wrefgtzweve / spaceengineersdlcunlocker Goto Github PK
View Code? Open in Web Editor NEWUnlock all the space engineer DLC blocks for free. Made by editing the games XML files.
License: GNU General Public License v3.0
Unlock all the space engineer DLC blocks for free. Made by editing the games XML files.
License: GNU General Public License v3.0
I do not have the full picture of what exactly is modified in these files, but I observed very weird behavior in the mods/dlc packages listing.
I've seen for instance that after I applied this patch i have duplicates and some mods become absent (but are downloaded and in the directory) and sometimes the DLC blocks themselves become locked again sporadically, ive tried putting the mods manually in the folder, only then I can use the mod that was previously missing.
Could this be the result of this patch I wonder?
the tab with the warfare 2 is not in the game is this just a issue with mods or the unlocker?
Up until recently I've had no issues at all, but as of a few days ago I noticed that spotlights, and nothing else seem to be locked saying it needs the dlc to use. Im very confused as to why this has happened. I was able to place them a few weeks back now I can't
Just wanted to let you know I found a workaround for wearing any skin as long as you have atleast one owned skin of each typ.e Check it out. https://imgur.com/a/MCTwsfd
Hello wrefgtzweve, when i load up the game and look in my g menu dlc is still blocked, is there any common fixes?
Any chance we can get an update on this? Thanks!
could i get VAC banned for using this? has anyone gotten vac banned for using it?
the pipe conveyor cap does not appear
Can u update this to the new one? Now we have the heavy space industries and the warfare
When you get the chance, please update the preexisting dlcs to have the new blocks. Thanks!
When I Start the game there goes about 5 seconds and then it crashes.
SpaceEngineers_20230418_23024400.log
Hello there i tried building search light as a way to spot enemies easier at night and also it looks cool that way but the max light radius
for the search light is 160m even tho for the AI to spot the target and aim it's 800m so to make it even more cool looking i installed a
mod to increase the light max radius i thought it worked correctly because at first the search lights i build before installing the mod
then adding mod i could customize the radius of light to be longer than 160m but only on the search lights that i already built
because when i added this mod i could no longer build the search light whenever i tried searching it was slightly darker then the other
blocks and when i wanted to add it to my toolbar is said that i need warfare 2 DLC to build it of course when i removed the mod for the increased serach light radius i could build it again so my question is there a possibility for this DLC unlocker to work with the mod
or am i stuck to building search lights then adding the mod and removing it again i forgot to mention that whenever i delete mod
all the search lights return to default settings also here are the mods that tried using with both having the same effect also even if unlocker won't work with mods Thank you for the unlocker and thank you for your help
https://steamcommunity.com/sharedfiles/filedetails/?id=2741701803
https://steamcommunity.com/sharedfiles/filedetails/?id=1197922657
When I launch a game with mods in the inventory, it says that there is no dls. When I run the game without mods, then all the dls is there. Is there any way to fix this?
could you update this so that the dlc is unlocked?
When adding the mod Industrial Overhaul, all the DLC's become locked once again, I'm not sure why. Do you think there's any way to fix this?
Hello, could you please update the DLC Unlocker?
Thank you very much for your work!
since updating to the new version whenever i paste dlc blocks on a server it removes all dlc items i tried single player and it works fine
maybe it's just me or something but are you normally able to using this? Didn't seem like I could when I tried it.
I'm not sure when this patch went live, but in a recent patch dragging and dropping the files into the game no longer unlocks the DLCs, even when replacing them during runtime
plan text because, i dont care
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<!--
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If volume fill ratio is bellow minimum, reactor starts pulling fuel up to maximum value.
Warning: Changing these values will affect performance.
-->
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This is how much of fuel is pulled from conveyor system in one tick.
It's in minutes, means that it will pull X minutes of fuel in one tick.
Warning: Changing this value will affect performance.
-->
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Values are volume fill ratio, means how much fuel reactor pulls from conveyor system to the inventory.
If volume fill ratio is bellow minimum, reactor starts pulling fuel up to maximum value.
Warning: Changing these values will affect performance.
-->
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<!--
This is how much of fuel is pulled from conveyor system in one tick.
It's in minutes, means that it will pull X minutes of fuel in one tick.
Warning: Changing this value will affect performance.
-->
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<FuelInfo>
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<SubtypeId>Uranium</SubtypeId>
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<PCU>25</PCU>
<IsAirTight>false</IsAirTight>
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<unsignedInt>3600</unsignedInt>
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<TargetingGroups>
<string>PowerSystems</string>
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<TypeId>Reactor</TypeId>
<SubtypeId>SmallBlockSmallGeneratorWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_SmallReactorWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\SmallGridReactorReskinSmall.dds</Icon>
<Description>Description_Reactor</Description>
<CubeSize>Small</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\ReactorReskinSmall.mwm</Model>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
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<Component Subtype="Construction" Count="10" />
<Component Subtype="MetalGrid" Count="2" />
<Component Subtype="LargeTube" Count="1" />
<Component Subtype="Reactor" Count="3" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Computer" Count="10" />
<Component Subtype="SteelPlate" Count="2" />
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<MountPoint Side="Front" StartX="0.4" StartY="0.85" EndX="0.6" EndY="1" />
<MountPoint Side="Back" StartX="0.4" StartY="0" EndX="0.6" EndY="0.15" />
<MountPoint Side="Back" StartX="0.4" StartY="0.85" EndX="0.6" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\ReactorReskinSmallConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\ReactorReskinSmallConstruction_1.mwm" />
</BuildProgressModels>
<BlockPairName>SmallReactorWarfare2</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<ResourceSourceGroup>Reactors</ResourceSourceGroup>
<MaxPowerOutput>0.5</MaxPowerOutput>
<InventorySize>
<X>0.5</X>
<Y>0.5</Y>
<Z>0.5</Z>
</InventorySize>
<!--
Values are volume fill ratio, means how much fuel reactor pulls from conveyor system to the inventory.
If volume fill ratio is bellow minimum, reactor starts pulling fuel up to maximum value.
Warning: Changing these values will affect performance.
-->
<InventoryFillFactorMin>0.0002</InventoryFillFactorMin>
<InventoryFillFactorMax>0.0004</InventoryFillFactorMax>
<!--
This is how much of fuel is pulled from conveyor system in one tick.
It's in minutes, means that it will pull X minutes of fuel in one tick.
Warning: Changing this value will affect performance.
