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	<id>https://www.tls-wiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scruffee</id>
	<title>The Last Starwiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.tls-wiki.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scruffee"/>
	<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/wiki/Special:Contributions/Scruffee"/>
	<updated>2026-06-04T12:20:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Main_Page/news&amp;diff=1287</id>
		<title>Main Page/news</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Main_Page/news&amp;diff=1287"/>
		<updated>2023-04-20T22:26:59Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: clarify future dates are plans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;All news items from the [[Main Page]] are collected here.&amp;lt;/noinclude&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;2023-05-18&#039;&#039;&#039; - Alpha 3 Steam AMA (planned)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;2023-05-11&#039;&#039;&#039; - Alpha 3 release (planned)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;2023-04-20&#039;&#039;&#039; - Alpha 2 Steam AMA&lt;br /&gt;
* &#039;&#039;&#039;2023-03-30&#039;&#039;&#039; - {{Version|Alpha 2}} is released&lt;br /&gt;
* &#039;&#039;&#039;2023-02-20&#039;&#039;&#039; - Demo access ends&lt;br /&gt;
* &#039;&#039;&#039;2023-02-15&#039;&#039;&#039; - Early Access launch with {{Version|Alpha1D}}&lt;br /&gt;
&amp;lt;!-- This line should be after the 6th news item. If you add an item, please move the line. --&amp;gt;&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&amp;lt;/noinclude&amp;gt;&amp;lt;onlyinclude&amp;gt;[[Main Page/news|View archived news]]&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;--&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2023-02-10&#039;&#039;&#039; - 2nd [https://store.steampowered.com/news/app/1857080/view/3667654357076843783 Developer AMA] on Steam&lt;br /&gt;
* &#039;&#039;&#039;2023-02-08&#039;&#039;&#039; - 1st [https://m.youtube.com/watch?v=QpuTV3jje8s Developer AMA] on Steam&lt;br /&gt;
* &#039;&#039;&#039;2023-01-27&#039;&#039;&#039; - [[Playtest#Alpha1A|Alpha1A]] is released&lt;br /&gt;
* &#039;&#039;&#039;2023-01-26&#039;&#039;&#039; - {{Version|Demo Alpha1C}} is released&lt;br /&gt;
* &#039;&#039;&#039;2023-01-10&#039;&#039;&#039; - [[Playtest#Alpha1A|Alpha1A]] is released&lt;br /&gt;
* &#039;&#039;&#039;2022-11-07&#039;&#039;&#039; - [[Playtest#DEMO3A|DEMO3A]] is released&lt;br /&gt;
* &#039;&#039;&#039;2022-10-19&#039;&#039;&#039; - [[Playtest#DEMO2B|DEMO2B]] is released&lt;br /&gt;
* &#039;&#039;&#039;2022-10-11&#039;&#039;&#039; - [[Playtest#DEMO1|DEMO1]] is released&lt;br /&gt;
* &#039;&#039;&#039;2022-09-22&#039;&#039;&#039; - Update 3 is [https://www.egx.net/london/en-gb/growtix/panels/panel-information.html?gtID=775565&amp;amp;panel-name=The-Last-Starship on display] at [https://www.egx.net/ EGX London 2022]&lt;br /&gt;
* &#039;&#039;&#039;2022-07-29&#039;&#039;&#039; - {{Version|Update2.rc1}} and {{Version|Update2.rc3}} are released&lt;br /&gt;
* &#039;&#039;&#039;2022-07-11&#039;&#039;&#039; - Steam [https://steamcommunity.com/app/2000350 play test] begins with {{Version|Update1.rc2}}&lt;br /&gt;
* &#039;&#039;&#039;2022-07-08&#039;&#039;&#039; - [https://store.steampowered.com/news/app/1857080/view/3362516632916821829 Update 1] video is released&lt;br /&gt;
* &#039;&#039;&#039;2022-06-07&#039;&#039;&#039; - [[The Last Starship]] [https://store.steampowered.com/news/app/1857080/view/3368142784617343129 announcement trailer] is released&lt;br /&gt;
* &#039;&#039;&#039;2021-05-05&#039;&#039;&#039; - [[Deep Space Industrial]] [[prototype]] is released&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Main page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1113</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1113"/>
		<updated>2023-02-17T22:58:33Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in Early Access development. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Early Access version. The Demo is available to anyone for free, whereas the Early Access game requires payment. To buy the game, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] or the other available stores.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
{{#ev:youtube|c-6R6pmOXis|360|right|Guide to help you get started with the Praxis in the Alpha 1 Demo}}&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|360|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1112</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1112"/>
		<updated>2023-02-17T22:58:16Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Early Access version. The Demo is available to anyone for free, whereas the Early Access game requires payment. To buy the game, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] or the other available stores.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
{{#ev:youtube|c-6R6pmOXis|360|right|Guide to help you get started with the Praxis in the Alpha 1 Demo}}&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|360|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1111</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1111"/>
		<updated>2023-02-17T22:53:36Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
{{#ev:youtube|c-6R6pmOXis|360|right|Guide to help you get started with the Praxis in the Alpha 1 Demo}}&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|360|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Door&amp;diff=1075</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Door&amp;diff=1075"/>
		<updated>2023-02-14T16:58:36Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Clarify a confusion I&amp;#039;ve seen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = &#039;&#039;&#039;Door&#039;&#039;&#039;&lt;br /&gt;
| grid_size = 2 x 1&lt;br /&gt;
