /&gt;
	[&#039;Mangrove Sapling&#039;] = &#039;Mangrove Propagule&#039;,&lt;br /&gt;
	[&#039;Bamboo Boat&#039;] = &#039;Bamboo Raft&#039;,&lt;br /&gt;
	[&#039;Bamboo Boat with Chest&#039;] = &#039;Bamboo Raft with Chest&#039;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for item, world in pairs(woodItemWorld) do&lt;br /&gt;
	local itemName = &#039;&#039;&lt;br /&gt;
	local woodAliases = {}&lt;br /&gt;
&lt;br /&gt;
	-- real &amp;quot;linkable&amp;quot; name&lt;br /&gt;
    local realItem = item:gsub(&#039;^Overworld &#039;, &#039;&#039;)&lt;br /&gt;
    realItem = realItem:gsub(&#039;^Nether &#039;, &#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
	for _, wood in ipairs(woodTypes[world]) do&lt;br /&gt;
		-- Parse ${,} (world-select) syntax&lt;br /&gt;
		local selector = (woodTypeWorld[wood] == &#039;overworld&#039;) and &amp;quot;%1&amp;quot; or &amp;quot;%2&amp;quot;&lt;br /&gt;
		itemName = realItem:gsub(&amp;quot;%${(.-),(.-)}&amp;quot;, selector)&lt;br /&gt;
&lt;br /&gt;
		if itemName:find(&#039;%$wood&#039;) then&lt;br /&gt;
			itemName = itemName:gsub(&#039;%$wood&#039;, wood)&lt;br /&gt;
		elseif itemName:find(&#039;%$1&#039;) then&lt;br /&gt;
			itemName = itemName:gsub( &#039;%$1&#039;, wood)&lt;br /&gt;
		else&lt;br /&gt;
			itemName = wood .. &#039; &#039; .. itemName&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- special handling&lt;br /&gt;
		if woodNameMapping[itemName] then&lt;br /&gt;
			itemName = woodNameMapping[itemName]&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		if not woodBadItems[itemName] then&lt;br /&gt;
			table.insert(woodAliases, itemName)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Parse ${,} (world-select) syntax&lt;br /&gt;
	item = item:gsub(&amp;quot;%${(.-),(.-)}&amp;quot;, &amp;quot;%1 or %2&amp;quot;)&lt;br /&gt;
    item = item:gsub(&#039;%$wood&#039;, &#039;Wooden&#039;)&lt;br /&gt;
    item = item:gsub(&#039;%$1 &#039;, &#039;&#039;)&lt;br /&gt;
    aliases[&#039;Any &#039; .. item] = woodAliases&lt;br /&gt;
	aliases[&#039;Matching &#039; .. item] = woodAliases&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Bedrock Edition Items --&lt;br /&gt;
local editionItems = {&lt;br /&gt;
	BE = {&lt;br /&gt;
		&#039;Acacia Fence Gate&#039;,&lt;br /&gt;
		&#039;Andesite Wall&#039;,&lt;br /&gt;
		&#039;Birch Fence Gate&#039;,&lt;br /&gt;
		&#039;Black Bed&#039;,&lt;br /&gt;
		&#039;Black Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Blackstone Wall&#039;,&lt;br /&gt;
		&#039;Blue Bed&#039;,&lt;br /&gt;
		&#039;Blue Ice&#039;,&lt;br /&gt;
		&#039;Blue Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Bow&#039;,&lt;br /&gt;
		&#039;Brick Wall&#039;,&lt;br /&gt;
		&#039;Brown Bed&#039;,&lt;br /&gt;
		&#039;Brown Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Bucket of Pufferfish&#039;,&lt;br /&gt;
		&#039;Bucket of Tropical Fish&#039;,&lt;br /&gt;
		&#039;Cat Spawn Egg&#039;,&lt;br /&gt;
		&#039;Chest&#039;,&lt;br /&gt;
		&#039;Cobbled Deepslate Wall&#039;,&lt;br /&gt;
		&#039;Cobblestone Wall&#039;,&lt;br /&gt;
		&#039;Crimson Fence Gate&#039;,&lt;br /&gt;
		&#039;Crying Obsidian&#039;,&lt;br /&gt;
		&#039;Cyan Bed&#039;,&lt;br /&gt;
		&#039;Cyan Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Dark Oak Fence Gate&#039;,&lt;br /&gt;
		&#039;Deepslate Brick Wall&#039;,&lt;br /&gt;
		&#039;Deepslate Tile Wall&#039;,&lt;br /&gt;
		&#039;Desert Village Map&#039;,&lt;br /&gt;
		&#039;Diorite Wall&#039;,&lt;br /&gt;
		&#039;Enchanting Table&#039;,&lt;br /&gt;
		&#039;End Gateway&#039;,&lt;br /&gt;
		&#039;End Portal Frame&#039;,&lt;br /&gt;
		&#039;End Portal&#039;,&lt;br /&gt;
		&#039;End Rod&#039;,&lt;br /&gt;
		&#039;End Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Ender Chest&#039;,&lt;br /&gt;
		&#039;Glass Pane&#039;,&lt;br /&gt;
		&#039;Glowstone&#039;,&lt;br /&gt;
		&#039;Granite Wall&#039;,&lt;br /&gt;
		&#039;Gray Bed&#039;,&lt;br /&gt;
		&#039;Gray Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Green Bed&#039;,&lt;br /&gt;
		&#039;Green Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Honey Block&#039;,&lt;br /&gt;
		&#039;Horn Coral Block&#039;,&lt;br /&gt;
		&#039;Iron Bars&#039;,&lt;br /&gt;
		&#039;Jack o\&#039;Lantern&#039;,&lt;br /&gt;
		&#039;Jungle Explorer Map&#039;,&lt;br /&gt;
		&#039;Jungle Fence Gate&#039;,&lt;br /&gt;
		&#039;Jungle Leaves&#039;,&lt;br /&gt;
		&#039;Lava&#039;,&lt;br /&gt;
		&#039;Leather Horse Armor&#039;,&lt;br /&gt;
		&#039;Light&#039;,&lt;br /&gt;
		&#039;Light Blue Bed&#039;,&lt;br /&gt;
		&#039;Light Blue Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Light Gray Bed&#039;,&lt;br /&gt;
		&#039;Light Gray Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Lime Bed&#039;,&lt;br /&gt;
		&#039;Lime Stained Glass Pane&#039;,&lt;br /&gt;
        &#039;Lodestone Compass&#039;,&lt;br /&gt;
        &#039;Magenta Bed&#039;,&lt;br /&gt;
		&#039;Magenta Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Magma Block&#039;,&lt;br /&gt;
		&#039;Map&#039;,&lt;br /&gt;
		&#039;Minecart with Command Block&#039;,&lt;br /&gt;
		&#039;Monster Spawner&#039;,&lt;br /&gt;
		&#039;Mossy Cobblestone Wall&#039;,&lt;br /&gt;
		&#039;Mossy Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Mud Brick Wall&#039;,&lt;br /&gt;
		&#039;Nether Brick Wall&#039;,&lt;br /&gt;
		&#039;Oak Fence Gate&#039;,&lt;br /&gt;
		&#039;Observer&#039;,&lt;br /&gt;
		&#039;Ocean Explorer Map&#039;,&lt;br /&gt;
		&#039;Ochre Froglight&#039;,&lt;br /&gt;
		&#039;Orange Bed&#039;,&lt;br /&gt;
		&#039;Orange Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Panda Spawn Egg&#039;,&lt;br /&gt;
		&#039;Pearlescent Froglight&#039;,&lt;br /&gt;
		&#039;Pink Bed&#039;,&lt;br /&gt;
		&#039;Pink Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Plains Village Map&#039;,&lt;br /&gt;
		&#039;Polished Blackstone Wall&#039;,&lt;br /&gt;
		&#039;Polished Blackstone Brick Wall&#039;,&lt;br /&gt;
		&#039;Polished Deepslate Wall&#039;,&lt;br /&gt;
		&#039;Polished Tuff Wall&#039;,&lt;br /&gt;
		&#039;Prismarine Wall&#039;,&lt;br /&gt;
		&#039;Purple Bed&#039;,&lt;br /&gt;
		&#039;Purple Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Red Bed&#039;,&lt;br /&gt;
		&#039;Red Nether Brick Wall&#039;,&lt;br /&gt;
		&#039;Red Sandstone Wall&#039;,&lt;br /&gt;
		&#039;Red Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Resin Brick Wall&#039;,&lt;br /&gt;
		&#039;Sandstone Wall&#039;,&lt;br /&gt;
		&#039;Savanna Village Map&#039;,&lt;br /&gt;
		&#039;Scaffolding&#039;,&lt;br /&gt;
		&#039;Sea Lantern&#039;,&lt;br /&gt;
		&#039;Shroomlight&#039;,&lt;br /&gt;
		&#039;Snowy Village Map&#039;,&lt;br /&gt;
		&#039;Spruce Fence Gate&#039;,&lt;br /&gt;
		&#039;Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Stonecutter&#039;,&lt;br /&gt;
		&#039;Structure Void&#039;,&lt;br /&gt;
		&#039;Swamp Explorer Map&#039;,&lt;br /&gt;
		&#039;Taiga Village Map&#039;,&lt;br /&gt;
		&#039;Trapped Chest&#039;,&lt;br /&gt;
		&#039;Trial Explorer Map&#039;,&lt;br /&gt;
		&#039;Tuff Wall&#039;,&lt;br /&gt;
		&#039;Tuff Brick Wall&#039;,&lt;br /&gt;
		&#039;Verdant Froglight&#039;,&lt;br /&gt;
		&#039;Wandering Trader Spawn Egg&#039;,&lt;br /&gt;
		&#039;Warped Fence Gate&#039;,&lt;br /&gt;
		&#039;White Bed&#039;,&lt;br /&gt;
		&#039;White Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Woodland Explorer Map&#039;,&lt;br /&gt;
		&#039;Yellow Bed&#039;,&lt;br /&gt;
		&#039;Yellow Stained Glass Pane&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	LCE = {&lt;br /&gt;
		&#039;Shrub&#039;&lt;br /&gt;
	},&lt;br /&gt;
	    SM = {&lt;br /&gt;
    	&#039;Compass&#039;,&lt;br /&gt;
    	&#039;Diamond Axe&#039;,&lt;br /&gt;
    	&#039;Diamond Hoe&#039;,&lt;br /&gt;
    	&#039;Diamond Pickaxe&#039;,&lt;br /&gt;
    	&#039;Diamond Shovel&#039;,&lt;br /&gt;
    	&#039;Diamond Sword&#039;,&lt;br /&gt;
    	&#039;Flint and Steel&#039;,&lt;br /&gt;
    	&#039;Potion of Invisibility&#039;,&lt;br /&gt;
    	&#039;Potion of Leaping&#039;,&lt;br /&gt;
    	&#039;Potion of Swiftness&#039;,&lt;br /&gt;
    	&#039;TNT&#039;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
for edition, items in pairs(editionItems) do&lt;br /&gt;
	for _, item in ipairs(items) do&lt;br /&gt;
		local name = item .. &#039; &#039; .. edition&lt;br /&gt;
		aliases[name] = { title = item, name = name }&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Light blocks --&lt;br /&gt;
for level = 0, 15 do&lt;br /&gt;
aliases[&amp;quot;Light &amp;quot; .. level] = { title = &amp;quot;&amp;amp;dLight&amp;quot;, name = &amp;quot;Light &amp;quot; .. level }&lt;br /&gt;
aliases[&amp;quot;Light &amp;quot; .. level .. &amp;quot; BE&amp;quot;] = { title = &amp;quot;Light&amp;quot;, name = &amp;quot;Light &amp;quot; .. level .. &amp;quot; BE&amp;quot; }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Pottery Sherds --&lt;br /&gt;
local pottery_sherds = { &lt;br /&gt;
	{ &#039;Angler&#039; },&lt;br /&gt;
	{ &#039;Arms Up&#039; },&lt;br /&gt;
	{ &#039;Archer&#039; },&lt;br /&gt;
	{ &#039;Blade&#039; },&lt;br /&gt;
	{ &#039;Brewer&#039; },&lt;br /&gt;
	{ &#039;Burn&#039; },&lt;br /&gt;
	{ &#039;Danger&#039; },&lt;br /&gt;
	{ &#039;Explorer&#039; },&lt;br /&gt;
	{ &#039;Flow&#039; },&lt;br /&gt;
	{ &#039;Friend&#039; },&lt;br /&gt;
	{ &#039;Guster&#039; },&lt;br /&gt;
	{ &#039;Heart&#039; },&lt;br /&gt;
	{ &#039;Heartbreak&#039; },&lt;br /&gt;
	{ &#039;Howl&#039; },&lt;br /&gt;
	{ &#039;Miner&#039; },&lt;br /&gt;
	{ &#039;Mourner&#039; },&lt;br /&gt;
	{ &#039;Plenty&#039; },&lt;br /&gt;
	{ &#039;Prize&#039; },&lt;br /&gt;
	{ &#039;Scrape&#039; },&lt;br /&gt;
	{ &#039;Sheaf&#039; },&lt;br /&gt;
	{ &#039;Shelter&#039; },&lt;br /&gt;
	{ &#039;Skull&#039; },&lt;br /&gt;
	{ &#039;Snort&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local potterySherdAliases = {}&lt;br /&gt;
for _, pottery_sherd in ipairs(pottery_sherds) do&lt;br /&gt;
	local name = pottery_sherd[1] .. &#039; Pottery Sherd&#039;&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;e&#039; .. name , name = name }&lt;br /&gt;
	table.insert(potterySherdAliases, aliases[name])&lt;br /&gt;
end&lt;br /&gt;
table.insert(potterySherdAliases, &#039;Brick&#039;)&lt;br /&gt;
&lt;br /&gt;
aliases[&#039;Any Pottery Sherd&#039;] = potterySherdAliases&lt;br /&gt;
&lt;br /&gt;
-- Smithing Templates --&lt;br /&gt;
local smithing_templates = {&lt;br /&gt;
	{ &#039;Netherite Upgrade&#039;,    &#039;Diamond Equipment&#039;, &#039;Netherite Ingot&#039;,  &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Bolt Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Coast Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Dune Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Eye Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Flow Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Host Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Raiser Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Rib Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Sentry Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Shaper Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Silence Armor Trim&#039;,   &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;d&#039; },&lt;br /&gt;
	{ &#039;Snout Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Spire Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Tide Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Vex Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Ward Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Wayfinder Armor Trim&#039;, &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Wild Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
local smithing_template_array = {}&lt;br /&gt;
local armor_trims_array = {}&lt;br /&gt;
for _,smithing_template in pairs(smithing_templates) do&lt;br /&gt;
    local rarityColor = smithing_template[4]&lt;br /&gt;
	local current_alias = {&lt;br /&gt;
		title = rarityColor .. smithing_template[1],&lt;br /&gt;
		name = smithing_template[1] .. &#039; Smithing Template&#039;,&lt;br /&gt;
		text = &#039;&amp;amp;7&#039; .. &#039;Smithing Template&#039; .. &#039;//Applies to:/&amp;amp;#160;&amp;amp;9&#039; .. smithing_template[2] .. &#039;/&amp;amp;7Ingredients:/&amp;amp;#160;&amp;amp;9&#039; .. smithing_template[3],&lt;br /&gt;
	}&lt;br /&gt;
	aliases[smithing_template[1]] = current_alias&lt;br /&gt;
