@destroyer_scale = 10
@corvette_scale = 6.2
@cruiser_scale = 15
@battleship_scale = 22.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_large = 15.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@small_trail_W = 10
@small_trail_L = 60
@medium_trail_W = 25
@medium_trail_L = 150
@large_trail_W = 50
@large_trail_L =  300


	########################################################################
	########														########
	########					Turrets								########
	########														########
	########################################################################


	entity = {
		name = "biogenesis_01_turret_projectile_large_entity"
		pdxmesh = "turret_object_mesh"


		state = { name = "idle"	}
		state = { name = "attack" looping = no next_state = "idle"
		}
		scale = 1

		game_data = {
			emissive_recolor_crunch = 3.0
			}
	}

	entity = {
		name = "biogenesis_01_turret_projectile_medium_entity"
		pdxmesh = "turret_object_mesh"


		state = { name = "idle"	}
		state = { name = "attack" looping = no next_state = "idle"
		}
		scale = 1

		game_data = {
			emissive_recolor_crunch = 3.0

			}
	}

	entity = {
		name = "biogenesis_01_turret_projectile_small_entity"
		pdxmesh = "turret_object_mesh"


		state = { name = "idle"	}
		state = { name = "attack" looping = no next_state = "idle"
		}
		scale = 1

		game_data = {
			emissive_recolor_crunch = 3.0

			}
	}

	entity = {
		name = "biogenesis_01_missile_entity"
		pdxmesh = "turret_object_mesh"


	#default_state = idle
	#state = { name = "idle" animation = "idle" }
	#state = { name = "stop" animation = "miss" looping = no }


		scale = 1
	}

	entity = {
		name = "biogenesis_01_turret_energy_torpedo_entity"
		pdxmesh = "turret_object_mesh"


		state = { name = "idle"	}
		state = { name = "attack" looping = no next_state = "idle"
		}
		scale = 1
	}

	entity = {
		name = "biogenesis_01_turret_torpedo_entity"
		pdxmesh = "turret_object_mesh"


		state = { name = "idle"	}
		state = { name = "attack" looping = no next_state = "idle"
		}
		scale = 1
	}

entity = {
	name = "biogenesis_01_turret_point_defence_entity"
	pdxmesh = "turret_object_mesh"


	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.0
}

entity = {
	name = "biogenesis_01_large_laser_gun_entity"
	pdxmesh = "turret_object_mesh"

}

entity = {
	name = "biogenesis_01_medium_laser_gun_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_small_laser_gun_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_turret_missile_small_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_turret_missile_medium_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_turret_missile_large_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_large_kinetic_gun_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_kinetic_gun_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_small_kinetic_gun_entity"
	pdxmesh = "turret_object_mesh"
}

# ##################
# Critter Weapons
# ##################


# Amoeba Weapons

entity = {
	name = "biogenesis_01_small_space_amoeba_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_large_space_amoeba_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

# Space Cloud Weapons

entity = {
	name = "biogenesis_01_small_space_cloud_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_large_space_cloud_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

# Crystal Weapons

entity = {
	name = "biogenesis_01_small_crystal_ship_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_large_crystal_ship_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

# Mining Drone Weapons

entity = {
	name = "biogenesis_01_small_mining_drone_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_mining_drone_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

# Space Whale Weapons

entity = {
	name = "biogenesis_01_small_space_whale_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_space_whale_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_large_space_whale_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

# Swarm Weapons

entity = {
	name = "biogenesis_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

entity = {
	name = "biogenesis_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "turret_object_mesh"
}

######## XL Turret ###########

entity = {
	name = "biogenesis_01_turret_xl_entity"
	pdxmesh = "turret_object_mesh"

}





########################################################################
########														########
########					Military Ships						########
########														########
########################################################################


######################       TEMP PLACEHOLDER TEMP        ########################

entity = {
	name = "biogenesis_01_placeholder_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "amb_corvette_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = moving_out_corvette } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.79 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 8.9 node = "ship_main" particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.5 node = "part1" particle = "ship_burn_particle" }
		event = { time = 0.5 node = "part1" particle = "ship_explosion_air_vent_particle" }

		event = { time = 10.83 node = "part1" particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }

		event = { time = 0.0 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

    scale = 1.0
	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

	######## Mauler ship stages ###########

# Mauler 1
entity = {
	name = "biogenesis_01_mauler_stage_1_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
}
entity = {
	name = "biogenesis_01_mauler_stage_1_ship_entity"
	pdxmesh = "biogenesis_01_mauler_ship_stage_1_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
	state = { name = "death"	animation = "idle" animation_blend_time = 1
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
	  # state = { name = "attack" animation = "attack" animation_blend_time = 1 looping = yes }
	state = { name = "combat_moving" animation = "combat_moving" animation_blend_time = 1 }
	  #state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no animation_speed = 0.18

	  scale = 0.8
}



## Mauler 2
entity = {
	name = "biogenesis_01_mauler_stage_2_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
}
entity = {
	name = "biogenesis_01_mauler_stage_2_ship_entity"
	pdxmesh = "biogenesis_01_mauler_ship_stage_2_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
	state = { name = "combat_moving" animation = "combat_moving" animation_blend_time = 1 }
	  #state = { name = "attack" animation = "attack" animation_blend_time = 1 looping = yes
	state = { name = "death" animation = "idle" animation_blend_time = 1 chance = 1 looping = no animation_speed = 1
			event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}

	  scale = 0.7
}



### Mauler 3
entity = {
	name = "biogenesis_01_mauler_stage_3_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_3_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
}

entity = {
	name = "biogenesis_01_mauler_stage_3_ship_entity"
	pdxmesh = "biogenesis_01_mauler_ship_stage_3_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
	state = { name = "combat_moving" animation = "combat_moving" animation_blend_time = 1 }
	#  state = { name = "attack" animation = "attack" animation_blend_time = 1 looping = yes
	state = { name = "death" animation = "idle" animation_blend_time = 1 chance = 1 looping = no animation_speed = 1
			event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
}