|image1=[[File:door.png|45px|frameless]]}}&lt;br /&gt;
Doors are a 2 x 1 object and must be installed into a 4x1 area of [[Hull]]. They allow the creation of separate atmospheres on a [[Ship]], like an airlock. However, when a door is opened, the two atmospheres mix. Doors and their vents can be manually opened or closed via the Doors panel.&lt;br /&gt;
&lt;br /&gt;
Doors must be placed between walls, not on top of them.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1021</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1021"/>
		<updated>2023-01-31T10:43:34Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: /* Setting up the Praxis */ Shrink this down a little bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
{{#ev:youtube|c-6R6pmOXis|360|right|Guide to help you get started with the Praxis in the Alpha 1 Demo}}&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playtest / Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components, and is the only mode available in the Playtest version of the game.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|720|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1011</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1011"/>
		<updated>2023-01-27T20:38:12Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: /* Setting up the Praxis */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Playtest / Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components, and is the only mode available in the Playtest version of the game.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|720|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1010</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1010"/>
		<updated>2023-01-27T20:37:10Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: +Praxis guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
After beginning the game with the Praxis you will find yourself with a basic ship layout, stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction, and use the Throttle bar at the bottom to control your engines. Right clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll be spending most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew are still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew installing one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of manoeuvring and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in your engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel, and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew have left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel close to where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Make sure to keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playtest / Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components, and is the only mode available in the Playtest version of the game.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|720|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide14.jpg&amp;diff=1009</id>
		<title>File:Guide14.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide14.jpg&amp;diff=1009"/>
		<updated>2023-01-27T20:18:13Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide13.jpg&amp;diff=1008</id>
		<title>File:Guide13.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide13.jpg&amp;diff=1008"/>
		<updated>2023-01-27T20:18:02Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide12.jpg&amp;diff=1007</id>
		<title>File:Guide12.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide12.jpg&amp;diff=1007"/>
		<updated>2023-01-27T20:17:54Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide11.jpg&amp;diff=1006</id>
		<title>File:Guide11.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide11.jpg&amp;diff=1006"/>
		<updated>2023-01-27T20:17:45Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide10.jpg&amp;diff=1005</id>
		<title>File:Guide10.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide10.jpg&amp;diff=1005"/>
		<updated>2023-01-27T20:17:36Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide9.jpg&amp;diff=1004</id>
		<title>File:Guide9.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide9.jpg&amp;diff=1004"/>
		<updated>2023-01-27T20:17:29Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide8.jpg&amp;diff=1003</id>
		<title>File:Guide8.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide8.jpg&amp;diff=1003"/>
		<updated>2023-01-27T20:17:22Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide7.jpg&amp;diff=1002</id>
		<title>File:Guide7.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide7.jpg&amp;diff=1002"/>
		<updated>2023-01-27T20:17:15Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide6.jpg&amp;diff=1001</id>
		<title>File:Guide6.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide6.jpg&amp;diff=1001"/>
		<updated>2023-01-27T20:17:07Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide5.jpg&amp;diff=1000</id>
		<title>File:Guide5.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide5.jpg&amp;diff=1000"/>
		<updated>2023-01-27T20:16:49Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide4.png&amp;diff=999</id>
		<title>File:Guide4.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide4.png&amp;diff=999"/>
		<updated>2023-01-27T20:16:35Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide3.png&amp;diff=998</id>
		<title>File:Guide3.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide3.png&amp;diff=998"/>
		<updated>2023-01-27T20:16:21Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide2.png&amp;diff=997</id>
		<title>File:Guide2.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide2.png&amp;diff=997"/>
		<updated>2023-01-27T20:16:12Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Guide1.png&amp;diff=996</id>
		<title>File:Guide1.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Guide1.png&amp;diff=996"/>
		<updated>2023-01-27T20:15:59Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=The_Praxis&amp;diff=995</id>
