@destroyer_scale = 7.5
@corvette_scale = 6.5
@cruiser_scale = 10.0
@battleship_scale = 14.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 12.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_small = 12.0
@military_station_medium = 13.0
@military_station_large = 14.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@terraforming_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

###################################################################################
###																				###
###									WEAPONS										###
###																				###
###################################################################################

# ##################
# Regular Weapons
# ##################

entity = {
	name = "fungoid_01_missle_entity"
	pdxmesh = "arthropoid_01_missile_mesh"

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


	scale = 1.25
}



entity = {
	name = "fungoid_01_turret_energy_torpedo_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_turret_torpedo_entity"
	pdxmesh = "fungoid_01_turret_missile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_turret_missile_large_entity"
	pdxmesh = "fungoid_01_turret_missile_large_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_turret_missile_medium_entity"
	pdxmesh = "fungoid_01_turret_missile_medium_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_turret_missile_small_entity"
	pdxmesh = "fungoid_01_turret_missile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_large_kinetic_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_medium_kinetic_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}


entity = {
	name = "fungoid_01_small_kinetic_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}



entity = {
	name = "fungoid_01_turret_point_defence_entity"
	pdxmesh = "fungoid_01_turret_point_defence_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}



entity = {
	name = "fungoid_01_large_laser_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

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

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_medium_laser_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_small_laser_gun_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "fungoid_01_turret_xl_entity"
	pdxmesh = "fungoid_01_turret_xl_mesh"

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

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

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


# Amoeba Weapons

entity = {
	name = "fungoid_01_small_space_amoeba_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}

entity = {
	name = "fungoid_01_large_space_amoeba_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.2
}

# Space Cloud Weapons

entity = {
	name = "fungoid_01_small_space_cloud_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_large_space_cloud_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}

# Crystal Weapons

entity = {
	name = "fungoid_01_small_crystal_ship_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}

entity = {
	name = "fungoid_01_large_crystal_ship_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.2
}

# Mining Drone Weapons

entity = {
	name = "fungoid_01_small_mining_drone_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_medium_mining_drone_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}

# Space Whale Weapons

entity = {
	name = "fungoid_01_small_space_whale_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_medium_space_whale_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}

entity = {
	name = "fungoid_01_large_space_whale_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.2
}

# Swarm Weapons

entity = {
	name = "fungoid_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.25
}

entity = {
	name = "fungoid_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "fungoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 1.3
}


###################################################################################
###																				###
###									COMBAT SHIPS								###
###																				###
###################################################################################



######################           CORVETTE             ########################

entity = {
	name = "fungoid_01_corvette_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 = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" 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 = "large_ship_explosion_particle" 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 = {
		size = @corvette_scale
		emissive_recolor_crunch = 4.0
	}
}

entity = {
	name = "fungoid_01_corvette_M1S1_entity"
	pdxmesh = "fungoid_01_corvette_M1S1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	scale = 1.2

	game_data = {
		trail_locators = {
			"engine_medium_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
			"exhaust_01" = 			{ width = @medium_trail_W 	lenght = @medium_trail_L  height = 50 }
			"engine_small_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
		}
	}
}

entity = {
	name = "fungoid_01_corvette_S3_entity"
	pdxmesh = "fungoid_01_corvette_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	scale = 1.2

	game_data = {
		trail_locators = {
			"engine_medium_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
			"exhaust_01" = 			{ width = @small_trail_W 	lenght = @medium_trail_L 	height = 10   }
			"engine_small_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
		}
	}
}

entity = {
	name = "fungoid_01_corvette_S1_entity"
	pdxmesh = "fungoid_01_corvette_S1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	scale = 1.2

	game_data = {
		trail_locators = {
			"engine_medium_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
			"exhaust_01" = 			{ width = @small_trail_W 	lenght = @medium_trail_L  }
			"engine_small_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   }
		}
	}
}