-->
<FuelPullAmountFromConveyorInMinutes>10.0</FuelPullAmountFromConveyorInMinutes>
<FuelInfos>
<FuelInfo>
<Id>
<TypeId>Ingot</TypeId>
<SubtypeId>Uranium</SubtypeId>
</Id>
</FuelInfo>
</FuelInfos>
<PrimarySound>ShipSmNuclearSm</PrimarySound>
<DamageEffectName>Damage_Reactor_Damaged</DamageEffectName>
<DamagedSound>ParticleReactor</DamagedSound>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>25</PCU>
<IsAirTight>false</IsAirTight>
<TieredUpdateTimes>
<unsignedInt>900</unsignedInt>
<unsignedInt>1800</unsignedInt>
<unsignedInt>3600</unsignedInt>
</TieredUpdateTimes>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_ReactorDefinition">
<Id>
<TypeId>Reactor</TypeId>
<SubtypeId>SmallBlockLargeGeneratorWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_LargeReactorWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\SmallGridReactorReskinLarge.dds</Icon>
<Description>Description_Reactor</Description>
<CubeSize>Small</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="3" z="3" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\ReactorReskinLarge.mwm</Model>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
<Components>
<Component Subtype="SteelPlate" Count="40" />
<Component Subtype="Construction" Count="9" />
<Component Subtype="MetalGrid" Count="9" />
<Component Subtype="LargeTube" Count="3" />
<Component Subtype="Reactor" Count="95" />
<Component Subtype="Motor" Count="5" />
<Component Subtype="Computer" Count="25" />
<Component Subtype="SteelPlate" Count="20" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Right" StartX="1.3" StartY="0" EndX="1.7" EndY="0.5" />
<MountPoint Side="Right" StartX="1.3" StartY="2.5" EndX="1.7" EndY="3" />
<MountPoint Side="Left" StartX="1.3" StartY="0" EndX="1.7" EndY="0.5" />
<MountPoint Side="Left" StartX="1.3" StartY="2.5" EndX="1.7" EndY="3" />
<MountPoint Side="Top" StartX="0.2" StartY="0.2" EndX="2.8" EndY="2.8" />
<MountPoint Side="Bottom" StartX="0.2" StartY="0.2" EndX="2.8" EndY="2.8" Default="true" />
<MountPoint Side="Front" StartX="1.3" StartY="0" EndX="1.7" EndY="0.5" />
<MountPoint Side="Front" StartX="1.3" StartY="2.5" EndX="1.7" EndY="3" />
<MountPoint Side="Back" StartX="1.3" StartY="0" EndX="1.7" EndY="0.5" />
<MountPoint Side="Back" StartX="1.3" StartY="2.5" EndX="1.7" EndY="3" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\ReactorReskinLargeConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\ReactorReskinLargeConstruction_1.mwm" />
</BuildProgressModels>
<BlockPairName>LargeReactorWarfare2</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BuildTimeSeconds>30</BuildTimeSeconds>
<EdgeType>Light</EdgeType>
<ResourceSourceGroup>Reactors</ResourceSourceGroup>
<MaxPowerOutput>14.75</MaxPowerOutput>
<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
<!--
Values are volume fill ratio, means how much fuel reactor pulls from conveyor system to the inventory.
If volume fill ratio is bellow minimum, reactor starts pulling fuel up to maximum value.
Warning: Changing these values will affect performance.
-->
<InventoryFillFactorMin>0.0005</InventoryFillFactorMin>
<InventoryFillFactorMax>0.001</InventoryFillFactorMax>
<!--
This is how much of fuel is pulled from conveyor system in one tick.
It's in minutes, means that it will pull X minutes of fuel in one tick.
Warning: Changing this value will affect performance.
-->
<FuelPullAmountFromConveyorInMinutes>10.0</FuelPullAmountFromConveyorInMinutes>
<FuelInfos>
<FuelInfo>
<Id>
<TypeId>Ingot</TypeId>
<SubtypeId>Uranium</SubtypeId>
</Id>
</FuelInfo>
</FuelInfos>
<PrimarySound>ShipSmNuclearLrg</PrimarySound>
<DamageEffectName>Damage_Reactor_Damaged</DamageEffectName>
<DamagedSound>ParticleReactor</DamagedSound>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>25</PCU>
<TieredUpdateTimes>
<unsignedInt>900</unsignedInt>
<unsignedInt>1800</unsignedInt>
<unsignedInt>3600</unsignedInt>
</TieredUpdateTimes>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_AirtightHangarDoorDefinition">
<Id>
<TypeId>AirtightHangarDoor</TypeId>
<SubtypeId>AirtightHangarDoorWarfare2A</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_AirtightHangarDoorWarfare2A</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HangarDoorWarfareA_Base.dds</Icon>
<Description>Description_HangarDoor</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="3" z="1" />
<ModelOffset x="0" y="2.5" z="0" />
<Center x="0" y="2" z="0" />
<Model>Models\Cubes\Large\HangarDoorWarfareA_Base.mwm</Model>
<Sound>BlockDoorHangar</Sound>
<PlaceDecals>false</PlaceDecals>
<Components>
<Component Subtype="SteelPlate" Count="250" />
<Component Subtype="Construction" Count="15" />
<Component Subtype="SmallTube" Count="40" />
<Component Subtype="Motor" Count="16" />
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="25" />
<Component Subtype="SteelPlate" Count="100" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Left" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Right" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Left" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Right" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Top" StartX="0" StartY="0.04" EndX="1" EndY="0.96" Default="true" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\large\HangarDoorWarfareA_BaseConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>AirtightHangarDoorWarfare2A</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
<ResourceSinkGroup>Doors</ResourceSinkGroup>
<PowerConsumptionIdle>0.00001</PowerConsumptionIdle>
<PowerConsumptionMoving>0.001</PowerConsumptionMoving>
<OpeningSpeed>0.1</OpeningSpeed>
<SubpartMovementDistance>2.5</SubpartMovementDistance>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<UseNeighbourOxygenRooms>true</UseNeighbourOxygenRooms>
<PhysicalMaterial>Metal</PhysicalMaterial>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>115</PCU>
</Definition>
<Definition xsi:type="MyObjectBuilder_AirtightHangarDoorDefinition">
<Id>
<TypeId>AirtightHangarDoor</TypeId>
<SubtypeId>AirtightHangarDoorWarfare2B</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_AirtightHangarDoorWarfare2B</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HangarDoorWarfareB_Base.dds</Icon>
<Description>Description_HangarDoor</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="3" z="1" />
<ModelOffset x="0" y="2.5" z="0" />
<Center x="0" y="2" z="0" />
<Model>Models\Cubes\Large\HangarDoorWarfareB_Base.mwm</Model>
<Sound>BlockDoorHangar</Sound>
<PlaceDecals>false</PlaceDecals>
<Components>
<Component Subtype="SteelPlate" Count="250" />
<Component Subtype="Construction" Count="15" />
<Component Subtype="SmallTube" Count="40" />
<Component Subtype="Motor" Count="16" />
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="25" />
<Component Subtype="SteelPlate" Count="100" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Left" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Right" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Left" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Right" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Top" StartX="0" StartY="0.04" EndX="1" EndY="0.96" Default="true" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\large\HangarDoorWarfareB_BaseConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>AirtightHangarDoorWarfare2B</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
<ResourceSinkGroup>Doors</ResourceSinkGroup>
<PowerConsumptionIdle>0.00001</PowerConsumptionIdle>
