254 lines
6.2 KiB
TOML
254 lines
6.2 KiB
TOML
# 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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#
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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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#
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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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# 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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# 2x6 drone_hangar carrier only
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# -----------------------------------------------------------------------------
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# Weapons
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# -----------------------------------------------------------------------------
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[[module]]
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id = "laser_cannon_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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fill_color = "#FF8040"
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glyph = "Ls"
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[module.weapon]
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damage = 2
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attack_range_m = 50
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attack_rate_hz = 2.0
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[[module]]
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id = "laser_cannon_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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fill_color = "#FF8040"
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glyph = "Lm"
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[module.weapon]
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damage = 10
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attack_range_m = 70
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attack_rate_hz = 1.5
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[[module]]
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id = "laser_cannon_l"
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unlock_at_station_level = 1
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unlock_requires = ["laser_cannon_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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fill_color = "#FF8040"
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glyph = "Ll"
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[module.weapon]
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damage = 40
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attack_range_m = 100
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attack_rate_hz = 0.8
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# -----------------------------------------------------------------------------
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# Utility tools
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# -----------------------------------------------------------------------------
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[[module]]
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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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fill_color = "#AACC44"
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glyph = "Sv"
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[module.salvage]
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collection_range_m = 500
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cargo_capacity = 10
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collection_rate_hz = 0.5
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[[module]]
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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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fill_color = "#66CCFF"
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glyph = "Rp"
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[module.repair]
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repair_rate_hz = 1
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repair_amount_hp = 6
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repair_range_m = 80
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# -----------------------------------------------------------------------------
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# Propulsion
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# -----------------------------------------------------------------------------
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[[module]]
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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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fill_color = "#40A0FF"
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glyph = "Ab"
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[module.movement]
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multiplied_speed_mps = 1.6
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added_main_acceleration_mpss = 60
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[[module]]
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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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fill_color = "#40A0FF"
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glyph = "Mt"
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[module.movement]
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multiplied_speed_mps = 1.2
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added_maneuvering_acceleration_mpss = 10
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# -----------------------------------------------------------------------------
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# Defense & sensors
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# -----------------------------------------------------------------------------
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[[module]]
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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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fill_color = "#808080"
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glyph = "A"
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[module.health]
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added_hp = 40
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[[module]]
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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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fill_color = "#40A0FF"
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glyph = "S"
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[module.sensor]
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added_sensor_range_m = 50
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# -----------------------------------------------------------------------------
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# Weapon modifiers
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# -----------------------------------------------------------------------------
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[[module]]
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id = "weapon_upgrade"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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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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fill_color = "#FF4040"
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glyph = "Wu"
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[module.weapon]
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multiplied_damage = 1.2
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[[module]]
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id = "weapon_primer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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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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fill_color = "#FF4040"
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glyph = "Wp"
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[module.weapon]
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multiplied_attack_rate_hz = 1.2
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[[module]]
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id = "weapon_stabilizer"
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unlock_at_station_level = -1
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surface_mask = [
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"OO",
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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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fill_color = "#FF4040"
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glyph = "Ws"
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[module.weapon]
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multiplied_attack_range_m = 1.5
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multiplied_attack_rate_hz = 0.8
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# -----------------------------------------------------------------------------
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# Drone modules
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#
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# Footprint-only placeholders: the drone launching capability is not
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# implemented yet, so these modules define no capability section.
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# -----------------------------------------------------------------------------
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[[module]]
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id = "drone_bay"
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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 = "drone_bay_module", amount = 1}]
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production_time_seconds = 5
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fill_color = "#CC66FF"
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glyph = "Db"
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[[module]]
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id = "drone_hangar"
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unlock_at_station_level = -1
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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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fill_color = "#9933CC"
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glyph = "Dh"
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