		<title>The Praxis</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=The_Praxis&amp;diff=995"/>
		<updated>2023-01-27T19:43:24Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee moved page The Praxis to Praxis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Praxis]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=994</id>
		<title>Praxis</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=994"/>
		<updated>2023-01-27T19:43:24Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee moved page The Praxis to Praxis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The Praxis Interior.jpg|thumb|The Praxis as is presented to the player at the start of the game.]]&lt;br /&gt;
The Praxis is one of the pre-built [[ships]] available for the player to start the game with, and unlike other pre-built Vessels, it includes the equipment, resources and crew necessary to start the Journey. It features three main spaces, and it&#039;s docking port is on the right. This vessel is relatively small and simplistic compared to other pre-builts, nevertheless it provides an excellent starting point for any new player.&lt;br /&gt;
=== Included in Inventory ===&lt;br /&gt;
The Praxis comes bundled with the following equipment, which is all that is necessary for the ship to operate properly:&lt;br /&gt;
* 1 Generator&lt;br /&gt;
* 1 FTL Drive&lt;br /&gt;
* 2 Engines&lt;br /&gt;
* 2 Unloaders&lt;br /&gt;
* 1 Airduct&lt;br /&gt;
In addition, The Praxis also comes with the following supplies, enough to kick-start the player&#039;s journey without much trouble:&lt;br /&gt;
* 4 Fuel Canisters (4000 Units)&lt;br /&gt;
* 7 FTL Charges&lt;br /&gt;
* 3 Oxygen Canisters (3000 Units)&lt;br /&gt;
* 2 Food Boxes (200 Units)&lt;br /&gt;
* 1 Water Canister (1000 Units)&lt;br /&gt;
5 Crew members are pre-hired to operate the ship as well.&lt;br /&gt;
=== General structure and engineering observations. ===&lt;br /&gt;
[[File:The Praxis Habitation.jpg|thumb|As illustrated in the image above, the Praxis has only 8 slots as standard, courtesy of a small habitation deck.]]&lt;br /&gt;
The Praxis is a vessel that is designed to help the player along. It&#039;s two distinctive &amp;quot;Legs&amp;quot; are obvious spaces in which the engines may be placed, and the space immediately adjacent to them is just wide enough to fit another two engines. The &amp;quot;Walkway&amp;quot; that runs down the entire length of the ship, may be used as a reference to maintain symmetry when building hull extensions and installing equipment or weapons, and may also serve as a &amp;quot;main energy bus&amp;quot; of sorts, for if the player runs cable down the entire walkway, they will be able to easily manage all electrical connections without much trouble. The &amp;quot;Neck&amp;quot; of the ship (the corridor that connects the bow and the center section), also serves as an easy spot in which to place hyperspace sensors, drone bays, thrusters and other such equipment that can only be placed in walls. To a lesser extent, the same can be said of the front section of the vessel and the starboard and port walls of the &amp;quot;Engineering section&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Praxis is also laid out in such a way as to make main deck expansions towards aft and fore extremely easy, provided the engines were installed in the &amp;quot;Legs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Another thing the player must take into account is that the Praxis comes with a very small habitation deck as standard, having only 8 slots, of which 5 are occupied from the first moment by the crew. Expansion of the habitation deck is &#039;&#039;needed&#039;&#039; if the player wishes to make passenger runs.&lt;br /&gt;
&lt;br /&gt;
The Praxis has no armor whatsoever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=992</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=992"/>
		<updated>2023-01-27T18:55:35Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Probably no point keeping this image up to date right now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
[Guide to come]&lt;br /&gt;
== Playtest / Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components, and is the only mode available in the Playtest version of the game.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|720|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=991</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=991"/>
		<updated>2023-01-27T18:55:13Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Reorder, prepare for full guide I&amp;#039;ll write later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
There are currently two ways to play the game - the Demo and the Playtest. The Demo is available to anyone for free, whereas the Playtest is limited to a small number of players who have received access. To play the demo, simply go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and click Download. You can also request access to the Playtest from the Steam page. Each game shows up separately in Steam, and has a different Steam forum.&lt;br /&gt;
== Demo / New Game ==&lt;br /&gt;
[[File:Update2.rc3 main menu.png|150px|thumb|right|alt=The main menu at the start of the game|The main menu at the start of the game]]In the Demo version of the game, only the standard game is available. Players are only able to select the basic Praxis ship to start out.&lt;br /&gt;
&lt;br /&gt;
=== Setting up the Praxis ===&lt;br /&gt;
[Guide to come]&lt;br /&gt;
&lt;br /&gt;
== Playtest / Creative mode ==&lt;br /&gt;
Creative mode enables editors to build a ship without regard for cost of the components, and is the only mode available in the Playtest version of the game.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|720|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Main_Page/news&amp;diff=987</id>
