Write the v2 production tree into the config files
recipes.toml: full v2 rewrite - iron/copper/quartz mining, smelting incl. the value-losing scrap sink, reprocessing (4 scrap / 4 s, voidsteel at 20% of the full pool), tiered intermediates, hulls, module prefabs, and the three drop-only shortcut recipes. modules.toml: lasers renamed to railguns (implementation unchanged), prefab materials and numbers-pass production times; combat stats stay placeholders for the arena pass. ships.toml: hull-item materials, numbers-pass base production times, and geometry-validated default_modules loadouts for every ship (waves now spawn armed). visuals.toml: item entries for the new palette (quartz, silicon, copper_coil, control_chip, capacitor_bank, hardened_steel, ceramic_plate, voidsteel, voidsteel_plate, railgun modules); retired titanium/alloy/laser items removed. world.toml: scrap_per_threat = 0.25 per the numbers pass. threat_report.py: commit an item's threat only once every eligible recipe is computable - the previous first-resolved-wins behavior let shortcut recipes underprice items (same flaw exists in ThreatCostCalculator, recorded as action item 9). Verified: all default_modules placements valid, verify_recipes and verify_layouts pass, and the report reproduces the numbers-pass tables exactly (fitted: 10.5/47/99/233.5/354.5/722.5/1491.5/1436.5). Doc tables updated for the three geometry-corrected loadouts. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
This commit is contained in:
@@ -1,26 +1,29 @@
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# modules.toml
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#
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# First real-content iteration: module ids and surface masks are the designed
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# content; stats, materials, and threat costs are placeholders until the
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# recipe and balancing passes.
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# Production tree v2: all weapons are railguns for now — the implementation
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# (instant damage, no projectile, no ammunition) stays as-is and the beam
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# visual reads as a tracer round. Lasers are reserved for a future distinct
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# weapon type (see docs/content_design.md, "Production tree v2 — Weapons").
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# Combat stats are placeholders until the arena balancing pass;
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# production_time_seconds values come from the numbers pass.
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#
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# Unlock progression is mostly disabled (unlock_at_station_level = -1) pending
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# the balancing pass. The laser cannons are the exception: laser_cannon_m is
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# gated to station level 1, and laser_cannon_l requires laser_cannon_m to be
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# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
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# the pacing pass. The railguns are the exception: railgun_m is gated to
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# station level 1, and railgun_l requires railgun_m to be unlocked first
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# (unlock_requires) — a demonstration of the prerequisite chain.
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#
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# Surface mask footprint ladder — footprints gate which hulls can mount a
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# module, purely through geometry (see ships.toml for the matching hull
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# grids):
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#
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# 1x1 laser_cannon_s, salvager, repair_tool fits every hull, incl. drones
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# 1x1 railgun_s, salvager, repair_tool fits every hull, incl. drones
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# 1x2 maneuvering_thrusters, sensor_booster,
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# armor_plates frigate and up
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# 1x3 afterburner frigate and up (eats most of a frigate)
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# L-shape weapon_stabilizer, weapon_primer,
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# weapon_upgrade frigate and up
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# 2x2 laser_cannon_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 laser_cannon_l battleship and up (no 3x3 area on m hulls)
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# 2x2 railgun_m, drone_bay cruiser and up (no 2x2 area on s hulls)
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# 3x3 railgun_l battleship and up (no 3x3 area on m hulls)
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# 2x6 drone_hangar carrier only
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# -----------------------------------------------------------------------------
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@@ -28,13 +31,13 @@
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# -----------------------------------------------------------------------------
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[[module]]
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id = "laser_cannon_s"
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id = "railgun_s"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "laser_cannon_s_module", amount = 1}]
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production_time_seconds = 0.5
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materials = [{item = "railgun_s_module", amount = 1}]
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production_time_seconds = 1
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fill_color = "#FF8040"
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glyph = "Ls"
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glyph = "Rs"
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[module.weapon]
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damage = 2
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@@ -43,15 +46,15 @@ attack_rate_hz = 2.0
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[[module]]
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id = "laser_cannon_m"
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id = "railgun_m"
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unlock_at_station_level = 1
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surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "laser_cannon_m_module", amount = 1}]
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production_time_seconds = 2
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materials = [{item = "railgun_m_module", amount = 1}]
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production_time_seconds = 3
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fill_color = "#FF8040"
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glyph = "Lm"