### Fallen Empire Mauler
entity = {
	name = "biogenesis_01_fallen_empire_mauler_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_mauler_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_3_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_mauler_ship_entity"
	pdxmesh = "biogenesis_01_fallen_empire_mauler_ship_mesh"


	game_data = {
		emissive_recolor_crunch = 3.0
	}

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
	state = { name = "combat_moving" animation = "combat_moving" animation_blend_time = 1 }
	#  state = { name = "attack" animation = "attack" animation_blend_time = 1 looping = yes
	state = { name = "death" animation = "idle" animation_blend_time = 1 chance = 1 looping = no animation_speed = 1
			event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
	}
}


##### Stingers ####


entity = {
	name = "biogenesis_01_stinger_stage_1_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_3_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


}

entity = {
	name = "biogenesis_01_stinger_stage_1_ship_entity"
	pdxmesh = "biogenesis_01_stinger_stage_1_mesh"
		default_state = "idle"
		state = { name = "idle"	animation = "idle"  state_time= 2
		}
		state = { name = "moving"	animation = "idle"  state_time= 6
		}
		state = { name = "death"    animation = "idle" state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
		emissive_recolor_crunch = 2.0
		}

}

entity = {
	name = "biogenesis_01_stinger_stage_2_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_4_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


}

entity = {
	name = "biogenesis_01_stinger_stage_2_ship_entity"
	pdxmesh = "biogenesis_01_stinger_stage_2_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" state_time= 2 }
	state = { name = "moving" animation = "idle"	state_time= 6 }

	state = { name = "death" animation = "idle" state_time= 6 looping = no
			event = { time = 0.5 node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.3 node = "explosion_locator_08" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.4 node = "explosion_locator_09" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.7 node = "explosion_locator_10" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.2 node = "explosion_locator_11" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.1 node = "explosion_locator_12" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		}
	game_data = {
		emissive_recolor_crunch = 2.0
	}
	scale = 0.7
}

entity = {
	name = "biogenesis_01_stinger_stage_3_entity"
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_idle } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = ant_ship_stinger_move } }
	}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_5_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


}

entity = {
	name = "biogenesis_01_stinger_stage_3_ship_entity"
	pdxmesh = "biogenesis_01_stinger_stage_3_mesh"
		default_state = "idle"
		state = { name = "idle"	animation = "idle" state_time= 2
		}
		state = { name = "moving" animation = "idle"	state_time= 6
		}

		state = { name = "death" animation = "idle" state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_13" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_14" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_15" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_16" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_17" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_18" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 2.1 node = "explosion_locator_19" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.1 node = "explosion_locator_20" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
		emissive_recolor_crunch = 2.0
		}

}


entity = {
	name = "biogenesis_01_fallen_empire_stinger_stage_3_ship_entity"
	pdxmesh = "biogenesis_01_fallen_empire_stinger_stage_3_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" 	 state_time= 2		}
	state = { name = "moving" animation = "idle" 	state_time= 6
	}

	state = { name = "death" animation = "idle"  state_time= 6 looping = no
			event = { time = 0.5 node = "explosion_locator_13" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_14" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.3 node = "explosion_locator_15" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.4 node = "explosion_locator_16" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 4.7 node = "explosion_locator_17" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 1.2 node = "explosion_locator_18" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 2.1 node = "explosion_locator_19" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			event = { time = 3.1 node = "explosion_locator_20" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
		}
		game_data = {
		emissive_recolor_crunch = 2.0
		}

}



	######## Harbinger ship stages ###########

	entity = {
		name = "biogenesis_01_harbinger_stage_1_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_move } }
		}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


	}

	entity = {
		name = "biogenesis_01_harbinger_stage_1_ship_entity"
		pdxmesh = "biogenesis_01_harbinger_stage_1_mesh"

		default_state = "idle"
		state = { name = "idle"	animation = "idle" state_time= 2
		}
		state = { name = "moving" animation = "idle"	state_time= 6
		}

		state = { name = "death" animation = "death" state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}

			game_data = {
			emissive_recolor_crunch = 2.0
			}

	}

	entity = {
		name = "biogenesis_01_harbinger_stage_2_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_move } }
		}
		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_4_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


	}

	entity = {
		name = "biogenesis_01_harbinger_stage_2_ship_entity"
		pdxmesh = "biogenesis_01_harbinger_stage_2_mesh"

		default_state = "idle"
		state = { name = "idle" animation = "idle"	 state_time= 2
		}
		state = { name = "moving" animation = "idle"	state_time= 2
		}

		state = { name = "death" animation = "death" state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_08" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_09" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_10" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.2 node = "explosion_locator_11" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.1 node = "explosion_locator_12" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}

			game_data = {
			emissive_recolor_crunch = 2.0
			}

	}

	entity = {
		name = "biogenesis_01_harbinger_stage_3_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_harbinger_move } }
		}

		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_6_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}


	}

	entity = {
		name = "biogenesis_01_harbinger_stage_3_ship_entity"
		pdxmesh = "biogenesis_01_harbinger_stage_3_mesh"

		default_state = "idle"
		state = { name = "idle" animation = "idle" 	 state_time= 2		}
		state = { name = "moving" animation = "idle" 	state_time= 6
		}

		state = { name = "death" animation = "death"  state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_13" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_14" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_15" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_16" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_17" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_18" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 2.1 node = "explosion_locator_19" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.1 node = "explosion_locator_20" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}

			game_data = {
			emissive_recolor_crunch = 2.0
			}

	}

	entity = {
		name = "biogenesis_01_fallen_empire_harbinger_stage_3_ship_entity"
		pdxmesh = "biogenesis_01_fallen_empire_harbinger_stage_3_mesh"

		default_state = "idle"
		state = { name = "idle" animation = "idle" 	 state_time= 2		}
		state = { name = "moving" animation = "idle" 	state_time= 6
		}

		state = { name = "death" animation = "death"  state_time= 6 looping = no
				event = { time = 0.5 node = "explosion_locator_13" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_14" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_15" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_16" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_17" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_18" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 2.1 node = "explosion_locator_19" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.1 node = "explosion_locator_20" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}

			game_data = {
			emissive_recolor_crunch = 2.0
			}

	}


	######## Weaver ship stages ###########


	entity = {
		name = "biogenesis_01_weaver_stage_1_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_move } }
		}

