Logic: Basics

StarMade has a fully integrated, Turing-complete logic system. You can build anything from a simple light switch to a fully functional CPU using logic blocks connected to each other.

Core Concept: Signals

Every logic block outputs one of two states: ON or OFF. These states propagate through connections to other blocks.

The Activation Block

The most important block in the logic system is the Activation Block. It acts as both a switch and a signal carrier.

  • Press R on it to manually toggle it ON or OFF.
  • When ON, it sends an ON signal to every block connected to it.
  • When OFF, it sends an OFF signal (or no signal) to connected blocks.

Activation blocks can be linked to: - Other activation blocks - Doors - Lights - Weapon computers (fire/stop) - Gravity modules - And any other activatable block

Connecting Blocks

All logic connections use the same two-step process:

Step Key Action
1 C Select the block that will send the signal
2 V Connect the selected block to the block that will receive the signal

A visual indicator (coloured box) appears on connected blocks to show the connection.

To remove a connection, select the source block with C again and then press V on the connection target while it is already connected.

Example: Remote Light Switch

Chain Connections

You can create chains — activation block A → activation block B → light. When A is toggled, B receives the signal and passes it to the light.

This lets you build remote switching panels, interlocked doors, and complex trigger sequences from a single input.

Connecting to Weapon Computers

Linking an activation block to a weapon computer fires that weapon while the activation block is ON, and stops it when OFF. This enables:

  • Automated firing sequences
  • Logic-triggered turrets
  • Shoot-when-condition-met circuits

Gravity Modules

Activation blocks can be linked directly to Gravity Modules to toggle gravity on or off. Note: the activation block must currently be directly connected to the gravity module (not through intermediate blocks).

Command Modules

The Command Module block lets you send pre-configured commands to other systems on your ship or station. Unlike activation blocks (which only send ON/OFF signals), command modules execute specific actions like switching reactor configurations, toggling AI modes, or controlling shipyard operations.

Setup

  1. Place a Command Module block.
  2. Connect it to a supported target block using C (on the command module) then V (on the target).
  3. Press R on the command module to open its interface and configure the command.
  4. Select a command type and set any required parameters.
  5. Click Execute to run it manually, or trigger it via a logic beam from an activation block or logic circuit.

When triggered by logic, there is a 500 ms cooldown between executions to prevent spam.

Supported Targets

Bobby AI Module

Command Effect
Toggle AI Flip AI on/off
Activate AI Explicitly set AI on or off
Target Type Set what the AI targets: Any, Selected Target, Stations, Ships, Missiles, Astronauts, Asteroids
Type Set AI behavior: Ship, Fleet, Turret

Reactor

Command Effect
Set Active Reactor Switch to a specific reactor tree by ID
Next Reactor Cycle to the next reactor
Previous Reactor Cycle to the previous reactor
Reboot Reactor Reboot the active reactor

Shipyard Computer

Command Effect
Create New Design Start a new shipyard design
Load Design Load an existing design
Unload Design Unload the current design
Spawn Design Build the loaded design as a new ship
Deconstruct Deconstruct a docked ship into a design
Deconstruct & Recycle Deconstruct and recycle materials
Catalog to Design Convert a catalog blueprint to a design
Blueprint to Design Convert a blueprint to a design
Design to Blueprint Save a design as a blueprint
Repair from Design Repair a structure using its design as a template

Warp Gate Computer

Command Effect
Set Target Sector Set the warp destination coordinates
Activate Turn the gate on or off
Toggle Flip the gate state

Rail-Docked Entities (Turrets, etc.)

Any block that can dock to a rail can be controlled:

Command Effect
Activate AI Set docked entity AI on or off
Toggle AI Flip docked entity AI state
Set Powered Control power transfer to the docked entity
Toggle Powered Flip power transfer state
Reset Rail Reset turret to its default position and rotation

Use Cases

  • Automated turret control — logic circuit detects an enemy, command module activates turret AI and sets targeting mode.
  • Reactor switching — a button on the bridge cycles between combat and travel reactor configurations.
  • Shipyard automation — logic triggers spawn a design when resources are ready.
  • Warp gate networks — command modules set destination coordinates before activating the gate.

Tips

  • Connections are not affected by distance — a block on one end of your ship can control something on the other end.
  • You can connect one source block to many targets — useful for turning on all lights at once.
  • Multiple sources can connect to the same target block.
  • Connections survive reloads and blueprint saves (if both blocks are included in the blueprint).

For more complex logic (NOT, AND, OR, DELAY gates), see Logic: Gates.