###################            DESTROYER             ########################

# FRAME

entity = {
	name = "fungoid_01_destroyer_entity"
	pdxmesh = "molluscoid_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_destroyer_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "moving_out_destroyer" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 8.15 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.15 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 8.15 node = "part2_locator" particle = "ship_burn_particle" }
		event = { time = 8.15 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 8.3 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.05 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "part2_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.05 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 4.6 node = "ship_main" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.6 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 4.6 node = "part2_locator" particle = "ship_burn_particle" }

		event = { time = 18.56 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 18.56 node = "part2" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.05 node = "part2_local_explosion_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "part2_local_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.4 node = "part2_local_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.6 node = "part2_local_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 6.83 node = "part2_local_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.1 node = "part2_local_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.5 node = "part2_local_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }

		event = { time = 7.93 node = "part2_explosion_locator" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 7.93 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 7.93 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 12.83 node = "part1" particle = "large_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

    scale = 1.0

	game_data = {
		size = @destroyer_scale
		emissive_recolor_crunch = 3.0
	}
}

# BOW

entity = {
	name = "fungoid_01_destroyer_bow_L1_entity"
	pdxmesh = "fungoid_01_destroyer_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_destroyer_bow_M1S2_entity"
	pdxmesh = "fungoid_01_destroyer_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_destroyer_bow_S3_entity"
	pdxmesh = "fungoid_01_destroyer_bow_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

# STERN

entity = {
	name = "fungoid_01_destroyer_stern_S2_entity"
	pdxmesh = "fungoid_01_destroyer_stern_S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_destroyer_stern_M1_entity"
	pdxmesh = "fungoid_01_destroyer_stern_M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	game_data = {
		trail_locators = {
			"engine_small_03" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_04" = 	{ width = @small_trail_W 	lenght = @small_trail_L  	}
			"engine_small_02" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}



##################         	 CRUISER           ########################

#FRAME
entity = {
	name = "fungoid_01_cruiser_entity"
	pdxmesh = "fungoid_01_cruiser_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "amb_cruiser_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "moving_out_cruiser" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "part1_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 4.63 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 4.63 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 4.63 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 4.63 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 11.3 node = "part2_back_locator1" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 11.3 node = "part2_back_locator1" particle = "ship_burn_particle" }
		event = { time = 11.3 node = "part2_back_locator2" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.3 node = "part2_back_locator2" particle = "ship_burn_particle" }

		event = { time = 11.3 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 11.3 node = "part3_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 11.3 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 16.4 node = "part2" particle = "small_player_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 10.56 node = "part1_locator" particle = "fungoid_01_large_ship_explosion_particle" }
		event = { time = 10.86 node = "part1_locator" particle = "ship_explosion_air_vent_particle" }
		event = { time = 10.86 node = "part1_locator" particle = "ship_burn_particle" }

		event = { time = 10.86 node = "part2_front_locator" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 10.86 node = "part2_front_locator" particle = "ship_burn_particle" }
		event = { time = 7.53 node = "part2_back_locator1" particle = "ship_explosion_air_vent_particle" }
		event = { time = 7.53 node = "part2_back_locator1" particle = "ship_burn_particle" }
		event = { time = 7.53 node = "part2_back_locator2" particle = "ship_explosion_air_vent_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 7.53 node = "part2_back_locator2" particle = "ship_burn_particle" }

		event = { time = 7.53 node = "part3_locator" particle = "ship_burn_particle" }
		event = { time = 7.53 node = "part3_locator" particle = "fungoid_01_large_ship_explosion_particle" }
		event = { time = 7.83 node = "part3_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 8.43 node = "part3_locator" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }
		event = { time = 7.53 node = "part3_locator" particle = "ship_explosion_air_vent_particle" }

		event = { time = 16.0 node = "part2" particle = "small_player_ship_explosion_particle" sound = { soundeffect = ship_explosion_large } }
		event = { time = 16.0 node = "explosion_locator4" particle = "small_player_ship_explosion_particle" }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator1" particle = "ship_explosion_particle" }