		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

#attach = { part1 = "biogenesis_01_weaver_stage_1_ship_entity" }
	}

	entity = {
		name = "biogenesis_01_weaver_stage_1_ship_entity"
		pdxmesh = "biogenesis_01_weaver_stage_1_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	#	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
		state = { name = "death"	animation = "idle" animation_blend_time = 1
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
			emissive_recolor_crunch = 2.0
		}
		scale = 1.0
	}

	entity = {
		name = "biogenesis_01_weaver_stage_2_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_move } }
		}

		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
			}


	}

	entity = {
		name = "biogenesis_01_weaver_stage_2_ship_entity"
		pdxmesh = "biogenesis_01_weaver_stage_2_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	#	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
		state = { name = "death"	animation = "idle" animation_blend_time = 1
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_010_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
			emissive_recolor_crunch = 2.0
		}
		scale = 1.5
	}

	entity = {
		name = "biogenesis_01_weaver_stage_3_entity"
		pdxmesh = "biogenesis_01_science_ship_frame_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_idle } }
		}
		state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = ant_ship_weaver_move } }
		}

		state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
			event = { time = 6.56  particle = "biogenesis_01_2_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
			}


	}

	entity = {
		name = "biogenesis_01_weaver_stage_3_ship_entity"
		pdxmesh = "biogenesis_01_weaver_stage_3_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	#	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
		state = { name = "death"	animation = "idle" animation_blend_time = 1
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
			emissive_recolor_crunch = 2.0
		}
		scale = 1.8
	}

	entity = {
		name = "biogenesis_01_fallen_empire_weaver_stage_3_ship_entity"
		pdxmesh = "biogenesis_01_fallen_empire_weaver_stage_3_mesh"

		default_state = "idle"
		state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	#	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
		state = { name = "death"	animation = "idle" animation_blend_time = 1
				event = { time = 0.5 node = "explosion_locator_01" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 1.2 node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 3.3 node = "explosion_locator_03" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.4 node = "explosion_locator_04" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 4.7 node = "explosion_locator_05" particle = "biogenesis_01_075_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 5.5 node = "explosion_locator_06" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.2 node = "explosion_locator_07" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes }
				event = { time = 6.5 node = "explosion_locator_08" particle = "biogenesis_01_025_ship_explosion_effect" keep_particle = yes trigger_once = yes }
			}
		game_data = {
			emissive_recolor_crunch = 2.0
		}
		scale = 1.0

	}



###################################################################################
###																				###
###								SMALL SHIPS										###
###																				###
###################################################################################

entity = {
	name = "biogenesis_01_bomber_entity"
	pdxmesh = "biogenesis_01_bomber_mesh"

	game_data = {
		emissive_recolor_crunch = 3.0
	}

}

entity = {
	name = "biogenesis_01_fallen_empire_bomber_entity"
	pdxmesh = "biogenesis_01_fallen_empire_bomber_mesh"

	game_data = {
		emissive_recolor_crunch = 3.0
	}

}

entity = {
	name = "biogenesis_01_droppod_entity"
	pdxmesh = "biogenesis_01_drop_pod_mesh"

	game_data = {
		emissive_recolor_crunch = 3.0
		}

	scale = 1.0
}


entity = {
	name = "biogenesis_01_fallen_empire_droppod_entity"
	pdxmesh = "biogenesis_01_fallen_empire_drop_pod_mesh"

	game_data = {
		emissive_recolor_crunch = 3.0
		}

	scale = 1.0
}

###################################################################################
###																				###
###								CIVILIAN SHIPS									###
###																				###
###################################################################################

######## Construction Ship ###########

entity = {
 name = "biogenesis_01_constructor_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 0
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
	}
	state = { name = "working" animation = "idle" looping = no next_state = working_looping
	}
	state = { name = "working_looping" animation = "idle"
	}
	state = { name = "death" animation = "death3" 	animation_blend_time = 0.0 chance = 1 looping = no
		   event = { time = 4.4 node = "ship_main" particle = "biogenesis_01_2_5_ship_explosion_effect" }
	}
#
#	game_data = {
#
#	}
#
#	scale = 1.0
}


entity = {
 name = "biogenesis_01_construction_ship_entity"
	pdxmesh = "biogenesis_01_construction_mesh"


	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 2
	start_event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_move } }
	}
	state = { name = "working" animation = "working_start" looping = no next_state = working_looping
		   event = { time = 4 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

		   event = { time = 4.16 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working_looping" animation = "working_looping"
		   # Bot 1 welding
		   #event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 5.83 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 11.9 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 18.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 23.93 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 30.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 35.8 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		   # Bot 2 welding
		   event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 1.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 7.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 13.8 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 20.06 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 25.96 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 32.0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		   # Bot 3 welding
		   #event = { time = 0 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 4.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 10.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 16.83 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 23.03 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 29.66 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 35.06 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		   # Bot 4 welding
		   event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 3.5 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 8.06 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 13.83 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 19.93 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 25.76 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 31.3 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		   event = { time = 37.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

	}
	state = { name = "death"							animation = "idle" looping = no
		event = { time = 0.5 		node = "explosion_locator_01" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 		node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.1 		node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.6 		node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.3 		node = "explosion_locator_05" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.7 		node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.1 		node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.1 		node = "explosion_locator_08" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }

	}

	game_data = {
		emissive_recolor_crunch = 3.0
	}

}

######## Fallen Empire Construction Ship ###########

entity = {
	name = "biogenesis_01_fallen_empire_constructor_entity"
	   pdxmesh = "molluscoid_01_corvette_frame_mesh"

	   default_state = "idle"
	   state = { name = "idle" animation = "idle" animation_blend_time = 0
	   }
	   state = { name = "moving" animation = "idle" animation_blend_time = 2
	   }
	   state = { name = "working" animation = "idle" looping = no next_state = working_looping
	   }
	   state = { name = "working_looping" animation = "idle"
	   }
	   state = { name = "death" animation = "death3" 	animation_blend_time = 0.0 chance = 1 looping = no
			  event = { time = 4.4 node = "ship_main" particle = "biogenesis_01_2_5_ship_explosion_effect" }
	   }
   #
   #	game_data = {
   #
   #	}
   #
   #	scale = 1.0
   }


   entity = {
	name = "biogenesis_01_fallen_empire_construction_ship_entity"
	   pdxmesh = "biogenesis_01_fallen_empire_construction_mesh"


	   default_state = "idle"
	   state = { name = "idle" animation = "idle" animation_blend_time = 2
	   start_event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
	   }
	   state = { name = "moving" animation = "idle" animation_blend_time = 2
		   event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_move } }
	   }
	   state = { name = "working" animation = "working_start" looping = no next_state = working_looping
			  event = { time = 4 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

			  event = { time = 4.16 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
	   }
	   state = { name = "working_looping" animation = "working_looping"
			  # Bot 1 welding
			  #event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
			  event = { time = 5.83 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 11.9 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 18.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 23.93 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 30.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 35.8 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

			  # Bot 2 welding
			  event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 1.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 7.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 13.8 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 20.06 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 25.96 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 32.0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

			  # Bot 3 welding
			  #event = { time = 0 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 4.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 10.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 16.83 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 23.03 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 29.66 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 35.06 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

			  # Bot 4 welding
			  event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 3.5 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 8.06 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 13.83 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 19.93 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 25.76 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 31.3 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
			  event = { time = 37.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

	   }
	   state = { name = "death"							animation = "idle" looping = no
		   event = { time = 0.5 		node = "explosion_locator_01" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 0.3 		node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 2.1 		node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 1.6 		node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 1.3 		node = "explosion_locator_05" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 3.7 		node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 1.1 		node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 2.1 		node = "explosion_locator_08" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }

	   }

	   game_data = {
		   emissive_recolor_crunch = 3.0
	   }

   }


######## Eggs ###########

entity = {
	name = "biogenesis_01_egg_stage_1_entity"
	pdxmesh = "biogenesis_01_egg_stage_1_mesh"
}

entity = {
	name = "biogenesis_01_egg_stage_2_entity"
	pdxmesh = "biogenesis_01_egg_stage_2_mesh"
}

entity = {
	name = "biogenesis_01_egg_stage_3_entity"
	pdxmesh = "biogenesis_01_egg_stage_3_mesh"
}


######## Colony Ship ###########

entity = {
	name = "biogenesis_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }

	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.35 node = "ship_main" particle = "biogenesis_01_4_ship_explosion_effect" }
	}

   	game_data = {

	}
}

entity = {
	name = "biogenesis_01_fallen_empire_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }

	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.35 node = "ship_main" particle = "biogenesis_01_4_ship_explosion_effect" }
	}

   	game_data = {

	}
}

entity = { name = "biogenesis_01_sponsored_colonizer_entity" clone = "biogenesis_01_colonizer_entity" }
entity = { name = "biogenesis_01_guided_sapience_colonizer_entity" clone = "biogenesis_01_colonizer_entity" }

entity = {
	name = "biogenesis_01_colony_ship_entity"
	pdxmesh = "biogenesis_01_colony_ship_mesh"

	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_colony_idle } }
	}
	state = { name = "moving" state_time = 5
		event = { trigger_once = yes sound = { soundeffect = ant_ship_colony_move } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 5
		event = { time = 0 		node = "explosion_locator_01" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 		node = "explosion_locator_02" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.15 	node = "explosion_locator_03" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.4 	node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }

	}
	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 3.0
		}
}

entity = {
	name = "biogenesis_01_fallen_empire_colony_ship_entity"
	pdxmesh = "biogenesis_01_colony_ship_mesh"

	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_colony_idle } }
	}
	state = { name = "moving" state_time = 5
		event = { trigger_once = yes sound = { soundeffect = ant_ship_colony_move } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 5
		event = { time = 0 		node = "explosion_locator_01" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 		node = "explosion_locator_02" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.15 	node = "explosion_locator_03" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.4 	node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }

	}
	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 3.0
		}
}

######## Science Ship ###########
entity = {
 	name = "biogenesis_01_science_entity"
 	locator = { name = "part1" 	position = { 0 0 0 } }
	pdxmesh = "biogenesis_01_science_ship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
	state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no animation_speed = 1
		event = { time = 6.56 	particle = "biogenesis_01_2_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	}

	game_data = {

	}

}

entity = {

	name = "biogenesis_01_science_ship_entity"
	pdxmesh = "biogenesis_01_science_ship_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 1
		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_science_idle } }
}
	state = { name = "moving"	animation = "moving" animation_blend_time = 1
		event = { trigger_once = yes sound = { soundeffect = ant_ship_science_move } }
}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no animation_speed = 1
		event = { time = 0.5 		node = "explosion_locator_01" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.3 		node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.1 		node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1.6 		node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 4.1 		node = "explosion_locator_05" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.7 		node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 5.1 		node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
}

	locator = { name = "part1" 		position = { 0 0 0 } }

	scale = 1.0
	#attach = { Laser_joint = biogenesis_01_science_ship_effect }

	game_data = {
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }
	}
}

######## Fallen Empire Science Ship ###########
entity = {
	name = "biogenesis_01_fallen_empire_science_entity"
	locator = { name = "part1" 	position = { 0 0 0 } }
   pdxmesh = "biogenesis_01_science_ship_frame_mesh"

   default_state = "idle"
   state = { name = "idle"	 animation = "idle" animation_blend_time = 1 }
   state = { name = "moving"	animation = "idle" animation_blend_time = 1 }
   state = { name = "death" animation = "death" animation_blend_time = 1 chance = 1 looping = no animation_speed = 1
	   event = { time = 6.56 	particle = "biogenesis_01_2_ship_explosion_effect" trigger_once = yes keep_particle = yes }
   }