<PowerConsumptionMoving>0.001</PowerConsumptionMoving>
<OpeningSpeed>0.1</OpeningSpeed>
<SubpartMovementDistance>2.5</SubpartMovementDistance>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<UseNeighbourOxygenRooms>true</UseNeighbourOxygenRooms>
<PhysicalMaterial>Metal</PhysicalMaterial>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>115</PCU>
</Definition>
<Definition xsi:type="MyObjectBuilder_AirtightHangarDoorDefinition">
<Id>
<TypeId>AirtightHangarDoor</TypeId>
<SubtypeId>AirtightHangarDoorWarfare2C</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_AirtightHangarDoorWarfare2C</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HangarDoorWarfareC_Base.dds</Icon>
<Description>Description_HangarDoor</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="3" z="1" />
<ModelOffset x="0" y="2.5" z="0" />
<Center x="0" y="2" z="0" />
<Model>Models\Cubes\Large\HangarDoorWarfareC_Base.mwm</Model>
<Sound>BlockDoorHangar</Sound>
<PlaceDecals>false</PlaceDecals>
<Components>
<Component Subtype="SteelPlate" Count="250" />
<Component Subtype="Construction" Count="15" />
<Component Subtype="SmallTube" Count="40" />
<Component Subtype="Motor" Count="16" />
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="25" />
<Component Subtype="SteelPlate" Count="100" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Left" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Right" StartX="0.15" StartY="2" EndX="0.3" EndY="3" />
<MountPoint Side="Left" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Right" StartX="0.7" StartY="2" EndX="0.85" EndY="3" />
<MountPoint Side="Top" StartX="0" StartY="0.04" EndX="1" EndY="0.96" Default="true" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\large\HangarDoorWarfare_BaseConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\large\HangarDoorWarfareC_BaseConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>AirtightHangarDoorWarfare2C</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
<ResourceSinkGroup>Doors</ResourceSinkGroup>
<PowerConsumptionIdle>0.00001</PowerConsumptionIdle>
<PowerConsumptionMoving>0.001</PowerConsumptionMoving>
<OpeningSpeed>0.1</OpeningSpeed>
<SubpartMovementDistance>2.5</SubpartMovementDistance>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<UseNeighbourOxygenRooms>true</UseNeighbourOxygenRooms>
<PhysicalMaterial>Metal</PhysicalMaterial>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>115</PCU>
</Definition>
<Definition xsi:type="MyObjectBuilder_WeaponBlockDefinition">
<Id>
<TypeId>SmallMissileLauncher</TypeId>
<SubtypeId>SmallMissileLauncherWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_RocketLauncherWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\RocketlauncherReskin.dds</Icon>
<Description>Description_RocketLauncher</Description>
<CubeSize>Small</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="4" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\RocketLauncherReskin.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="2" />
<Component Subtype="MetalGrid" Count="1" />
<Component Subtype="LargeTube" Count="4" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Computer" Count="1" />
<Component Subtype="SteelPlate" Count="3" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Top" StartX="0" StartY="1" EndX="1" EndY="4" />
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="3" />
<MountPoint Side="Right" StartX="1" StartY="0" EndX="4" EndY="1" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="3" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\RocketLauncherReskinConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\RocketLauncherReskinConstruction_1.mwm" />
</BuildProgressModels>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BlockPairName>RocketLauncherWarfare2</BlockPairName>
<Center x="0" y="0" z="2" />
<BuildTimeSeconds>15</BuildTimeSeconds>
<EdgeType>Light</EdgeType>
<WeaponDefinitionId Subtype="SmallMissileLauncher" />
<ResourceSinkGroup>Defense</ResourceSinkGroup>
<InventoryMaxVolume>0.24</InventoryMaxVolume>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>425</PCU>
<TargetingGroups>
<string>Weapons</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_WeaponBlockDefinition">
<Id>
<TypeId>SmallGatlingGun</TypeId>
<SubtypeId>SmallGatlingGunWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_GatlingGunWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\gatlingGunReskin.dds</Icon>
<Description>Description_GatlingGun</Description>
<CubeSize>Small</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="4" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\GatlingGunReskin.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="MetalGrid" Count="2" />
<Component Subtype="SmallTube" Count="6" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Computer" Count="1" />
<Component Subtype="SteelPlate" Count="3" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" Default="true" />
<MountPoint Side="Bottom" StartX="0" StartY="3" EndX="1" EndY="4" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Left" StartX="3" StartY="0" EndX="4" EndY="1" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\GatlingGunReskinConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\GatlingGunReskinConstruction_2.mwm" />
</BuildProgressModels>
<BlockPairName>GatlingGunWarfare2</BlockPairName>
<Center x="0" y="0" z="3" />
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<BuildTimeSeconds>13</BuildTimeSeconds>
<EdgeType>Light</EdgeType>
<WeaponDefinitionId Subtype="GatlingGunWarfare" />
<ResourceSinkGroup>Defense</ResourceSinkGroup>
<InventoryMaxVolume>0.064</InventoryMaxVolume>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>80</PCU>
<InventoryFillFactorMin>.6</InventoryFillFactorMin>
<TargetingGroups>
<string>Weapons</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_BatteryBlockDefinition">
<Id>
<TypeId>BatteryBlock</TypeId>
<SubtypeId>LargeBlockBatteryBlockWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_BatteryWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\BatteryReskin.dds</Icon>
<Description>Description_Battery</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\BatteryReskin.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="20" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="PowerCell" Count="80">
<DeconstructId>
<TypeId>Ore</TypeId>
<SubtypeId>Scrap</SubtypeId>
</DeconstructId>
</Component>
<Component Subtype="Computer" Count="25" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="60" />
</Components>
<CriticalComponent Subtype="PowerCell" Index="0" />
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\BatteryReskinConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\BatteryReskinConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\BatteryReskinConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>BatteryBlockWarfare2</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<ResourceSourceGroup>Battery</ResourceSourceGroup>
<MaxPowerOutput>12</MaxPowerOutput>
<ResourceSinkGroup>BatteryBlock</ResourceSinkGroup>
<RequiredPowerInput>12</RequiredPowerInput>
<AdaptibleInput>true</AdaptibleInput>
<MaxStoredPower>3</MaxStoredPower>
<InitialStoredPowerRatio>0.3</InitialStoredPowerRatio>
<RechargeMultiplier>0.8</RechargeMultiplier>
<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
