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	<title>bo-wiki.snapjawgames.com - User contributions [en]</title>
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	<updated>2026-06-11T18:28:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Mining&amp;diff=311</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Mining&amp;diff=311"/>
		<updated>2022-10-06T17:18:30Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Removed redirect to OLD Mining&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Old Page [[OLD Mining]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Machanic:&lt;br /&gt;
&lt;br /&gt;
Tier 1 :&lt;br /&gt;
Players will at [[Tier 1]] collect Scrap Metal manually via controlled Drones with [[Salvage Heads]] to mine scrap materials as [[Scrap Metal]], [[Scrap Electronics]], [[Scrap Mechanics]].&lt;br /&gt;
&lt;br /&gt;
To get helpful crafting materials out of the Scrap the Players will need to convert these materials in the Refinery (Tier 1) to Ressource Bars.&lt;br /&gt;
These resource bars can then be moved to the Fabricator to be crafted into useful items or useable for machines like filters.&lt;br /&gt;
Some materials can also be dropped into the [[Atomic Synthesiser]] to be converted into other resources.&lt;br /&gt;
&lt;br /&gt;
The Refinery will produce [[Toxic WASTE]] as by-product that needs to be dealt with. The Refinery uses Coolant and Energy to work at Tier 1.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Mining&amp;diff=310</id>
		<title>Mining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Mining&amp;diff=310"/>
		<updated>2022-10-06T17:10:19Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Hyoske moved page Mining to OLD Mining: OldMechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[OLD Mining]]&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=OLD_Mining&amp;diff=309</id>
		<title>OLD Mining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=OLD_Mining&amp;diff=309"/>
		<updated>2022-10-06T17:10:19Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Hyoske moved page Mining to OLD Mining: OldMechanic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mining is the mechanic with which the player gathers resources to be [[refining | refined]] for further use.&lt;br /&gt;
&lt;br /&gt;
Mining is done by launching [[Drone]]'s that will then gather raw resources. See [[Drone | Drone Bay]].&lt;br /&gt;
&lt;br /&gt;
Minable resources are detected by the Sensor Station and consist of the following&lt;br /&gt;
&lt;br /&gt;
== Minables: ==&lt;br /&gt;
* [[Mining#Asteroids | Asteroids]]&lt;br /&gt;
* [[Mining#Asteroids | Iced Asteroids]]&lt;br /&gt;
* [[Mining#Debris | Debris]]&lt;br /&gt;
* [[Derelicts]] (Future Content)&lt;br /&gt;
* [[Planets]] (Future Content)&lt;br /&gt;
* [[Gas Clouds]] (Future Content)&lt;br /&gt;
&lt;br /&gt;
But the primary type is [[Asteroids]] where a Mining Drone will gather its resources from.&lt;br /&gt;
&lt;br /&gt;
== Size Classes for Mineables ==&lt;br /&gt;
&lt;br /&gt;
There are three '''classes''' of Asteroids that can be found:&lt;br /&gt;
&lt;br /&gt;
* '''large''' (60 Units)&lt;br /&gt;
* '''medium''' (30 Units) &lt;br /&gt;
* '''small''' (10 Units)&lt;br /&gt;
The class of the asteroid sets the available amount of resources that can be found.&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
&lt;br /&gt;
=== Asteroid Types: ===&lt;br /&gt;
* '''A''' ('''Common''' [[ Resources || Ores]] only)&lt;br /&gt;
* '''B''' ('''Uncommon''' [[ Resources || Ores]] only)&lt;br /&gt;
* '''C''' ('''Rare''' [[ Resources || Ores]] only)&lt;br /&gt;
* '''AB''' ('''Common''' and '''Uncommon''' [[ Resources || Ores]])&lt;br /&gt;
* '''AC''' ('''Common''' and '''rare''' [[ Resources || Ores]])&lt;br /&gt;
* '''BC''' ('''Uncommon''' and '''rare''' [[ Resources || Ores]])&lt;br /&gt;
* '''ABC''' ('''Common''', '''Uncommon''' and '''rare''' [[ Resources || Ores]])&lt;br /&gt;
&lt;br /&gt;
=== Asteroid creation ===&lt;br /&gt;
Depending on the type of Asteroid the ores are also randomized(1-4 [[ Resources || Ores]] are placed with a percentage). The amount depends on the Asteroid Class.&lt;br /&gt;
Asteroids are created in groups of at least 3 - 10 random classes and types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example for a Asteroid Cluster: ===&lt;br /&gt;
# '''Small A''' = '''(4 Iron, 6 Copper)'''&lt;br /&gt;
# '''Small AB''' = '''(2 Copper, 4 Gold, 4 Iron)'''&lt;br /&gt;
# '''Medium BC''' = '''(15 Silicon, 6 Aluminium, 3 Gold, 6 Titan)'''&lt;br /&gt;
# '''Large AC''' = '''(24 Lithium, 36 Iron)'''&lt;br /&gt;
# '''Small B''' = '''( 9 Gold, 1 Silicon)'''&lt;br /&gt;
# '''Medium A''' = '''(15 Iron, 15  Copper)'''&lt;br /&gt;
# '''Medium A''' = '''(30 Copper)'''&lt;br /&gt;
# '''Small B''' = '''(10 Silicon)'''&lt;br /&gt;
&lt;br /&gt;
'''Asteroid Cluster resources:''' &lt;br /&gt;
* 59 Iron, &lt;br /&gt;
* 53 Copper, &lt;br /&gt;
* 26 Silicon,&lt;br /&gt;
* 24 Lithium, &lt;br /&gt;
* 16 Gold,&lt;br /&gt;
* 6 Aluminum,&lt;br /&gt;
* 6 Titan&lt;br /&gt;
&lt;br /&gt;
== Iced Asteroids ==&lt;br /&gt;
&lt;br /&gt;
There are only two types of Iced Asteroids: '''Frozen Water''' and '''Frozen Nitrogen'''&lt;br /&gt;
&lt;br /&gt;
=== Iced Asteroid creation ===&lt;br /&gt;
&lt;br /&gt;
With a Ratio of 3(water):1(Nitrogen) the game should create a field of 1-10 Iced Asteroids with different size classes.&lt;br /&gt;
&lt;br /&gt;
=== Example for Iced Asteroid Cluster ===&lt;br /&gt;
# Small Water = (10 Water)&lt;br /&gt;
# Small Nitrogen = (10 Nitrogen)&lt;br /&gt;
# Medium Water = (30 Water)&lt;br /&gt;
# Medium Water = (30 Water)&lt;br /&gt;
# Large Water = (60 Water)&lt;br /&gt;
# Medium Nitrogen = (30 Nitrogen)&lt;br /&gt;
&lt;br /&gt;
'''Ressources in the Iced asteroid cluster:'''&lt;br /&gt;
* 130 Water&lt;br /&gt;
* 40 Nitrogen&lt;br /&gt;
&lt;br /&gt;
== Debris ==&lt;br /&gt;
&lt;br /&gt;
After the destruction of a vessel or station, a debris field can be found.&lt;br /&gt;
The debris field consists of pieces of its former ship/station and its cargo;&lt;br /&gt;
with a fully random number of debris and cargo containers.&lt;br /&gt;
&lt;br /&gt;
=== Debris Field content: ===&lt;br /&gt;
Basically the same as the [[Crafting#Craftable Repair Resources | craftable repair]] resources used to repair the ship components.&lt;br /&gt;
* Hull plating (Titanium)&lt;br /&gt;
* Interior plating (Iron)&lt;br /&gt;
* Machine pieces (Iron, Silicon)&lt;br /&gt;
* Cables (Copper, Silicon)&lt;br /&gt;
* Smashed electronics (Tin, Gold, Silicon)&lt;br /&gt;
* Electronic parts (Aluminium)&lt;br /&gt;
* Computer parts (Titanium)&lt;br /&gt;
* Mechanical parts (Lithium)&lt;br /&gt;
&lt;br /&gt;
Debris can be smelted into refined resources, but will always produce less than its ore variant.&lt;br /&gt;
&lt;br /&gt;
Additionally, there may be Cargo crates floating around that can have a range of different items on board.&lt;br /&gt;
&lt;br /&gt;
=== Random Cargo content: ===&lt;br /&gt;
* 1-10 Random Crafted Items&lt;br /&gt;
* 1-10 Random Refined Metals&lt;br /&gt;
* 1-10 Random Fuel, SuperFuel, Coolant or SuperCoolant&lt;br /&gt;
* 1-10 Oxygen or Filters&lt;br /&gt;
* 1 Random Mining Head&lt;br /&gt;
* BoobyTrap (Will detonate when not properly scanned and deactivated with a multitool; An Explosion will damage the player and the room with its components)&lt;br /&gt;
* Hullbreach charge (Nasty, like the Boobytrap but will cause a massive Hullbreach in the room its opened)&lt;br /&gt;
* Intruders (Future Content) (Critters, Pirates, Bots)&lt;br /&gt;
* Biohazard (Future Content) (Spores, Diseases)&lt;br /&gt;
&lt;br /&gt;
== How to Mine ==&lt;br /&gt;
&lt;br /&gt;
To mine any kind of resource a drone is required to be configurated and launched to the target mineable.&lt;br /&gt;
Configuration of the [[Drone]] is Done in the [[Drone | DroneBay]].&lt;br /&gt;
If the right head (Mining Head for Asteroids, Salvage Head for Salvage) is installed on the drone, and there is sufficient storage inside the drone - the drone can be launched.&lt;br /&gt;