   game_data = {

   }

}

entity = {

   name = "biogenesis_01_fallen_empire_science_ship_entity"
   pdxmesh = "biogenesis_01_fallen_empire_science_ship_mesh"

   default_state = "idle"
   state = { name = "idle"	 animation = "idle" animation_blend_time = 1
	   start_event = { trigger_once = yes sound = { soundeffect = ant_ship_science_idle } }
}
   state = { name = "moving"	animation = "moving" animation_blend_time = 1
	   event = { trigger_once = yes sound = { soundeffect = ant_ship_science_move } }
}
   state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no animation_speed = 1
	   event = { time = 0.5 		node = "explosion_locator_01" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 0.3 		node = "explosion_locator_02" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 2.1 		node = "explosion_locator_03" particle = "biogenesis_01_010_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 1.6 		node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 4.1 		node = "explosion_locator_05" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 3.7 		node = "explosion_locator_06" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   event = { time = 5.1 		node = "explosion_locator_07" particle = "biogenesis_01_025_ship_explosion_effect" trigger_once = yes keep_particle = yes }
}

   locator = { name = "part1" 		position = { 0 0 0 } }

   scale = 1.0
   #attach = { Laser_joint = biogenesis_01_science_ship_effect }

   game_data = {
	   uv_animation_speed 		= 0.2
	   uv_animation_direction 	= { 1.0 0.0 }
   }
}


######## Transport Ship ###########

entity = {
 name = "biogenesis_01_transport_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	   default_state = "idle"
	   state = { name = "idle"	 animation = "idle" animation_blend_time = 4
	   		start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_idle } }}
	   state = { name = "moving"	animation = "idle" animation_blend_time = 2
	   		event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_move } }}
	   state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		   event = { time = 4.3 node = "ship_main" particle = "biogenesis_01_4_ship_explosion_effect" }
	   }
	scale = 1.0

	game_data = {

	}
}

entity = {
 name = "biogenesis_01_transport_ship_entity"
	pdxmesh = "biogenesis_01_transport_ship_mesh"

	   default_state = "idle"
	   state = { name = "idle" state_time = 5
			start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_idle } }
 }
	   state = { name = "moving" state_time = 5
	   	start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_move } }
	   }
	   state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0 		node = "explosion_locator_01" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 1 		node = "explosion_locator_02" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 2.15 	node = "explosion_locator_03" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.1 	node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
	   }
	   game_data = {
		emissive_recolor_crunch = 3.0
		}
}

entity = {
	name = "biogenesis_01_fallen_empire_transport_entity"
	   pdxmesh = "molluscoid_01_corvette_frame_mesh"

		  default_state = "idle"
		  state = { name = "idle"	 animation = "idle" animation_blend_time = 4
				  start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_idle } }}
		  state = { name = "moving"	animation = "idle" animation_blend_time = 2
				  event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_move } }}
		  state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
			  event = { time = 4.3 node = "ship_main" particle = "biogenesis_01_4_ship_explosion_effect" }
		  }
	   scale = 1.0

	   game_data = {

	   }
   }

   entity = {
	name = "biogenesis_01_fallen_empire_transport_ship_entity"
	   pdxmesh = "biogenesis_01_fallen_empire_transport_ship_mesh"

		  default_state = "idle"
		  state = { name = "idle" state_time = 5
			   start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_idle } }
	}
		  state = { name = "moving" state_time = 5
			  start_event = { trigger_once = yes sound = { soundeffect = ant_ship_transport_move } }
		  }
		  state = { name = "death" chance = 1 looping = no state_time = 10

		   event = { time = 0 		node = "explosion_locator_01" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 1 		node = "explosion_locator_02" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 2.15 	node = "explosion_locator_03" particle = "biogenesis_01_075_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		   event = { time = 3.1 	node = "explosion_locator_04" particle = "biogenesis_01_050_ship_explosion_effect" trigger_once = yes keep_particle = yes }
		  }
		  game_data = {
		   emissive_recolor_crunch = 3.0
		   }
   }

###################################################################################
###																				###
###									STATIONS									###
###																				###
###################################################################################

###################            STARBASE MODULES          ########################

entity = {
	name = "biogenesis_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "biogenesis_01_starbase_assemblyyard_section_mesh"

	locator = { name = "root" position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
}

entity = {
	name = "biogenesis_01_orbital_station_refinery_section_entity"
	pdxmesh = "biogenesis_01_starbase_refinery_section_mesh"

	locator = { name = part1 }

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
}

entity = {
	name = "biogenesis_01_orbital_station_science_section_entity"
	pdxmesh = "biogenesis_01_starbase_science_section_mesh"

	default_state = "idle"
#	state = { name = "idle" animation = "idle" state_time = 5
	}

	entity = {
		name = "biogenesis_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "biogenesis_01_starbase_hangarbay_section_mesh"
	}

entity = {
	name = "biogenesis_01_fallen_empire_orbital_station_assemblyyard_section_entity"
	pdxmesh = "biogenesis_01_starbase_assemblyyard_section_mesh"

	locator = { name = "root" position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_orbital_station_refinery_section_entity"
	pdxmesh = "biogenesis_01_starbase_refinery_section_mesh"

	locator = { name = part1 }

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_orbital_station_science_section_entity"
	pdxmesh = "biogenesis_01_starbase_science_section_mesh"

	default_state = "idle"
#	state = { name = "idle" animation = "idle" state_time = 5
	}

	entity = {
		name = "biogenesis_01_fallen_empire_orbital_station_hangarbay_section_entity"
	pdxmesh = "biogenesis_01_starbase_hangarbay_section_mesh"
	}