		<title>Main Page/news</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Main_Page/news&amp;diff=987"/>
		<updated>2023-01-26T17:06:35Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: +Public demo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;All news items from the [[Main Page]] are collected here.&amp;lt;/noinclude&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2023-01-26&#039;&#039;&#039; - {{Version|Public demo}} is released&lt;br /&gt;
* &#039;&#039;&#039;2023-01-10&#039;&#039;&#039; - {{Version|Alpha1A}} is released&lt;br /&gt;
* &#039;&#039;&#039;2022-11-07&#039;&#039;&#039; - {{Version|DEMO3A}} is released&lt;br /&gt;
* &#039;&#039;&#039;2022-10-19&#039;&#039;&#039; - {{Version|DEMO2B}} is released&lt;br /&gt;
* &#039;&#039;&#039;2022-10-11&#039;&#039;&#039; - {{Version|DEMO1}} is released&lt;br /&gt;
* &#039;&#039;&#039;2022-09-22&#039;&#039;&#039; - Update 3 is [https://www.egx.net/london/en-gb/growtix/panels/panel-information.html?gtID=775565&amp;amp;panel-name=The-Last-Starship on display] at [https://www.egx.net/ EGX London 2022]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&amp;lt;/noinclude&amp;gt;&amp;lt;onlyinclude&amp;gt;[[Main Page/news|View archived news]]&amp;lt;/onlyinclude&amp;gt;&amp;lt;noinclude&amp;gt;--&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;2022-07-29&#039;&#039;&#039; - {{Version|Update2.rc1}} and {{Version|Update2.rc3}} are released&lt;br /&gt;
* &#039;&#039;&#039;2022-07-11&#039;&#039;&#039; - Steam [https://steamcommunity.com/app/2000350 play test] begins with {{Version|Update1.rc2}}&lt;br /&gt;
* &#039;&#039;&#039;2022-07-08&#039;&#039;&#039; - [https://store.steampowered.com/news/app/1857080/view/3362516632916821829 Update 1] video is released&lt;br /&gt;
* &#039;&#039;&#039;2022-06-07&#039;&#039;&#039; - [[The Last Starship]] [https://store.steampowered.com/news/app/1857080/view/3368142784617343129 announcement trailer] is released&lt;br /&gt;
* &#039;&#039;&#039;2021-05-05&#039;&#039;&#039; - [[Deep Space Industrial]] [[prototype]] is released&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Main page]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Main_Page&amp;diff=986</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Main_Page&amp;diff=986"/>
		<updated>2023-01-26T17:06:02Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Demo released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;main-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-news&amp;quot;&amp;gt;&lt;br /&gt;
{{#ev:youtube|4UAIWNZW12Y|480}}&lt;br /&gt;
&amp;lt;h2 style=&amp;quot;margin-top: 0em;&amp;quot;&amp;gt;Latest News&amp;lt;/h2&amp;gt;&lt;br /&gt;
{{:Main Page/news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[The Last Starship]]&#039;&#039;&#039; is a sandbox spaceship management game being developed by [[Introversion Software]]. This community wiki&#039;s goal is to be a repository of The Last Starship-related knowledge, useful for both players and modders. The game is still in a public demo phase alongside early pre-alpha [[Playtest|playtesting]], so wiki content may change often or be slightly outdated.&lt;br /&gt;
&lt;br /&gt;
If you are interested in helping, please focus on [[Special:WantedPages|missing pages]] and provide clarity on functions and systems that are foundational to the game or confusing for new players. Before contributing, please review our [[The Last Starwiki:Style guidelines|style guidelines]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{:Main Page/guide}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;main-social&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Links&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow: 1&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Last Starship&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;social&amp;quot;&amp;gt;&lt;br /&gt;
[https://steamcommunity.com/app/1857080 &amp;lt;i class=&amp;quot;fa-brands fa-steam&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
[https://steamcommunity.com/app/2000350 &amp;lt;i class=&amp;quot;fa-brands fa-steam&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;] (play test)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow: 1&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Introversion&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;social&amp;quot;&amp;gt;&lt;br /&gt;
[[File:IVFavicon.png|frameless|link=https://www.introversion.co.uk/introversion/]]&lt;br /&gt;
[https://twitter.com/IVSoftware &amp;lt;i class=&amp;quot;fa-brands fa-twitter&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
[https://www.youtube.com/user/IVSoftware &amp;lt;i class=&amp;quot;fa-brands fa-youtube&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
[https://www.instagram.com/ivsoftware/ &amp;lt;i class=&amp;quot;fa-brands fa-instagram&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
[https://www.twitch.tv/introversionsoftware &amp;lt;i class=&amp;quot;fa-brands fa-twitch&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow: 1&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Community&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;social&amp;quot;&amp;gt;&lt;br /&gt;
[https://discord.gg/AcCgj3T5sH &amp;lt;i class=&amp;quot;fa-brands fa-discord&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
[https://www.reddit.com/r/TheLastStarship/ &amp;lt;i class=&amp;quot;fa-brands fa-reddit&amp;quot;&amp;gt;&amp;lt;/i&amp;gt;]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=979</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=979"/>
		<updated>2023-01-25T13:21:26Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Debug menu is gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = [[Loader]]&lt;br /&gt;
| image1 = [[File:Loader.png|45px|frameless]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Resource [[canister]]&lt;br /&gt;
| outputs = Resource&lt;br /&gt;
}}&lt;br /&gt;