<Public>true</Public>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<EmissiveColorPreset>Extended</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<IsAirTight>true</IsAirTight>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_BatteryBlockDefinition">
<Id>
<TypeId>BatteryBlock</TypeId>
<SubtypeId>SmallBlockBatteryBlockWarfare2</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_BatteryWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\BatteryReskin_Small.dds</Icon>
<Description>Description_Battery</Description>
<CubeSize>Small</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="2" z="3" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\BatteryReskin.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="5" />
<Component Subtype="Construction" Count="2" />
<Component Subtype="PowerCell" Count="20">
<DeconstructId>
<TypeId>Ore</TypeId>
<SubtypeId>Scrap</SubtypeId>
</DeconstructId>
</Component>
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="3" />
<Component Subtype="SteelPlate" Count="20" />
</Components>
<CriticalComponent Subtype="PowerCell" Index="0" />
<MountPoints>
<MountPoint Side="Front" StartX="0" StartY="0" EndX="3" EndY="2" />
<MountPoint Side="Top" StartX="0.5" StartY="0" EndX="2.5" EndY="3" />
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="3" EndY="3" Default="true"/>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="3" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="3" EndY="1.5" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="3" EndY="1.5" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\BatteryReskinConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\BatteryReskinConstruction_2.mwm" />
</BuildProgressModels>
<BlockPairName>BatteryBlockWarfare2</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<ResourceSourceGroup>Battery</ResourceSourceGroup>
<MaxPowerOutput>4</MaxPowerOutput>
<ResourceSinkGroup>BatteryBlock</ResourceSinkGroup>
<RequiredPowerInput>4</RequiredPowerInput>
<MaxStoredPower>1</MaxStoredPower>
<InitialStoredPowerRatio>0.3</InitialStoredPowerRatio>
<RechargeMultiplier>0.8</RechargeMultiplier>
<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
<Public>true</Public>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<EmissiveColorPreset>Extended</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_DoorDefinition">
<Id>
<TypeId>Door</TypeId>
<SubtypeId>SlidingHatchDoor</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_SlidingHatchDoor</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HatchDoor.dds</Icon>
<Description>Description_Door</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="2" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\HatchDoor.mwm</Model>
<PlaceDecals>false</PlaceDecals>
<OpenSound>BlockDoorHangar</OpenSound>
<CloseSound>BlockDoorHangar</CloseSound>
<Components>
<Component Subtype="SteelPlate" Count="15" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SmallTube" Count="10" />
<Component Subtype="Motor" Count="4" />
<Component Subtype="Display" Count="2" />
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="30" />
<Component Subtype="BulletproofGlass" Count="10" />
<Component Subtype="SteelPlate" Count="25" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Front" StartX="0" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Back" StartX="0" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1.1" EndY="1" />
<MountPoint Side="Top" StartX="1.9" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Top" StartX="1.1" StartY="0" EndX="1.9" EndY="0.1" />
<MountPoint Side="Top" StartX="1.1" StartY="0.9" EndX="1.9" EndY="1" />
<MountPoint Side="Top" StartX="1" StartY="0" EndX="2" EndY="1" Enabled="false" PressurizedWhenOpen="false"/>
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1.1" EndY="1" Default="true" />
<MountPoint Side="Bottom" StartX="1.9" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Bottom" StartX="1.1" StartY="0" EndX="1.9" EndY="0.1" />
<MountPoint Side="Bottom" StartX="1.1" StartY="0.9" EndX="1.9" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\HatchDoorConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\HatchDoorConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\HatchDoorConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>SlidingHatchDoor</BlockPairName>
<MirroringX>Y</MirroringX>
<MirroringY>X</MirroringY>
<Center x="1" y="0" z="0" />
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>26</BuildTimeSeconds>
<DisassembleRatio>1</DisassembleRatio>
<ResourceSinkGroup>Doors</ResourceSinkGroup>
<MaxOpen>3.55</MaxOpen>
<OpeningSpeed>2</OpeningSpeed>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>115</PCU>
<DepressurizationEffectOffset x="0" y="1.25" z ="0" />
</Definition>
<Definition xsi:type="MyObjectBuilder_DoorDefinition">
<Id>
<TypeId>Door</TypeId>
<SubtypeId>SlidingHatchDoorHalf</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_SlidingHatchDoorHalf</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HatchDoorHalf.dds</Icon>
<Description>Description_Door</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="2" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\HatchDoorHalf.mwm</Model>
<PlaceDecals>false</PlaceDecals>
<OpenSound>BlockDoorHangar</OpenSound>
<CloseSound>BlockDoorHangar</CloseSound>
<Components>
<Component Subtype="SteelPlate" Count="10" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SmallTube" Count="10" />
<Component Subtype="Motor" Count="4" />
<Component Subtype="Display" Count="2" />
<Component Subtype="Computer" Count="2" />
<Component Subtype="Construction" Count="30" />
<Component Subtype="BulletproofGlass" Count="10" />
<Component Subtype="SteelPlate" Count="20" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Front" StartX="1" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Front" StartX="0" StartY="0.5" EndX="2" EndY="1" />
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Back" StartX="1" StartY="0.5" EndX="2" EndY="1" />
<MountPoint Side="Right" StartX="0" StartY="0.5" EndX="1" EndY="1" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1.1" EndY="1" />
<MountPoint Side="Top" StartX="1.9" StartY="0" EndX="2" EndY="1" />
<MountPoint Side="Top" StartX="1.1" StartY="0" EndX="1.9" EndY="0.1" />
<MountPoint Side="Top" StartX="1.1" StartY="0.9" EndX="1.9" EndY="1" />
<MountPoint Side="Top" StartX="1" StartY="0" EndX="2" EndY="1" Enabled="false" PressurizedWhenOpen="false"/>
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="1" Default="true" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\HatchDoorHalfConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\HatchDoorHalfConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\HatchDoorHalfConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>SlidingHatchDoorHalf</BlockPairName>
<MirroringX>Y</MirroringX>
<MirroringY>X</MirroringY>
<Center x="1" y="0" z="0" />
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>24</BuildTimeSeconds>
<DisassembleRatio>1</DisassembleRatio>
<ResourceSinkGroup>Doors</ResourceSinkGroup>
<MaxOpen>3.55</MaxOpen>
<OpeningSpeed>2</OpeningSpeed>
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
<DamagedSound>ParticleHeavyMech</DamagedSound>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>115</PCU>
<DepressurizationEffectOffset x="0" y="1.25" z ="0" />
</Definition>
<Definition xsi:type="MyObjectBuilder_SearchlightDefinition">
<Id>
<TypeId>Searchlight</TypeId>
<SubtypeId>SmallSearchlight</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_Searchlight</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\Small_Searchlight_Racing.dds</Icon>