		event = { time = 2.16 node = "explosion_locator2" particle = "ship_burn_particle" }
		event = { time = 2.16 node = "explosion_locator2" particle = "ship_explosion_particle" }

		event = { time = 8.9 node = "explosion_locator3" particle = "ship_burn_particle" }
		event = { time = 8.9 node = "explosion_locator3" particle = "ship_explosion_particle" }

		event = { time = 7.5 node = "explosion_locator4" particle = "ship_burn_particle" }
		event = { time = 7.5 node = "explosion_locator4" particle = "ship_explosion_particle" }

		event = { time = 4.9 node = "explosion_locator5" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "explosion_locator5" particle = "ship_explosion_particle" }

		event = { time = 25.0 node = "part2" particle = "small_player_ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.0

	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 10.0
	}
}

# BOW
entity = {
	name = "fungoid_01_cruiser_bow_L1_entity"
	pdxmesh = "fungoid_01_cruiser_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_cruiser_bow_M1S2_entity"
	pdxmesh = "fungoid_01_cruiser_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.05 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "moving" state_time = 5
		event = { time = 0.05 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_cruiser_bow_M2_entity"
	pdxmesh = "fungoid_01_cruiser_bow_M2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }
}

# MID

entity = {
	name = "fungoid_01_cruiser_mid_S2HB_entity"
	pdxmesh = "fungoid_01_cruiser_mid_S2HB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }

	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
}

entity = {
	name = "fungoid_01_cruiser_mid_L1M1_entity"
	pdxmesh = "fungoid_01_cruiser_mid_L1M1_mesh"
}

entity = {
	name = "fungoid_01_cruiser_mid_M3_entity"
	pdxmesh = "fungoid_01_cruiser_mid_M3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_cruiser_mid_M2S2_entity"
	pdxmesh = "fungoid_01_cruiser_mid_M2S2_mesh"
}

# STERN
entity = {
	name = "fungoid_01_cruiser_stern_M1_entity"
	pdxmesh = "fungoid_01_cruiser_stern_M1_mesh"

	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_small_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_04" = 	{ width = @small_trail_W 	lenght = @small_trail_L  	}
			"engine_small_02" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_03" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "fungoid_01_cruiser_stern_S2_entity"
	pdxmesh = "fungoid_01_cruiser_stern_S2_mesh"

	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_075_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_small_01" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_1_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	game_data = {
		trail_locators = {
			"engine_small_02" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_03" = 	{ width = @small_trail_W 	lenght = @small_trail_L  	}
			"engine_small_01" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_04" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}



##################         	 BATTLESHIP           ########################

# FRAME
entity = {
	name = "fungoid_01_battleship_entity"
	pdxmesh = "fungoid_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_hum" } }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_battleship_bass" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0
		event = { trigger_once = yes sound = { soundeffect = "moving_out_battleship" } }
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.0 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 1.0 node = "explosion_locator_01" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 1.7 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator_02" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 3.7 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 3.7 node = "explosion_locator_03" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 6.0 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 6.0 node = "explosion_locator_04" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 7.3 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 7.3 node = "explosion_locator_05" particle = "ship_explosion_particle" sound = { soundeffect = "ship_explosion"} }

		event = { time = 15.9 node = "part2" particle = "large_player_ship_explosion_particle" sound = { soundeffect = ship_explosion_large } }
	}

	scale = 1.0

	game_data = {
		size = @battleship_scale
		emissive_recolor_crunch = 10.0
	}
}

# BOW
entity = {
	name = "fungoid_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "fungoid_01_battleship_bow_L1M1S2_mesh"
}

entity = {
	name = "fungoid_01_battleship_bow_L1S4_entity"
	pdxmesh = "fungoid_01_battleship_bow_L1S4_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_battleship_bow_L2_entity"
	pdxmesh = "fungoid_01_battleship_bow_L2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "fungoid_01_battleship_bow_M1S2SHB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { 0 0 0 }
	}
}

entity = {
	name = "fungoid_01_battleship_bow_M2S4_entity"
	pdxmesh = "fungoid_01_battleship_bow_M2S4_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_battleship_bow_M3S2_entity"
	pdxmesh = "fungoid_01_battleship_bow_M3S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_battleship_bow_XL1_entity"
	pdxmesh = "fungoid_01_battleship_bow_XL1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	# XL weapon windup locator names: xl_windup_1-8
}