[[Loader]]s are used to transfer [[:Category:Resources|resources]] from a [[canister]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[Trade|traders]] or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
== Variants ==&lt;br /&gt;
The Loader can also be purchased in two variants: Fuel Loader and Oxygen Loader, which only accept [[Fuel]] and [[Oxygen]] respectively.&lt;br /&gt;
==Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=978</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=978"/>
		<updated>2023-01-25T10:31:54Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: +Minefield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the TACTICAL screen&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The trouble with Tiddlets ===&lt;br /&gt;
== Special missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
=== Urgent passenger transport request ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
[[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue civilians ===&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
Ship docking is currently limited to [[Contract#Rescue|Rescue contracts]] and cannot be done with arbitrary ships or other ships in the player&#039;s [[Fleet]].&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as a large rectangle connected to a small square with a line. The player&#039;s docking port will be yellow with the large rectangle where the port is, while the stranded ship&#039;s docking port will be red and flashing with the small square where the docking port is.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Asteroid mining ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
&lt;br /&gt;
=== Clear dangerous minefield ===&lt;br /&gt;
A dangerous minefield is present in a sector. You must travel to the system and destroy the minefield before pirate forces arrive.&lt;br /&gt;
&lt;br /&gt;
Weapons are required to accept this contract.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{History|Update 2.rc1|Contracts for systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{History|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Tanks&amp;diff=977</id>
		<title>Tanks</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Tanks&amp;diff=977"/>
		<updated>2023-01-25T10:30:34Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tank]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Huge_Tank&amp;diff=976</id>
		<title>Huge Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Huge_Tank&amp;diff=976"/>
		<updated>2023-01-25T10:30:26Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tank]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Tank&amp;diff=975</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Tank&amp;diff=975"/>
		<updated>2023-01-25T10:30:17Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Large-&amp;gt;Huge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Tank]]s provide storage for [[oxygen]], [[CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]], [[water]], [[fuel]], [[sewage]], [[waste water]], and [[Deuterium]]. They can provide a stable supply of resources for equipment (e.g., fuel for reactors). [[Crew member]]s will refill tanks from [[Canister]]s using set up [[Loader]]s when necessary.&lt;br /&gt;
&lt;br /&gt;
The crew can repair damaged tanks.&lt;br /&gt;
&lt;br /&gt;
When a tank is destroyed, all contents are lost and irrecoverable.&lt;br /&gt;
==Huge Tank==&lt;br /&gt;
Huge tanks can hold up to 22,500 units and stand on a 3x5 base.&lt;br /&gt;
They can be looted from enemies or derelict ship.&lt;br /&gt;
==Medium Tank==&lt;br /&gt;
Medium tanks can hold up to 9,000 units and stand on a 2x3 base.&lt;br /&gt;
They can be bought from [[Trade|Traders]] and looted from enemies or derelict ship.&lt;br /&gt;
==Small Tank==&lt;br /&gt;
Small tanks can hold up to 6,000 units and stand on a 2x2 base.&lt;br /&gt;
They can be bought from traders and looted from enemies or derelict ship.&lt;br /&gt;
==Production==&lt;br /&gt;
A tank delivers as many units per second as demanded. It also takes as many units per second as provided. Currently there are no known limits.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Oxygen_Loader&amp;diff=974</id>
		<title>Oxygen Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Oxygen_Loader&amp;diff=974"/>
		<updated>2023-01-25T09:23:46Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Loader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Loader]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=973</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=973"/>
		<updated>2023-01-25T09:23:33Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: +Variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = [[Loader]]&lt;br /&gt;
| image1 = [[File:Loader.png|45px|frameless]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Resource [[canister]]&lt;br /&gt;
| outputs = Resource&lt;br /&gt;
}}&lt;br /&gt;
[[Loader]]s are used to transfer [[:Category:Resources|resources]] from a [[canister]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
They can also load resources which are not normally found in canister form, such as [[CO2]] and [[Sewage]], if these resource canisters are spawned from the [[Debug]] menu.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[Trade|traders]] or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
The Loader can also be purchased in two variants: Fuel Loader and Oxygen Loader, which only accept [[Fuel]] and [[Oxygen]] respectively.&lt;br /&gt;
&lt;br /&gt;
==Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Fuel_Loader&amp;diff=972</id>
		<title>Fuel Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Fuel_Loader&amp;diff=972"/>
		<updated>2023-01-25T09:23:01Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee moved page Fuel Loader to Loader over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Loader]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=971</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=971"/>