	aliases[smithing_template[1] .. &#039; Smithing Template&#039;] = current_alias&lt;br /&gt;
	table.insert(smithing_template_array,current_alias)&lt;br /&gt;
	if string.find(smithing_template[1],&#039; Armor Trim$&#039;) then&lt;br /&gt;
		table.insert(armor_trims_array,current_alias)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
aliases[&#039;Matching Smithing Template&#039;] = smithing_template_array&lt;br /&gt;
aliases[&#039;Any Smithing Template&#039;] = smithing_template_array&lt;br /&gt;
aliases[&#039;Matching Armor Trim&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Any Armor Trim&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Matching Armor Trim Smithing Template&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Any Armor Trim Smithing Template&#039;] = armor_trims_array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return aliases&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Industrial_Invulnerability_Unit&amp;diff=12244</id>
		<title>Industrial Invulnerability Unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Industrial_Invulnerability_Unit&amp;diff=12244"/>
		<updated>2026-08-27T20:15:33Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: thruster block attempt 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox multiblock v2|name=Industrial Invulnerability Unit|image=iiu.png|custom_property_title1=Immunity Duration|custom_property_title2=Cooldown Time|custom_property_value1=120s (2m)|custom_property_value2=600s (10m)|resource_title1=Scordite Block|resource_title2=Iron Block|resource_title3=End Portal Frame|resource_title4=Hopper|resource_title5=Note Block|resource_title6=Any Thruster Block|resource_title7=Any Stairs|resource_title8=Any Glass|resource_title9=Any Glass Pane|resource_value1=8|resource_value2=4|resource_value3=2|resource_value4=2|resource_value5=1|resource_value6=2|resource_value7=16|resource_value8=1|resource_value9=6}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Industrial Invulnerability Unit&#039;&#039;&#039; makes the [[Industrial Command Ship]] it is connected to invulnerable for 2 minutes. This does not reduce incoming damage to shields, only making the ship&#039;s hull itself unable to take damage. It can be used strategically to block a [[Doomsday Device]], or allow the ICS it is connected to to survive and light a [[Jump Beacon]] while waiting for allied [[Warships]] to defend it.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Module:Inventory_slot/Aliases&amp;diff=12243</id>
		<title>Module:Inventory slot/Aliases</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Module:Inventory_slot/Aliases&amp;diff=12243"/>
		<updated>2026-08-27T20:15:13Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: thruster block attempt 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local aliases = {&lt;br /&gt;
	-- Common fuel types for furnace --&lt;br /&gt;
	[&#039;Any fuel&#039;] = { &#039;Coal&#039;, &#039;Charcoal&#039;, { title = &#039;Log&#039;, name = &#039;Oak Log&#039; }, { title = &#039;Overworld Planks&#039;, name = &#039;Oak Planks&#039; }, &#039;Lava Bucket&#039;, &#039;Block of Coal&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- All armor --&lt;br /&gt;
	[&#039;Any leather armor&#039;] = { &#039;Leather Cap&#039;, &#039;Leather Tunic&#039;, &#039;Leather Pants&#039;, &#039;Leather Boots&#039; },&lt;br /&gt;
	[&#039;Any golden armor&#039;] = { &#039;Golden Helmet&#039;, &#039;Golden Chestplate&#039;, &#039;Golden Leggings&#039;, &#039;Golden Boots&#039; },&lt;br /&gt;
	[&#039;Any chainmail armor&#039;] = { &#039;Chainmail Helmet&#039;, &#039;Chainmail Chestplate&#039;, &#039;Chainmail Leggings&#039;, &#039;Chainmail Boots&#039; },&lt;br /&gt;
	[&#039;Any iron armor&#039;] = { &#039;Iron Helmet&#039;, &#039;Iron Chestplate&#039;, &#039;Iron Leggings&#039;, &#039;Iron Boots&#039; },&lt;br /&gt;
	[&#039;Any diamond armor&#039;] = { &#039;Diamond Helmet&#039;, &#039;Diamond Chestplate&#039;, &#039;Diamond Leggings&#039;, &#039;Diamond Boots&#039; },&lt;br /&gt;
	[&#039;Any netherite armor&#039;] = { &#039;Netherite Helmet&#039;, &#039;Netherite Chestplate&#039;, &#039;Netherite Leggings&#039;, &#039;Netherite Boots&#039; },&lt;br /&gt;
&lt;br /&gt;
    -- Stones --&lt;br /&gt;
	[&#039;Any Cobblestone or Blackstone&#039;] = { &#039;Cobblestone&#039;, &#039;Blackstone&#039; },&lt;br /&gt;
	[&#039;Any stone-tier block&#039;] = { &#039;Cobblestone&#039;, &#039;Blackstone&#039;, &#039;Cobbled Deepslate&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Miscellaeous collections --&lt;br /&gt;
	[&#039;Any leaves&#039;] = { &#039;Oak Leaves&#039;, &#039;Spruce Leaves&#039;, &#039;Birch Leaves&#039;, &#039;Acacia Leaves&#039;, &#039;Jungle Leaves&#039;, &#039;Dark Oak Leaves&#039;, &#039;Mangrove Leaves&#039;, &#039;Cherry Leaves&#039;, &#039;Pale Oak Leaves&#039;, &#039;Azalea Leaves&#039;, &#039;Flowering Azalea Leaves&#039; };&lt;br /&gt;
	[&#039;Any egg&#039;] = { &#039;Egg&#039;, &#039;Blue Egg&#039;, &#039;Brown Egg&#039;};&lt;br /&gt;
	[&#039;Any stairs&#039;] = { &#039;Tuff Stairs&#039;, &#039;Polished Tuff Stairs&#039;, &#039;Tuff Brick Stairs&#039;, &#039;Cut Copper Stairs&#039;, &#039;Exposed Cut Copper Stairs&#039;, &#039;Weathered Cut Copper Stairs&#039;, &#039;Oxidized Cut Copper Stairs&#039;, &#039;Waxed Cut Copper Stairs&#039;, &#039;Waxed Exposed Cut Copper Stairs&#039;, &#039;Waxed Weathered Cut Copper Stairs&#039;, &#039;Waxed Oxidized Cut Copper Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Resin Brick Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Nether Brick Stairs&#039;, &#039;Sandstone Stairs&#039;, &#039;Oak Stairs&#039;, &#039;Spruce Stairs&#039;, &#039;Birch Stairs&#039;, &#039;Jungle Stairs&#039;, &#039;Acacia Stairs&#039;, &#039;Cherry Stairs&#039;, &#039;Dark Oak Stairs&#039;, &#039;Pale Oak Stairs&#039;, &#039;Mangrove Stairs&#039;, &#039;Bamboo Stairs&#039;, &#039;Bamboo Mosaic Stairs&#039;, &#039;Crimson Stairs&#039;, &#039;Warped Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Stone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Smooth Quartz Stairs&#039;, &#039;Granite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039; },&lt;br /&gt;
	[&#039;Any Stairs&#039;] = { &#039;Tuff Stairs&#039;, &#039;Polished Tuff Stairs&#039;, &#039;Tuff Brick Stairs&#039;, &#039;Cut Copper Stairs&#039;, &#039;Exposed Cut Copper Stairs&#039;, &#039;Weathered Cut Copper Stairs&#039;, &#039;Oxidized Cut Copper Stairs&#039;, &#039;Waxed Cut Copper Stairs&#039;, &#039;Waxed Exposed Cut Copper Stairs&#039;, &#039;Waxed Weathered Cut Copper Stairs&#039;, &#039;Waxed Oxidized Cut Copper Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Resin Brick Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Nether Brick Stairs&#039;, &#039;Sandstone Stairs&#039;, &#039;Oak Stairs&#039;, &#039;Spruce Stairs&#039;, &#039;Birch Stairs&#039;, &#039;Jungle Stairs&#039;, &#039;Acacia Stairs&#039;, &#039;Cherry Stairs&#039;, &#039;Dark Oak Stairs&#039;, &#039;Pale Oak Stairs&#039;, &#039;Mangrove Stairs&#039;, &#039;Bamboo Stairs&#039;, &#039;Bamboo Mosaic Stairs&#039;, &#039;Crimson Stairs&#039;, &#039;Warped Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Stone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Smooth Quartz Stairs&#039;, &#039;Granite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039; },&lt;br /&gt;
    [&#039;Any inventory&#039;] = { &#039;Chest&#039;, &#039;Trapped Chest&#039;, &#039;Barrel&#039;, &#039;Furnace&#039;, &#039;Smoker&#039;, &#039;Dispenser&#039;, &#039;Dropper&#039;, &#039;Decorated Pot&#039; },&lt;br /&gt;
    -- Misc HE--&lt;br /&gt;
    [&#039;Any Thruster Block&#039;]={&#039;Sea Lantern&#039;, &#039;Glowstone&#039;, &#039;Shroomlight&#039;, &#039;Ochre Froglight&#039;, &#039;Verdant Froglight&#039;, &#039;Pearlescent Froglight&#039;, &#039;Redstone Lamp&#039;},&lt;br /&gt;
	-- Display names --&lt;br /&gt;
	[&#039;Broken Elytra&#039;] = { title = &#039;&amp;amp;dElytra&#039;, name = &#039;Broken Elytra&#039; },&lt;br /&gt;
	[&#039;Button&#039;] = { title = &#039;Button&#039;, name = &#039;Stone Button&#039;},&lt;br /&gt;
	[&#039;Wooden Button&#039;] = { title = &#039;Button&#039;, name = &#039;Oak Button&#039;},&lt;br /&gt;
	[&#039;Arrow Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Arrow Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Damaged Arrow Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Damaged Arrow Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Firework Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Firework Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Damaged Firework Loaded Crossbow&#039;] = { title = &#039;Crossbow&#039;, name = &#039;Damaged Firework Loaded Crossbow&#039; },&lt;br /&gt;
	[&#039;Ominous Banner&#039;] = { title = &#039;&amp;amp;6&amp;amp;oOminous Banner&#039;, name = &#039;Ominous Banner&#039;, text = &lt;br /&gt;
		&#039;&amp;amp;7Cyan Lozenge/&amp;amp;7Light Gray Base/&amp;amp;7Gray Pale/&amp;amp;7Light Gray Bordure/&amp;amp;7Black Fess/&amp;amp;7Light Gray Per Fess&#039;},&lt;br /&gt;
	[&#039;Half Filled Bundle&#039;] = { title = &#039;Bundle&#039;, name = &#039;Half Filled Bundle&#039; },&lt;br /&gt;
	[&#039;Filled Bundle&#039;] = { title = &#039;Bundle&#039;, name = &#039;Filled Bundle&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Empty display name --&lt;br /&gt;
	[&#039;debug_fourj_item&#039;] = { title = &#039;\226\128\140&#039;, name = &#039;debug_fourj_item&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Equipment with custom rarity --&lt;br /&gt;
	[&#039;Trident&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Trident&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;29 Attack Damage/&amp;amp;#160;&amp;amp;21.1 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Damaged Trident&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Damaged Trident&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;29 Attack Damage/&amp;amp;#160;&amp;amp;21.1 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Trident BE&#039;] = { title = &#039;&amp;amp;bTrident&#039;, name = &#039;Trident&#039;, text = &#039;/&amp;amp;9 +8 Attack Damage&#039;},&lt;br /&gt;
	[&#039;Mace&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Mace&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;26 Attack Damage/&amp;amp;#160;&amp;amp;20.6 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Damaged Mace&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Damaged Mace&#039;, text = &#039;/&amp;amp;7 When in Main Hand:/&amp;amp;#160;&amp;amp;26 Attack Damage/&amp;amp;#160;&amp;amp;20.6 Attack Speed&#039;},&lt;br /&gt;
	[&#039;Mace BE&#039;] = { title = &#039;&amp;amp;dMace&#039;, name = &#039;Mace&#039;, text = &#039;/&amp;amp;9 +5 Attack Damage&#039;},&lt;br /&gt;
	[&amp;quot;Damaged Elytra&amp;quot;] = { title = &amp;quot;&amp;amp;dElytra&amp;quot;, name = &amp;quot;Damaged Elytra&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Boots&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Boots&amp;quot;, name = &amp;quot;Damaged Chainmail Boots&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Chestplate&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Chestplate&amp;quot;, name = &amp;quot;Damaged Chainmail Chestplate&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Helmet&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Helmet&amp;quot;, name = &amp;quot;Damaged Chainmail Helmet&amp;quot; },&lt;br /&gt;
	[&amp;quot;Damaged Chainmail Leggings&amp;quot;] = { title = &amp;quot;&amp;amp;eChainmail Leggings&amp;quot;, name = &amp;quot;Damaged Chainmail Leggings&amp;quot; },&lt;br /&gt;
	&lt;br /&gt;
	-- Ominous Bottles --&lt;br /&gt;
    [&#039;Ominous Bottle&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle II&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen II (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle III&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen III (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle IV&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen IV (01:40:00)&#039; },&lt;br /&gt;
    [&#039;Ominous Bottle V&#039;] = { title = &#039;&amp;amp;eOminous Bottle&#039;, name = &#039;Ominous Bottle&#039;, text = &#039;&amp;amp;9Bad Omen V (01:40:00)&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Bedrock and Education Edition display names --&lt;br /&gt;
