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
322 lines
9.0 KiB
TOML
322 lines
9.0 KiB
TOML
# ships.toml
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#
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# First real-content iteration: ship ids and layout grids are the designed
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# content; stats, materials, and production times 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 capital hulls are the exception: battleship is gated
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# to station level 1, and dreadnought (level 2) requires battleship to be
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# unlocked first (unlock_requires) — a demonstration of the prerequisite chain.
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#
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# Size classes:
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# xs drone 1 cell — exactly one 1x1 module
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# s frigate, destroyer no 2x2 area anywhere: only 1x1/1x2/1x3/L modules fit
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# m cruiser, battlecruiser 2x2 areas (m guns, drone bays) but no 3x3 area
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# l battleship four m guns, or exactly one 3x3 l gun at heavy
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# opportunity cost
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# xl dreadnought, carrier dreadnought fits three l guns but no drone
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# hangar; carrier fits one drone hangar (2x6)
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# but no l gun (its deck rows are broken up
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# by elevator shafts)
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[[ship]]
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id = "drone"
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unlock_at_station_level = -1
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layout = ["O"]
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default_modules = [{type = "railgun_s", x = 0, y = 0, rotation = "east"}]
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[ship.schematic]
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materials = [{item = "drone_hull", amount = 1}]
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production_time_seconds = 1
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[ship.health]
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hp = 3
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[ship.movement]
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speed_mps = 40
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main_acceleration_mpss = 2
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maneuvering_acceleration_mpss = 1
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angular_acceleration_radpss = 12.56
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max_rotation_speed_radps = 6.28
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[ship.sensor]
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sensor_range_m = 150
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# Frigate — 5 cells in a plus shape. Holds a couple of small guns plus at
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# most one 1x2 support (every 1x2 placement crosses the center cell), or one
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# L-shaped weapon modifier, or an afterburner spanning the full center line.
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[[ship]]
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id = "frigate"
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unlock_at_station_level = -1
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layout = [
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"XOX",
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"OOO",
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"XOX",
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]
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default_modules = [
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{type = "railgun_s", x = 1, y = 0, rotation = "east"},
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{type = "railgun_s", x = 2, y = 1, rotation = "east"},
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{type = "maneuvering_thrusters", x = 0, y = 1, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "frigate_hull", amount = 1}]
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production_time_seconds = 2
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[ship.health]
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hp = 30
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[ship.movement]
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speed_mps = 30
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main_acceleration_mpss = 50
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maneuvering_acceleration_mpss = 25
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angular_acceleration_radpss = 8
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max_rotation_speed_radps = 4
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[ship.sensor]
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sensor_range_m = 200
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# Destroyer — 8 cells: a long gun deck with three turret bumps on top.
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# Still no 2x2 area, so it packs more small guns than a frigate but can never
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# mount medium hardware.
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[[ship]]
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id = "destroyer"
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unlock_at_station_level = -1
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layout = [
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"OXOXO",
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"OOOOO",
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]
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default_modules = [
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{type = "railgun_s", x = 0, y = 0, rotation = "east"},
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{type = "railgun_s", x = 2, y = 0, rotation = "east"},
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{type = "railgun_s", x = 4, y = 0, rotation = "east"},
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{type = "armor_plates", x = 0, y = 1, rotation = "east"},
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{type = "sensor_booster", x = 3, y = 1, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "destroyer_hull", amount = 1}]
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production_time_seconds = 3
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[ship.health]
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hp = 50
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[ship.movement]
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speed_mps = 25
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main_acceleration_mpss = 40
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maneuvering_acceleration_mpss = 20
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angular_acceleration_radpss = 6
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max_rotation_speed_radps = 3
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[ship.sensor]
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sensor_range_m = 220
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# Cruiser — 12 cells with notched corners. Fits at most two 2x2 m guns
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# (stacked through the middle), leaving the four side cells for small
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# supports; no 3x3 area exists for an l gun.
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[[ship]]
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id = "cruiser"
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unlock_at_station_level = -1
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layout = [
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"XOOX",
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"OOOO",
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"OOOO",
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"XOOX",
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]
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default_modules = [
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{type = "railgun_m", x = 0, y = 1, rotation = "east"},
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{type = "railgun_m", x = 2, y = 1, rotation = "east"},
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{type = "armor_plates", x = 1, y = 0, rotation = "east"},
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{type = "maneuvering_thrusters", x = 1, y = 3, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "cruiser_hull", amount = 1}]
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production_time_seconds = 4
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[ship.health]
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hp = 120
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[ship.movement]
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speed_mps = 20
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main_acceleration_mpss = 30
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maneuvering_acceleration_mpss = 15
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angular_acceleration_radpss = 4
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max_rotation_speed_radps = 2
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[ship.sensor]
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sensor_range_m = 250
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# Battlecruiser — 16 cells: a wide bow split into two gun cheeks, tapering
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# toward the stern. Fits three 2x2 m guns (two in the cheeks, one through
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# the middle) with small support slots left over; the split bow and tapered
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# stern leave no 3x3 area for an l gun and no 2x6 area for a drone hangar.