<Description>Description_Searchlight</Description>
<CubeSize>Small</CubeSize>
<GuiVisible>false</GuiVisible>
<PlaceDecals>false</PlaceDecals>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\Searchlight.mwm</Model>
<UseModelIntersection>true</UseModelIntersection>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="2" />
<Component Subtype="LargeTube" Count="1" />
<Component Subtype="Motor" Count="2" />
<Component Subtype="Computer" Count="5" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="BulletproofGlass" Count="2" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0.1" StartY="0.1" EndX="0.9" EndY="0.9" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.5" File="Models\Cubes\Small\SearchlightConstruction_1.mwm" />
<Model BuildPercentUpperBound="1" File="Models\Cubes\Small\SearchlightConstruction_2.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<!--Possible settings Both,InVoxel,OutsideVoxel,Volumetric. If volumetric set than MaxAllowed and MinAllowed will be used.-->
<StaticMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0.01</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>Searchlight</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>12</BuildTimeSeconds>
<HasInventory>false</HasInventory>
<OverlayTexture>Textures\GUI\Screens\camera_overlay.dds</OverlayTexture>
<WeaponDefinitionId Subtype="LargeInteriorTurret" />
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<ResourceSinkGroup>Utility</ResourceSinkGroup>
<RequiredPowerInput>0.0002</RequiredPowerInput>
<MinElevationDegrees>-40</MinElevationDegrees>
<MaxElevationDegrees>90</MaxElevationDegrees>
<MinAzimuthDegrees>-180</MinAzimuthDegrees>
<MaxAzimuthDegrees>180</MaxAzimuthDegrees>
<IdleRotation>true</IdleRotation>
<MaxRangeMeters>800</MaxRangeMeters>
<RotationSpeed>0.001</RotationSpeed>
<ElevationSpeed>0.001</ElevationSpeed>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<MinFov>0.1</MinFov>
<MaxFov>1</MaxFov>
<DestroyEffect>BlockDestroyed_Medium</DestroyEffect>
<DestroySound>PoofExplosionCat2</DestroySound>
<PCU>50</PCU>
<IsAirTight>false</IsAirTight>
<TieredUpdateTimes>
<unsignedInt>10</unsignedInt>
<unsignedInt>0</unsignedInt>
</TieredUpdateTimes>
<LightRadius Min="1" Max="5" Default="5" />
<LightReflectorRadius Min="10" Max="120" Default="50" />
<LightFalloff Min="1" Max="3" Default="1.5" />
<LightIntensity Min="0.5" Max="5" Default="3" />
<Flare>SpotlightSmall</Flare>
<PointLightEmissiveMaterial>Emissive</PointLightEmissiveMaterial>
<SpotLightEmissiveMaterial>Emissive</SpotLightEmissiveMaterial>
<ReflectorThickness>1.5</ReflectorThickness>
<ReflectorTexture>Textures\Lights\reflector_small.dds</ReflectorTexture>
<ReflectorConeDegrees>52</ReflectorConeDegrees>
<LightDummyName>spotlight</LightDummyName>
<AiEnabled>true</AiEnabled>
<Range>2000</Range>
<LightShaftOffset>-0.2</LightShaftOffset>
</Definition>
<Definition xsi:type="MyObjectBuilder_SearchlightDefinition">
<Id>
<TypeId>Searchlight</TypeId>
<SubtypeId>LargeSearchlight</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_Searchlight</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\Large_Searchlight_Racing.dds</Icon>
<Description>Description_Searchlight</Description>
<CubeSize>Large</CubeSize>
<GuiVisible>false</GuiVisible>
<PlaceDecals>false</PlaceDecals>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\Searchlight.mwm</Model>
<UseModelIntersection>true</UseModelIntersection>
<Components>
<Component Subtype="SteelPlate" Count="5" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="LargeTube" Count="2" />
<Component Subtype="Motor" Count="4" />
<Component Subtype="Computer" Count="5" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="BulletproofGlass" Count="4" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0.1" StartY="0.1" EndX="0.9" EndY="0.9" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\SearchlightConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\SearchlightConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\SearchlightConstruction_3.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<!--Possible settings Both,InVoxel,OutsideVoxel,Volumetric. If volumetric set than MaxAllowed and MinAllowed will be used.-->
<StaticMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0.01</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>Searchlight</BlockPairName>
<MirroringY>Z</MirroringY>
<MirroringZ>Y</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>24</BuildTimeSeconds>
<HasInventory>false</HasInventory>
<OverlayTexture>Textures\GUI\Screens\camera_overlay.dds</OverlayTexture>
<WeaponDefinitionId Subtype="LargeInteriorTurret" />
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<ResourceSinkGroup>Utility</ResourceSinkGroup>
<RequiredPowerInput>0.001</RequiredPowerInput>
<MinElevationDegrees>-40</MinElevationDegrees>
<MaxElevationDegrees>90</MaxElevationDegrees>
<MinAzimuthDegrees>-180</MinAzimuthDegrees>
<MaxAzimuthDegrees>180</MaxAzimuthDegrees>
<IdleRotation>true</IdleRotation>
<MaxRangeMeters>800</MaxRangeMeters>
<RotationSpeed>0.0005</RotationSpeed>
<ElevationSpeed>0.0005</ElevationSpeed>
<EmissiveColorPreset>Default</EmissiveColorPreset>
<MinFov>0.1</MinFov>
<MaxFov>1</MaxFov>
<DestroyEffect>BlockDestroyed_Large</DestroyEffect>
<DestroySound>PoofExplosionCat3</DestroySound>
<PCU>50</PCU>
<IsAirTight>false</IsAirTight>
<TieredUpdateTimes>
<unsignedInt>10</unsignedInt>
<unsignedInt>0</unsignedInt>
</TieredUpdateTimes>
<LightRadius Min="2" Max="10" Default="5" />
<LightReflectorRadius Min="10" Max="160" Default="120" />
<LightFalloff Min="1" Max="3" Default="1.5" />
<LightIntensity Min="0.5" Max="5" Default="1" />
<Flare>SpotlightLarge</Flare>
<PointLightEmissiveMaterial>Emissive</PointLightEmissiveMaterial>
<SpotLightEmissiveMaterial>Emissive</SpotLightEmissiveMaterial>
<ReflectorThickness>7</ReflectorThickness>
<ReflectorTexture>Textures\Lights\reflector_large.dds</ReflectorTexture>
<ReflectorConeDegrees>52</ReflectorConeDegrees>
<LightDummyName>spotlight</LightDummyName>
<AiEnabled>true</AiEnabled>
<Range>2000</Range>
<LightShaftOffset>-0.4</LightShaftOffset>
</Definition>
<Definition xsi:type="MyObjectBuilder_HeatVentBlockDefinition">
<Id>
<TypeId>HeatVentBlock</TypeId>
<SubtypeId>LargeHeatVentBlock</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_HeatVentWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HeatVent.dds</Icon>
<Description>Description_HeatVent</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<PowerDependency>0.6</PowerDependency>
<ColorMinimalPower Hex ="#FF0000" />
<ColorMaximalPower Hex ="#FFC514" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\HeatVent.mwm</Model>
<SubpartRotations>
<SubpartRotation SubpartName="subpart_HeatVentPlate1" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate2" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate3" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate4" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate5" ReveseRotationDirection="false" MinimalPositionAdjustDegrees="45" MaximalPositionAdjustDegrees="180"/>
</SubpartRotations>
<Components>
<Component Subtype="SteelPlate" Count="15" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="LargeTube" Count="10" />
<Component Subtype="Motor" Count="5" />
<Component Subtype="SteelPlate" Count="10" />
</Components>