After launch the drone will fly to its programmed target and start mining/salvage Operations and storage the resources in its own inventory/storage.&lt;br /&gt;
Depending on how the drone was set up, it will return to the ship or to a position to be taken on board, where the player will need to unload the drone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After this, the drone can be refueled or recharged, and deployed again.&lt;br /&gt;
A Player can launch several drones and is not limited to one drone.&lt;br /&gt;
&lt;br /&gt;
=== Time for Mining ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Time Modificatior for Size&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Time Needed !! Resource mined per Unit&lt;br /&gt;
|-&lt;br /&gt;
| Small || 30 sec || 1&lt;br /&gt;
|-&lt;br /&gt;
| Medium || 60 sec || 5&lt;br /&gt;
|-&lt;br /&gt;
| Large || 120 sec || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Resource Time Mod per Unit&lt;br /&gt;
|-&lt;br /&gt;
! Ressource !! Time Needed&lt;br /&gt;
|-&lt;br /&gt;
| Iron || 20 sec&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 20 sec&lt;br /&gt;
|-&lt;br /&gt;
| Silicon || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| Gold || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum || 40 sec&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 50 sec&lt;br /&gt;
|-&lt;br /&gt;
| Lithium || 40 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Resource Time Mod per Unit for Iced&lt;br /&gt;
|-&lt;br /&gt;
! Ressource !! Time Needed&lt;br /&gt;
|-&lt;br /&gt;
| Ice Water || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| Ice  Nitrogen || 30 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Salvage Time Mod per Unit&lt;br /&gt;
|-&lt;br /&gt;
! Salvage !! Time Needed&lt;br /&gt;
|-&lt;br /&gt;
| Hull plating || 60 sec&lt;br /&gt;
|-&lt;br /&gt;
| Interior plating || 20 sec&lt;br /&gt;
|-&lt;br /&gt;
| Mechine parts || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| Cables || 35 sec&lt;br /&gt;
|-&lt;br /&gt;
| Smashed electronics || 60 sec&lt;br /&gt;
|-&lt;br /&gt;
| Electronic parts || 45 sec&lt;br /&gt;
|-&lt;br /&gt;
| Computer parts || 50 sec&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical parts || 50 sec&lt;br /&gt;
|-&lt;br /&gt;
| Cargo || 30 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Size + Ressource = Time needed for one(+Ressource Mod) units to be mined.&lt;br /&gt;
&lt;br /&gt;
Example: Medium + Iron = 90 sec per 5 units mined&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=308</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=308"/>
		<updated>2022-04-30T17:09:39Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&lt;br /&gt;
[[File:Masashi_Heavy_Industries.png|400px|Masahi Heavy Industries Logo]]&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
[[File:ArwellCorp.png|400px|Arwell Corporation Logo]]&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=307</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=307"/>
		<updated>2022-04-30T17:09:26Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Arwell Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&lt;br /&gt;
[[File:Masashi_Heavy_Industries.png|400px|Masahi Heavy Industries Logo]]&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
[[File:ArwellCorp.png|400px|Arwell Corporation Logo]]&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=306</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=306"/>
		<updated>2022-04-30T17:09:11Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Masashi Heavy Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&lt;br /&gt;
[[File:Masashi_Heavy_Industries.png|400px|Masahi Heavy Industries Logo]]&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ArwellCorp.png|Arwell Corporation Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=305</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=305"/>
		<updated>2022-04-30T17:09:02Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Masashi Heavy Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Masashi_Heavy_Industries.png|Masahi Heavy Industries Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Masashi_Heavy_Industries.png|400px|Masahi Heavy Industries Logo]]&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ArwellCorp.png|Arwell Corporation Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=304</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=304"/>
		<updated>2022-04-30T17:08:53Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Masashi Heavy Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Masashi_Heavy_Industries.png|Masahi Heavy Industries Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Masashi_Heavy_Industries.png|400px|thumb|left|Masahi Heavy Industries Logo]]&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ArwellCorp.png|Arwell Corporation Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=303</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=303"/>
		<updated>2022-04-30T17:08:05Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Masashi Heavy Industries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Masashi_Heavy_Industries.png|Masahi Heavy Industries Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ArwellCorp.png|Arwell Corporation Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=File:Masashi_Heavy_Industries.png&amp;diff=302</id>
		<title>File:Masashi Heavy Industries.png</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=File:Masashi_Heavy_Industries.png&amp;diff=302"/>
		<updated>2022-04-30T17:07:42Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=301</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=301"/>
		<updated>2022-04-30T17:00:12Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Arwell Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
ArwellCorp.png|Arwell Corporation Logo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=File:ArwellCorp.png&amp;diff=300</id>
		<title>File:ArwellCorp.png</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=File:ArwellCorp.png&amp;diff=300"/>
		<updated>2022-04-30T16:59:50Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Arwell Corporation Logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Arwell Corporation Logo&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=299</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Corporations&amp;diff=299"/>
		<updated>2022-04-30T16:57:57Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Created page with &amp;quot;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.   * Masashi Heavy Industries * Arwell Corporation * Sunday Cybernetic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all fictional Corps we use in the game for Equipment, Ships, Weapons, Components, and Factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Masashi Heavy Industries&lt;br /&gt;
* Arwell Corporation&lt;br /&gt;
* Sunday Cybernetics&lt;br /&gt;
* Creep Industries&lt;br /&gt;
* Universe Bars&lt;br /&gt;
&lt;br /&gt;
== Masashi Heavy Industries ==&lt;br /&gt;
Power Generators, Nuclear Reactors, DroneFrames.&lt;br /&gt;
&lt;br /&gt;
== Arwell Corporation ==&lt;br /&gt;
Tools, Sensors, Engines&lt;br /&gt;
&lt;br /&gt;
== Sunday Cybernetics ==&lt;br /&gt;
Medical Tools, Medical Equipment and Cyberware&lt;br /&gt;
&lt;br /&gt;
== Creep Industries ==&lt;br /&gt;
Misc stuff, is not very useful, and low-grade stuff&lt;br /&gt;
&lt;br /&gt;
== Universe Bars ==&lt;br /&gt;
Engine Energy Drinks, Energy Compact bars, and general Foodstuff.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=298</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=298"/>
		<updated>2022-01-11T01:08:02Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor-(WeaponAP+AmmoAP)))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player wearing a [[EVASuit]] should be protected fully by some things like pressure and oxygen lost as well as Toxins (As long as his suit has still oxygen obviously). And the suit itself should have some RessistanceRating values as well.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=297</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=297"/>