		<updated>2023-01-25T09:23:01Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee moved page Fuel Loader to Loader over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = [[Loader]]&lt;br /&gt;
| image1 = [[File:Loader.png|45px|frameless]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Resource [[canister]]&lt;br /&gt;
| outputs = Resource&lt;br /&gt;
}}&lt;br /&gt;
[[Loader]]s are used to transfer [[:Category:Resources|resources]] from a [[canister]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
They can also load resources which are not normally found in canister form, such as [[CO2]] and [[Sewage]], if these resource canisters are spawned from the [[Debug]] menu.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[Trade|traders]] or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
==Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Large_Tank&amp;diff=970</id>
		<title>Large Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Large_Tank&amp;diff=970"/>
		<updated>2023-01-25T09:22:10Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tank]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Medium_Tank&amp;diff=969</id>
		<title>Medium Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Medium_Tank&amp;diff=969"/>
		<updated>2023-01-25T09:22:02Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tank]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Small_Tank&amp;diff=968</id>
		<title>Small Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Small_Tank&amp;diff=968"/>
		<updated>2023-01-25T09:21:52Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Tank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tank]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Settings&amp;diff=967</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Settings&amp;diff=967"/>
		<updated>2023-01-25T09:17:25Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Redirected page to Preferences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Preferences]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Ratings&amp;diff=966</id>
		<title>Ratings</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Ratings&amp;diff=966"/>
		<updated>2023-01-25T09:13:45Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: +&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ratings&#039;&#039;&#039; keep track of the player&#039;s progress in various categories: Combat, Industry, Humanitarian, Logistics and Criminal.&lt;br /&gt;
&lt;br /&gt;
As the player performs various actions, their ratings increase and open new opportunities for [[Contract]]s.&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Update 1.rc2|Introduced, but not visible to the player.}}&lt;br /&gt;
{{History|Update 2.rc1|Made visible to the player as a contract item.}}&lt;br /&gt;
{{History|Alpha 1|Contract completion popups now display rating gains.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=965</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=965"/>
		<updated>2023-01-25T09:12:17Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: /* Procedural Contracts */ Update names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the TACTICAL screen&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The trouble with Tiddlets ===&lt;br /&gt;
== Special missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
=== Urgent passenger transport request ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
[[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue civilians ===&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
Ship docking is currently limited to [[Contract#Rescue|Rescue contracts]] and cannot be done with arbitrary ships or other ships in the player&#039;s [[Fleet]].&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as a large rectangle connected to a small square with a line. The player&#039;s docking port will be yellow with the large rectangle where the port is, while the stranded ship&#039;s docking port will be red and flashing with the small square where the docking port is.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Asteroid mining ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{History|Update 2.rc1|Contracts for systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{History|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=964</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=964"/>
		<updated>2023-01-25T09:10:03Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: /* Procedural Contracts */ now called courier missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the TACTICAL screen&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The trouble with Tiddlets ===&lt;br /&gt;
== Special missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
=== Transport passengers ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
[[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue ===&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
Ship docking is currently limited to [[Contract#Rescue|Rescue contracts]] and cannot be done with arbitrary ships or other ships in the player&#039;s [[Fleet]].&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as a large rectangle connected to a small square with a line. The player&#039;s docking port will be yellow with the large rectangle where the port is, while the stranded ship&#039;s docking port will be red and flashing with the small square where the docking port is.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Asteroid mining ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{History|Update 2.rc1|Contracts for systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{History|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=963</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=963"/>