	[&#039;Buried Treasure Map BE&#039;] = { title = &#039;Treasure Map&#039;, name = &#039;Buried Treasure Map BE&#039; },&lt;br /&gt;
	[&#039;Elytra Wings&#039;] = { title = &#039;Elytra Wings&#039;, name = &#039;Elytra&#039; },&lt;br /&gt;
	[&#039;Glowing Obsidian&#039;] = { title = &#039;tile.glowingobsidian.name&#039;, name = &#039;Glowing Obsidian&#039; },&lt;br /&gt;
	[&#039;Map (no markers)&#039;] = { title = &#039;Map&#039;, name = &#039;Map&#039;, text = &#039;Display Markers: &amp;amp;cNo&#039; },&lt;br /&gt;
	[&#039;Locator Map&#039;] = { title = &#039;Map&#039;, name = &#039;Map&#039;, text = &#039;Display Markers: &amp;amp;aYes&#039; },&lt;br /&gt;
	[&#039;Shrub BE&#039;] = { title = &#039;Fern&#039;, name = &#039;Short Grass&#039; },&lt;br /&gt;
	[&#039;Unknown&#039;] = { title = &#039;Unknown&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;info_update&#039;] = { title = &#039;tile.info_update.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;info_update2&#039;] = { title = &#039;tile.info_update2.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;reserved6&#039;] = { title = &#039;tile.reserved6.name&#039;, name = &#039;Missing Tile&#039; },&lt;br /&gt;
	[&#039;Smooth Purpur&#039;] = { title = &#039;tile.deprecated_purpur_block_2.name&#039;, name = &#039;Smooth Purpur&#039; },&lt;br /&gt;
	[&#039;Beacon BE&#039;] = { title = &#039;&amp;amp;bBeacon&#039;, name = &#039;Beacon BE&#039; },&lt;br /&gt;
	[&#039;Conduit BE&#039;] = { title = &#039;&amp;amp;eConduit&#039;, name = &#039;Conduit BE&#039; },&lt;br /&gt;
	[&#039;Dragon Egg BE&#039;] = { title = &#039;&amp;amp;dDragon Egg&#039;, name = &#039;Dragon Egg BE&#039; },&lt;br /&gt;
	[&#039;Skeleton Skull BE&#039;] = { title = &#039;&amp;amp;eSkeleton Skull&#039;, name = &#039;Skeleton Skull BE&#039; },&lt;br /&gt;
	[&#039;Wither Skeleton Skull BE&#039;] = { title = &#039;&amp;amp;bWither Skeleton Skull&#039;, name = &#039;Wither Skeleton Skull BE&#039; },&lt;br /&gt;
	[&#039;Zombie Head BE&#039;] = { title = &#039;&amp;amp;eZombie Head&#039;, name = &#039;Zombie Head BE&#039; },&lt;br /&gt;
	[&#039;Player Head BE&#039;] = { title = &#039;&amp;amp;ePlayer Head&#039;, name = &#039;Player Head BE&#039; },&lt;br /&gt;
	[&#039;Creeper Head BE&#039;] = { title = &#039;&amp;amp;eCreeper Head&#039;, name = &#039;Creeper Head BE&#039; },&lt;br /&gt;
	[&#039;Dragon Head BE&#039;] = { title = &#039;&amp;amp;dDragon Head&#039;, name = &#039;Dragon Head BE&#039; },&lt;br /&gt;
&lt;br /&gt;
	-- Chemistry --&lt;br /&gt;
	[&#039;Lead (element)&#039;] = { title = &#039;Lead&#039;, name = &#039;Lead (element)&#039; },&lt;br /&gt;
	[&#039;Water (compound)&#039;] = { title = &#039;Water&#039;, name = &#039;Water (compound)&#039; },&lt;br /&gt;
	[&#039;Chloride&#039;] = { &#039;Calcium Chloride&#039;, &#039;Cerium Chloride&#039;, &#039;Mercuric Chloride&#039;, &#039;Potassium Chloride&#039;, &#039;Tungsten Chloride&#039; },&lt;br /&gt;
	[&#039;Sparkler&#039;] = { &#039;Orange Sparkler&#039;, &#039;Blue Sparkler&#039;, &#039;Red Sparkler&#039;, &#039;Purple Sparkler&#039;, &#039;Green Sparkler&#039; },&lt;br /&gt;
	[&#039;Matching Chloride&#039;] = { &#039;Cerium Chloride&#039;, &#039;Mercuric Chloride&#039;, &#039;Potassium Chloride&#039;, &#039;Tungsten Chloride&#039; },&lt;br /&gt;
	[&#039;Matching Colored Torch&#039;] = { &#039;Blue Torch&#039;, &#039;Red Torch&#039;, &#039;Purple Torch&#039;, &#039;Green Torch&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- April Fools&#039; Day jokes --&lt;br /&gt;
	[&#039;New Thing Banner Pattern&#039;] = { title = &#039;&amp;amp;dBanner Pattern&#039;, name = &#039;New Thing Banner Pattern&#039;, text = &#039;&amp;amp;7New Thing&#039;},&lt;br /&gt;
	-- Note: These can&#039;t use this module&#039;s default color handling because potato peels have no white variant but do include the uncolored variant in recipes&lt;br /&gt;
	[&#039;Any Potato Peels&#039;] = { &#039;Potato Peels&#039;, &#039;Light Gray Potato Peels&#039;, &#039;Gray Potato Peels&#039;, &#039;Black Potato Peels&#039;, &#039;Brown Potato Peels&#039;, &#039;Red Potato Peels&#039;, &#039;Orange Potato Peels&#039;, &#039;Yellow Potato Peels&#039;, &#039;Lime Potato Peels&#039;, &#039;Green Potato Peels&#039;, &#039;Cyan Potato Peels&#039;, &#039;Light Blue Potato Peels&#039;, &#039;Blue Potato Peels&#039;, &#039;Purple Potato Peels&#039;, &#039;Magenta Potato Peels&#039;, &#039;Pink Potato Peels&#039; },&lt;br /&gt;
	&lt;br /&gt;
	-- Old textures --&lt;br /&gt;
	[&#039;Apple Revision 1&#039;] = { title = &#039;Apple&#039;, name = &#039;Apple Revision 1&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Tooltip colors --&lt;br /&gt;
local yellowTooltips = {&lt;br /&gt;
    &#039;Bottle o\&#039; Enchanting&#039;,&lt;br /&gt;
    &#039;Chainmail Boots&#039;,&lt;br /&gt;
    &#039;Chainmail Chestplate&#039;,&lt;br /&gt;
    &#039;Chainmail Helmet&#039;,&lt;br /&gt;
    &#039;Chainmail Leggings&#039;,&lt;br /&gt;
    &#039;Conduit&#039;,&lt;br /&gt;
    &#039;Creeper Charge Banner Pattern&#039;,&lt;br /&gt;
    &#039;Creeper Head&#039;,&lt;br /&gt;
    &#039;Disc Fragment 5&#039;,&lt;br /&gt;
    &#039;Dragon\&#039;s Breath&#039;,&lt;br /&gt;
    &#039;Echo Shard&#039;,&lt;br /&gt;
    &#039;Enchanted Book&#039;,&lt;br /&gt;
    &#039;Goat Horn&#039;,&lt;br /&gt;
    &#039;Heart of the Sea&#039;,&lt;br /&gt;
    &#039;Nautilus Shell&#039;,&lt;br /&gt;
    &#039;Ominous Banner&#039;,&lt;br /&gt;
    &#039;Piglin Head&#039;,&lt;br /&gt;
    &#039;Player Head&#039;,&lt;br /&gt;
    &#039;Recovery Compass&#039;,&lt;br /&gt;
    &#039;Skeleton Skull&#039;,&lt;br /&gt;
    &#039;Sniffer Egg&#039;,&lt;br /&gt;
    &#039;Snout Banner Pattern&#039;,&lt;br /&gt;
    &#039;Totem of Undying&#039;,&lt;br /&gt;
    &#039;Zombie Head&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( yellowTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;e&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local aquaTooltips = {&lt;br /&gt;
	&#039;Beacon&#039;,&lt;br /&gt;
	&#039;Enchanted Golden Apple&#039;,&lt;br /&gt;
    &#039;Flow Banner Pattern&#039;,&lt;br /&gt;
	&#039;Guster Banner Pattern&#039;,&lt;br /&gt;
	&#039;Nether Star&#039;,&lt;br /&gt;
    &#039;Skull Charge Banner Pattern&#039;,&lt;br /&gt;
    &#039;Thing Banner Pattern&#039;,&lt;br /&gt;
    &#039;Wither Skeleton Skull&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( aquaTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;b&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local magentaTooltips = {&lt;br /&gt;
	&#039;Barrier&#039;,&lt;br /&gt;
	&#039;Command Block&#039;,&lt;br /&gt;
	&#039;Chain Command Block&#039;,&lt;br /&gt;
	&#039;Debug Stick&#039;,&lt;br /&gt;
	&#039;Dragon Egg&#039;,&lt;br /&gt;
	&#039;Dragon Head&#039;,&lt;br /&gt;
	&#039;Elytra&#039;,&lt;br /&gt;
	&#039;Heavy Core&#039;,&lt;br /&gt;
	&#039;Jigsaw Block&#039;,&lt;br /&gt;
	&#039;Knowledge Book&#039;,&lt;br /&gt;
	&#039;Light&#039;,&lt;br /&gt;
	&#039;Repeating Command Block&#039;,&lt;br /&gt;
	&#039;Structure Block&#039;,&lt;br /&gt;
	&#039;Structure Void&#039;,&lt;br /&gt;
	&#039;Test Block&#039;,&lt;br /&gt;
	&#039;Test Instance Block&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs( magentaTooltips ) do&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;d&#039;, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Tools and weapons --&lt;br /&gt;
local tools = {&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Sword&#039;, 4, 1.6 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Sword&#039;, 5, 1.6 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Sword&#039;, 6, 1.6 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Sword&#039;, 4, 1.6 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Sword&#039;, 7, 1.6 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Sword&#039;, 8, 1.6 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Pickaxe&#039;, 2, 1.2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Pickaxe&#039;, 3, 1.2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Pickaxe&#039;, 4, 1.2 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Pickaxe&#039;, 2, 1.2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Pickaxe&#039;, 5, 1.2 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Pickaxe&#039;, 6, 1.2 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Axe&#039;, 7, 0.8 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Axe&#039;, 9, 0.8 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Axe&#039;, 9, 0.9 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Axe&#039;, 7, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Axe&#039;, 9, 1 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Axe&#039;, 10, 1 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Shovel&#039;, 2.5, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Shovel&#039;, 3.5, 1 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Shovel&#039;, 4.5, 1 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Shovel&#039;, 2.5, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Shovel&#039;, 5.5, 1 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Shovel&#039;, 6.5, 1 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Hoe&#039;, 1, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Hoe&#039;, 1, 2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Hoe&#039;, 1, 3 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Hoe&#039;, 1, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Hoe&#039;, 1, 4 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Hoe&#039;, 1, 4 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local materialGroups = {}&lt;br /&gt;
local toolGroups = {}&lt;br /&gt;
&lt;br /&gt;
for _, toolProps in ipairs( tools ) do&lt;br /&gt;
	local aliasName = toolProps[1] .. &#039; &#039; .. toolProps[2]&lt;br /&gt;
	local damagedName = &#039;Damaged &#039; .. aliasName&lt;br /&gt;
	local text = &#039;/&amp;amp;7When in Main Hand:/&amp;amp;#160;&amp;amp;2&#039; .. toolProps[3] .. &#039; Attack Damage/&amp;amp;#160;&amp;amp;2&#039; .. toolProps[4] .. &#039; Attack Speed&#039;&lt;br /&gt;
	aliases[aliasName] = { title = aliasName, name = aliasName, text = text }&lt;br /&gt;
	aliases[damagedName] = { title = aliasName, name = damagedName, text = text }&lt;br /&gt;
	&lt;br /&gt;
	local materialGroup = toolProps[1]:lower()&lt;br /&gt;
	local toolGroup = toolProps[2]:lower()&lt;br /&gt;
	&lt;br /&gt;
	if toolProps[2] ~= &#039;Sword&#039; then&lt;br /&gt;
		if materialGroups[materialGroup] == nil then materialGroups[materialGroup] = {} end&lt;br /&gt;
		table.insert( materialGroups[materialGroup], aliases[aliasName] )&lt;br /&gt;
	end&lt;br /&gt;
	if toolGroups[toolGroup] == nil then toolGroups[toolGroup] = {} end&lt;br /&gt;
	table.insert( toolGroups[toolGroup], aliases[aliasName] )&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for materialGroup, items in pairs( materialGroups ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. materialGroup .. &#039; tools&#039;] = items&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for toolGroup, items in pairs( toolGroups ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. toolGroup] = items&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Tools and weapons in Bedrock Edition --&lt;br /&gt;
local toolsBE = {&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Sword&#039;, 4 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Sword&#039;, 5 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Sword&#039;, 6 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Sword&#039;, 4 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Sword&#039;, 7 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Sword&#039;, 8 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Pickaxe&#039;, 2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Pickaxe&#039;, 3 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Pickaxe&#039;, 4 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Pickaxe&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Pickaxe&#039;, 5 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Pickaxe&#039;, 6 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Axe&#039;, 3 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Axe&#039;, 4 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Axe&#039;, 5 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Axe&#039;, 3 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Axe&#039;, 6 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Axe&#039;, 7 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Shovel&#039;, 1 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Shovel&#039;, 2 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Shovel&#039;, 3 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Shovel&#039;, 1 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Shovel&#039;, 4 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Shovel&#039;, 5 },&lt;br /&gt;