###################            MILITARY STATION           ########################

entity = {
	name = "biogenesis_01_military_station_small_entity"
	pdxmesh = "biogenesis_01_military_station_small_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#		event = { time = 1.1 node = "explosion_locator_02" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#
#		event = { time = 1.9 node = station_main particle = "biogenesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_military_station_section_heavy_entity"
	pdxmesh = "biogenesis_01_military_station_section_heavy_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_military_station_section_medium_entity"
	pdxmesh = "biogenesis_01_military_station_section_medium_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5
#	}


#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_military_station_section_light_entity"
	pdxmesh = "biogenesis_01_military_station_section_light_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5
#	}

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_military_station_section_hangar_entity"
	pdxmesh = "biogenesis_01_military_station_section_hangar_mesh"
#		default_state = "idle"
#	state = { name = "idle" state_time = 5

#		event = { time = 0.0 node = "light_locator_01" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }

#	}

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}

#	default_state = "idle"
#	state = { name = "idle" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

## FALLEN EMPIRE MILITARY STATION ##

entity = {
	name = "biogenesis_01_fallen_empire_military_station_small_fallen_empire_entity"
	pdxmesh = "biogenesis_01_fallen_empire_military_station_small_mesh"
	attach = { "part1"              = "biogenesis_01_military_station_section_heavy_entity" }
	attach = { "part2"              = "biogenesis_01_military_station_section_heavy_entity" }

#	default_state = "idle"
#	state = { name = "idle" state_time = 5

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#		event = { time = 1.1 node = "explosion_locator_02" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#
#		event = { time = 1.9 node = station_main particle = "biogenesis_01_2_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_fallen_empire_military_station_section_heavy_entity"
	pdxmesh = "biogenesis_01_fallen_empire_military_station_section_heavy_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_military_fallen_empire_station_section_medium_entity"
	pdxmesh = "biogenesis_01_fallen_empire_military_station_section_medium_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5
#	}


#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_fallen_empire_military_station_section_light_entity"
	pdxmesh = "biogenesis_01_fallen_empire_military_station_section_light_mesh"

#	default_state = "idle"
#	state = { name = "idle" state_time = 5
#	}

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}
	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_fallen_empire_military_station_section_hangar_entity"
	pdxmesh = "biogenesis_01_fallen_empire_military_station_section_hangar_mesh"
#		default_state = "idle"
#	state = { name = "idle" state_time = 5

#		event = { time = 0.0 node = "light_locator_01" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }

#	}

#	state = { name = "death" state_time = 2 looping = no
#		event = { time = 0.8 node = "explosion_locator_01" particle = "cybernetics_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
#	}

#	default_state = "idle"
#	state = { name = "idle" state_time = 5 }

	game_data = {
		emissive_recolor_crunch = 1.0
	}

	scale = 1.0
}

##################         	 HABITAT           ########################

entity = {
	name = "biogenesis_01_habitat_phase_01_entity"
	pdxmesh = "biogenesis_01_outpost_mesh"

	#attach = { "part1" = "biogenesis_01_starbase_outpost_section_entity" }

	scale = 1

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}

	meshsettings = {
		shader = "PdxMeshTerra"
	}
}

entity = {
    name = "biogenesis_01_habitat_phase_02_entity"
    pdxmesh = "biogenesis_01_habitat_level_2_frame_mesh"
    attach = { "part1"              = "biogenesis_01_starbase_outpost_section_entity" }
    attach = { "part1"              = "biogenesis_01_habitat_phase_02_section_entity" }
    #attach = { "part3"                 = "synthetics_01_habitat_phase_02_section_entity" }
    #attach = { "part4"                 = "synthetics_01_habitat_phase_02_section_entity" }
    scale = 1
    default_state = "habitat_idle"
    state = { name = "habitat_idle" looping = yes }
    state = { name = "construction" looping = yes }
    game_data = {
        shader_type = ship
        emissive_recolor_crunch = 2.0
    }
}

entity = {
    name = "biogenesis_01_habitat_phase_02_section_entity"
    pdxmesh = "biogenesis_01_starbase_habitat_section_mesh"
        game_data = {
        emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "biogenesis_01_habitat_phase_03_entity"
	pdxmesh = "biogenesis_01_habitat_level_3_frame_mesh"
	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 3 0 } }

	scale = 1

	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5 }
	state = { name = "construction" state_time = 5 }


	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}

	attach = { name = "station" part1 = "biogenesis_01_habitat_phase_03_section_entity" }
	#attach = { "part1" 		 		= "biogenesis_01_starbase_outpost_section_entity" }
#	attach = { "part2" 		 		= "biogenesis_01_habitat_phase_02_section_entity" }
#	attach = { "part3" 		 		= "biogenesis_01_habitat_phase_02_section_entity" }
#	attach = { "part4" 		 		= "biogenesis_01_habitat_phase_02_section_entity" }
#	attach = { "part5" 		 		= "biogenesis_01_habitat_phase_03_section_entity" }

}

entity = {
	name = "biogenesis_01_habitat_phase_03_section_entity"
	pdxmesh = "biogenesis_01_habitat_level_3_mesh"


	default_state = "habitat_idle"
	state = { name = "habitat_idle"
		event = { time = 0.0 node = "light_locator_01" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	#locator = { name = "medium_gun_01"	position = { 0 0 0 } }
	#locator = { name = "medium_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_01"	position = { 0 0 0 } }
	#locator = { name = "small_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_03"	position = { 0 0 0 } }
	#locator = { name = "small_gun_04"	position = { 0 0 0 } }

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_habitat_phase_01_entity"
	pdxmesh = "biogenesis_01_outpost_mesh"