		<updated>2023-01-25T09:08:37Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: /* Story Contracts */ Update Special Missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the TACTICAL screen&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The trouble with Tiddlets ===&lt;br /&gt;
== Special missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Delivery ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
=== Transport passengers ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next shuttle brings contract supplies.&lt;br /&gt;
[[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue ===&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
Ship docking is currently limited to [[Contract#Rescue|Rescue contracts]] and cannot be done with arbitrary ships or other ships in the player&#039;s [[Fleet]].&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as a large rectangle connected to a small square with a line. The player&#039;s docking port will be yellow with the large rectangle where the port is, while the stranded ship&#039;s docking port will be red and flashing with the small square where the docking port is.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Asteroid mining ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{History|Update 2.rc1|Contracts for systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{History|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:MainMenu.png&amp;diff=962</id>
		<title>File:MainMenu.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:MainMenu.png&amp;diff=962"/>
		<updated>2023-01-25T09:01:16Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee uploaded a new version of File:Update2.rc3 main menu.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Last Starship]] main menu.&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=960</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=960"/>
		<updated>2023-01-25T08:59:24Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Scruffee moved page Loader to Fuel Loader&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = [[Loader]]&lt;br /&gt;
| image1 = [[File:Loader.png|45px|frameless]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Resource [[canister]]&lt;br /&gt;
| outputs = Resource&lt;br /&gt;
}}&lt;br /&gt;
[[Loader]]s are used to transfer [[:Category:Resources|resources]] from a [[canister]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
They can also load resources which are not normally found in canister form, such as [[CO2]] and [[Sewage]], if these resource canisters are spawned from the [[Debug]] menu.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[Trade|traders]] or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
==Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=959</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=959"/>
		<updated>2023-01-25T08:59:12Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Update the start of this article for alpha 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha playtest on Steam. For this reason, there is currently very little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
== How to get the game ==&lt;br /&gt;
[[File:Playtest access.png|200px|thumb|right|alt=Accessing the playtest|Accessing the playtest]]&lt;br /&gt;
Since the game is currently in pre-alpha playtest, it is unavailable for purchase. To get a copy, one must go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and request access to the playtest. Once a player has been granted access to the playtest, they can install the game through Steam and begin playing.&lt;br /&gt;
&lt;br /&gt;
After the first game session and after the first game session following an update, a survey will open in the default browser. The survey asks questions about the player&#039;s experiences with the game and what they think about its future.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Game modes ==&lt;br /&gt;
[[File:Update2.rc3 main menu.png|150px|thumb|right|alt=The main menu at the start of the game|The main menu at the start of the game]]&lt;br /&gt;
The game can be started in two ways: New Game and Ship Editor. The two modes appear identical, with Ship Editor starting with the [[ship editor]] menu active to allow loading out a ship with $1 million to spend and New Game giving the player the option of a few ship layouts and funding amounts to begin.&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes, to guide players installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=945</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=945"/>
		<updated>2023-01-10T17:37:56Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game being developed by Introversion Software and is currently in early pre-alpha [[playtest]] on Steam. For this reason, there is currently very little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the games controls are undocumented - a full list can be found at [[Controls]].&lt;br /&gt;
== How to get the game ==&lt;br /&gt;
[[File:Playtest access.png|200px|thumb|right|alt=Accessing the playtest|Accessing the playtest]]&lt;br /&gt;
Since the game is currently in pre-alpha playtest, it is unavailable for purchase. To get a copy, one must go to the game&#039;s [https://store.steampowered.com/app/1857080/The_Last_Starship/ Steam page] and request access to the playtest. Once a player has been granted access to the playtest, they can install the game through Steam and begin playing.&lt;br /&gt;
&lt;br /&gt;
After the first game session and after the first game session following an update, a survey will open in the default browser. The survey asks questions about the player&#039;s experiences with the game and what they think about its future.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Game modes ==&lt;br /&gt;
[[File:Update2.rc3 main menu.png|150px|thumb|right|alt=The main menu at the start of the game|The main menu at the start of the game]]&lt;br /&gt;