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glyph = "Rm"
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[module.weapon]
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damage = 10
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@@ -60,17 +63,17 @@ attack_rate_hz = 1.5
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[[module]]
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id = "laser_cannon_l"
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id = "railgun_l"
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unlock_at_station_level = 1
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unlock_requires = ["laser_cannon_m"]
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unlock_requires = ["railgun_m"]
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surface_mask = [
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"OOO",
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"OOO",
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"OOO"]
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materials = [{item = "laser_cannon_l_module", amount = 1}]
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production_time_seconds = 8
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materials = [{item = "railgun_l_module", amount = 1}]
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production_time_seconds = 4
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fill_color = "#FF8040"
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glyph = "Ll"
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glyph = "Rl"
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[module.weapon]
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damage = 40
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@@ -86,7 +89,7 @@ id = "salvager"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "salvager_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#AACC44"
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glyph = "Sv"
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@@ -101,7 +104,7 @@ id = "repair_tool"
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unlock_at_station_level = -1
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surface_mask = ["O"]
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materials = [{item = "repair_tool_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#66CCFF"
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glyph = "Rp"
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@@ -119,7 +122,7 @@ id = "afterburner"
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unlock_at_station_level = -1
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surface_mask = ["OOO"]
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materials = [{item = "afterburner_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#40A0FF"
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glyph = "Ab"
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@@ -133,7 +136,7 @@ id = "maneuvering_thrusters"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "maneuvering_thrusters_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#40A0FF"
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glyph = "Mt"
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@@ -150,7 +153,7 @@ id = "armor_plates"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "armor_plates_module", amount = 1}]
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production_time_seconds = 3
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production_time_seconds = 1
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fill_color = "#808080"
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glyph = "A"
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@@ -163,7 +166,7 @@ id = "sensor_booster"
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unlock_at_station_level = -1
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surface_mask = ["OO"]
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materials = [{item = "sensor_booster_module", amount = 1}]
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production_time_seconds = 2
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production_time_seconds = 1
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fill_color = "#40A0FF"
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glyph = "S"
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@@ -182,7 +185,7 @@ surface_mask = [
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"OX",
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]
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materials = [{item = "weapon_upgrade_module", amount = 1}]
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production_time_seconds = 4
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production_time_seconds = 2
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fill_color = "#FF4040"
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glyph = "Wu"
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@@ -198,7 +201,7 @@ surface_mask = [
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"OX",
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]
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materials = [{item = "weapon_primer_module", amount = 1}]
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production_time_seconds = 4
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production_time_seconds = 2
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fill_color = "#FF4040"
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glyph = "Wp"
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@@ -214,7 +217,7 @@ surface_mask = [
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"OX",
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]
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materials = [{item = "weapon_stabilizer_module", amount = 1}]
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production_time_seconds = 4
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production_time_seconds = 1
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fill_color = "#FF4040"
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glyph = "Ws"
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@@ -236,7 +239,7 @@ surface_mask = [
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"OO",
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"OO"]
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materials = [{item = "drone_bay_module", amount = 1}]
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production_time_seconds = 5
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production_time_seconds = 3
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fill_color = "#CC66FF"
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glyph = "Db"
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@@ -248,6 +251,6 @@ surface_mask = [
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"OOOOOO",
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"OOOOOO"]
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materials = [{item = "drone_hangar_module", amount = 1}]
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production_time_seconds = 20
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production_time_seconds = 6
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fill_color = "#9933CC"
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glyph = "Dh"
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