#MID
entity = {
	name = "fungoid_01_battleship_mid_L2S4_entity"
	pdxmesh = "fungoid_01_battleship_mid_L2S4_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

}

entity = {
	name = "fungoid_01_battleship_mid_L1M4_entity"
	pdxmesh = "fungoid_01_battleship_mid_L1M4_mesh"
}

entity = {
	name = "fungoid_01_battleship_mid_L2M2_entity"
	pdxmesh = "fungoid_01_battleship_mid_L2M2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

}

entity = {
	name = "fungoid_01_battleship_mid_L3_entity"
	pdxmesh = "fungoid_01_battleship_mid_L3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
}

entity = {
	name = "fungoid_01_battleship_mid_M4SHB_entity"
	pdxmesh = "fungoid_01_battleship_mid_M4SHB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	locator = { name = "strike_craft_locator_01" 		position = { 0 	0 	0 	} }
	locator = { name = "strike_craft_locator_02" 		position = { 0 	0 	0 	} }
}

entity = {
	name = "fungoid_01_battleship_mid_S4LHB_entity"
	pdxmesh = "fungoid_01_battleship_mid_S4LHB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_01"
		rotation = { -90 0 0 }
	}
	#TEMP LOCATOR REPLACE IN SCENE
	locator = {
		name = "strike_craft_locator_02"
		rotation = { 90 0 0 }
	}
}

# STERN

entity = {
	name = "fungoid_01_battleship_stern_L1_entity"
	pdxmesh = "fungoid_01_battleship_stern_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_up_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_02" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_03" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_04" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_05" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_02" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_03" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_04" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_05" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_up_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_02" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_03" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_04" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_05" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_01" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_02" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_03" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_04" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_05" particle = "generic_1_exhaust_line_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
		#	"engine_large_up_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_up_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_up_03" = 		{ width = 100 	lenght = @medium_trail_L   	height = 20 }
		#	"engine_large_up_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_up_05" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_01" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_02" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_down_03" = 	{ width = 100 	lenght = @medium_trail_L   	height = 20 }
		#	"engine_large_down_04" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_05" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "fungoid_01_battleship_stern_M1S2_entity"
	pdxmesh = "fungoid_01_battleship_stern_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_75_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	game_data = {
		trail_locators = {
			"engine_large_01" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_medium_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "fungoid_01_battleship_stern_M2_entity"
	pdxmesh = "fungoid_01_battleship_stern_m2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_04" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_05" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_01" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_02" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_03" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_04" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_05" particle = "generic_075_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_04" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_up_05" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_04" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_down_05" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_5_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_large_01" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_02" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
		#	"engine_large_up_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_up_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_up_03" = 		{ width = 100 	lenght = @medium_trail_L   	height = 20 }
		#	"engine_large_up_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_up_05" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_01" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_02" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_down_03" = 	{ width = 100 	lenght = @medium_trail_L   	height = 20 }
		#	"engine_large_down_04" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_down_05" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "fungoid_01_battleship_stern_S4_entity"
	pdxmesh = "fungoid_01_battleship_stern_S4_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_75_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_1_5_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large_01" particle = "generic_1_5_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_1_75_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_1_5_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	game_data = {
		trail_locators = {
			"engine_large_01" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_02" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
			"engine_large_03" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
		}
	}
}