The game is split into two modes: Regular Play and Ship Creation. The two modes appear identical, with Ship Creation starting with the [[Debug]] menu active to allow loading out a ship without spending money or waiting for parts to arrive. The Debug menu is also available in Regular Play but is not opened by default. All Regular Play game modes start you off with a specific empty vessel&lt;br /&gt;
== Building the first ship ==&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game where money is tight.&#039;&#039;&lt;br /&gt;
At the start of Regular Play, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[space suit]]s arrive via [[shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems, so it is a good idea to accept that contract before beginning this setup. It is also a good idea to skim the rest of this article. It is currently impossible for pipes containing different materials to coexist in the same tiles or be in adjacent tiles. It is also impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel canister and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will begin by establishing essential [[Life Support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen canister into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will begin to remove their space suits and transfer them to the cargo storage area. Keeping the space suits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once they are placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Controls&amp;diff=705</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Controls&amp;diff=705"/>
		<updated>2022-08-01T15:05:02Z</updated>

		<summary type="html">&lt;p&gt;Scruffee: Some tooltips now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship has many keybinds and game controls, some of which are not currently described in-game.&lt;br /&gt;
==General==&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; - Toggle Main Menu or close currently open window&lt;br /&gt;
* &amp;lt;kbd&amp;gt;T&amp;lt;/kbd&amp;gt; - Toggle [[Tactical]] view&lt;br /&gt;
* &amp;lt;kbd&amp;gt;M&amp;lt;/kbd&amp;gt; - Toggle [[Sector Map]]&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Home&amp;lt;/kbd&amp;gt; - Re-center view on current ship &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game speed:&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; - Toggle game speed to/from slowest&lt;br /&gt;
* &amp;lt;kbd&amp;gt;1&amp;lt;/kbd&amp;gt; - &amp;lt;kbd&amp;gt;5&amp;lt;/kbd&amp;gt; - 1-5x game speed&lt;br /&gt;
* &amp;lt;kbd&amp;gt;6&amp;lt;/kbd&amp;gt; - 10x game speed&lt;br /&gt;
* &amp;lt;kbd&amp;gt;7&amp;lt;/kbd&amp;gt; - 20x game speed&lt;br /&gt;
* &amp;lt;kbd&amp;gt;8&amp;lt;/kbd&amp;gt; - 30x game speed&lt;br /&gt;
* &amp;lt;kbd&amp;gt;9&amp;lt;/kbd&amp;gt; - 40x game speed&lt;br /&gt;
* &amp;lt;kbd&amp;gt;0&amp;lt;/kbd&amp;gt; - 50x game speed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the save menu:&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; - Sort save games into numeric/alphabetic order&lt;br /&gt;
== Trade ==&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Ctrl&amp;lt;/kbd&amp;gt; + 🖱️ &#039;&#039;Left click&#039;&#039; - Buy/sell all stacks&lt;br /&gt;
==Display==&lt;br /&gt;
* &amp;lt;kbd&amp;gt;-&amp;lt;/kbd&amp;gt; - Reduce UI size&lt;br /&gt;
* &amp;lt;kbd&amp;gt;+&amp;lt;/kbd&amp;gt; - Increase UI size&lt;br /&gt;
* &amp;lt;kbd&amp;gt;,&amp;lt;/kbd&amp;gt; / &amp;lt;kbd&amp;gt;.&amp;lt;/kbd&amp;gt; - Rotate camera&lt;br /&gt;
* &amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; / &amp;lt;kbd&amp;gt;&amp;amp;uarr;&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;&amp;amp;darr;&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;&amp;amp;larr;&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;&amp;amp;rarr;&amp;lt;/kbd&amp;gt; / &amp;lt;kbd&amp;gt;2&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;4&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;6&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;8&amp;lt;/kbd&amp;gt; (numpad)&amp;lt;/kbd&amp;gt; - Pan camera&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; / 🖱️ &#039;&#039;Scroll wheel up&#039;&#039; - Zoom camera in&lt;br /&gt;
* &amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; / 🖱️ &#039;&#039;Scroll wheel down&#039;&#039; - Zoom camera out&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Y&amp;lt;/kbd&amp;gt; - Change background image&lt;br /&gt;
* &amp;lt;kbd&amp;gt;[&amp;lt;/kbd&amp;gt; / &amp;lt;kbd&amp;gt;]&amp;lt;/kbd&amp;gt; - Rotate background image&lt;br /&gt;
==Ship==&lt;br /&gt;
* &amp;lt;kbd&amp;gt;U&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;I&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;O&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;J&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;K&amp;lt;/kbd&amp;gt; &amp;lt;kbd&amp;gt;L&amp;lt;/kbd&amp;gt; - Fine control with [[Thruster]]s&lt;br /&gt;
* 🖱️ &#039;&#039;Left click&#039;&#039; / 🖱️ &#039;&#039;Right click&#039;&#039; - Increase/decrease power to subsystems in [[Powergrid]] window&lt;br /&gt;
==Construction==&lt;br /&gt;
* &#039;&#039;Right click&#039;&#039; - Remove object&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While placing [[hull]] or objects:&lt;br /&gt;
* &amp;lt;kbd&amp;gt;R&amp;lt;/kbd&amp;gt; - Rotate the cursor (cycles corner pieces for hull)&lt;br /&gt;
== Tactical view ==&lt;br /&gt;
{{Main|Tactical}}&lt;br /&gt;
* 🖱️ &#039;&#039;Left click&#039;&#039; - Set a heading&lt;br /&gt;
* 🖱️ &#039;&#039;Right click&#039;&#039; - Set a destination&lt;br /&gt;
* &amp;lt;kbd&amp;gt;Page Up&amp;lt;/kbd&amp;gt; / &amp;lt;kbd&amp;gt;Page Down&amp;lt;/kbd&amp;gt; - Main engine throttle&lt;br /&gt;
== Debug ==&lt;br /&gt;
* &amp;lt;kbd&amp;gt;J&amp;lt;/kbd&amp;gt; - Highlight buttons&lt;br /&gt;
* &amp;lt;kbd&amp;gt;F6&amp;lt;/kbd&amp;gt; - Open Sprite sheet editor&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Scruffee</name></author>
	</entry>
</feed>