<CriticalComponent Subtype="Motor" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="1" Default="true"/>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Front" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="0.1" />
<MountPoint Side="Top" StartX="0" StartY="0.9" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0.1" EndX="0.1" EndY="0.9" />
<MountPoint Side="Top" StartX="0.9" StartY="0.1" EndX="1" EndY="0.9" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\HeatVentConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\HeatVentConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\HeatVentConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>HeatVentBlock</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>20</BuildTimeSeconds>
<RequiredPowerInput>0.0002</RequiredPowerInput>
<Public>true</Public>
<MirroringX>Y</MirroringX>
<MirroringY>X</MirroringY>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<PCU>50</PCU>
<IsAirTight>true</IsAirTight>
<EmissiveMaterialName>Emissive</EmissiveMaterialName>
<LightDummyName>light</LightDummyName>
<LightFalloffBounds Min="0" Max="3" Default="1.3" />
<LightIntensityBounds Min="0.5" Max="10" Default="2" />
<LightRadiusBounds Min="1" Max="10" Default="3.6" />
<LightOffsetBounds Min="0" Max="5" Default="0.5" />
<IdleSound>BlockOxyGenIdle</IdleSound>
</Definition>
<Definition xsi:type="MyObjectBuilder_HeatVentBlockDefinition">
<Id>
<TypeId>HeatVentBlock</TypeId>
<SubtypeId>SmallHeatVentBlock</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_HeatVentWarfare2</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\HeatVent_small.dds</Icon>
<Description>Description_HeatVent</Description>
<CubeSize>Small</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<PowerDependency>0.6</PowerDependency>
<ColorMinimalPower Hex ="#FF0000" />
<ColorMaximalPower Hex ="#FFC514" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\HeatVent.mwm</Model>
<SubpartRotations>
<SubpartRotation SubpartName="subpart_HeatVentPlate1" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate2" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate3" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate4" ReveseRotationDirection="true" MinimalPositionAdjustDegrees="315"/>
<SubpartRotation SubpartName="subpart_HeatVentPlate5" ReveseRotationDirection="false" MinimalPositionAdjustDegrees="45" MaximalPositionAdjustDegrees="180"/>
</SubpartRotations>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="LargeTube" Count="1" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="SteelPlate" Count="1" />
</Components>
<CriticalComponent Subtype="Motor" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="1" Default="true"/>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Front" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Left" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="0.1" />
<MountPoint Side="Top" StartX="0" StartY="0.9" EndX="1" EndY="1" />
<MountPoint Side="Top" StartX="0" StartY="0.1" EndX="0.1" EndY="0.9" />
<MountPoint Side="Top" StartX="0.9" StartY="0.1" EndX="1" EndY="0.9" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\HeatVentConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\HeatVentConstruction_2.mwm" />
</BuildProgressModels>
<BlockPairName>HeatVentBlock</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>6</BuildTimeSeconds>
<RequiredPowerInput>0.0002</RequiredPowerInput>
<Public>true</Public>
<MirroringX>Y</MirroringX>
<MirroringY>X</MirroringY>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<PCU>50</PCU>
<IsAirTight>true</IsAirTight>
<EmissiveMaterialName>Emissive</EmissiveMaterialName>
<LightDummyName>light</LightDummyName>
<LightFalloffBounds Min="0" Max="3" Default="1.3" />
<LightIntensityBounds Min="0.5" Max="10" Default="2" />
<LightRadiusBounds Min="1" Max="10" Default="3.6" />
<LightOffsetBounds Min="0" Max="5" Default="0.5" />
</Definition>
<Definition xsi:type="MyObjectBuilder_CockpitDefinition">
<Id>
<TypeId>Cockpit</TypeId>
<SubtypeId>SmallBlockStandingCockpit</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_CockpitStandingBridge</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\StandingBridge.dds</Icon>
<Description>Description_CockpitStandingBridge</Description>
<CubeSize>Small</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="4" z="3" />
<Model>Models\Cubes\Small\StandingBridge.mwm</Model>
<CharacterAnimation>HelmCockpitPoseSmall</CharacterAnimation>
<BackpackEnabled>true</BackpackEnabled>
<ModelOffset x="0" y="0" z="0" />
<Components>
<Component Subtype="InteriorPlate" Count="10" />
<Component Subtype="Construction" Count="15" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Computer" Count="20" />
<Component Subtype="Display" Count="2" />
<Component Subtype="Construction" Count="5" />
<Component Subtype="InteriorPlate" Count="10" />
</Components>
<CriticalComponent Subtype="Display" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0.1" StartY="0.2" EndX="2.9" EndY="1.1" Default="true"/>
<MountPoint Side="Front" StartX="0.1" StartY="1.9" EndX="2.9" EndY="2.3" />
<MountPoint Side="Right" StartX="2.1" StartY="0" EndX="2.6" EndY="2" />
<MountPoint Side="Left" StartX="0.4" StartY="0" EndX="0.9" EndY="2" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\StandingBridgeConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\StandingBridgeConstruction_2.mwm" />
</BuildProgressModels>
<BlockPairName>StandingBridge</BlockPairName>
<ScreenAreas>
<ScreenArea Name="CockpitScreen_01" DisplayName="DisplayName_Screen_Small" TextureResolution="512" ScreenWidth="3" ScreenHeight="1" Script="TSS_EnergyHydrogen" />
<ScreenArea Name="CockpitScreen_02" DisplayName="DisplayName_Screen_Large" TextureResolution="512" ScreenWidth="5" ScreenHeight="2" Script="TSS_Velocity"/>
<!--
<ScreenArea Name="TransparentScreenArea" DisplayName="TransparentScreenArea" TextureResolution="512" ScreenWidth="2" ScreenHeight="1" Script="TSS_ArtificialHorizon" />
-->
</ScreenAreas>
<VoxelPlacement>
<StaticMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<EdgeType>Light</EdgeType>
<EnableFirstPerson>true</EnableFirstPerson>
<EnableShipControl>true</EnableShipControl>
<EnableBuilderCockpit>false</EnableBuilderCockpit>
<TargetLockingEnabled>true</TargetLockingEnabled>
<IsPressurized>false</IsPressurized>
<BuildTimeSeconds>20</BuildTimeSeconds>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<PCU>50</PCU>
<IsAirTight>false</IsAirTight>
<HasInventory>false</HasInventory>
</Definition>
<Definition xsi:type="MyObjectBuilder_CockpitDefinition">
<Id>
<TypeId>Cockpit</TypeId>
<SubtypeId>LargeBlockStandingCockpit</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_CockpitStandingBridge</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\StandingBridge.dds</Icon>
<Description>Description_CockpitStandingBridge</Description>
<CubeSize>Large</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<Model>Models\Cubes\Large\StandingBridge.mwm</Model>
<CharacterAnimation>HelmCockpitPose</CharacterAnimation>
<BackpackEnabled>true</BackpackEnabled>
<ModelOffset x="0" y="0" z="0" />
<Components>
<Component Subtype="InteriorPlate" Count="10" />
<Component Subtype="Construction" Count="15" />
<Component Subtype="Motor" Count="1" />
<Component Subtype="Computer" Count="20" />
<Component Subtype="Display" Count="2" />
<Component Subtype="Construction" Count="5" />
<Component Subtype="InteriorPlate" Count="10" />
</Components>
<CriticalComponent Subtype="Display" Index="0" />
<MountPoints>