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

entity = {
 name = "fungoid_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 = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
	}
	cull_radius = 10

	scale = 1.0

	game_data = {
		size = @constructor_scale
		emissive_recolor_crunch = 4.0
	}
}

entity = {
 name = "fungoid_01_construction_ship_entity"
	pdxmesh = "fungoid_01_construction_mesh"

	default_state = "idle"
	state = { name = "idle" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_construction_ship_hum" } }
	}
	state = { name = "moving" 						animation = "idle"
		event = { time = 0 node = "engine_small_01" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_075_exhaust_circle_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "moving_out_construction" } }
	}
	state = { name = "working"						animation = "working"		looping = no	next_state = working_looping
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "bot_1_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes sound = { soundeffect = construction_progress_loop } }
		event = { time = 0 node = "bot_2_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }

		event = { time = 4.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.3 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.7 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }
		event = { time = 3.6 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes }

	}
	state = { name = "working_looping"				animation = "working_looping"
		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_03" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_04" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_05" particle = "generic_05_exhaust_circle_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		# Bot 1 welding
		#event = { time = 0 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 7.06 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 14.76 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 22.56 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" }  }
		event = { time = 29.96 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 37.3 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 2 welding
		event = { time = 4.3 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.26 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 17.9 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.16 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 32.5 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 40.16 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 3 welding
		event = { time = 4.8 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.96 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.73 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 26.3 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 33.36 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 40.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 4 welding
		event = { time = 6.2 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 12.16 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.4 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.3 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 32.8 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 38.73 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		event = { time = 0 node = "bot_1_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "generic_025_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death"							animation = "idle" looping = no
		event = { time = 0.0 node = "construction_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "construction_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "construction_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "construction_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "construction_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "construction_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "construction_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "construction_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "construction_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "construction_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_small_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_05" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_03" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}

		}
	}
}

entity = {
	name = "fungoid_01_colonizer_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 = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
	}
	cull_radius = 10

    scale = 1.0
	game_data = {
		size = @colonizer_scale
		emissive_recolor_crunch = 5.0
	}
}

entity = { name = "fungoid_01_sponsored_colonizer_entity" clone = "fungoid_01_colonizer_entity" }
entity = { name = "fungoid_01_guided_sapience_colonizer_entity" clone = "fungoid_01_colonizer_entity" }

entity = {
	name = "fungoid_01_colony_ship_entity"
	pdxmesh = "fungoid_01_colony_mesh"

	#locator = { name = "root" }
	#attach = { root = "cataclysm_planet_destroyer_laser_entity" }

	default_state = "idle"
	state = { name = "idle"		state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_05" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_06" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_07" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_08" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_09" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 		node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 	node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 	node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 		node = "light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 	node = "light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1	node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_07" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_colony_ship_hum" } }
	}
	state = { name = "moving"	state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_04" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_05" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_06" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_medium_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_04" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_05" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_06" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_07" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_08" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_09" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_small_01" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_05_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 		node = "light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 	node = "light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 	node = "light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 		node = "light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 	node = "light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1	node = "light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_07" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_08" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death"	state_time = 10		looping = no
		event = { time = 0.0 node = "colony_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "colony_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "colony_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "colony_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "colony_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "colony_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "colony_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "colony_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "colony_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	scale = 1.0

	game_data = {
		trail_locators = {
		#	"engine_large_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_large_06" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}

		#	"engine_medium_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_02" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_04" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_medium_05" = 		{ width = 150 	lenght = @medium_trail_L  height = 20 	}
		#	"engine_medium_06" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_07" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_08" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		#	"engine_medium_09" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}

			"engine_small_01" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_small_02" = 		{ width = @small_trail_W 	lenght = @small_trail_L   	}