		<updated>2022-01-11T01:03:09Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor-(WeaponAP+AmmoAP)))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player wearing a [[EVASuit]] should be protected fully by some things like pressure and oxygen lost (As long as his suit has still oxygen obviously). And the suit itself should have some RessistanceRating values as well.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=296</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=296"/>
		<updated>2022-01-11T01:00:53Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player wearing a [[EVASuit]] should be protected fully by some things like pressure and oxygen lost (As long as his suit has still oxygen obviously). And the suit itself should have some RessistanceRating values as well.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=295</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=295"/>
		<updated>2022-01-11T00:43:21Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player wearing a [[EVASuit]] should be protected fully by some things like pressure and oxygen lost (As long as his suit has still oxygen obviously). And the suit itself should have some RessistanceRating values as well.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=294</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=294"/>
		<updated>2022-01-11T00:42:20Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player wearing a [[EVASuit]] should be protected by some things like pressure and oxygen lost (As long as his suit has still oxygen obviously).&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=293</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=293"/>
		<updated>2022-01-11T00:40:56Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage, and this may result in Bleeding over time damage.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=292</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=292"/>
		<updated>2022-01-11T00:40:16Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage and this may result in Bleeding for damage over time.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=291</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=291"/>
		<updated>2022-01-11T00:40:11Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage and this may result in Bleeding for damage over time.&lt;br /&gt;
* Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
* A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=290</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=290"/>
		<updated>2022-01-11T00:39:55Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage and this may result in Bleeding for damage over time.&lt;br /&gt;
&lt;br /&gt;
Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
&lt;br /&gt;
A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=289</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=289"/>
		<updated>2022-01-11T00:39:49Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage and this may result in Bleeding for damage over time.&lt;br /&gt;
Or a Chemical leak may cause: Burn Damage and Toxin Damage.&lt;br /&gt;
A Parasite that successfully attacked a player could cause Penetration damage, Bleeding over time damage, and Parasite Damage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats, or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=288</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=288"/>
		<updated>2022-01-11T00:38:00Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
It is important to note that damage from something can cause more than one effect. An Explosion can for example cause the player to suffer: Burn Damage, Overpressure Damage, Trauma Damage, Penetration Damage and this may result in Bleeding for damage over time.&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=287</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=287"/>
		<updated>2022-01-11T00:33:24Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Player Damage Table&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=286</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=286"/>
		<updated>2022-01-11T00:33:05Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* PlayerDamageTypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
This is a list of different damage types for a player character and how to calculate their damage for each of them.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=285</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=285"/>
		<updated>2022-01-11T00:32:28Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Standard Values: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
These values may be modified by items, traits, stats or effects, but these should be their normal values for a player without any gear.&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=284</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=284"/>
		<updated>2022-01-11T00:31:27Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=283</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=283"/>
		<updated>2022-01-11T00:30:04Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Damage Type Relevant to a player : */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5 or EquippedArmorValue;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== PlayerDamageTypes ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=282</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=282"/>
		<updated>2022-01-11T00:29:10Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5 or EquippedArmorValue;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Damage Type Relevant to a player : ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=281</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=281"/>
		<updated>2022-01-11T00:28:55Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Values: ===&lt;br /&gt;
* Playerhealth = 100;&lt;br /&gt;
* FireRessistanceRating = 0;&lt;br /&gt;
* BleedingRessistanceRating = 0;&lt;br /&gt;
* ElectricalRessistanceRating = 0;&lt;br /&gt;
* RadiationRessistanceRating = 0;&lt;br /&gt;
* ToxinRessistanceRating = 0;&lt;br /&gt;
* Immuneresponse modifier = CurrentHealth+25;&lt;br /&gt;
* Armor Rating = 5 or EquippedArmorValue;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currenthealth = Playerhealth&lt;br /&gt;
Playerhealth-damage = Currenthealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Damage Type Relevant to a player : ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=280</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=280"/>
		<updated>2022-01-11T00:22:23Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
Damage Type Relevant to a player :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-(DamageValue/BleedingRessistanceRating)=CurrentHealth || BleedingRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=279</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=279"/>
		<updated>2022-01-11T00:21:39Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
Damage Type Relevant to a player :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=278</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=278"/>
		<updated>2022-01-11T00:21:25Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Player Damage: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
Damage Type Relevant to a player :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-DamageValue=CurrentHealth || Item&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=277</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage&amp;diff=277"/>
		<updated>2022-01-11T00:20:36Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Created page with &amp;quot;There are different types of damage in the game. Their effects and how to calculate them are listed here.  == Player Damage: ==  Damage Type Relevant to a player :  {| class=&amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are different types of damage in the game. Their effects and how to calculate them are listed here.&lt;br /&gt;
&lt;br /&gt;
== Player Damage: ==&lt;br /&gt;
&lt;br /&gt;