	&lt;br /&gt;
	{&#039;Wooden&#039;, &#039;Hoe&#039;, 2 },&lt;br /&gt;
	{&#039;Stone&#039;, &#039;Hoe&#039;, 3 },&lt;br /&gt;
	{&#039;Iron&#039;, &#039;Hoe&#039;, 4 },&lt;br /&gt;
	{&#039;Golden&#039;, &#039;Hoe&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;Hoe&#039;, 5 },&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;Hoe&#039;, 6 }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, toolProps in ipairs( toolsBE ) do&lt;br /&gt;
	local aliasName = toolProps[1] .. &#039; &#039; .. toolProps[2]&lt;br /&gt;
	aliases[aliasName .. &#039; BE&#039;] = { title = aliasName, name = aliasName, text = &#039;/&amp;amp;9+&#039; .. toolProps[3] .. &#039; Attack Damage&#039;}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Armor tooltips --&lt;br /&gt;
local head = {&lt;br /&gt;
	{&#039;Leather Cap&#039;, 1 },&lt;br /&gt;
	{&#039;Chainmail Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Iron Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Golden Helmet&#039;, 2 },&lt;br /&gt;
	{&#039;Diamond Helmet&#039;, 3, 2 },&lt;br /&gt;
	{&#039;Netherite Helmet&#039;, 3, 3, 1 },&lt;br /&gt;
	{&#039;Turtle Shell&#039;, 2 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local body = {&lt;br /&gt;
	{&#039;Leather Tunic&#039;, 3 },&lt;br /&gt;
	{&#039;Chainmail Chestplate&#039;, 5 },&lt;br /&gt;
	{&#039;Iron Chestplate&#039;, 6 },&lt;br /&gt;
	{&#039;Golden Chestplate&#039;, 5 },&lt;br /&gt;
	{&#039;Diamond Chestplate&#039;, 8, 2 },&lt;br /&gt;
	{&#039;Netherite Chestplate&#039;, 8, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local legs = {&lt;br /&gt;
	{&#039;Leather Pants&#039;, 2 },&lt;br /&gt;
	{&#039;Chainmail Leggings&#039;, 4 },&lt;br /&gt;
	{&#039;Iron Leggings&#039;, 5 },&lt;br /&gt;
	{&#039;Golden Leggings&#039;, 3 },&lt;br /&gt;
	{&#039;Diamond Leggings&#039;, 6, 2 },&lt;br /&gt;
	{&#039;Netherite Leggings&#039;, 6, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local feet = {&lt;br /&gt;
	{&#039;Leather Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Chainmail Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Iron Boots&#039;, 2 },&lt;br /&gt;
	{&#039;Golden Boots&#039;, 1 },&lt;br /&gt;
	{&#039;Diamond Boots&#039;, 3, 2 },&lt;br /&gt;
	{&#039;Netherite Boots&#039;, 3, 3, 1 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local equipped = {&lt;br /&gt;
	{&#039;Leather Horse Armor&#039;, 3 },&lt;br /&gt;
	{&#039;Iron Horse Armor&#039;, 5 },&lt;br /&gt;
	{&#039;Golden Horse Armor&#039;, 7 },&lt;br /&gt;
	{&#039;Diamond Horse Armor&#039;, 11, 2 },&lt;br /&gt;
	{&#039;Wolf Armor&#039;, 11 },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local bodyParts = {&lt;br /&gt;
    {head, &amp;quot;on Head&amp;quot;},&lt;br /&gt;
    {body, &amp;quot;on Body&amp;quot;},&lt;br /&gt;
    {legs, &amp;quot;on Legs&amp;quot;},&lt;br /&gt;
    {feet, &amp;quot;on Feet&amp;quot;},&lt;br /&gt;
    {equipped, &amp;quot;equipped&amp;quot;}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local trimMaterial = {&lt;br /&gt;
	{&#039;Quartz&#039;, &#039;&amp;amp;h&#039;},&lt;br /&gt;
	{&#039;Iron&#039;, &#039;&amp;amp;i&#039;},&lt;br /&gt;
	{&#039;Netherite&#039;, &#039;&amp;amp;j&#039;},&lt;br /&gt;
	{&#039;Redstone&#039;, &#039;&amp;amp;y&#039;},&lt;br /&gt;
	{&#039;Copper&#039;, &#039;&amp;amp;z&#039;},&lt;br /&gt;
	{&#039;Gold&#039;, &#039;&amp;amp;p&#039;},&lt;br /&gt;
	{&#039;Emerald&#039;, &#039;&amp;amp;q&#039;},&lt;br /&gt;
	{&#039;Diamond&#039;, &#039;&amp;amp;s&#039;},&lt;br /&gt;
	{&#039;Lapis&#039;, &#039;&amp;amp;t&#039;},&lt;br /&gt;
	{&#039;Amethyst&#039;, &#039;&amp;amp;u&#039;},&lt;br /&gt;
	{&#039;Resin&#039;, &#039;&amp;amp;v&#039;},&lt;br /&gt;
	{&#039;Amber&#039;, &#039;&amp;amp;6&#039;},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, bodyPart in ipairs(bodyParts) do&lt;br /&gt;
    local items = bodyPart[1]&lt;br /&gt;
    local bodyPartName = bodyPart[2]&lt;br /&gt;
    &lt;br /&gt;
    for _, toolProps in ipairs(items) do&lt;br /&gt;
        local aliasName = toolProps[1]&lt;br /&gt;
        local damagedName&lt;br /&gt;
        if string.find(aliasName, &amp;quot;Horse Armor&amp;quot;) then&lt;br /&gt;
            damagedName = aliasName &lt;br /&gt;
        else&lt;br /&gt;
            damagedName = &#039;Damaged &#039; .. aliasName&lt;br /&gt;
        end     &lt;br /&gt;
        local text = &#039;/&amp;amp;7When &#039; .. bodyPartName .. &#039;:/&amp;amp;9+&#039; .. toolProps[2] .. &#039; Armor/&#039;&lt;br /&gt;
        if toolProps[3] then&lt;br /&gt;
            text = text .. &#039;+&#039; .. toolProps[3] .. &#039; Armor Toughness/&#039;&lt;br /&gt;
        end&lt;br /&gt;
        if toolProps[4] then&lt;br /&gt;
            text = text .. &#039;+&#039; .. toolProps[4] .. &#039; Knockback Resistance&#039;&lt;br /&gt;
        end&lt;br /&gt;
        aliases[aliasName] = { title = aliasName, name = aliasName, text = text }&lt;br /&gt;
        aliases[damagedName] = { title = aliasName, name = damagedName, text = text }&lt;br /&gt;
        if bodyPartName ~= &amp;quot;equipped&amp;quot; then&lt;br /&gt;
			for _, materialType in ipairs( trimMaterial ) do&lt;br /&gt;
	        	local trimName = materialType[1] .. &#039; Trim &#039; .. aliasName&lt;br /&gt;
				local trimText = &#039;&amp;amp;7Upgrade:/&amp;amp;#160;&#039; .. materialType[2] .. &#039;Armor Trim/&amp;amp;#160;&#039; .. materialType[1] .. &#039; Material/&#039;&lt;br /&gt;
				aliases[trimName] = { title = aliasName, name = trimName, text = trimText .. text }&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Lists of item variants --&lt;br /&gt;
local itemVariants = {&lt;br /&gt;
	[&#039;Small Flower&#039;] = { &#039;Oxeye Daisy&#039;, &#039;Cornflower&#039;, &#039;Lily of the Valley&#039;, &#039;Wither Rose&#039;, &#039;Red Tulip&#039;, &#039;Orange Tulip&#039;, &#039;White Tulip&#039;, &#039;Pink Tulip&#039;, &#039;Azure Bluet&#039;, &#039;Allium&#039;, &#039;Blue Orchid&#039;, &#039;Poppy&#039;, &#039;Dandelion&#039;, &#039;Torchflower&#039;, &#039;Closed Eyeblossom&#039;, &#039;Open Eyeblossom&#039; },&lt;br /&gt;
	[&#039;Eyeblossom&#039;] = { &#039;Closed Eyeblossom&#039;, &#039;Open Eyeblossom&#039; },&lt;br /&gt;
	[&#039;Mushroom&#039;] = { &#039;Red Mushroom&#039;, &#039;Brown Mushroom&#039; },&lt;br /&gt;
	[&#039;Quartz Block&#039;] = { &#039;Block of Quartz&#039;, &#039;Chiseled Quartz Block&#039;, &#039;Quartz Pillar&#039; },&lt;br /&gt;
	[&#039;Red Sandstone&#039;] = { &#039;Red Sandstone&#039;, &#039;Cut Red Sandstone&#039;, &#039;Chiseled Red Sandstone&#039;, &#039;Smooth Red Sandstone&#039; },&lt;br /&gt;
	[&#039;Sandstone&#039;] = { &#039;Sandstone&#039;, &#039;Cut Sandstone&#039;, &#039;Chiseled Sandstone&#039;, &#039;Smooth Sandstone&#039; },&lt;br /&gt;
	[&#039;Stone Bricks&#039;] = { &#039;Stone Bricks&#039;, &#039;Mossy Stone Bricks&#039;, &#039;Cracked Stone Bricks&#039;, &#039;Chiseled Stone Bricks&#039; },&lt;br /&gt;
	[&#039;Stone Slab&#039;] = { &#039;Stone Slab&#039;, &#039;Cobblestone Slab&#039;, &#039;Mossy Cobblestone Slab&#039;, &#039;Smooth Stone Slab&#039;, &#039;Stone Brick Slab&#039;, &#039;Mossy Stone Brick Slab&#039;, &lt;br /&gt;
		&#039;Granite Slab&#039;, &#039;Polished Granite Slab&#039;, &#039;Diorite Slab&#039;, &#039;Polished Diorite Slab&#039;, &#039;Andesite Slab&#039;, &#039;Polished Andesite Slab&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Slab&#039;, &#039;Polished Deepslate Slab&#039;, &#039;Deepslate Brick Slab&#039;, &#039;Deepslate Tile Slab&#039;, &#039;Brick Slab&#039;, &#039;Mud Brick Slab&#039;, &#039;Resin Brick Slab&#039;,&lt;br /&gt;
		&#039;Sandstone Slab&#039;, &#039;Smooth Sandstone Slab&#039;, &#039;Cut Sandstone Slab&#039;, &#039;Red Sandstone Slab&#039;, &#039;Smooth Red Sandstone Slab&#039;, &#039;Cut Red Sandstone Slab&#039;, &#039;Prismarine Slab&#039;, &#039;Prismarine Brick Slab&#039;, &#039;Dark Prismarine Slab&#039;, &lt;br /&gt;
		&#039;Nether Brick Slab&#039;, &#039;Red Nether Brick Slab&#039;, &#039;Blackstone Slab&#039;, &#039;Polished Blackstone Slab&#039;, &#039;Polished Blackstone Brick Slab&#039;, &#039;End Stone Brick Slab&#039;, &#039;Purpur Slab&#039;, &#039;Quartz Slab&#039;, &#039;Smooth Quartz Slab&#039;, &#039;Petrified Oak Slab&#039; },&lt;br /&gt;
	[&#039;Stone Stairs&#039;] = { &#039;Stone Stairs&#039;, &#039;Cobblestone Stairs&#039;, &#039;Mossy Cobblestone Stairs&#039;, &#039;Stone Brick Stairs&#039;, &#039;Mossy Stone Brick Stairs&#039;, &lt;br /&gt;
		&#039;Granite Stairs&#039;, &#039;Polished Granite Stairs&#039;, &#039;Diorite Stairs&#039;, &#039;Polished Diorite Stairs&#039;, &#039;Andesite Stairs&#039;, &#039;Polished Andesite Stairs&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Stairs&#039;, &#039;Polished Deepslate Stairs&#039;, &#039;Deepslate Brick Stairs&#039;, &#039;Deepslate Tile Stairs&#039;, &#039;Brick Stairs&#039;, &#039;Mud Brick Stairs&#039;, &#039;Resin Brick Stairs&#039;, &lt;br /&gt;
		&#039;Sandstone Stairs&#039;, &#039;Smooth Sandstone Stairs&#039;, &#039;Red Sandstone Stairs&#039;, &#039;Smooth Red Sandstone Stairs&#039;, &#039;Prismarine Stairs&#039;, &#039;Prismarine Brick Stairs&#039;, &#039;Dark Prismarine Stairs&#039;, &lt;br /&gt;
		&#039;Nether Brick Stairs&#039;, &#039;Red Nether Brick Stairs&#039;, &#039;Blackstone Stairs&#039;, &#039;Polished Blackstone Stairs&#039;, &#039;Polished Blackstone Brick Stairs&#039;, &#039;End Stone Brick Stairs&#039;, &#039;Purpur Stairs&#039;, &#039;Quartz Stairs&#039;, &#039;Smooth Quartz Stairs&#039; },&lt;br /&gt;
	[&#039;Wall&#039;] = { &#039;Cobblestone Wall&#039;, &#039;Mossy Cobblestone Wall&#039;, &#039;Stone Brick Wall&#039;, &#039;Mossy Stone Brick Wall&#039;, &#039;Granite Wall&#039;, &#039;Diorite Wall&#039;, &#039;Andesite Wall&#039;, &lt;br /&gt;
		&#039;Cobbled Deepslate Wall&#039;, &#039;Polished Deepslate Wall&#039;, &#039;Deepslate Brick Wall&#039;, &#039;Deepslate Tile Wall&#039;, &#039;Brick Wall&#039;, &#039;Mud Brick Wall&#039;, &#039;Resin Brick Wall&#039;, &#039;Sandstone Wall&#039;, &#039;Red Sandstone Wall&#039;, &#039;Prismarine Wall&#039;, &lt;br /&gt;
		&#039;Nether Brick Wall&#039;, &#039;Red Nether Brick Wall&#039;, &#039;Blackstone Wall&#039;, &#039;Polished Blackstone Wall&#039;, &#039;Polished Blackstone Brick Wall&#039;, &#039;End Stone Brick Wall&#039; },&lt;br /&gt;
	[&#039;Purpur Block&#039;] = { &#039;Purpur Block&#039;, &#039;Purpur Pillar&#039; },&lt;br /&gt;
	[&#039;Stone&#039;] = { &#039;Stone&#039;, &#039;Andesite&#039;, &#039;Granite&#039;, &#039;Diorite&#039;, &#039;Polished Andesite&#039;, &#039;Polished Granite&#039;, &#039;Polished Diorite&#039; },&lt;br /&gt;
	[&#039;Resin Block&#039;] = { &#039;Block of Resin&#039;, &#039;Resin Bricks&#039;, &#039;Chiseled Resin Bricks&#039; },&lt;br /&gt;
	[&#039;Tulip&#039;] = { &#039;Red Tulip&#039;, &#039;Orange Tulip&#039;, &#039;White Tulip&#039;, &#039;Pink Tulip&#039; },&lt;br /&gt;
	[&#039;Prismarine&#039;] = { &#039;Prismarine&#039;, &#039;Prismarine Bricks&#039;, &#039;Dark Prismarine&#039; },&lt;br /&gt;
	[&#039;Ore&#039;] = { &#039;Coal Ore&#039;, &#039;Iron Ore&#039;, &#039;Gold Ore&#039;, &#039;Lapis Lazuli Ore&#039;, &#039;Redstone Ore&#039;, &#039;Emerald Ore&#039;, &#039;Diamond Ore&#039;, &#039;Nether Quartz Ore&#039;, &#039;Nether Gold Ore&#039;, &#039;Deepslate Coal Ore&#039;, &lt;br /&gt;
		&#039;Deepslate Copper Ore&#039;, &#039;Deepslate Emerald Ore&#039;, &#039;Deepslate Iron Ore&#039;, &#039;Deepslate Gold Ore&#039;, &#039;Deepslate Lapis Lazuli Ore&#039;, &#039;Deepslate Redstone Ore&#039;, &#039;Deepslate Diamond Ore&#039;},&lt;br /&gt;