		}
	}
}

entity = {
	name = "fungoid_01_science_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 = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
	}
	cull_radius = 10

	game_data = {
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_science_ship_entity"
	pdxmesh = "fungoid_01_science_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large_04" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_05" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_06" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_07" particle = "generic_05_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "amb_science_ship_hum" } }

		event = { time = 0 node = "light_locator_r_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_r_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_r_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_r_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 node = "light_locator_r_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_l_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_l_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_l_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_l_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 node = "light_locator_l_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_02" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large_03" particle = "generic_075_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { trigger_once = yes sound = { soundeffect = moving_out_science } }

		event = { time = 0 node = "light_locator_r_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_r_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_r_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_r_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 node = "light_locator_r_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_l_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.05 node = "light_locator_l_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.1 node = "light_locator_l_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.15 node = "light_locator_l_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0.2 node = "light_locator_l_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.0 node = "science_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "science_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "science_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.6 node = "science_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "science_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "science_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "science_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "science_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "science_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "science_explosion_locator6" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}
	scale = 1.1

	game_data = {
		trail_locators = {
		#	"engine_large_01" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
			"engine_large_02" = 		{ width = 100 	lenght = @medium_trail_L   height = 10	}
		#	"engine_large_03" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "fungoid_01_transport_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 = 4.63 node = "ship_main" particle = "large_ship_explosion_particle" }
	}
	cull_radius = 10

	game_data = {
		size = @transport_scale
		#bloom_factor = 1.0
		emissive_recolor_crunch = 5.0
	}
}

entity = {
 name = "fungoid_01_transport_ship_entity"
	pdxmesh = "fungoid_01_transport_mesh"

	default_state = "idle"
	state = { name = "idle"		state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_06_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_035_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_025_exhaust_line_idle" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		start_event = { trigger_once = yes sound = { soundeffect = "amb_transport_ship_hum" } }
	}
	state = { name = "moving"	state_time = 5
		event = { time = 0 node = "engine_large_01" particle = "generic_06_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_01" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_02" particle = "generic_05_exhaust_circle_long_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_medium_03" particle = "generic_035_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_01" particle = "generic_035_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_small_02" particle = "generic_035_exhaust_line_wide_moving" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "moving_out_transport" } }
	}
	state = { name = "death"	state_time = 10		looping = no
		event = { time = 0.0 node = "transport_explosion_locator1" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "transport_explosion_locator3" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "transport_explosion_locator2" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.9 node = "transport_explosion_locator5" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.1 node = "transport_explosion_locator4" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.83 node = "transport_explosion_locator7" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.26 node = "transport_explosion_locator9" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.9 node = "transport_explosion_locator8" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
		event = { time = 4.1 node = "transport_explosion_locator10" particle = "ship_explosion_particle" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_large_01" = 	{ width = @medium_trail_W 	lenght = @medium_trail_L	height = 75 }
			"engine_medium_01" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_medium_02" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
			"engine_medium_03" = 	{ width = @small_trail_W 	lenght = @small_trail_L   	}
		}
	}
}


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

entity = {
	name = "fungoid_01_bomber_entity"
	pdxmesh = "fungoid_01_bomber_mesh"
	scale = 0.6
}

entity = {
	name = "fungoid_01_droppod_entity"
	pdxmesh = "fungoid_01_launcher_mesh"
	scale = 0.85
}

entity = {
	name = "fungoid_01_fighter_entity"
	pdxmesh = "fungoid_01_fighter_mesh"
	scale = 0.6
}







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


		entity = {
			name = "fungoid_01_orbital_station_entity"
			pdxmesh = "fungoid_01_orbital_station_frame_mesh"
			cull_radius = 1.0

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

			state = { name = "death" state_time = 5 looping = no
				event = { time = 4.9 particle = "large_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
			}

			game_data = {
				size = @orbital_station
				emissive_recolor_crunch = 5.0
			}
		}


		entity = {
			name = "fungoid_01_orbital_station_assemblyyard_section_entity"
			pdxmesh = "fungoid_01_orbital_station_assemblyyard_section_mesh"
			scale = 1.0

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

			default_state = "idle"
			state = { name = "idle" animation = "idle"
			#	event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			#	event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			}
		}

		entity = {
			name = "fungoid_01_orbital_station_hangarbay_section_entity"
			pdxmesh = "fungoid_01_orbital_station_hangarbay_section_mesh"