Damage Type Relevant to a player :&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! PlayerDamageType !! Damage Value !! DamageType !! Formula !! Counter?&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen Deprivation || 20 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Item:EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| Overpressure || overpressurevalue+10 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Item:EVASuit]]&lt;br /&gt;
|-&lt;br /&gt;
| FallDamage || Fallheight+5 || DirectDamage || Playerhealth-DamageValue=CurrentHealth || [[Item:Grav-shoes]]&lt;br /&gt;
|-&lt;br /&gt;
| Trauma || Force*1.5+5 || Damage || Playerhealth-(DamageValue-(Force-Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Penetration || WeaponDmg+AmmoDmg or ObjectForce*1.5 || Damage || Playerhealth-(DamageValue-(Armor))=CurrentHealth || Armor Rating&lt;br /&gt;
|-&lt;br /&gt;
| Burn || FireIntensity+10 || Damage || Playerhealth-((DamageValue/FireRessistanceRating))=CurrentHealth || FireRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || BleedMod+5 || Damage over Time || Playerhealth-DamageValue=CurrentHealth || Item&lt;br /&gt;
|-&lt;br /&gt;
| Electrical || ElectricalPower+5 || Damage || Playerhealth-(DamageValue/ElectricalRessistanceRating)=CurrentHealth || ElectricalRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Wajev Radiation || RadiationValue || DirectDamage || Playerhealth-DamageValue=CurrentHealth || None&lt;br /&gt;
|-&lt;br /&gt;
| Radiation || RadiationValue || Damage || Playerhealth-(DamageValue/RadiationRessistanceRating)=CurrentHealth || RadiationRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Biological || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Parasite || AgentDamageValue || Damage over Time || Playerhealth-(DamageValue/Immunresponse)=CurrentHealth || Immuneresponse modifier&lt;br /&gt;
|-&lt;br /&gt;
| Toxins || ToxinConcentration || Damage || Playerhealth-(DamageValue/ToxinRessistanceRating)=CurrentHealth || EVASuit or ToxinRessistanceRating&lt;br /&gt;
|-&lt;br /&gt;
| Psychological || Value || Damage over Time || Playerhealth-(DamageValue/Health)=CurrentHealth || None&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Prototype1_codingbase&amp;diff=276</id>
		<title>Prototype1 codingbase</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Prototype1_codingbase&amp;diff=276"/>
		<updated>2021-11-22T21:05:33Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Created page with &amp;quot;Ticker -&amp;gt; Updates objects when a tick is reached (Time to update)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ticker -&amp;gt; Updates objects when a tick is reached (Time to update)&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Main_Page&amp;diff=275</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Main_Page&amp;diff=275"/>
		<updated>2021-11-22T21:00:15Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First work items:&lt;br /&gt;
&lt;br /&gt;
* [[Player Avatar]]&lt;br /&gt;
* [[Core Loop]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Special:Allpages}}&lt;br /&gt;
&lt;br /&gt;
--------------------------&lt;br /&gt;
Coding:&lt;br /&gt;
&lt;br /&gt;
[[Prototype1_codingbase]]&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage_Control_Stations&amp;diff=274</id>
		<title>Damage Control Stations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage_Control_Stations&amp;diff=274"/>
		<updated>2021-11-05T02:10:52Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Damage control station is a room or area inside the ship where Repair materials are gathered.&lt;br /&gt;
It also has a convenient display to show the damage to the area of the Damage control station.&lt;br /&gt;
&lt;br /&gt;
This area has also the ability to control the flow of Air, here a player can vent an area into space if needed (Extiquish fire).&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Damage_Control_Stations&amp;diff=273</id>
		<title>Damage Control Stations</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Damage_Control_Stations&amp;diff=273"/>
		<updated>2021-11-05T02:08:42Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: Created page with &amp;quot;A Damage control station is a room or area inside the ship where Repair materials are gathered. It also has a convenient display to show the damage to the area of the Damage c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Damage control station is a room or area inside the ship where Repair materials are gathered.&lt;br /&gt;
It also has a convenient display to show the damage to the area of the Damage control station.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Repair&amp;diff=272</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Repair&amp;diff=272"/>
		<updated>2021-11-05T02:07:27Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Repair is a mechanic to remove [[Decay]] of Components on board the ship and equipment.&lt;br /&gt;
&lt;br /&gt;
Crucial for each repair is the [[Repair tool]] that must be equipped in the inventory. It consists of a multitool and a toolbox with 3 own inventory slots for repair parts, which can be crafted at the [[Crafting | Craftingstation]] from collected [[Resources]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ Crafting | Minor repair parts:]]&lt;br /&gt;
Electronic Kit, Mechanics Kit, Computer Kit &lt;br /&gt;
&lt;br /&gt;
[[ Crafting | Major repair parts:]]&lt;br /&gt;
Electronic Parts, Mechanic Parts, Computer Parts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With minor parts, components can only be repaired within one [[Decay]] level. With major parts, you can repair them completely.&lt;br /&gt;
&lt;br /&gt;
As long as there is at least one &amp;quot;repair part&amp;quot; in the toolbox, the Player has the permission to repair every broken ship component, even if it’s not optimized for it. The decayed component awaits one proper repair parts like Electronics Parts to be repaired. But players can choose the repair the decayed components with a different part. &lt;br /&gt;
Repairing something with a non-optimized component causes [[Decay]]. If the kit is partially usable, the [[Decay]] increases by 50. A component with a Decay Rating of 275 will be repaired only back to 250 instead of 200. If it is not usable at all, the [[Decay]] increases by 200 and causes a higher decay level.&lt;br /&gt;
Some could also be optimized for more than one part or require various parts for different issues.&lt;br /&gt;
&lt;br /&gt;
Most of these Repair items can be found in the [[Damage Control Stations]] on the ship.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Crafting&amp;diff=271</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Crafting&amp;diff=271"/>
		<updated>2021-07-06T18:08:48Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Craftable Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items are to be crafted into various things like Repair Resources, Ammunition, Equipment, Items or other items to be used somewhere else.&lt;br /&gt;
&lt;br /&gt;
== Crafting Machine ==&lt;br /&gt;
The Crafting machine has an inventory of 10 Slots (possibly more or less in the feature). To input something into it, the player needs to interact with the Input Slot. There he can place every item into it. But the crafting station will only accept crafting materials.&lt;br /&gt;
&lt;br /&gt;
On placing a crafting material like refined iron or copper the slot will close and the material will be placed into the inventory of the crafting machine.&lt;br /&gt;
&lt;br /&gt;
The player selects an item to be crafted via a Display at the machine. The machine should display a list of craftable items and the requirements to craft them. Items that cannot be crafted because the machine lacks the necessary materials will be greyed out.&lt;br /&gt;
&lt;br /&gt;
On pressing the Crafting button, the machine will start crafting for a while, depending on the crafted item.&lt;br /&gt;
Once crafted the machine will output the crafted item in one of the 4 output slots. If the Slots are full, the machine will stop its progress and wait until a slot is emptied. &lt;br /&gt;
&lt;br /&gt;
== Craftable Repair Resources ==&lt;br /&gt;