	[&#039;Dead Coral Block&#039;] = { &#039;Dead Tube Coral Block&#039;, &#039;Dead Brain Coral Block&#039;, &#039;Dead Bubble Coral Block&#039;, &#039;Dead Fire Coral Block&#039;, &#039;Dead Horn Coral Block&#039; },&lt;br /&gt;
	[&#039;Coral Block&#039;] = { &#039;Tube Coral Block&#039;, &#039;Brain Coral Block&#039;, &#039;Bubble Coral Block&#039;, &#039;Fire Coral Block&#039;, &#039;Horn Coral Block&#039; },&lt;br /&gt;
	[&#039;Dead Coral&#039;] = { &#039;Dead Tube Coral&#039;, &#039;Dead Brain Coral&#039;, &#039;Dead Bubble Coral&#039;, &#039;Dead Fire Coral&#039;, &#039;Dead Horn Coral&#039; },&lt;br /&gt;
	[&#039;Dead Coral Fan&#039;] = { &#039;Dead Tube Coral Fan&#039;, &#039;Dead Brain Coral Fan&#039;, &#039;Dead Bubble Coral Fan&#039;, &#039;Dead Fire Coral Fan&#039;, &#039;Dead Horn Coral Fan&#039; },&lt;br /&gt;
	[&#039;Coral&#039;] = { &#039;Tube Coral&#039;, &#039;Brain Coral&#039;, &#039;Bubble Coral&#039;, &#039;Fire Coral&#039;, &#039;Horn Coral&#039; },&lt;br /&gt;
	[&#039;Coral Fan&#039;] = { &#039;Tube Coral Fan&#039;, &#039;Brain Coral Fan&#039;, &#039;Bubble Coral Fan&#039;, &#039;Fire Coral Fan&#039;, &#039;Horn Coral Fan&#039; },&lt;br /&gt;
	[&#039;Torch&#039;] = { &#039;Torch&#039;, &#039;Soul Torch&#039; },&lt;br /&gt;
	[&#039;Lantern&#039;] = { &#039;Lantern&#039;, &#039;Soul Lantern&#039; },&lt;br /&gt;
	[&#039;Fungus&#039;] = { &#039;Crimson Fungus&#039;, &#039;Warped Fungus&#039; },&lt;br /&gt;
	[&#039;Fungi&#039;] = { &#039;Crimson Fungus&#039;, &#039;Warped Fungus&#039; },&lt;br /&gt;
	[&#039;Roots&#039;] = { &#039;Crimson Roots&#039;, &#039;Warped Roots&#039; },&lt;br /&gt;
	[&#039;Nylium&#039;] = { &#039;Crimson Nylium&#039;, &#039;Warped Nylium&#039; },&lt;br /&gt;
	[&#039;Soul Sand&#039;] = { &#039;Soul Sand&#039;, &#039;Soul Soil&#039; },&lt;br /&gt;
	[&#039;Campfire&#039;] = { &#039;Campfire&#039;, &#039;Soul Campfire&#039; },&lt;br /&gt;
	[&#039;Blackstone&#039;] = { &#039;Blackstone&#039;, &#039;Polished Blackstone&#039;, &#039;Chiseled Polished Blackstone&#039;, &#039;Polished Blackstone Bricks&#039;, &#039;Cracked Polished Blackstone Bricks&#039; },&lt;br /&gt;
	[&#039;Stone Button&#039;] = { &#039;Stone Button&#039;, &#039;Polished Blackstone Button&#039; },&lt;br /&gt;
	[&#039;Stone Pressure Plate&#039;] = { &#039;Stone Pressure Plate&#039;, &#039;Polished Blackstone Pressure Plate&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Copper --&lt;br /&gt;
local copperstuff = {&lt;br /&gt;
	&#039;Block of Copper&#039;,&lt;br /&gt;
	&#039;Cut Copper&#039;,&lt;br /&gt;
	&#039;Cut Copper Stairs&#039;,&lt;br /&gt;
	&#039;Cut Copper Slab&#039;,&lt;br /&gt;
	&#039;Chiseled Copper&#039;,&lt;br /&gt;
	&#039;Copper Grate&#039;,&lt;br /&gt;
	&#039;Copper Bulb&#039;,&lt;br /&gt;
	&#039;Copper Door&#039;,&lt;br /&gt;
	&#039;Copper Trapdoor&#039;,&lt;br /&gt;
}&lt;br /&gt;
local coppervariants = { &#039;&#039;, &#039;Exposed &#039;, &#039;Weathered &#039;, &#039;Oxidized &#039; }&lt;br /&gt;
for _, copper in ipairs( copperstuff ) do&lt;br /&gt;
	itemVariants[&#039;Unwaxed &#039; .. copper] = {}&lt;br /&gt;
	itemVariants[&#039;Waxed &#039; .. copper] = {}&lt;br /&gt;
	for _, coppervariant in ipairs( coppervariants ) do&lt;br /&gt;
		local name = coppervariant .. copper&lt;br /&gt;
		if copper == &#039;Block of Copper&#039; and coppervariant ~= &#039;&#039; then&lt;br /&gt;
			name = coppervariant .. &#039;Copper&#039;&lt;br /&gt;
		end&lt;br /&gt;
		table.insert( itemVariants[&#039;Unwaxed &#039; .. copper], name )&lt;br /&gt;
		table.insert( itemVariants[&#039;Waxed &#039; .. copper], &#039;Waxed &#039; .. name )&lt;br /&gt;
	end&lt;br /&gt;
	itemVariants[copper] = {}&lt;br /&gt;
	for _, copperitem in ipairs( itemVariants[&#039;Unwaxed &#039; .. copper] ) do&lt;br /&gt;
		table.insert( itemVariants[copper], copperitem )&lt;br /&gt;
	end&lt;br /&gt;
	for _, copperitem in ipairs( itemVariants[&#039;Waxed &#039; .. copper] ) do&lt;br /&gt;
		table.insert( itemVariants[copper], copperitem )&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
for aliasName, aliasItems in pairs( itemVariants ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. aliasName] = aliasItems&lt;br /&gt;
	aliases[&#039;Matching &#039; .. aliasName] = aliasItems&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Discs --&lt;br /&gt;
local discs = { &lt;br /&gt;
	{ &#039;13&#039;,                  &#039;C418&#039;,         &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Cat&#039;,                 &#039;C418&#039;,         &#039;cat&#039;,       &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Blocks&#039;,              &#039;C418&#039;,         &#039;blocks&#039;,    &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Chirp&#039;,               &#039;C418&#039;,         &#039;chirp&#039;,     &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Far&#039;,                 &#039;C418&#039;,         &#039;far&#039;,       &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Mall&#039;,                &#039;C418&#039;,         &#039;mall&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Mellohi&#039;,             &#039;C418&#039;,         &#039;mellohi&#039;,   &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Stal&#039;,                &#039;C418&#039;,         &#039;stal&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Strad&#039;,               &#039;C418&#039;,         &#039;strad&#039;,     &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Ward&#039;,                &#039;C418&#039;,         &#039;ward&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;11&#039;,                  &#039;C418&#039;,         &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Wait&#039;,                &#039;C418&#039;,         &#039;wait&#039;,      &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Otherside&#039;,           &#039;Lena Raine&#039;,   &#039;otherside&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Pigstep&#039;,             &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;5&#039;,                   &#039;Samuel Åberg&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Relic&#039;,               &#039;Aaron Cherof&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Precipice&#039;,           &#039;Aaron Cherof&#039;, &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Creator&#039;,             &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Creator (Music Box)&#039;, &#039;Lena Raine&#039;,   &#039;&#039;,          &#039;&amp;amp;e&#039; },&lt;br /&gt;
}&lt;br /&gt;
for _, disc in ipairs( discs ) do&lt;br /&gt;
    local rarityColor = disc[4]&lt;br /&gt;
	local name = &#039;Music Disc &#039; .. disc[1]&lt;br /&gt;
	local artist = disc[2]&lt;br /&gt;
	local trackname = disc[1]&lt;br /&gt;
	if disc[3] ~= &#039;&#039; then&lt;br /&gt;
		trackname = disc[3]&lt;br /&gt;
	end&lt;br /&gt;
	aliases[name] = { title = rarityColor .. &#039;Music Disc&#039;, name = name, text = &#039;&amp;amp;7&#039; .. artist .. &#039; - &#039; .. trackname }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Disc Fragments --&lt;br /&gt;
local disc_fragments = { &lt;br /&gt;
	{ &#039;5&#039;,    },&lt;br /&gt;
}&lt;br /&gt;
for _, disc_fragment in ipairs( disc_fragments ) do&lt;br /&gt;
	local name = &#039;Disc Fragment &#039; .. disc_fragment[1]&lt;br /&gt;
	local trackname = disc_fragment[1]&lt;br /&gt;
	if disc_fragment[2] ~= nil then&lt;br /&gt;
		trackname = disc_fragment[2]&lt;br /&gt;
	end&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;eDisc Fragment&#039;, name = name, text = &#039;&amp;amp;7Music Disc - &#039; .. trackname }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Paintings --&lt;br /&gt;
local paintings = { &lt;br /&gt;
	{ &#039;Kebab med tre pepperoni&#039;,    &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;de_aztec&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Albanian&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Target Successfully Bombed&#039;, &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Paradisträd&#039;,                &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Wasteland&#039;,                  &#039;Kristoffer Zetterstrand&#039;, &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Meditative&#039;,                 &#039;Sarah Boeving&#039;,           &#039;1x1&#039; },&lt;br /&gt;
	{ &#039;Wanderer&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;Graham&#039;,                     &#039;Kristoffer Zetterstrand&#039;, &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;Prairie Ride&#039;,               &#039;Sarah Boeving&#039;,           &#039;1x2&#039; },&lt;br /&gt;
	{ &#039;The Pool&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Bonjour Monsieur Courbet&#039;,   &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;sunset_dense&#039;,               &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Seaside&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Creebet&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;2x1&#039; },&lt;br /&gt;
	{ &#039;Match&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Bust&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;The Stage Is Set&#039;,           &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;The void&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Skull and Roses&#039;,            &#039;Kristoffer Zetterstrand&#039;, &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Wither&#039;,                     &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Baroque&#039;,                    &#039;Sarah Boeving&#039;,           &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Humble&#039;,                     &#039;Sarah Boeving&#039;,           &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Bouquet&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Cavebird&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Cotán&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Endboss&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Fern&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Owlemons&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Sunflowers&#039;,                 &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Tides&#039;,                      &#039;Kristoffer Zetterstrand&#039;, &#039;3x3&#039; },&lt;br /&gt;
	{ &#039;Backyard&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;3x4&#039; },&lt;br /&gt;
	{ &#039;Pond&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;3x4&#039; },&lt;br /&gt;
	{ &#039;Fighters&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Changing&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Finding&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Lowmist&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Passage&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x2&#039; },&lt;br /&gt;
	{ &#039;Mortal Coil&#039;,                &#039;Kristoffer Zetterstrand&#039;, &#039;4x3&#039; },&lt;br /&gt;
	{ &#039;Kong&#039;,                       &#039;Kristoffer Zetterstrand&#039;, &#039;4x3&#039; },&lt;br /&gt;
	{ &#039;Pointer&#039;,                    &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Pigscene&#039;,                   &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Skull On Fire&#039;,              &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Unpacked&#039;,                   &#039;Sarah Boeving&#039;,           &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Orb&#039;,                        &#039;Kristoffer Zetterstrand&#039;, &#039;4x4&#039; },&lt;br /&gt;
	{ &#039;Earth&#039;,                      &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Wind&#039;,                       &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Fire&#039;,                       &#039;Mojang&#039;,                  &#039;2x2&#039; },&lt;br /&gt;
	{ &#039;Water&#039;,                      &#039;Mojang&#039;,                  &#039;2x2&#039; }&lt;br /&gt;
}&lt;br /&gt;
for _, painting in ipairs( paintings ) do&lt;br /&gt;
	local name = &#039;Painting &#039; .. painting[1]&lt;br /&gt;
	local artist = painting[2]&lt;br /&gt;
	local artwork = painting[1]&lt;br /&gt;
	local size = painting[3]&lt;br /&gt;