<MountPoint Side="Bottom" StartX="0.2" StartY="0.05" EndX="0.8" EndY="0.25" Default="true"/>
<MountPoint Side="Front" StartX="0.25" StartY="0.38" EndX="0.75" EndY="0.46" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\StandingBridgeConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\StandingBridgeConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\StandingBridgeConstruction_3.mwm" />
</BuildProgressModels>
<BlockPairName>StandingBridge</BlockPairName>
<ScreenAreas>
<ScreenArea Name="CockpitScreen_01" DisplayName="DisplayName_Screen_Small" TextureResolution="512" ScreenWidth="3" ScreenHeight="1" Script="TSS_EnergyHydrogen" />
<ScreenArea Name="CockpitScreen_02" DisplayName="DisplayName_Screen_Large" TextureResolution="512" ScreenWidth="5" ScreenHeight="2" Script="TSS_Velocity"/>
<!--
<ScreenArea Name="TransparentScreenArea" DisplayName="TransparentScreenArea" TextureResolution="512" ScreenWidth="2" ScreenHeight="1" Script="TSS_ArtificialHorizon" />
-->
</ScreenAreas>
<VoxelPlacement>
<StaticMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>OutsideVoxel</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<EdgeType>Light</EdgeType>
<EnableFirstPerson>true</EnableFirstPerson>
<EnableShipControl>true</EnableShipControl>
<EnableBuilderCockpit>false</EnableBuilderCockpit>
<TargetLockingEnabled>true</TargetLockingEnabled>
<IsPressurized>false</IsPressurized>
<BuildTimeSeconds>20</BuildTimeSeconds>
<HasInventory>false</HasInventory>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<PCU>50</PCU>
<IsAirTight>false</IsAirTight>
</Definition>
<Definition xsi:type="MyObjectBuilder_ThrustDefinition">
<Id>
<TypeId>Thrust</TypeId>
<SubtypeId>SmallBlockSmallModularThruster</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_SmallModularThruster</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\SmallGridModularIonThrusterSmall.dds</Icon>
<Description>Description_IonThrust</Description>
<CubeSize>Small</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="2" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\ModularIonThrusterSmall.mwm</Model>
<ThrusterType>Ion</ThrusterType>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="LargeTube" Count="1" />
<Component Subtype="Thrust" Count="1" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="SteelPlate" Count="1" />
</Components>
<CriticalComponent Subtype="Thrust" Index="0" />
<MountPoints>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" Default="true" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="1.5" />
<MountPoint Side="Bottom" StartX="0" StartY="0.5" EndX="1" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1.5" EndY="1" />
<MountPoint Side="Left" StartX="0.5" StartY="0" EndX="2" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\ModularIonThrusterSmallConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\ModularIonThrusterSmallConstruction_2.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<StaticMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>SmallModularThruster</BlockPairName>
<Center x="0" y="0" z="1" />
<MirroringX>Z</MirroringX>
<MirroringZ>X</MirroringZ>
<BuildTimeSeconds>10</BuildTimeSeconds>
<EdgeType>Light</EdgeType>
<ResourceSinkGroup>Thrust</ResourceSinkGroup>
<ForceMagnitude>14400</ForceMagnitude>
<MaxPowerConsumption>0.200</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
<SlowdownFactor>1</SlowdownFactor>
<MinPlanetaryInfluence>0</MinPlanetaryInfluence>
<MaxPlanetaryInfluence>1</MaxPlanetaryInfluence>
<EffectivenessAtMinInfluence>1</EffectivenessAtMinInfluence>
<EffectivenessAtMaxInfluence>0.2</EffectivenessAtMaxInfluence>
<FlameDamageLengthScale>0.36</FlameDamageLengthScale>
<FlameDamage>0.1</FlameDamage>
<FlameLengthScale>1.6</FlameLengthScale>
<FlameIdleColor>
<X>0.1</X>
<Y>0.5</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameIdleColor>
<FlameFullColor>
<X>0.1</X>
<Y>0.8</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameFullColor>
<FlamePointMaterial>EngineThrustMiddle</FlamePointMaterial>
<FlameLengthMaterial>ModularEngineThrustMiddle</FlameLengthMaterial>
<FlameFlare>SmallGridSmallThruster</FlameFlare>
<FlameVisibilityDistance>200</FlameVisibilityDistance>
<FlameGlareQuerySize>0.5</FlameGlareQuerySize>
<PrimarySound>SmShipSmJet</PrimarySound>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<TargetingGroups>
<string>Propulsion</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_ThrustDefinition">
<Id>
<TypeId>Thrust</TypeId>
<SubtypeId>SmallBlockLargeModularThruster</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_LargeModularThruster</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\SmallGridModularIonThrusterLarge.dds</Icon>
<Description>Description_IonThrust</Description>
<CubeSize>Small</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="2" y="3" z="4" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Small\ModularIonThrusterLarge.mwm</Model>
<ThrusterType>Ion</ThrusterType>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
<Components>
<Component Subtype="SteelPlate" Count="1" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="LargeTube" Count="5" />
<Component Subtype="Thrust" Count="12" />
<Component Subtype="Construction" Count="1" />
<Component Subtype="SteelPlate" Count="4" />
</Components>
<CriticalComponent Subtype="Thrust" Index="0" />
<MountPoints>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="2" EndY="3" Default="true" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="2" EndY="2" />
<MountPoint Side="Top" StartX="0.5" StartY="2" EndX="1.5" EndY="3.5" />
<MountPoint Side="Bottom" StartX="0" StartY="2" EndX="2" EndY="4" />
<MountPoint Side="Bottom" StartX="0.5" StartY="0.5" EndX="1.5" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="2" EndY="3" />
<MountPoint Side="Right" StartX="2" StartY="0.5" EndX="3.5" EndY="2.5" />
<MountPoint Side="Left" StartX="2" StartY="0" EndX="4" EndY="3" />
<MountPoint Side="Left" StartX="0.5" StartY="0.5" EndX="2" EndY="2.5" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Small\ModularIonThrusterLargeConstruction_1.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Small\ModularIonThrusterLargeConstruction_2.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<StaticMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>LargeModularThruster</BlockPairName>
<Center x="0" y="1" z="2" />
<MirroringX>Z</MirroringX>
<MirroringZ>X</MirroringZ>
<BuildTimeSeconds>20</BuildTimeSeconds>
<EdgeType>Light</EdgeType>
<ResourceSinkGroup>Thrust</ResourceSinkGroup>
<ForceMagnitude>172800</ForceMagnitude>
<MaxPowerConsumption>2.4</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
<SlowdownFactor>1</SlowdownFactor>
<MinPlanetaryInfluence>0</MinPlanetaryInfluence>
<MaxPlanetaryInfluence>1</MaxPlanetaryInfluence>
<EffectivenessAtMinInfluence>1</EffectivenessAtMinInfluence>
<EffectivenessAtMaxInfluence>0.2</EffectivenessAtMaxInfluence>
<FlameDamageLengthScale>0.6</FlameDamageLengthScale>
<FlameDamage>0.2</FlameDamage>
<FlameLengthScale>1.1</FlameLengthScale>
<FlameIdleColor>
<X>0.1</X>
<Y>0.5</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameIdleColor>
<FlameFullColor>
<X>0.1</X>
<Y>0.8</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameFullColor>
<FlamePointMaterial>EngineThrustMiddle</FlamePointMaterial>
<FlameLengthMaterial>ModularEngineThrustMiddle</FlameLengthMaterial>
<FlameFlare>SmallGridLargeThruster</FlameFlare>
<FlameVisibilityDistance>300</FlameVisibilityDistance>