	#attach = { "part1" = "biogenesis_01_starbase_outpost_section_entity" }

	scale = 1

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}

	meshsettings = {
		shader = "PdxMeshTerra"
	}
}

entity = {
    name = "biogenesis_01_fallen_empire_habitat_phase_02_entity"
    pdxmesh = "biogenesis_01_habitat_level_2_frame_mesh"
    attach = { "part1"              = "biogenesis_01_fallen_empire_starbase_outpost_section_entity" }
    attach = { "part1"              = "biogenesis_01_fallen_empire_habitat_phase_02_section_entity" }
    #attach = { "part3"                 = "synthetics_01_habitat_phase_02_section_entity" }
    #attach = { "part4"                 = "synthetics_01_habitat_phase_02_section_entity" }
    scale = 1
    default_state = "habitat_idle"
    state = { name = "habitat_idle" looping = yes }
    state = { name = "construction" looping = yes }
    game_data = {
        shader_type = ship
        emissive_recolor_crunch = 2.0
    }
}

entity = {
    name = "biogenesis_01_fallen_empire_habitat_phase_02_section_entity"
    pdxmesh = "biogenesis_01_starbase_habitat_section_mesh"
        game_data = {
        emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "biogenesis_01_fallen_empire_habitat_phase_03_entity"
	pdxmesh = "biogenesis_01_habitat_level_3_frame_mesh"
	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 3 0 } }

	scale = 1

	default_state = "habitat_idle"
	state = { name = "habitat_idle" state_time = 5 }
	state = { name = "construction" state_time = 5 }


	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}

	attach = { name = "station" part1 = "biogenesis_01_fallen_empire_habitat_phase_03_section_entity" }
	#attach = { "part1" 		 		= "biogenesis_01_fallen_empire_starbase_outpost_section_entity" }
#	attach = { "part2" 		 		= "biogenesis_01_fallen_empire_habitat_phase_02_section_entity" }
#	attach = { "part3" 		 		= "biogenesis_01_fallen_empire_habitat_phase_02_section_entity" }
#	attach = { "part4" 		 		= "biogenesis_01_fallen_empire_habitat_phase_02_section_entity" }
#	attach = { "part5" 		 		= "biogenesis_01_fallen_empire_habitat_phase_03_section_entity" }

}

entity = {
	name = "biogenesis_01_fallen_empire_habitat_phase_03_section_entity"
	pdxmesh = "biogenesis_01_habitat_level_3_mesh"


	default_state = "habitat_idle"
	state = { name = "habitat_idle"
		event = { time = 0.0 node = "light_locator_01" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "cybernetics_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	#locator = { name = "medium_gun_01"	position = { 0 0 0 } }
	#locator = { name = "medium_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_01"	position = { 0 0 0 } }
	#locator = { name = "small_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_03"	position = { 0 0 0 } }
	#locator = { name = "small_gun_04"	position = { 0 0 0 } }

	game_data = {
		emissive_recolor_crunch = 2.0
		uv_animation_speed 		= 0.2
		uv_animation_direction 	= { 1.0 0.0 }
	}
}

	########################################################################
	########														########
	########				Resource Stations						########
	########														########
	########################################################################

###################            MINING STATION           ########################

entity = {
	name = "biogenesis_01_mining_station_entity"
	pdxmesh = "biogenesis_01_mining_station_frame_mesh"

	locator = { name = "part1" 			position = { 0 	0 	0 } }

	default_state = "idle"
	state = { name = "idle"	 	animation = "idle" animation_blend_time = 0.25 	start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mining_station_idle } }}
	state = { name = "death"	animation = "idle" animation_blend_time = 0.25 looping = no
		event = { time = 8.8 node = "Leg_A2" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 6.2 node = "Leg_C1" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 20.1 node = "Leg_D1" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 15.3 node = "Leg_B2" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 24.8 node = "MainBody" particle = "biogenesis_01_4_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
	}
}

entity = {
	name = "biogenesis_01_mining_station_section_entity"
	pdxmesh = "biogenesis_01_mining_station_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25}
}

entity = {
	name = "biogenesis_01_fallen_empire_mining_station_entity"
	pdxmesh = "biogenesis_01_mining_station_frame_mesh"

	locator = { name = "part1" 			position = { 0 	0 	0 } }

	default_state = "idle"
	state = { name = "idle"	 	animation = "idle" animation_blend_time = 0.25 	start_event = { trigger_once = yes sound = { soundeffect = ant_ship_mining_station_idle } }}
	state = { name = "death"	animation = "idle" animation_blend_time = 0.25 looping = no
		event = { time = 8.8 node = "Leg_A2" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 6.2 node = "Leg_C1" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 20.1 node = "Leg_D1" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 15.3 node = "Leg_B2" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 24.8 node = "MainBody" particle = "biogenesis_01_4_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_mining_station_section_entity"
	pdxmesh = "biogenesis_01_mining_station_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 0.25}
}

###################            RESEARCH STATION           #######################
entity = {
	name = "biogenesis_01_research_station_entity"
	pdxmesh = "biogenesis_01_science_station_frame_mesh"

	locator = { name = "part1" 			position = { 0 	0 	0 } }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
	    event = { trigger_once = yes sound = { soundeffect = ant_ship_science_station_idle } }
	}
	state = { name = "death" animation = "idle" looping = no
		event = { time = 1.8 node = "Cresent" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 2.2 node = "Body_Left" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 5.1 node = "Claw02" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 2.3 node = "Spire" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 9.8 node = "MainBody" particle = "biogenesis_01_4_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
}

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_research_station_section_entity"
	pdxmesh = "biogenesis_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
#	attach = { projector_1_locator = biogenesis_01_research_station_effect }
#	attach = { projector_2_locator = biogenesis_01_research_station_effect }
#	attach = { projector_3_locator = biogenesis_01_research_station_effect }
#	attach = { projector_4_locator = biogenesis_01_research_station_effect }
}

entity = {
	name = "biogenesis_01_research_station_effect"
	locator = { name = "root" 	position = { 0 0 0 } rotation = { 0 5 0 } }
	locator = { name = "orb" 	position = { 0 0.15 -2 } rotation = { 0 5 0 } }

	default_state = idle
	state = { name = "idle"	state_time = 5
#		event = { time = 0 node = "orb" particle = "cybernetic_01_science_ship_orb_effect"	keep_particle = yes trigger_once = yes }
	}