	aliases[name] = { title = &#039;Painting&#039;, name = &#039;Painting&#039;, text = &#039;&amp;amp;e&#039; .. artwork .. &#039;/&amp;amp;7&#039; .. artist .. &#039;/&#039; .. &#039;&amp;amp;f&#039; .. size }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Damaged items, note it skips tools, weapons, and armor as they are handled above to add the damage tooltip. --&lt;br /&gt;
-- Items with rarity (such as Mace and Elytra) are hard-coded in the module&#039;s beginning.&lt;br /&gt;
local damagedItems = {&lt;br /&gt;
	&#039;Bow&#039;,&lt;br /&gt;
	&#039;Brush&#039;,&lt;br /&gt;
	&#039;Carrot on a Stick&#039;,&lt;br /&gt;
	&#039;Crossbow&#039;,&lt;br /&gt;
	&#039;Fishing Rod&#039;,&lt;br /&gt;
	&#039;Flint and Steel&#039;,&lt;br /&gt;
	&#039;Shears&#039;,&lt;br /&gt;
	&#039;Shield&#039;&lt;br /&gt;
}&lt;br /&gt;
for _, item in ipairs( damagedItems ) do&lt;br /&gt;
	local name = &#039;Damaged &#039; .. item&lt;br /&gt;
	aliases[name] = { title = item, name = name }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Banners and colored items --&lt;br /&gt;
local patterns = {&lt;br /&gt;
	&#039;Base Dexter Canton&#039;,&lt;br /&gt;
	&#039;Base&#039;,&lt;br /&gt;
	&#039;Base Gradient&#039;,&lt;br /&gt;
	&#039;Base Indented&#039;,&lt;br /&gt;
	&#039;Base Sinister Canton&#039;,&lt;br /&gt;
	&#039;Bend&#039;,&lt;br /&gt;
	&#039;Bend Sinister&#039;,&lt;br /&gt;
	&#039;Bordure&#039;,&lt;br /&gt;
	&#039;Bordure Indented&#039;,&lt;br /&gt;
	&#039;Chevron&#039;,&lt;br /&gt;
	&#039;Chief Dexter Canton&#039;,&lt;br /&gt;
	&#039;Chief&#039;,&lt;br /&gt;
	&#039;Chief Indented&#039;,&lt;br /&gt;
	&#039;Chief Sinister Canton&#039;,&lt;br /&gt;
	&#039;Creeper Charge&#039;,&lt;br /&gt;
	&#039;Cross&#039;,&lt;br /&gt;
	&#039;Fess&#039;,&lt;br /&gt;
	&#039;Field Masoned&#039;,&lt;br /&gt;
	&#039;Flow&#039;,&lt;br /&gt;
	&#039;Flower Charge&#039;,&lt;br /&gt;
	&#039;Globe&#039;,&lt;br /&gt;
	&#039;Gradient&#039;,&lt;br /&gt;
	&#039;Guster&#039;,&lt;br /&gt;
	&#039;Inverted Chevron&#039;,&lt;br /&gt;
	&#039;Lozenge&#039;,&lt;br /&gt;
	&#039;Thing&#039;,&lt;br /&gt;
	&#039;Pale&#039;,&lt;br /&gt;
	&#039;Pale Dexter&#039;,&lt;br /&gt;
	&#039;Pale Sinister&#039;,&lt;br /&gt;
	&#039;Paly&#039;,&lt;br /&gt;
	&#039;Per Bend&#039;,&lt;br /&gt;
	&#039;Per Bend Inverted&#039;,&lt;br /&gt;
	&#039;Per Bend Sinister&#039;,&lt;br /&gt;
	&#039;Per Bend Sinister Inverted&#039;,&lt;br /&gt;
	&#039;Per Fess&#039;,&lt;br /&gt;
	&#039;Per Fess Inverted&#039;,&lt;br /&gt;
	&#039;Per Pale&#039;,&lt;br /&gt;
	&#039;Per Pale Inverted&#039;,&lt;br /&gt;
	&#039;Piglin&#039;,&lt;br /&gt;
	&#039;Snout&#039;,&lt;br /&gt;
	&#039;Roundel&#039;,&lt;br /&gt;
	&#039;Saltire&#039;,&lt;br /&gt;
	&#039;Skull Charge&#039;&lt;br /&gt;
}&lt;br /&gt;
local colors = {&lt;br /&gt;
	&#039;White&#039;,&lt;br /&gt;
	&#039;Light Gray&#039;,&lt;br /&gt;
	&#039;Gray&#039;,&lt;br /&gt;
	&#039;Black&#039;,&lt;br /&gt;
	&#039;Brown&#039;,&lt;br /&gt;
	&#039;Red&#039;,&lt;br /&gt;
	&#039;Orange&#039;,&lt;br /&gt;
	&#039;Yellow&#039;,&lt;br /&gt;
	&#039;Lime&#039;,&lt;br /&gt;
	&#039;Green&#039;,&lt;br /&gt;
	&#039;Cyan&#039;,&lt;br /&gt;
	&#039;Light Blue&#039;,&lt;br /&gt;
	&#039;Blue&#039;,&lt;br /&gt;
	&#039;Purple&#039;,&lt;br /&gt;
	&#039;Magenta&#039;,&lt;br /&gt;
	&#039;Pink&#039;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Firework Stars --&lt;br /&gt;
local fireworkStar = {}&lt;br /&gt;
for _, color in ipairs( colors ) do&lt;br /&gt;
	local name = color .. &#039; Firework Star&#039;&lt;br /&gt;
	aliases[name] = { title = &#039;Firework Star&#039;, name = name, text = &#039;&amp;amp;7&#039; .. color }&lt;br /&gt;
	table.insert( fireworkStar, aliases[name] )&lt;br /&gt;
	for _, pattern in ipairs( patterns ) do&lt;br /&gt;
		name = color .. &#039; &#039; .. pattern .. &#039; Banner&#039;&lt;br /&gt;
		aliases[name] = { title = &#039;Banner&#039;, name = name, text = &#039;&amp;amp;7&#039; .. color .. &#039; &#039; .. pattern }&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
aliases[&#039;Any Firework Star&#039;] = fireworkStar&lt;br /&gt;
aliases[&#039;Matching Firework Star&#039;] = fireworkStar&lt;br /&gt;
&lt;br /&gt;
-- Items that use the sixteen colors --&lt;br /&gt;
local coloredItems = {&lt;br /&gt;
	withWhite = {&lt;br /&gt;
		&#039;Balloon&#039;,&lt;br /&gt;
		&#039;Banner&#039;,&lt;br /&gt;
		&#039;Bed&#039;,&lt;br /&gt;
		&#039;Carpet&#039;,&lt;br /&gt;
		&#039;Concrete&#039;,&lt;br /&gt;
		&#039;Concrete Powder&#039;,&lt;br /&gt;
		&#039;Glazed Terracotta&#039;,&lt;br /&gt;
		&#039;Glow Stick&#039;,&lt;br /&gt;
		&#039;Hardened $1 Stained Glass&#039;,&lt;br /&gt;
		&#039;Hardened $1 Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Shield&#039;,&lt;br /&gt;
		&#039;Shulker Box&#039;,&lt;br /&gt;
		&#039;Stained Glass&#039;,&lt;br /&gt;
		&#039;Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Wool&#039;,&lt;br /&gt;
&lt;br /&gt;
		&#039;$Dyed Bundle&#039;,&lt;br /&gt;
		&#039;$Dyed Candle&#039;,&lt;br /&gt;
		&#039;$Dyed Terracotta&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	noWhite = {&lt;br /&gt;
		&#039;$Dyed Wool&#039;,&lt;br /&gt;
		&#039;$Dyed Bed&#039;,&lt;br /&gt;
		&#039;$Dyed Carpet&#039;,&lt;br /&gt;
		&#039;$Colored Dye&#039;,&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local coloredBadItems = {&lt;br /&gt;
	[&#039;Light Gray Glow Stick&#039;] = 1,&lt;br /&gt;
	[&#039;Black Glow Stick&#039;] = 1,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for type, items in pairs( coloredItems ) do&lt;br /&gt;
	for _, item in ipairs( items ) do&lt;br /&gt;
		local coloredItemAliases = {}&lt;br /&gt;
		local defaultItemAliases&lt;br /&gt;
&lt;br /&gt;
		if item:find( &#039;%$[^1]&#039; ) then&lt;br /&gt;
			defaultItemAliases = {}&lt;br /&gt;
			local itemName&lt;br /&gt;
			if type == &#039;noWhite&#039; then&lt;br /&gt;
				itemName = item:gsub( &#039;%$%w+&#039;, &#039;White&#039; )&lt;br /&gt;
			else&lt;br /&gt;
				itemName = item:gsub( &#039;%$%w+ &#039;, &#039;&#039; )&lt;br /&gt;
			end&lt;br /&gt;
			table.insert( defaultItemAliases, itemName )&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		for _, color in ipairs( colors ) do&lt;br /&gt;
			local itemName&lt;br /&gt;
			if type ~= &#039;noWhite&#039; or color ~= &#039;White&#039; then&lt;br /&gt;
				if item:find( &#039;%$1&#039; ) then&lt;br /&gt;
					itemName = item:gsub( &#039;%$1&#039;, color )&lt;br /&gt;
				elseif item:find( &#039;%$&#039; ) then&lt;br /&gt;
					itemName = item:gsub( &#039;%$%w+&#039;, color )&lt;br /&gt;
				else&lt;br /&gt;
					itemName = color .. &#039; &#039; .. item&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			if not coloredBadItems[itemName] then&lt;br /&gt;
				if defaultItemAliases then&lt;br /&gt;
					table.insert( defaultItemAliases, itemName )&lt;br /&gt;
				end&lt;br /&gt;
&lt;br /&gt;
				table.insert( coloredItemAliases, itemName )&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		if defaultItemAliases then&lt;br /&gt;
			local defaultItem = item:gsub( &#039;%$%w+ &#039;, &#039;&#039; )&lt;br /&gt;
			aliases[&#039;Any &#039; .. defaultItem] = defaultItemAliases&lt;br /&gt;
			aliases[&#039;Matching &#039; .. defaultItem] = defaultItemAliases&lt;br /&gt;
		end&lt;br /&gt;
		item = item:gsub( &#039;%$1 &#039;, &#039;&#039; )&lt;br /&gt;
		item = item:gsub( &#039;%$&#039;, &#039;&#039; )&lt;br /&gt;
		aliases[&#039;Any &#039; .. item] = coloredItemAliases&lt;br /&gt;
		aliases[&#039;Matching &#039; .. item] = coloredItemAliases&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
-- list of all potions with no effects&lt;br /&gt;
local noEffects = {&lt;br /&gt;
	&#039;Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Potion&#039;,&lt;br /&gt;
	&#039;Thick Potion&#039;,&lt;br /&gt;
	&#039;Mundane Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Potion&#039;,&lt;br /&gt;
	&#039;Splash Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Splash Potion&#039;,&lt;br /&gt;
	&#039;Thick Splash Potion&#039;,&lt;br /&gt;
	&#039;Mundane Splash Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Splash Potion&#039;,&lt;br /&gt;
	&#039;Lingering Water Bottle&#039;,&lt;br /&gt;
	&#039;Awkward Lingering Potion&#039;,&lt;br /&gt;
	&#039;Thick Lingering Potion&#039;,&lt;br /&gt;
	&#039;Mundane Lingering Potion&#039;,&lt;br /&gt;
	&#039;Uncraftable Lingering Potion&#039;,&lt;br /&gt;
	&#039;Tipped Arrow&#039;,&lt;br /&gt;
	&#039;Arrow of Splashing&#039;,&lt;br /&gt;
	&#039;Uncraftable Tipped Arrow&#039;,&lt;br /&gt;
}&lt;br /&gt;
for _, name in ipairs(noEffects) do&lt;br /&gt;
	aliases[name] = { name = name, text = &#039;&amp;amp;7No Effects&#039; }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- start these lists with the no effect items as names are not normal&lt;br /&gt;
local potionItems = {&lt;br /&gt;
	[&#039;Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Splash Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Splash Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Splash Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Splash Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Splash Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Lingering Potion&#039;] = {&lt;br /&gt;
		aliases[&#039;Lingering Water Bottle&#039;],&lt;br /&gt;
		aliases[&#039;Awkward Lingering Potion&#039;],&lt;br /&gt;
		aliases[&#039;Thick Lingering Potion&#039;],&lt;br /&gt;
		aliases[&#039;Mundane Lingering Potion&#039;],&lt;br /&gt;
	},&lt;br /&gt;
	[&#039;Tipped Arrow&#039;] = {&lt;br /&gt;
		aliases[&#039;Arrow of Splashing&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
		aliases[&#039;Tipped Arrow&#039;],&lt;br /&gt;
	},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
-- Potions --&lt;br /&gt;
local effects = {&lt;br /&gt;
	-- durations are in the order normal, extended, enhanced&lt;br /&gt;
	{name = &#039;Regeneration&#039;, effect = &#039;&amp;amp;9Regeneration&#039;, enhanced = &#039;II&#039;,&lt;br /&gt;
		durations = { normal = { &#039;0:45&#039;, &#039;1:30&#039;, &#039;0:22&#039; }, lingering = { &#039;0:11&#039;, &#039;0:22&#039;, &#039;0:05&#039; }, arrow = { &#039;0:05&#039;, &#039;0:11&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Swiftness&#039;, effect = &#039;&amp;amp;9Speed&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Fire Resistance&#039;, effect = &#039;&amp;amp;9Fire Resistance&#039;, durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Poison&#039;, effect = &#039;&amp;amp;cPoison&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;0:45&#039;, &#039;1:30&#039;, &#039;0:21&#039; }, lingering = { &#039;0:11&#039;, &#039;0:22&#039;, &#039;0:05&#039; }, arrow = { &#039;0:05&#039;, &#039;0:11&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Healing&#039;, effect = &#039;&amp;amp;9Instant Health&#039;, enhanced = &#039;II&#039; },&lt;br /&gt;
	{ name = &#039;Night Vision&#039;,    effect = &#039;&amp;amp;9Night Vision&#039;,    durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Weakness&#039;,        effect = &#039;&amp;amp;cWeakness&#039;,        durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039; }, lingering = { &#039;0:22&#039;, &#039;1:00&#039; }, arrow = { &#039;0:11&#039;, &#039;0:30&#039; }}},&lt;br /&gt;
	{ name = &#039;Strength&#039;, effect = &#039;&amp;amp;9Strength&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039;}, lingering = {&#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039;}, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Slowness&#039;, effect = &#039;&amp;amp;cSlowness&#039;, enhanced = &#039;IV&#039;, &lt;br /&gt;
		durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039;, &#039;0:20&#039;}, lingering = {&#039;0:22&#039;, &#039;1:00&#039;, &#039;0:05&#039;}, arrow = { &#039;0:11&#039;, &#039;0:30&#039;, &#039;0:02&#039; }}},&lt;br /&gt;
	{ name = &#039;Leaping&#039;, effect = &#039;&amp;amp;9Jump Boost&#039;, enhanced = &#039;II&#039;, &lt;br /&gt;
		durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039;, &#039;1:30&#039; }, lingering = {&#039;0:45&#039;, &#039;2:00&#039;, &#039;0:22&#039;}, arrow = { &#039;0:22&#039;, &#039;1:00&#039;, &#039;0:11&#039; }}},&lt;br /&gt;
	{ name = &#039;Harming&#039;, effect = &#039;&amp;amp;cInstant Damage&#039;, enhanced = &#039;II&#039; },&lt;br /&gt;
	{ name = &#039;Water Breathing&#039;, effect = &#039;&amp;amp;9Water Breathing&#039;, durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Invisibility&#039;,    effect = &#039;&amp;amp;9Invisibility&#039;,    durations = { normal = { &#039;3:00&#039;, &#039;8:00&#039; }, lingering = { &#039;0:45&#039;, &#039;2:00&#039; }, arrow = { &#039;0:22&#039;, &#039;1:00&#039; }}},&lt;br /&gt;