Repair Resources are to be used to '''[[Repair]]''' Ship systems and remove '''[[Decay]]'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Minor repair parts&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[Electronics Kit]] || Copper, Silicon || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics Kit]] || Iron, Silicon || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Computer Kit]] || Tin, Gold, Silicon || 30 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Major repair parts&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[Electronic Parts]] || Aluminum || 80 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanic Parts]] || Titanium || 80 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Computer Parts]] || Lithium || 80 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craftable Items ==&lt;br /&gt;
Items crafted for use on board the ship or needed elsewhere&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Items&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[LifeSupport | Filter Cartridge]] || Iron, Silicon || 60 sec&lt;br /&gt;
|-&lt;br /&gt;
| OxygenMask || Silicon,Iron,Copper || 100 sec&lt;br /&gt;
|-&lt;br /&gt;
| Flare || Lithium,Silicon || 80 sec&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Crafting&amp;diff=270</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Crafting&amp;diff=270"/>
		<updated>2021-07-06T18:08:28Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Craftable Repair Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These items are to be crafted into various things like Repair Resources, Ammunition, Equipment, Items or other items to be used somewhere else.&lt;br /&gt;
&lt;br /&gt;
== Crafting Machine ==&lt;br /&gt;
The Crafting machine has an inventory of 10 Slots (possibly more or less in the feature). To input something into it, the player needs to interact with the Input Slot. There he can place every item into it. But the crafting station will only accept crafting materials.&lt;br /&gt;
&lt;br /&gt;
On placing a crafting material like refined iron or copper the slot will close and the material will be placed into the inventory of the crafting machine.&lt;br /&gt;
&lt;br /&gt;
The player selects an item to be crafted via a Display at the machine. The machine should display a list of craftable items and the requirements to craft them. Items that cannot be crafted because the machine lacks the necessary materials will be greyed out.&lt;br /&gt;
&lt;br /&gt;
On pressing the Crafting button, the machine will start crafting for a while, depending on the crafted item.&lt;br /&gt;
Once crafted the machine will output the crafted item in one of the 4 output slots. If the Slots are full, the machine will stop its progress and wait until a slot is emptied. &lt;br /&gt;
&lt;br /&gt;
== Craftable Repair Resources ==&lt;br /&gt;
Repair Resources are to be used to '''[[Repair]]''' Ship systems and remove '''[[Decay]]'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Minor repair parts&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[Electronics Kit]] || Copper, Silicon || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanics Kit]] || Iron, Silicon || 30 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Computer Kit]] || Tin, Gold, Silicon || 30 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Major repair parts&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[Electronic Parts]] || Aluminum || 80 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanic Parts]] || Titanium || 80 sec&lt;br /&gt;
|-&lt;br /&gt;
| [[Computer Parts]] || Lithium || 80 sec&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Craftable Items ==&lt;br /&gt;
Items crafted for use on board the ship or needed elsewhere&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Items&lt;br /&gt;
|-&lt;br /&gt;
! Item Name !! Resource Needed !! Craft time&lt;br /&gt;
|-&lt;br /&gt;
| [[Filter Cartridge | LifeSupport]] || Iron, Silicon || 60 sec&lt;br /&gt;
|-&lt;br /&gt;
| OxygenMask || Silicon,Iron,Copper || 100 sec&lt;br /&gt;
|-&lt;br /&gt;
| Flare || Lithium,Silicon || 80 sec&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=LifeSupport&amp;diff=269</id>
		<title>LifeSupport</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=LifeSupport&amp;diff=269"/>
		<updated>2021-07-06T18:05:09Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Life support is a crucial part of the design of the ship it creates a breathable atmosphere and raises the pressure of a room.&lt;br /&gt;
&lt;br /&gt;
The Life support system requires Oxygen, which is [[Refining | Refined]] in the [[Refining | Refinery]] from Water and requires [[Filters]] that are [[crafting | crafted]] in the crafting machine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For each 1 Unit of Oxygen, the Life support is capable of rising the Pressure by 1 %.&lt;br /&gt;
&lt;br /&gt;
For each % that needs to be raised for breathable air, the filter loses 0.1 % &lt;br /&gt;
&lt;br /&gt;
For Each Unit of Unbreathable Air Filtered, one Unit of Waste is produced. Until a Stack of 100 is reached and the output slot of the Life support is full.&lt;br /&gt;
(100 Pressure is : 101,325 Pascal or 1,013.25 mbar)&lt;br /&gt;
&lt;br /&gt;
Life Support has one input slot for oxygen (100 units) and one Output Slot for Waste (100 Units). And one Filter Slot for a Filter cartridge.&lt;br /&gt;
&lt;br /&gt;
If all rooms onboard the Ship reach 100 % pressure and a Breathable atmosphere, the Live Support will idle until the values need to be raised.&lt;br /&gt;
The Player can adjust this setting by selecting a min value and a max value. (So that if the breathable atmosphere falls below the min value, the life support should raise the values back to the max value).&lt;br /&gt;
If a Filter is depleted to 0 % then the Life support will not be able to clean the air - a new filter is required (crafted).&lt;br /&gt;
&lt;br /&gt;
== Life Support in Rooms: ==&lt;br /&gt;
Each room is classified into Volume classes (Big room, medium Room, Small room). Which determines the rate of pressure and breathable Loss and Gain.&lt;br /&gt;
&lt;br /&gt;
Each room with its volume class has two dynamic values : [[Pressurized]] and [[Breathable]]. If Pressure and breathability are at least =&amp;lt;50% then a player can move in this area without losing health.&lt;br /&gt;
If the pressure drops below 50 % the room changes from pressurized to unpressurized and the player will lose health (if no EVA suit is equipped).&lt;br /&gt;
If the Breathable drops below 50% the room changes from Breathable to unbreathable and the player will lose health (if no Eva Suit or Respirator is equipped).&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Equalisation ==&lt;br /&gt;
&lt;br /&gt;
Rooms are linked with each other through [[Doors]]. If a door is opened between the two Rooms; The Pressure and Breathable atmosphere will be exchanged until all values are roughly equal.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Room 1(small)( 50 % Pressure and 100% Breathable Air.&lt;br /&gt;
* Room 2(small) 0 % Pressure and 0 % Breathable Air.&lt;br /&gt;
* Results in 25 % in each Room and 50 % Breathable Air in each Room.&lt;br /&gt;
&lt;br /&gt;
Sizes:&lt;br /&gt;
* One Room with size Big can fill two Medium rooms.&lt;br /&gt;
* One Room with size medium can fill two small Rooms.&lt;br /&gt;
* One Room with size small room cannot fill another small room and will equalize its pressure.&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Regulation ==&lt;br /&gt;
&lt;br /&gt;
Through Vents located in each room and corridor section, the areas can be pressurized and filtered by the life-support system.&lt;br /&gt;
A single player will use each second 1 unit of oxygen and create 1 unit of unbreathable air. This air will be filtered by the vents if their threshold is reached.&lt;br /&gt;
&lt;br /&gt;
=== Vents ===&lt;br /&gt;
A vent can be adjusted with the '''Settings Tool''' to only start filtering the unbreathable air at a certain percentage to a certain percentage.&lt;br /&gt;