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[[ship]]
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id = "battlecruiser"
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unlock_at_station_level = -1
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layout = [
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"OOXXOO",
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"OOOOOO",
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"XOOOOX",
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"XXOOXX",
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]
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default_modules = [
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{type = "railgun_m", x = 0, y = 0, rotation = "east"},
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{type = "railgun_m", x = 4, y = 0, rotation = "east"},
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{type = "railgun_m", x = 2, y = 1, rotation = "east"},
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{type = "armor_plates", x = 2, y = 3, rotation = "east"},
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{type = "railgun_s", x = 1, y = 2, rotation = "east"},
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{type = "railgun_s", x = 4, y = 2, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "battlecruiser_hull", amount = 1}]
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production_time_seconds = 5
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[ship.health]
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hp = 180
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[ship.movement]
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speed_mps = 18
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main_acceleration_mpss = 25
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maneuvering_acceleration_mpss = 12
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angular_acceleration_radpss = 3
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max_rotation_speed_radps = 1.5
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[ship.sensor]
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sensor_range_m = 260
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# Battleship — 24 cells: a broadside hull with notched flanks on every other
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# row. Fits four 2x2 m guns (two per gun deck) with the bow, stern, and flank
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# cells left for supports. All 3x3 placements crowd the center columns, so at
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# most ONE l gun fits — and mounting it blocks every m gun mount, leaving
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# only narrow support strips. The notched rows are never adjacent-and-full,
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# so no 2x6 drone hangar fits.
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[[ship]]
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id = "battleship"
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unlock_at_station_level = 1
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layout = [
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"XOOOOX",
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"OOOOOO",
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"XOOOOX",
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"OOOOOO",
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"XOOOOX",
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]
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default_modules = [
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{type = "railgun_l", x = 1, y = 0, rotation = "east"},
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{type = "railgun_m", x = 1, y = 3, rotation = "east"},
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{type = "railgun_m", x = 3, y = 3, rotation = "east"},
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{type = "weapon_stabilizer", x = 4, y = 1, rotation = "east"},
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{type = "railgun_s", x = 4, y = 0, rotation = "east"},
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{type = "railgun_s", x = 0, y = 1, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "battleship_hull", amount = 1}]
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production_time_seconds = 6
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[ship.health]
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hp = 350
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[ship.movement]
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speed_mps = 14
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main_acceleration_mpss = 18
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maneuvering_acceleration_mpss = 8
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angular_acceleration_radpss = 2
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max_rotation_speed_radps = 1
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[ship.sensor]
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sensor_range_m = 280
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# Dreadnought — 36 cells: the main battery deck is split into three 3x3 gun
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# slots by structural spacer columns, so exactly three l guns fit side by
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# side (or m guns / supports in unused slots). The spacers cap every
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# horizontal run at 5 cells, so the 2x6 drone hangar can never fit — carriers
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# stay the only hangar hull. Bow and stern strips hold supports.
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[[ship]]
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id = "dreadnought"
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unlock_at_station_level = 2
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unlock_requires = ["battleship"]
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layout = [
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"XXXOOOOOXXX",
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"OOOXOOOXOOO",
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"OOOXOOOXOOO",
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"OOOXOOOXOOO",
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"XXOOXXXOOXX",
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]
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default_modules = [
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{type = "railgun_l", x = 0, y = 1, rotation = "east"},
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{type = "railgun_l", x = 4, y = 1, rotation = "east"},
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{type = "railgun_l", x = 8, y = 1, rotation = "east"},
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{type = "armor_plates", x = 3, y = 0, rotation = "east"},
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{type = "armor_plates", x = 5, y = 0, rotation = "east"},
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{type = "armor_plates", x = 2, y = 4, rotation = "east"},
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{type = "armor_plates", x = 7, y = 4, rotation = "east"},
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{type = "railgun_s", x = 7, y = 0, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "dreadnought_hull", amount = 1}]
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production_time_seconds = 8
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[ship.health]
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hp = 800
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[ship.movement]
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speed_mps = 8
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main_acceleration_mpss = 10
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maneuvering_acceleration_mpss = 5
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angular_acceleration_radpss = 1
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max_rotation_speed_radps = 0.5
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[ship.sensor]
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sensor_range_m = 300
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# Carrier — 37 cells: the top flight deck (rows 0-1) is the only place wide
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# enough for the 2x6 drone hangar, and exactly one fits. The middle deck row
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# is broken up by elevator shafts (the X cells) so no 3x3 l gun can ever fit;
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# the lower decks hold supports and 2x2 point-defense m guns.
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[[ship]]
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id = "carrier"
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unlock_at_station_level = -1
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layout = [
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"XOOOOOOOOX",
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"OOOOOOOOOO",
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"OOXOOXOOXO",
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"XOOOOOOOOX",
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"XXXOOOOXXX",
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]
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default_modules = [
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{type = "drone_hangar", x = 2, y = 0, rotation = "east"},
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{type = "railgun_m", x = 3, y = 2, rotation = "east"},
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{type = "railgun_m", x = 6, y = 2, rotation = "east"},
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{type = "armor_plates", x = 0, y = 1, rotation = "east"},
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{type = "armor_plates", x = 8, y = 1, rotation = "east"},
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{type = "sensor_booster", x = 3, y = 4, rotation = "east"},
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]
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[ship.schematic]
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materials = [{item = "carrier_hull", amount = 1}]
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production_time_seconds = 8
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[ship.health]
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hp = 700
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[ship.movement]
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speed_mps = 9
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main_acceleration_mpss = 10
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maneuvering_acceleration_mpss = 5
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angular_acceleration_radpss = 1
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max_rotation_speed_radps = 0.5
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[ship.sensor]
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sensor_range_m = 350
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