	{ name = &#039;Slow Falling&#039;,    effect = &#039;&amp;amp;9Slow Falling&#039;,    durations = { normal = { &#039;1:30&#039;, &#039;4:00&#039; }, lingering = { &#039;0:22&#039;, &#039;1:00&#039; }, arrow = { &#039;0:11&#039;, &#039;0:30&#039; }}},&lt;br /&gt;
	{ name = &#039;Luck&#039;,  effect = &#039;&amp;amp;9Luck&#039;,   durations = { normal = { &#039;5:00&#039; }, lingering = { &#039;1:15&#039; }, arrow = { &#039;0:37&#039; }}},&lt;br /&gt;
	{ name = &#039;Decay&#039;, effect = &#039;&amp;amp;cWither II&#039;, durations = { normal = { &#039;0:40&#039; }, lingering = { &#039;0:10&#039; }, arrow = { &#039;0:05&#039; }}},&lt;br /&gt;
	{ name = &#039;the Turtle Master&#039;, text = &#039;&amp;amp;cSlowness IV ($1)/&amp;amp;9Resistance III ($1)&#039;, enhanced = &#039;&amp;amp;cSlowness VI ($1)/&amp;amp;9Resistance IV ($1)&#039;,&lt;br /&gt;
		durations = { normal = { &#039;0:20&#039;, &#039;0:40&#039;, &#039;0:20&#039; }, lingering = { &#039;0:15&#039;, &#039;0:45&#039;, &#039;0:15&#039; }, arrow = {  &#039;0:07&#039;, &#039;0:22&#039;, &#039;0:07&#039; }}},&lt;br /&gt;
	{ name = &#039;Oozing&#039;,  effect = &#039;&amp;amp;cOozing&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Infestation&#039;,  effect = &#039;&amp;amp;cInfested&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Weaving&#039;,  effect = &#039;&amp;amp;cWeaving&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}},&lt;br /&gt;
	{ name = &#039;Wind Charging&#039;,  effect = &#039;&amp;amp;cWind Charged&#039;, durations = { normal = { &#039;3:00&#039; }, lingering = { &#039;0:45&#039; }, arrow = { &#039;0:22&#039; }}}&lt;br /&gt;
}&lt;br /&gt;
local types = {&lt;br /&gt;
	{name = &#039;Potion&#039;,           durations = &#039;normal&#039;,    text = &#039;Potion of &#039;},&lt;br /&gt;
	{name = &#039;Splash Potion&#039;,    durations = &#039;normal&#039;,    text = &#039;Splash Potion of &#039;},&lt;br /&gt;
	{name = &#039;Lingering Potion&#039;, durations = &#039;lingering&#039;, text = &#039;Lingering Potion of &#039;},&lt;br /&gt;
	{name = &#039;Tipped Arrow&#039;,     durations = &#039;arrow&#039;,     text = &#039;Arrow of &#039;},&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for _, effect in ipairs(effects) do&lt;br /&gt;
	for _, type in ipairs(types) do&lt;br /&gt;
		-- form name, it will be reused&lt;br /&gt;
		local name =  type.text .. effect.name&lt;br /&gt;
		local potionName = {}&lt;br /&gt;
		if type.name == &#039;Tipped Arrow&#039; then&lt;br /&gt;
		potionName = type.text .. effect.name&lt;br /&gt;
		else&lt;br /&gt;
		potionName = type.text .. effect.name&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- if we have durations, add times&lt;br /&gt;
		if effect.durations then&lt;br /&gt;
			local durations = effect.durations[type.durations]&lt;br /&gt;
			&lt;br /&gt;
			-- turtle master is weird, so just do a fancy string replacement&lt;br /&gt;
			if effect.text then&lt;br /&gt;
				aliases[name] = { name = potionName, text = effect.text:gsub( &#039;%$1&#039;, durations[1] ) }&lt;br /&gt;
				aliases[name .. &#039; Extended&#039;] = { name = potionName, text = effect.text:gsub( &#039;%$1&#039;, durations[2] ) .. &#039;/&amp;amp;8Extended&#039; }&lt;br /&gt;
				aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = effect.enhanced:gsub( &#039;%$1&#039;, durations[3] ) .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
			else&lt;br /&gt;
				-- we always have normal&lt;br /&gt;
				aliases[name] = { name = potionName, text = string.format( &#039;%s (%s)&#039;, effect.effect, durations[1] ) }&lt;br /&gt;
			&lt;br /&gt;
				-- ensure we have extended&lt;br /&gt;
				if durations[2] then&lt;br /&gt;
					aliases[name .. &#039; Extended&#039;] = { name = potionName, text = string.format( &#039;%s (%s)&#039;, effect.effect, durations[2] ) .. &#039;/&amp;amp;8Extended&#039; }&lt;br /&gt;
					&lt;br /&gt;
					-- and enhanced&lt;br /&gt;
					if effect.enhanced then&lt;br /&gt;
						aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = string.format( &#039;%s %s (%s)&#039;, effect.effect, effect.enhanced, durations[3] ) .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
			end&lt;br /&gt;
		else&lt;br /&gt;
			-- otherwise its just effect, currently every potion with no duration can be enhanced&lt;br /&gt;
			aliases[name] = { name = potionName, text = effect.effect}&lt;br /&gt;
			aliases[name .. &#039; Enhanced&#039;] = { name = potionName, text = effect.effect .. &#039; &#039; .. effect.enhanced .. &#039;/&amp;amp;8Enhanced&#039; }&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- add the base potion to the any list&lt;br /&gt;
		table.insert(potionItems[type.name], aliases[name])&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- build the any lists&lt;br /&gt;
for item, potionAliases in pairs( potionItems ) do&lt;br /&gt;
	aliases[&#039;Any &#039; .. item] = potionAliases&lt;br /&gt;
	aliases[&#039;Matching &#039; .. item] = potionAliases&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Wood --&lt;br /&gt;
local woodTypes = {&lt;br /&gt;
    overworld = {&lt;br /&gt;
        &#039;Oak&#039;,&lt;br /&gt;
	    &#039;Spruce&#039;,&lt;br /&gt;
	    &#039;Birch&#039;,&lt;br /&gt;
	    &#039;Jungle&#039;,&lt;br /&gt;
	    &#039;Acacia&#039;,&lt;br /&gt;
        &#039;Dark Oak&#039;,&lt;br /&gt;
        &#039;Mangrove&#039;,&lt;br /&gt;
        &#039;Cherry&#039;,&lt;br /&gt;
        &#039;Pale Oak&#039;,&lt;br /&gt;
        &#039;Bamboo&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    nether = {&lt;br /&gt;
        &#039;Crimson&#039;,&lt;br /&gt;
        &#039;Warped&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    both = {},&lt;br /&gt;
}&lt;br /&gt;
local woodTypeWorld = {}&lt;br /&gt;
for _, world in ipairs({&#039;overworld&#039;, &#039;nether&#039;}) do&lt;br /&gt;
	local woods = woodTypes[world]&lt;br /&gt;
	for _, type in ipairs(woods) do&lt;br /&gt;
		woodTypeWorld[type] = world&lt;br /&gt;
        table.insert(woodTypes.both, type)&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
local woodItems = {&lt;br /&gt;
    overworld = {&lt;br /&gt;
        &#039;Log&#039;,&lt;br /&gt;
        &#039;Wood&#039;,&lt;br /&gt;
        &#039;Stripped $1 Log&#039;,&lt;br /&gt;
        &#039;Stripped $1 Wood&#039;,&lt;br /&gt;
        &#039;Boat&#039;,&lt;br /&gt;
        &#039;Boat with Chest&#039;,&lt;br /&gt;
        &#039;Sapling&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    nether = {&lt;br /&gt;
        &#039;Stem&#039;,&lt;br /&gt;
        &#039;Hyphae&#039;,&lt;br /&gt;
        &#039;Stripped $1 Stem&#039;,&lt;br /&gt;
        &#039;Stripped $1 Hyphae&#039;,&lt;br /&gt;
    },&lt;br /&gt;
    both = {&lt;br /&gt;
		-- Any/Matching X or Y&lt;br /&gt;
        &#039;${Log,Stem}&#039;,&lt;br /&gt;
        &#039;${Wood,Hyphae}&#039;,&lt;br /&gt;
        &#039;Stripped $1 ${Wood,Hyphae}&#039;,&lt;br /&gt;
        &#039;Stripped $1 ${Log,Stem}&#039;,&lt;br /&gt;
&lt;br /&gt;
		-- Dimensional prefixes&lt;br /&gt;
        &#039;$world Planks&#039;,&lt;br /&gt;
        &#039;$world $wood Stairs&#039;,&lt;br /&gt;
        &#039;$world $wood Slab&#039;,&lt;br /&gt;
        &#039;$world $wood Fence&#039;,&lt;br /&gt;
        &#039;$world $wood Fence Gate&#039;,&lt;br /&gt;
        &#039;$world $wood Door&#039;,&lt;br /&gt;
        &#039;$world $wood Trapdoor&#039;,&lt;br /&gt;
        &#039;$world $wood Pressure Plate&#039;,&lt;br /&gt;
        &#039;$world $wood Button&#039;,&lt;br /&gt;
        &#039;$world $wood Sign&#039;,&lt;br /&gt;
        &#039;$world $wood Hanging Sign&#039;,&lt;br /&gt;
&lt;br /&gt;
		-- Both dimensions&lt;br /&gt;
		-- Items with non-wood variants include $wood&lt;br /&gt;
        &#039;Planks&#039;,&lt;br /&gt;
        &#039;$wood Stairs&#039;,&lt;br /&gt;
        &#039;$wood Slab&#039;,&lt;br /&gt;
        &#039;$wood Fence&#039;,&lt;br /&gt;
        &#039;Fence Gate&#039;,&lt;br /&gt;
        &#039;$wood Door&#039;,&lt;br /&gt;
        &#039;$wood Trapdoor&#039;,&lt;br /&gt;
        &#039;$wood Pressure Plate&#039;,&lt;br /&gt;
        &#039;$wood Button&#039;,&lt;br /&gt;
        &#039;Sign&#039;,&lt;br /&gt;
        &#039;Hanging Sign&#039;,&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
local woodItemWorld = {}&lt;br /&gt;
for world, items in pairs(woodItems) do&lt;br /&gt;
    for _, item in ipairs(items) do&lt;br /&gt;
		-- expand $world (should only happen in &amp;quot;both&amp;quot;)&lt;br /&gt;
        if (item:find(&#039;%$world&#039;)) and world == &#039;both&#039; then&lt;br /&gt;
            item = item:gsub(&#039;%$world &#039;, &#039;&#039;)&lt;br /&gt;
            woodItemWorld[&#039;Overworld &#039; .. item] = &#039;overworld&#039;&lt;br /&gt;
			woodItemWorld[&#039;Nether &#039; .. item] = &#039;nether&#039;&lt;br /&gt;
		else&lt;br /&gt;
			woodItemWorld[item] = world&lt;br /&gt;
		end&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local woodBadItems = {&lt;br /&gt;
	[&#039;Bamboo Sapling&#039;] = 1,&lt;br /&gt;
	[&#039;Bamboo Wood&#039;] = 1,&lt;br /&gt;
	[&#039;Bamboo Log&#039;] = 1,&lt;br /&gt;
	[&#039;Stripped Bamboo Wood&#039;] = 1,&lt;br /&gt;
	[&#039;Stripped Bamboo Log&#039;] = 1,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local woodNameMapping = {&lt;br /&gt;
	[&#039;Mangrove Sapling&#039;] = &#039;Mangrove Propagule&#039;,&lt;br /&gt;
	[&#039;Bamboo Boat&#039;] = &#039;Bamboo Raft&#039;,&lt;br /&gt;
	[&#039;Bamboo Boat with Chest&#039;] = &#039;Bamboo Raft with Chest&#039;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
for item, world in pairs(woodItemWorld) do&lt;br /&gt;
	local itemName = &#039;&#039;&lt;br /&gt;
	local woodAliases = {}&lt;br /&gt;
&lt;br /&gt;
	-- real &amp;quot;linkable&amp;quot; name&lt;br /&gt;
    local realItem = item:gsub(&#039;^Overworld &#039;, &#039;&#039;)&lt;br /&gt;
    realItem = realItem:gsub(&#039;^Nether &#039;, &#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
	for _, wood in ipairs(woodTypes[world]) do&lt;br /&gt;
		-- Parse ${,} (world-select) syntax&lt;br /&gt;
		local selector = (woodTypeWorld[wood] == &#039;overworld&#039;) and &amp;quot;%1&amp;quot; or &amp;quot;%2&amp;quot;&lt;br /&gt;
		itemName = realItem:gsub(&amp;quot;%${(.-),(.-)}&amp;quot;, selector)&lt;br /&gt;
&lt;br /&gt;
		if itemName:find(&#039;%$wood&#039;) then&lt;br /&gt;
			itemName = itemName:gsub(&#039;%$wood&#039;, wood)&lt;br /&gt;
		elseif itemName:find(&#039;%$1&#039;) then&lt;br /&gt;
			itemName = itemName:gsub( &#039;%$1&#039;, wood)&lt;br /&gt;
		else&lt;br /&gt;
			itemName = wood .. &#039; &#039; .. itemName&lt;br /&gt;
		end&lt;br /&gt;
		&lt;br /&gt;
		-- special handling&lt;br /&gt;
		if woodNameMapping[itemName] then&lt;br /&gt;
			itemName = woodNameMapping[itemName]&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		if not woodBadItems[itemName] then&lt;br /&gt;
			table.insert(woodAliases, itemName)&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Parse ${,} (world-select) syntax&lt;br /&gt;
	item = item:gsub(&amp;quot;%${(.-),(.-)}&amp;quot;, &amp;quot;%1 or %2&amp;quot;)&lt;br /&gt;
    item = item:gsub(&#039;%$wood&#039;, &#039;Wooden&#039;)&lt;br /&gt;
    item = item:gsub(&#039;%$1 &#039;, &#039;&#039;)&lt;br /&gt;
    aliases[&#039;Any &#039; .. item] = woodAliases&lt;br /&gt;
	aliases[&#039;Matching &#039; .. item] = woodAliases&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Bedrock Edition Items --&lt;br /&gt;
local editionItems = {&lt;br /&gt;
	BE = {&lt;br /&gt;
		&#039;Acacia Fence Gate&#039;,&lt;br /&gt;
		&#039;Andesite Wall&#039;,&lt;br /&gt;
		&#039;Birch Fence Gate&#039;,&lt;br /&gt;
		&#039;Black Bed&#039;,&lt;br /&gt;
		&#039;Black Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Blackstone Wall&#039;,&lt;br /&gt;
		&#039;Blue Bed&#039;,&lt;br /&gt;
		&#039;Blue Ice&#039;,&lt;br /&gt;
		&#039;Blue Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Bow&#039;,&lt;br /&gt;
		&#039;Brick Wall&#039;,&lt;br /&gt;
		&#039;Brown Bed&#039;,&lt;br /&gt;
		&#039;Brown Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Bucket of Pufferfish&#039;,&lt;br /&gt;
		&#039;Bucket of Tropical Fish&#039;,&lt;br /&gt;