Or pressurize the room only at a certain percentage to a certain percentage.&lt;br /&gt;
If Breathable Air at 55 % filter to 90% or/and if the pressure is at 55 % increase pressure to 90%.&lt;br /&gt;
Vents decay and may get clogged or their efficiency may decrease.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=LifeSupport&amp;diff=268</id>
		<title>LifeSupport</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=LifeSupport&amp;diff=268"/>
		<updated>2021-07-06T18:01:41Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Atmospheric Equalisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Life support is a crucial part of the design of the ship it creates a breathable atmosphere and raises the pressure of a room.&lt;br /&gt;
&lt;br /&gt;
The Life support system requires Oxygen, which is [[Refining | Refined]] in the [[Refining | Refinery]] from Water and requires [[Filters]] that are [[crafting | crafted]] in the crafting machine.&lt;br /&gt;
&lt;br /&gt;
For each 1 Unit of Oxygen, the Lifesupport is capable of rising the Pressure by 1 %.&lt;br /&gt;
For each % that needs to be raised for breathable air, the filter loses 0.1 % &lt;br /&gt;
(100 Pressure is : 101,325 Pascal or 1,013.25 mbar)&lt;br /&gt;
&lt;br /&gt;
If all rooms onboard the Ship reach 100 % pressure and a Breathable atmosphere, the Live Support will idle until the values need to be raised.&lt;br /&gt;
The Player can adjust this setting by selecting a min value and a max value. (So that if the breathable atmosphere falls below the min value, the life support should raise the values back to the max value).&lt;br /&gt;
If a Filter is depleted to 0 % then the Life support will not be able to clean the air - a new filter is required (crafted).&lt;br /&gt;
&lt;br /&gt;
== Life Support in Rooms: ==&lt;br /&gt;
Each room is classified into Volume classes (Big room, medium Room, Small room). Which determines the rate of pressure and breathable Loss and Gain.&lt;br /&gt;
&lt;br /&gt;
Each room with its volume class has two dynamic values : [[Pressurized]] and [[Breathable]]. If Pressure and breathability are at least =&amp;lt;50% then a player can move in this area without losing health.&lt;br /&gt;
If the pressure drops below 50 % the room changes from pressurized to unpressurized and the player will lose health (if no EVA suit is equipped).&lt;br /&gt;
If the Breathable drops below 50% the room changes from Breathable to unbreathable and the player will lose health (if no Eva Suit or Respirator is equipped).&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Equalisation ==&lt;br /&gt;
&lt;br /&gt;
Rooms are linked with each other through [[Doors]]. If a door is opened between the two Rooms; The Pressure and Breathable atmosphere will be exchanged until all values are roughly equal.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* Room 1(small)( 50 % Pressure and 100% Breathable Air.&lt;br /&gt;
* Room 2(small) 0 % Pressure and 0 % Breathable Air.&lt;br /&gt;
* Results in 25 % in each Room and 50 % Breathable Air in each Room.&lt;br /&gt;
&lt;br /&gt;
Sizes:&lt;br /&gt;
* One Room with size Big can fill two Medium rooms.&lt;br /&gt;
* One Room with size medium can fill two small Rooms.&lt;br /&gt;
* One Room with size small room cannot fill another small room and will equalize its pressure.&lt;br /&gt;
&lt;br /&gt;
== Atmospheric Regulation ==&lt;br /&gt;
&lt;br /&gt;
Through Vents located in each room and corridor section, the areas can be pressurized and filtered by the life-support system.&lt;br /&gt;
A single player will use each second 1 unit of oxygen and create 1 unit of unbreathable air. This air will be filtered by the vents if their threshold is reached.&lt;br /&gt;
&lt;br /&gt;
=== Vents ===&lt;br /&gt;
A vent can be adjusted with the '''Settings Tool''' to only start filtering the unbreathable air at a certain percentage to a certain percentage.&lt;br /&gt;
Or pressurize the room only at a certain percentage to a certain percentage.&lt;br /&gt;
If Breathable Air at 55 % filter to 90% or/and if the pressure is at 55 % increase pressure to 90%.&lt;br /&gt;
Vents decay and may get clogged or their efficiency may decrease.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=267</id>
		<title>Decay</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Decay&amp;diff=267"/>
		<updated>2021-07-06T17:53:44Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Individual Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Decay''' is the system by which ship components break down over time. Decay has to be counteracted with [[Repair|Repairs]].&lt;br /&gt;
&lt;br /&gt;
=== Global Functionality ===&lt;br /&gt;
Every component that can decay has a '''Decay Rating''' that goes from 0 to 1000. As components decay with use, this rating increases. The rate at which this happens is determined by the individual component.&lt;br /&gt;
&lt;br /&gt;
==== Thresholds ====&lt;br /&gt;
When repairing a component, the '''Decay Threshold''' is important to determine cost and speed of repairs.&lt;br /&gt;
A full repair action will reduce the '''Decay Rating''' of a component back to 0, restoring it to pristine condition.&lt;br /&gt;
A partial repair however will only reduce the '''Decay Rating''' back to the nearest Threshold.&lt;br /&gt;
Thresholds are set at 200, 400, 600 and 800 '''Decay Rating'''. So a component with a '''Decay Rating''' of 245 will be repaired only back to 200 with a partial repair.&lt;br /&gt;
&lt;br /&gt;
==== Decay Level ====&lt;br /&gt;
Thresholds are used to set a '''Decay Level''' for any given component. The level is equal to the current amount of thresholds passed.&lt;br /&gt;
A component at 236 '''Decay Rating''' is considered at '''Decay Level 1'''. At 82 '''Decay Rating''' it is at '''Decay Level 0''' and 844 is '''Decay Level 4''' and so forth.&lt;br /&gt;
&lt;br /&gt;
Decay Levels are a simplified way of representing the amount of decay that has accumulated on the component and are mainly used to quickly display information to the player and make things more readable.&lt;br /&gt;
&lt;br /&gt;
=== Individual Components ===&lt;br /&gt;
Each component has a different reaction to decay and accumulated '''Decay Rating'''. Before the first threshold is reached, the component functions normally. Each threshold crossed will diminish the functionality of the component in some way. A component that has reached a '''Decay Rating''' of 1000 stops functioning entirely. Final values are to be determined by playtesting.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Decay Effects Overview&lt;br /&gt;
|-&lt;br /&gt;
! Component !! Type of Use !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Prolonged Use || Fuel Efficiency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Ship Thrusters || Stop and Go Flight || Max Thrust is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Regular Use || Longer Scan Time&lt;br /&gt;
|-&lt;br /&gt;
| Scanner || Front Scanner || Power Consumption increases&lt;br /&gt;
|-&lt;br /&gt;
| Drone Drill Head || Mining Asteroid Resources || Mining Frequency is reduced&lt;br /&gt;
|-&lt;br /&gt;
| Power Generator || Regular Use || Minimum production reduced&lt;br /&gt;
|-&lt;br /&gt;
| Power Generator || Overuse || More Coolant needed&lt;br /&gt;
|-&lt;br /&gt;
| Drone || NotIdle || Increased Probability to lose a random attachment module&lt;br /&gt;
|-&lt;br /&gt;
| Refinery || Regular use || Temperature needed increased&lt;br /&gt;
|-&lt;br /&gt;
| Refinery || HighTemp(1500°C+) || Refining Speed lowered&lt;br /&gt;
|-&lt;br /&gt;
| LifeSupport || RegularUse || WasteProducts increased&lt;br /&gt;
|-&lt;br /&gt;
| LifeSupport || Overuse(High Filtering) || Filter life decreased&lt;br /&gt;
|-&lt;br /&gt;
| Power Generator || Energy Spikes || Reactor Radiation leakage percentage increased&lt;br /&gt;
|-&lt;br /&gt;
| PowerController || Regular use || Power available decreased&lt;br /&gt;
|-&lt;br /&gt;
| PowerController || Overuse(draw more then available) || Fire Hazard possibility/Damage&lt;br /&gt;
|-&lt;br /&gt;
| ConveyorBelts(In/Out) || Regular use || Lowered speed&lt;br /&gt;