	scale = 2

#	attach = { root = cybernetic_01_science_ship_effect_entity }
	attach = { root = biogenesis_01_research_scan_detail_entity }
	attach = { root = survey_light_entity }
	attach = { root = survey_base_forward_effect_entity }
}

entity = {
	name = "biogenesis_01_research_scan_detail_entity"
	pdxmesh = "scan_detail_mesh"

	default_state = working
	state = { name = "working"	animation = "scan" animation_blend_time = 0.0 animation_speed = 0.35 }

		game_data = {
		bloom_factor			= 0.2

		}
	scale = 2.50

}

entity = {
	name = "biogenesis_01_fallen_empire_research_station_entity"
	pdxmesh = "biogenesis_01_science_station_frame_mesh"

	locator = { name = "part1" 			position = { 0 	0 	0 } }

	default_state = "idle"
	state = { name = "idle" animation = "idle"
	    event = { trigger_once = yes sound = { soundeffect = ant_ship_science_station_idle } }
	}
	state = { name = "death" animation = "idle" looping = no
		event = { time = 1.8 node = "Cresent" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 2.2 node = "Body_Left" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 5.1 node = "Claw02" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 2.3 node = "Spire" particle = "biogenesis_01_050_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
		event = { time = 9.8 node = "MainBody" particle = "biogenesis_01_4_ship_explosion_effect" keep_particle = yes trigger_once = yes  }
}

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	scale = 1.0
}

entity = {
	name = "biogenesis_01_fallen_empire_research_station_section_entity"
	pdxmesh = "biogenesis_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" }
#	attach = { projector_1_locator = biogenesis_01_research_station_effect }
#	attach = { projector_2_locator = biogenesis_01_research_station_effect }
#	attach = { projector_3_locator = biogenesis_01_research_station_effect }
#	attach = { projector_4_locator = biogenesis_01_research_station_effect }
}


	########################################################################
	########														########
	########					Other Stations						########
	########														########
	########################################################################

###################            WORMHOLE STATION           ########################

entity = {
	name = "biogenesis_01_wormhole_station_entity"
	pdxmesh = "biogenesis_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = "Ball_joint" particle = "cybernetic_01_research_orb_effect"	keep_particle = yes trigger_once = yes }
}
#	state = { name = "death" animation = "death" animation_blend_time = 4.0 looping = no}

#	attach = { projector_1_locator = biogenesis_01_research_station_effect }
#	attach = { projector_2_locator = biogenesis_01_research_station_effect }
#	attach = { projector_3_locator = biogenesis_01_research_station_effect }
#	attach = { projector_4_locator = biogenesis_01_research_station_effect }

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	scale = 1.0

}

###################            OBSERVATION STATION           ########################

entity = {
	name = "biogenesis_01_observation_station_entity"
	pdxmesh = "biogenesis_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = "Ball_joint" particle = "cybernetic_01_research_orb_effect"	keep_particle = yes trigger_once = yes }
}
#	state = { name = "death" animation = "idle" animation_blend_time = 4.0 looping = no}

	scale = 1
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_observation_station_entity"
	pdxmesh = "biogenesis_01_science_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		event = { time = 0 node = "Ball_joint" particle = "cybernetic_01_research_orb_effect"	keep_particle = yes trigger_once = yes }
}
#	state = { name = "death" animation = "idle" animation_blend_time = 4.0 looping = no}

	scale = 1
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "biogenesis_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "biogenesis_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "biogenesis_01_outpost_station_section_entity"
	pdxmesh = "biogenesis_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}

	scale = 1.2
}

entity = {
	name = "biogenesis_01_fallen_empire_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "biogenesis_01_fallen_empire_outpost_station_section_entity"
	pdxmesh = "biogenesis_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	}

	scale = 1.2
}

	########################################################################
	########														########
	########				Construction Entitys					########
	########														########
	########################################################################

	entity = {
		name = "biogenesis_01_outpost_station_construction_entity"
		pdxmesh = "biogenesis_01_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}

		scale = 1.2

	}

	entity = {
		name = "biogenesis_01_military_station_small_construction_entity"
		pdxmesh = "biogenesis_01_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}

		attach = { part1	= "biogenesis_01_military_station_section_heavy_entity" }
		attach = { part2	= "biogenesis_01_military_station_section_heavy_entity" }

		scale = 1.2

	}

	entity = {
		name = "biogenesis_01_orbital_station_construction_entity"
		pdxmesh = "mammalian_01_orbital_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}
	}
	entity = {
		name = "biogenesis_01_mining_station_construction_entity"
		pdxmesh = "biogenesis_01_mining_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
			scale = 1.5
	}
	entity = {
		name = "biogenesis_01_research_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	}
	entity = {
		name = "biogenesis_01_wormhole_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	entity = {
		name = "biogenesis_01_observation_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}


	entity = {
		name = "biogenesis_01_fallen_empire_outpost_station_construction_entity"
		pdxmesh = "biogenesis_01_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}

		scale = 1.2

	}

	entity = {
		name = "biogenesis_01_fallen_empire_military_station_small_construction_entity"
		pdxmesh = "biogenesis_01_fallen_empire_military_station_small_mesh"
			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}

		attach = { part1	= "biogenesis_01_fallen_empire_military_station_section_heavy_entity" }
		attach = { part2	= "biogenesis_01_fallen_empire_military_station_section_heavy_entity" }

		scale = 1.2

	}

	entity = {
		name = "biogenesis_01_fallen_empire_orbital_station_construction_entity"
		pdxmesh = "mammalian_01_orbital_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = ant_ship_construction_idle } }
			}
	}
	entity = {
		name = "biogenesis_01_fallen_empire_mining_station_construction_entity"
		pdxmesh = "biogenesis_01_mining_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle" animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
			scale = 1.5
	}
	entity = {
		name = "biogenesis_01_fallen_empire_research_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
				event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	}
	entity = {
		name = "biogenesis_01_fallen_empire_wormhole_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
	entity = {
		name = "biogenesis_01_fallen_empire_observation_station_construction_entity"
		pdxmesh = "biogenesis_01_science_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
			}
	}