		&#039;Cat Spawn Egg&#039;,&lt;br /&gt;
		&#039;Chest&#039;,&lt;br /&gt;
		&#039;Cobbled Deepslate Wall&#039;,&lt;br /&gt;
		&#039;Cobblestone Wall&#039;,&lt;br /&gt;
		&#039;Crimson Fence Gate&#039;,&lt;br /&gt;
		&#039;Crying Obsidian&#039;,&lt;br /&gt;
		&#039;Cyan Bed&#039;,&lt;br /&gt;
		&#039;Cyan Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Dark Oak Fence Gate&#039;,&lt;br /&gt;
		&#039;Deepslate Brick Wall&#039;,&lt;br /&gt;
		&#039;Deepslate Tile Wall&#039;,&lt;br /&gt;
		&#039;Desert Village Map&#039;,&lt;br /&gt;
		&#039;Diorite Wall&#039;,&lt;br /&gt;
		&#039;Enchanting Table&#039;,&lt;br /&gt;
		&#039;End Gateway&#039;,&lt;br /&gt;
		&#039;End Portal Frame&#039;,&lt;br /&gt;
		&#039;End Portal&#039;,&lt;br /&gt;
		&#039;End Rod&#039;,&lt;br /&gt;
		&#039;End Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Ender Chest&#039;,&lt;br /&gt;
		&#039;Glass Pane&#039;,&lt;br /&gt;
		&#039;Glowstone&#039;,&lt;br /&gt;
		&#039;Granite Wall&#039;,&lt;br /&gt;
		&#039;Gray Bed&#039;,&lt;br /&gt;
		&#039;Gray Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Green Bed&#039;,&lt;br /&gt;
		&#039;Green Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Honey Block&#039;,&lt;br /&gt;
		&#039;Horn Coral Block&#039;,&lt;br /&gt;
		&#039;Iron Bars&#039;,&lt;br /&gt;
		&#039;Jack o\&#039;Lantern&#039;,&lt;br /&gt;
		&#039;Jungle Explorer Map&#039;,&lt;br /&gt;
		&#039;Jungle Fence Gate&#039;,&lt;br /&gt;
		&#039;Jungle Leaves&#039;,&lt;br /&gt;
		&#039;Lava&#039;,&lt;br /&gt;
		&#039;Leather Horse Armor&#039;,&lt;br /&gt;
		&#039;Light&#039;,&lt;br /&gt;
		&#039;Light Blue Bed&#039;,&lt;br /&gt;
		&#039;Light Blue Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Light Gray Bed&#039;,&lt;br /&gt;
		&#039;Light Gray Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Lime Bed&#039;,&lt;br /&gt;
		&#039;Lime Stained Glass Pane&#039;,&lt;br /&gt;
        &#039;Lodestone Compass&#039;,&lt;br /&gt;
        &#039;Magenta Bed&#039;,&lt;br /&gt;
		&#039;Magenta Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Magma Block&#039;,&lt;br /&gt;
		&#039;Map&#039;,&lt;br /&gt;
		&#039;Minecart with Command Block&#039;,&lt;br /&gt;
		&#039;Monster Spawner&#039;,&lt;br /&gt;
		&#039;Mossy Cobblestone Wall&#039;,&lt;br /&gt;
		&#039;Mossy Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Mud Brick Wall&#039;,&lt;br /&gt;
		&#039;Nether Brick Wall&#039;,&lt;br /&gt;
		&#039;Oak Fence Gate&#039;,&lt;br /&gt;
		&#039;Observer&#039;,&lt;br /&gt;
		&#039;Ocean Explorer Map&#039;,&lt;br /&gt;
		&#039;Ochre Froglight&#039;,&lt;br /&gt;
		&#039;Orange Bed&#039;,&lt;br /&gt;
		&#039;Orange Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Panda Spawn Egg&#039;,&lt;br /&gt;
		&#039;Pearlescent Froglight&#039;,&lt;br /&gt;
		&#039;Pink Bed&#039;,&lt;br /&gt;
		&#039;Pink Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Plains Village Map&#039;,&lt;br /&gt;
		&#039;Polished Blackstone Wall&#039;,&lt;br /&gt;
		&#039;Polished Blackstone Brick Wall&#039;,&lt;br /&gt;
		&#039;Polished Deepslate Wall&#039;,&lt;br /&gt;
		&#039;Polished Tuff Wall&#039;,&lt;br /&gt;
		&#039;Prismarine Wall&#039;,&lt;br /&gt;
		&#039;Purple Bed&#039;,&lt;br /&gt;
		&#039;Purple Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Red Bed&#039;,&lt;br /&gt;
		&#039;Red Nether Brick Wall&#039;,&lt;br /&gt;
		&#039;Red Sandstone Wall&#039;,&lt;br /&gt;
		&#039;Red Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Resin Brick Wall&#039;,&lt;br /&gt;
		&#039;Sandstone Wall&#039;,&lt;br /&gt;
		&#039;Savanna Village Map&#039;,&lt;br /&gt;
		&#039;Scaffolding&#039;,&lt;br /&gt;
		&#039;Sea Lantern&#039;,&lt;br /&gt;
		&#039;Shroomlight&#039;,&lt;br /&gt;
		&#039;Snowy Village Map&#039;,&lt;br /&gt;
		&#039;Spruce Fence Gate&#039;,&lt;br /&gt;
		&#039;Stone Brick Wall&#039;,&lt;br /&gt;
		&#039;Stonecutter&#039;,&lt;br /&gt;
		&#039;Structure Void&#039;,&lt;br /&gt;
		&#039;Swamp Explorer Map&#039;,&lt;br /&gt;
		&#039;Taiga Village Map&#039;,&lt;br /&gt;
		&#039;Trapped Chest&#039;,&lt;br /&gt;
		&#039;Trial Explorer Map&#039;,&lt;br /&gt;
		&#039;Tuff Wall&#039;,&lt;br /&gt;
		&#039;Tuff Brick Wall&#039;,&lt;br /&gt;
		&#039;Verdant Froglight&#039;,&lt;br /&gt;
		&#039;Wandering Trader Spawn Egg&#039;,&lt;br /&gt;
		&#039;Warped Fence Gate&#039;,&lt;br /&gt;
		&#039;White Bed&#039;,&lt;br /&gt;
		&#039;White Stained Glass Pane&#039;,&lt;br /&gt;
		&#039;Woodland Explorer Map&#039;,&lt;br /&gt;
		&#039;Yellow Bed&#039;,&lt;br /&gt;
		&#039;Yellow Stained Glass Pane&#039;,&lt;br /&gt;
	},&lt;br /&gt;
	LCE = {&lt;br /&gt;
		&#039;Shrub&#039;&lt;br /&gt;
	},&lt;br /&gt;
	    SM = {&lt;br /&gt;
    	&#039;Compass&#039;,&lt;br /&gt;
    	&#039;Diamond Axe&#039;,&lt;br /&gt;
    	&#039;Diamond Hoe&#039;,&lt;br /&gt;
    	&#039;Diamond Pickaxe&#039;,&lt;br /&gt;
    	&#039;Diamond Shovel&#039;,&lt;br /&gt;
    	&#039;Diamond Sword&#039;,&lt;br /&gt;
    	&#039;Flint and Steel&#039;,&lt;br /&gt;
    	&#039;Potion of Invisibility&#039;,&lt;br /&gt;
    	&#039;Potion of Leaping&#039;,&lt;br /&gt;
    	&#039;Potion of Swiftness&#039;,&lt;br /&gt;
    	&#039;TNT&#039;&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
for edition, items in pairs(editionItems) do&lt;br /&gt;
	for _, item in ipairs(items) do&lt;br /&gt;
		local name = item .. &#039; &#039; .. edition&lt;br /&gt;
		aliases[name] = { title = item, name = name }&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Light blocks --&lt;br /&gt;
for level = 0, 15 do&lt;br /&gt;
aliases[&amp;quot;Light &amp;quot; .. level] = { title = &amp;quot;&amp;amp;dLight&amp;quot;, name = &amp;quot;Light &amp;quot; .. level }&lt;br /&gt;
aliases[&amp;quot;Light &amp;quot; .. level .. &amp;quot; BE&amp;quot;] = { title = &amp;quot;Light&amp;quot;, name = &amp;quot;Light &amp;quot; .. level .. &amp;quot; BE&amp;quot; }&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Pottery Sherds --&lt;br /&gt;
local pottery_sherds = { &lt;br /&gt;
	{ &#039;Angler&#039; },&lt;br /&gt;
	{ &#039;Arms Up&#039; },&lt;br /&gt;
	{ &#039;Archer&#039; },&lt;br /&gt;
	{ &#039;Blade&#039; },&lt;br /&gt;
	{ &#039;Brewer&#039; },&lt;br /&gt;
	{ &#039;Burn&#039; },&lt;br /&gt;
	{ &#039;Danger&#039; },&lt;br /&gt;
	{ &#039;Explorer&#039; },&lt;br /&gt;
	{ &#039;Flow&#039; },&lt;br /&gt;
	{ &#039;Friend&#039; },&lt;br /&gt;
	{ &#039;Guster&#039; },&lt;br /&gt;
	{ &#039;Heart&#039; },&lt;br /&gt;
	{ &#039;Heartbreak&#039; },&lt;br /&gt;
	{ &#039;Howl&#039; },&lt;br /&gt;
	{ &#039;Miner&#039; },&lt;br /&gt;
	{ &#039;Mourner&#039; },&lt;br /&gt;
	{ &#039;Plenty&#039; },&lt;br /&gt;
	{ &#039;Prize&#039; },&lt;br /&gt;
	{ &#039;Scrape&#039; },&lt;br /&gt;
	{ &#039;Sheaf&#039; },&lt;br /&gt;
	{ &#039;Shelter&#039; },&lt;br /&gt;
	{ &#039;Skull&#039; },&lt;br /&gt;
	{ &#039;Snort&#039; },&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local potterySherdAliases = {}&lt;br /&gt;
for _, pottery_sherd in ipairs(pottery_sherds) do&lt;br /&gt;
	local name = pottery_sherd[1] .. &#039; Pottery Sherd&#039;&lt;br /&gt;
	aliases[name] = { title = &#039;&amp;amp;e&#039; .. name , name = name }&lt;br /&gt;
	table.insert(potterySherdAliases, aliases[name])&lt;br /&gt;
end&lt;br /&gt;
table.insert(potterySherdAliases, &#039;Brick&#039;)&lt;br /&gt;
&lt;br /&gt;
aliases[&#039;Any Pottery Sherd&#039;] = potterySherdAliases&lt;br /&gt;
&lt;br /&gt;
-- Smithing Templates --&lt;br /&gt;
local smithing_templates = {&lt;br /&gt;
	{ &#039;Netherite Upgrade&#039;,    &#039;Diamond Equipment&#039;, &#039;Netherite Ingot&#039;,  &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Bolt Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Coast Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Dune Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Eye Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Flow Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Host Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Raiser Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Rib Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Sentry Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Shaper Armor Trim&#039;,    &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Silence Armor Trim&#039;,   &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;d&#039; },&lt;br /&gt;
	{ &#039;Snout Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Spire Armor Trim&#039;,     &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Tide Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Vex Armor Trim&#039;,       &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Ward Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;b&#039; },&lt;br /&gt;
	{ &#039;Wayfinder Armor Trim&#039;, &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
	{ &#039;Wild Armor Trim&#039;,      &#039;Armor&#039;,             &#039;Ingot &amp;amp; Crystals&#039;, &#039;&amp;amp;e&#039; },&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
local smithing_template_array = {}&lt;br /&gt;
local armor_trims_array = {}&lt;br /&gt;
for _,smithing_template in pairs(smithing_templates) do&lt;br /&gt;
    local rarityColor = smithing_template[4]&lt;br /&gt;
	local current_alias = {&lt;br /&gt;
		title = rarityColor .. smithing_template[1],&lt;br /&gt;
		name = smithing_template[1] .. &#039; Smithing Template&#039;,&lt;br /&gt;
		text = &#039;&amp;amp;7&#039; .. &#039;Smithing Template&#039; .. &#039;//Applies to:/&amp;amp;#160;&amp;amp;9&#039; .. smithing_template[2] .. &#039;/&amp;amp;7Ingredients:/&amp;amp;#160;&amp;amp;9&#039; .. smithing_template[3],&lt;br /&gt;
	}&lt;br /&gt;
	aliases[smithing_template[1]] = current_alias&lt;br /&gt;
	aliases[smithing_template[1] .. &#039; Smithing Template&#039;] = current_alias&lt;br /&gt;
	table.insert(smithing_template_array,current_alias)&lt;br /&gt;
	if string.find(smithing_template[1],&#039; Armor Trim$&#039;) then&lt;br /&gt;
		table.insert(armor_trims_array,current_alias)&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
aliases[&#039;Matching Smithing Template&#039;] = smithing_template_array&lt;br /&gt;
aliases[&#039;Any Smithing Template&#039;] = smithing_template_array&lt;br /&gt;
aliases[&#039;Matching Armor Trim&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Any Armor Trim&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Matching Armor Trim Smithing Template&#039;] = armor_trims_array&lt;br /&gt;
aliases[&#039;Any Armor Trim Smithing Template&#039;] = armor_trims_array&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return aliases&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
	<entry>
		<id>https://wiki.horizonsend.net/index.php?title=Industrial_Invulnerability_Unit&amp;diff=12242</id>
		<title>Industrial Invulnerability Unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.horizonsend.net/index.php?title=Industrial_Invulnerability_Unit&amp;diff=12242"/>
		<updated>2026-08-27T20:09:52Z</updated>

		<summary type="html">&lt;p&gt;GriffMinester: stairs again&lt;/p&gt;
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&lt;div&gt;{{Infobox multiblock v2|name=Industrial Invulnerability Unit|image=iiu.png|custom_property_title1=Immunity Duration|custom_property_title2=Cooldown Time|custom_property_value1=120s (2m)|custom_property_value2=600s (10m)|resource_title1=Scordite Block|resource_title2=Iron Block|resource_title3=End Portal Frame|resource_title4=Hopper|resource_title5=Note Block|resource_title6=Thruster Block|resource_title7=Any Stairs|resource_title8=Any Glass|resource_title9=Any Glass Pane|resource_value1=8|resource_value2=4|resource_value3=2|resource_value4=2|resource_value5=1|resource_value6=2|resource_value7=16|resource_value8=1|resource_value9=6}}&lt;br /&gt;
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The &#039;&#039;&#039;Industrial Invulnerability Unit&#039;&#039;&#039; makes the [[Industrial Command Ship]] it is connected to invulnerable for 2 minutes. This does not reduce incoming damage to shields, only making the ship&#039;s hull itself unable to take damage. It can be used strategically to block a [[Doomsday Device]], or allow the ICS it is connected to to survive and light a [[Jump Beacon]] while waiting for allied [[Warships]] to defend it.&lt;/div&gt;</summary>
		<author><name>GriffMinester</name></author>
	</entry>
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