|-&lt;br /&gt;
| CoolantPumps || Regular use || Coolant efficiency decreased&lt;br /&gt;
|-&lt;br /&gt;
| CoolantPumps || Overuse(emergencydump etc) || Coolant drain increased&lt;br /&gt;
|-&lt;br /&gt;
| CraftingStation || Regular use || Craft time increased&lt;br /&gt;
|-&lt;br /&gt;
| CraftingStation || Prelonged use || Crafting efficiency decreased&lt;br /&gt;
|-&lt;br /&gt;
| Doors || Not used || May get stuck in current mode&lt;br /&gt;
|-&lt;br /&gt;
| Doors || Regular Use || decreased speed for opening and closing&lt;br /&gt;
|-&lt;br /&gt;
| Vents || Regular use || Efficiency decreased&lt;br /&gt;
|-&lt;br /&gt;
| Vents || Pressure Low to Pressure normal || Can get damaged&lt;br /&gt;
|-&lt;br /&gt;
| Vents || Notbreathable for extended time || Can get cloged&lt;br /&gt;
|-&lt;br /&gt;
| DroneDocking || RegularUse || Drone may get stucked&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visual Feedback ==&lt;br /&gt;
Decay is invisible until it reaches the fourth threshold at 800 points. Once a component is damaged beyond this point, a visual indicator of the accumulated damage should be visible on the component. A different indicator should exist for a component that is broken down upon reaching the full 1000 points.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=266</id>
		<title>Refining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=266"/>
		<updated>2021-07-06T17:35:10Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Refining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinery refines ores, gases, and liquids into refined crafting materials or useable materials.&lt;br /&gt;
&lt;br /&gt;
The Refinery has 3 Input and 6 Output slots. If the Output slot is full the refinery will stop working until the output slot is empty.&lt;br /&gt;
&lt;br /&gt;
To interact with the Refinery the player needs the correspondent Refinery Tool where he can adjust what should be refined into what.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Useable Materials&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature(in Celcius) !! Pressure (in Hecto Pascal)&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 1:1 || Fuel || 60 sec || 0°C || 2513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen, Hydrogen || 2:1 || Super Fuel || 120 sec || 100°C || 3013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1:1 || Coolant || 60 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium, Nitrogen || 2:1 || Super Coolant || 120 sec || 2670°C || 2813hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(water) || 1:X || 2 Oxygen, 1 Hydrogen || 80 sec || 50°C || 1313hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(Nitrogen) || 1:2 || 2 Nitrogen || 80 sec || 90°C || 2013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Refined Metals&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature !! Pressure&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore || 1:1 || Refined Iron || 30 sec || 1040°C || 2013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 1:1 || Refined Copper || 30 sec || 1083°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Ore || 1:1 || Refined Silicon || 60 sec || 910°C || 1513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 1:1 || Refined Gold || 60 sec || 630°C || 1713hPA&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum  Ore || 1:1 || Refined Aluminum  || 120 sec || 660°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium  Ore || 1:1 || Refined Titanium  || 120 sec || 1470°C || 1213hPA&lt;br /&gt;
|-&lt;br /&gt;
| Lithium  Ore || 1:1 || Refined Lithium  || 120 sec || 210°C || 1213hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pressure and Temperature ==&lt;br /&gt;
To refine materials the player needs to adjust two valves that increase/decrease pressure and Increase/decrease temperature.&lt;br /&gt;
The Refining tablet will show what pressure and temperature is needed for what materials -&amp;gt; The player needs to adjust the valves to meet the requirements for the refinery to smelt and refine the materials.&lt;br /&gt;
&lt;br /&gt;
If the refinery gets damaged by [[Decay]] it gets harder to find the sweetspot for pressure and temperature.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=265</id>
		<title>Refining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=265"/>
		<updated>2021-07-06T17:34:37Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Refining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinery refines ores, gases, and liquids into refined crafting materials or useable materials.&lt;br /&gt;
&lt;br /&gt;
The Refinery has 3 Input and 6 Output slots. If the Output slot is full the refinery will stop working until the output slot is empty.&lt;br /&gt;
&lt;br /&gt;
To interact with the Refinery the player needs the correspondent Refinery Tool where he can adjust what should be refined into what.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Useable Materials&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature(in Celcius) !! Pressure (in Hecto Pascal)&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 1:1 || Fuel || 60 sec || 0°C || 2513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen, Hydrogen || 2:1 || Super Fuel || 120 sec || 100°C || 3013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1:1 || Coolant || 60 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium, Nitrogen || 2:1 || Super Coolant || 120 sec || 2670°C || 2813hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(water) || 1:X || 2 Oxygen, 1 Hydrogen || 80 sec || 50°C || 1313hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(Nitrogen) || 1:2 || 2 Nitrogen || 80 sec || 90°C || 2013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Refined Metals&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature !! Pressure&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore || 1:1 || Refined Iron || 30 sec || 1040°C || 2013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 1:1 || Refined Copper || 30 sec || 1083°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Ore || 1:1 || Refined Silicon || 60 sec || 910°C || 1513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 1:1 || Refined Gold || 60 sec || 630°C || 1713hPA&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum  Ore || 1:1 || Refined Aluminum  || 120 sec || 660°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium  Ore || 1:1 || Refined Titanium  || 120 sec || 1470°C || 1213hPA&lt;br /&gt;
|-&lt;br /&gt;
| Lithium  Ore || 1:1 || Refined Lithium  || 120 sec || 180°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pressure and Temperature ==&lt;br /&gt;
To refine materials the player needs to adjust two valves that increase/decrease pressure and Increase/decrease temperature.&lt;br /&gt;
The Refining tablet will show what pressure and temperature is needed for what materials -&amp;gt; The player needs to adjust the valves to meet the requirements for the refinery to smelt and refine the materials.&lt;br /&gt;
&lt;br /&gt;
If the refinery gets damaged by [[Decay]] it gets harder to find the sweetspot for pressure and temperature.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=264</id>
		<title>Refining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=264"/>
		<updated>2021-07-06T17:34:16Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Refining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinery refines ores, gases, and liquids into refined crafting materials or useable materials.&lt;br /&gt;
&lt;br /&gt;
The Refinery has 3 Input and 6 Output slots. If the Output slot is full the refinery will stop working until the output slot is empty.&lt;br /&gt;
&lt;br /&gt;