<FlameGlareQuerySize>0.5</FlameGlareQuerySize>
<PrimarySound>SmShipLrgJet</PrimarySound>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Small</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<TargetingGroups>
<string>Propulsion</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_ThrustDefinition">
<Id>
<TypeId>Thrust</TypeId>
<SubtypeId>LargeBlockSmallModularThruster</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_SmallModularThruster</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\LargeGridModularIonThrusterSmall.dds</Icon>
<Description>Description_IonThrust</Description>
<CubeSize>Large</CubeSize>
<GuiVisible>false</GuiVisible>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="2" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\ModularIonThrusterSmall.mwm</Model>
<ThrusterType>Ion</ThrusterType>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
<Components>
<Component Subtype="SteelPlate" Count="15" />
<Component Subtype="Construction" Count="40" />
<Component Subtype="LargeTube" Count="8" />
<Component Subtype="Thrust" Count="80" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="10" />
</Components>
<CriticalComponent Subtype="Thrust" Index="0" />
<MountPoints>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" Default="true" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="1.5" />
<MountPoint Side="Bottom" StartX="0" StartY="0.5" EndX="1" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="1.5" EndY="1" />
<MountPoint Side="Left" StartX="0.5" StartY="0" EndX="2" EndY="1" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\ModularIonThrusterSmallConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\ModularIonThrusterSmallConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\ModularIonThrusterSmallConstruction_3.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<StaticMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>SmallModularThruster</BlockPairName>
<Center x="0" y="0" z="1" />
<MirroringX>Z</MirroringX>
<MirroringZ>X</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<ResourceSinkGroup>Thrust</ResourceSinkGroup>
<ForceMagnitude>345600</ForceMagnitude>
<MaxPowerConsumption>3.36</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
<SlowdownFactor>1</SlowdownFactor>
<MinPlanetaryInfluence>0</MinPlanetaryInfluence>
<MaxPlanetaryInfluence>1</MaxPlanetaryInfluence>
<EffectivenessAtMinInfluence>1</EffectivenessAtMinInfluence>
<EffectivenessAtMaxInfluence>0.2</EffectivenessAtMaxInfluence>
<FlameDamageLengthScale>0.61</FlameDamageLengthScale>
<FlameLengthScale>1.5</FlameLengthScale>
<FlameIdleColor>
<X>0.1</X>
<Y>0.5</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameIdleColor>
<FlameFullColor>
<X>0.1</X>
<Y>0.8</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameFullColor>
<FlamePointMaterial>EngineThrustMiddle</FlamePointMaterial>
<FlameLengthMaterial>ModularEngineThrustMiddle</FlameLengthMaterial>
<FlameFlare>LargeGridSmallThruster</FlameFlare>
<FlameVisibilityDistance>500</FlameVisibilityDistance>
<FlameGlareQuerySize>1</FlameGlareQuerySize>
<PrimarySound>LrgShipSmJet</PrimarySound>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<TargetingGroups>
<string>Propulsion</string>
</TargetingGroups>
</Definition>
<Definition xsi:type="MyObjectBuilder_ThrustDefinition">
<Id>
<TypeId>Thrust</TypeId>
<SubtypeId>LargeBlockLargeModularThruster</SubtypeId>
</Id>
<DisplayName>DisplayName_Block_LargeModularThruster</DisplayName>
<Icon>Textures\GUI\Icons\Cubes\LargeGridModularIonThrusterLarge.dds</Icon>
<Description>Description_IonThrust</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="2" y="3" z="4" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Cubes\Large\ModularIonThrusterLarge.mwm</Model>
<ThrusterType>Ion</ThrusterType>
<SilenceableByShipSoundSystem>true</SilenceableByShipSoundSystem>
<Components>
<Component Subtype="SteelPlate" Count="100" />
<Component Subtype="Construction" Count="70" />
<Component Subtype="LargeTube" Count="40" />
<Component Subtype="Thrust" Count="960" />
<Component Subtype="Construction" Count="30" />
<Component Subtype="SteelPlate" Count="50" />
</Components>
<CriticalComponent Subtype="Thrust" Index="0" />
<MountPoints>
<MountPoint Side="Back" StartX="0" StartY="0" EndX="2" EndY="3" Default="true" />
<MountPoint Side="Top" StartX="0" StartY="0" EndX="2" EndY="2" />
<MountPoint Side="Top" StartX="0.5" StartY="2" EndX="1.5" EndY="3.5" />
<MountPoint Side="Bottom" StartX="0" StartY="2" EndX="2" EndY="4" />
<MountPoint Side="Bottom" StartX="0.5" StartY="0.5" EndX="1.5" EndY="2" />
<MountPoint Side="Right" StartX="0" StartY="0" EndX="2" EndY="3" />
<MountPoint Side="Right" StartX="2" StartY="0.5" EndX="3.5" EndY="2.5" />
<MountPoint Side="Left" StartX="2" StartY="0" EndX="4" EndY="3" />
<MountPoint Side="Left" StartX="0.5" StartY="0.5" EndX="2" EndY="2.5" />
</MountPoints>
<BuildProgressModels>
<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\ModularIonThrusterLargeConstruction_1.mwm" />
<Model BuildPercentUpperBound="0.66" File="Models\Cubes\Large\ModularIonThrusterLargeConstruction_2.mwm" />
<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\ModularIonThrusterLargeConstruction_3.mwm" />
</BuildProgressModels>
<VoxelPlacement>
<StaticMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</StaticMode>
<DynamicMode>
<PlacementMode>Volumetric</PlacementMode>
<MaxAllowed>0.2</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement>
<BlockPairName>LargeModularThruster</BlockPairName>
<Center x="0" y="1" z="2" />
<MirroringX>Z</MirroringX>
<MirroringZ>X</MirroringZ>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>90</BuildTimeSeconds>
<ResourceSinkGroup>Thrust</ResourceSinkGroup>
<ForceMagnitude>4320000</ForceMagnitude>
<MaxPowerConsumption>33.6</MaxPowerConsumption>
<MinPowerConsumption>0.000002</MinPowerConsumption>
<SlowdownFactor>1</SlowdownFactor>
<MinPlanetaryInfluence>0</MinPlanetaryInfluence>
<MaxPlanetaryInfluence>1</MaxPlanetaryInfluence>
<EffectivenessAtMinInfluence>1</EffectivenessAtMinInfluence>
<EffectivenessAtMaxInfluence>0.2</EffectivenessAtMaxInfluence>
<FlameDamageLengthScale>0.8</FlameDamageLengthScale>
<FlameLengthScale>1.15</FlameLengthScale>
<FlameIdleColor>
<X>0.1</X>
<Y>0.5</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameIdleColor>
<FlameFullColor>
<X>0.1</X>
<Y>0.8</Y>
<Z>0.8</Z>
<W>0.75</W>
</FlameFullColor>
<FlamePointMaterial>EngineThrustMiddle</FlamePointMaterial>
<FlameLengthMaterial>ModularEngineThrustMiddle</FlameLengthMaterial>
<FlameFlare>LargeGridLargeThruster</FlameFlare>
<FlameVisibilityDistance>700</FlameVisibilityDistance>
<FlameGlareQuerySize>1.5</FlameGlareQuerySize>
<PrimarySound>LrgShipLrgJet</PrimarySound>
<DamageEffectName>Damage_WeapExpl_Damaged</DamageEffectName>
<DamagedSound>ParticleWeapExpl</DamagedSound>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<TargetingGroups>
<string>Propulsion</string>
</TargetingGroups>
</Definition>
</CubeBlocks>
title
love you for this baby
hi, I have used this DLC unlocker and it runs perfect. However, when I get some mods which need some DLCs from workshop, something just changed, some DLC's blocks are not unlocked anymore and those mod's blocks locked too, when I hover my mouse on those blocks, it just tells me need XXX DLC. Is there any way to solve this problem? Looking forward your reply, and thanks very much.
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