To interact with the Refinery the player needs the correspondent Refinery Tool where he can adjust what should be refined into what.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Useable Materials&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature(in Celcius) !! Pressure (in Hecto Pascal)&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 1:1 || Fuel || 60 sec || 0°C || 2513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen, Hydrogen || 2:1 || Super Fuel || 120 sec || 100°C || 3013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1:1 || Coolant || 60 sec || 50°C || 1313hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium, Nitrogen || 2:1 || Super Coolant || 120 sec || 2670°C || 2813hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(water) || 1:X || 2 Oxygen, 1 Hydrogen || 80 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(Nitrogen) || 1:2 || 2 Nitrogen || 80 sec || 90°C || 2013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Refined Metals&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature !! Pressure&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore || 1:1 || Refined Iron || 30 sec || 1040°C || 2013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 1:1 || Refined Copper || 30 sec || 1083°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Ore || 1:1 || Refined Silicon || 60 sec || 910°C || 1513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 1:1 || Refined Gold || 60 sec || 630°C || 1713hPA&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum  Ore || 1:1 || Refined Aluminum  || 120 sec || 660°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium  Ore || 1:1 || Refined Titanium  || 120 sec || 1470°C || 1213hPA&lt;br /&gt;
|-&lt;br /&gt;
| Lithium  Ore || 1:1 || Refined Lithium  || 120 sec || 180°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pressure and Temperature ==&lt;br /&gt;
To refine materials the player needs to adjust two valves that increase/decrease pressure and Increase/decrease temperature.&lt;br /&gt;
The Refining tablet will show what pressure and temperature is needed for what materials -&amp;gt; The player needs to adjust the valves to meet the requirements for the refinery to smelt and refine the materials.&lt;br /&gt;
&lt;br /&gt;
If the refinery gets damaged by [[Decay]] it gets harder to find the sweetspot for pressure and temperature.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=263</id>
		<title>Refining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=263"/>
		<updated>2021-07-06T17:33:50Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Refining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinery refines ores, gases, and liquids into refined crafting materials or useable materials.&lt;br /&gt;
&lt;br /&gt;
The Refinery has 3 Input and 6 Output slots. If the Output slot is full the refinery will stop working until the output slot is empty.&lt;br /&gt;
&lt;br /&gt;
To interact with the Refinery the player needs the correspondent Refinery Tool where he can adjust what should be refined into what.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Useable Materials&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature(in Celcius) !! Pressure (in Hecto Pascal)&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 1:1 || Fuel || 60 sec || 0°C || 2513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen, Hydrogen || 2:1 || Super Fuel || 120 sec || 100°C || 3013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1:1 || Coolant || 60 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium, Nitrogen || 2:1 || Super Coolant || 120 sec || 2670°C || 2813hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(water) || 1:X || 2 Oxygen, 1 Hydrogen || 80 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(Nitrogen) || 1:2 || 2 Nitrogen || 80 sec || 0°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Refined Metals&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature !! Pressure&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore || 1:1 || Refined Iron || 30 sec || 1040°C || 2013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 1:1 || Refined Copper || 30 sec || 1083°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Ore || 1:1 || Refined Silicon || 60 sec || 910°C || 1513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 1:1 || Refined Gold || 60 sec || 630°C || 1713hPA&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum  Ore || 1:1 || Refined Aluminum  || 120 sec || 660°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium  Ore || 1:1 || Refined Titanium  || 120 sec || 1470°C || 1213hPA&lt;br /&gt;
|-&lt;br /&gt;
| Lithium  Ore || 1:1 || Refined Lithium  || 120 sec || 180°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pressure and Temperature ==&lt;br /&gt;
To refine materials the player needs to adjust two valves that increase/decrease pressure and Increase/decrease temperature.&lt;br /&gt;
The Refining tablet will show what pressure and temperature is needed for what materials -&amp;gt; The player needs to adjust the valves to meet the requirements for the refinery to smelt and refine the materials.&lt;br /&gt;
&lt;br /&gt;
If the refinery gets damaged by [[Decay]] it gets harder to find the sweetspot for pressure and temperature.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
	<entry>
		<id>https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=262</id>
		<title>Refining</title>
		<link rel="alternate" type="text/html" href="https://bo-wiki.snapjawgames.com/index.php?title=Refining&amp;diff=262"/>
		<updated>2021-07-06T17:30:36Z</updated>

		<summary type="html">&lt;p&gt;Hyoske: /* Refining */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The refinery refines ores, gases, and liquids into refined crafting materials or useable materials.&lt;br /&gt;
&lt;br /&gt;
The Refinery has 3 Input and 6 Output slots. If the Output slot is full the refinery will stop working until the output slot is empty.&lt;br /&gt;
&lt;br /&gt;
To interact with the Refinery the player needs the correspondent Refinery Tool where he can adjust what should be refined into what.&lt;br /&gt;
&lt;br /&gt;
== Refining ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Useable Materials&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature(in Celcius) !! Pressure (in Hecto Pascal)&lt;br /&gt;
|-&lt;br /&gt;
| Hydrogen || 1:1 || Fuel || 60 sec || 0°C || 2513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Nitrogen, Hydrogen || 2:1 || Super Fuel || 120 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Water || 1:1 || Coolant || 60 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium, Nitrogen || 2:1 || Super Coolant || 120 sec || 1670°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(water) || 1:X || 2 Oxygen, 1 Hydrogen || 80 sec || 0°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Ice(Nitrogen) || 1:2 || 2 Nitrogen || 80 sec || 0°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Refined Metals&lt;br /&gt;
|-&lt;br /&gt;
! Input !! Ratio !! Output !! Refining Time !! Temperature !! Pressure&lt;br /&gt;
|-&lt;br /&gt;
| Iron Ore || 1:1 || Refined Iron || 30 sec || 1040°C || 2013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Copper Ore || 1:1 || Refined Copper || 30 sec || 1083°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Silicon Ore || 1:1 || Refined Silicon || 60 sec || 910°C || 1513hPA&lt;br /&gt;
|-&lt;br /&gt;
| Gold Ore || 1:1 || Refined Gold || 60 sec || 630°C || 1713hPA&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum  Ore || 1:1 || Refined Aluminum  || 120 sec || 660°C || 1013hPA&lt;br /&gt;
|-&lt;br /&gt;
| Titanium  Ore || 1:1 || Refined Titanium  || 120 sec || 1470°C || 1213hPA&lt;br /&gt;
|-&lt;br /&gt;
| Lithium  Ore || 1:1 || Refined Lithium  || 120 sec || 180°C || 1013hPA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pressure and Temperature ==&lt;br /&gt;
To refine materials the player needs to adjust two valves that increase/decrease pressure and Increase/decrease temperature.&lt;br /&gt;
The Refining tablet will show what pressure and temperature is needed for what materials -&amp;gt; The player needs to adjust the valves to meet the requirements for the refinery to smelt and refine the materials.&lt;br /&gt;
&lt;br /&gt;
If the refinery gets damaged by [[Decay]] it gets harder to find the sweetspot for pressure and temperature.&lt;/div&gt;</summary>
		<author><name>Hyoske</name></author>
	</entry>
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