			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			}

			scale = 1.0
		}

		entity = {
			name = "fungoid_01_orbital_station_refinery_section_entity"
			pdxmesh = "fungoid_01_orbital_station_refinery_section_mesh"

			default_state = "idle"
			state = { name = "idle" state_time = 5
				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			}

			scale = 1.0
		}

		entity = {
			name = "fungoid_01_orbital_station_science_section_entity"
			pdxmesh = "fungoid_01_orbital_station_science_section_mesh"

			default_state = "idle"
			state = { name = "idle" animation = "idle" time_offset = { 0 100 }
				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_03" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			}

			scale = 1.0
		}

		entity = {
			name = "fungoid_01_habitat_phase_01_entity"
			pdxmesh = "fungoid_01_orbital_station_frame_mesh"

			attach = { "part1" 		 		= "fungoid_01_habitat_phase_01_core_entity" }

			scale = 1.5

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

			game_data = {
				shader_type = ship
				emissive_recolor_crunch = 5.0
			}

			meshsettings = {
				shader = "PdxMeshTerra"
			}
		}

		entity = {
			name = "fungoid_01_habitat_phase_01_core_entity"
			pdxmesh = "fungoid_01_orbital_station_mesh"
			default_state = "idle"
			state = { name = "idle" animation = "idle"
				start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" stop_on_state_change = yes } }

				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

				event = { time = 0 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.33 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.66 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes  sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 6.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 6.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 7.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 13.33 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.63 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.96 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 20 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.3 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.63 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 26.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 26.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 27.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
			}

			state = { name = "death" animation = "death" looping = no
				event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 4.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			}
			state = { name = "habitat_idle" animation = "idle"
				start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } }

				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

				event = { time = 0 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.33 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.66 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes  sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 6.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 6.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 7.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 13.33 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.63 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.96 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 20 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.3 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.63 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 26.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 26.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 27.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
			}
			state = { name = "habitat_idle" animation = "idle" animation_speed = 0 }

			scale = 1.0
		}

		entity = {
			name = "fungoid_01_habitat_phase_02_entity"
			pdxmesh = "fungoid_01_orbital_station_frame_mesh"

			attach = { "part1" 		 		= "fungoid_01_habitat_phase_01_core_entity" }
			attach = { "part2" 		 		= "fungoid_01_habitat_phase_02_section_entity" }
			attach = { "part3" 		 		= "fungoid_01_habitat_phase_02_section_entity" }
			attach = { "part4" 		 		= "fungoid_01_habitat_phase_02_section_entity" }
			attach = { "part5" 		 		= "fungoid_01_habitat_phase_02_section_entity" }
			attach = { "part6" 		 		= "fungoid_01_habitat_phase_02_section_entity" }
			attach = { "part7" 		 		= "fungoid_01_habitat_phase_02_section_entity" }

			scale = 1.5

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

			game_data = {
				shader_type = ship
				emissive_recolor_crunch = 5.0
			}
		}

		entity = {
			name = "fungoid_01_habitat_phase_02_section_entity"
			pdxmesh = "fungoid_01_orbital_station_habitat_section_mesh"
		}

		entity = {
			name = "fungoid_01_habitat_phase_03_entity"
			locator = { name = part1 }
			cull_radius = 1.0
			scale = 1.5

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

			state = { name = "death" state_time = 5 looping = no
				event = { time = 4.9 particle = "large_player_ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
			}

			game_data = {
				shader_type = ship
				size = @orbital_station
				emissive_recolor_crunch = 5.0
			}

			attach = { name = "station" part1 = "fungoid_01_habitat_phase_03_section_entity" }
		}

		entity = {
			name = "fungoid_01_habitat_phase_03_section_entity"
			pdxmesh = "fungoid_01_upgraded_orbital_habitat_mesh"
			default_state = "habitat_idle"
			state = { name = "habitat_idle" animation = "idle"
				start_event = { trigger_once = yes sound = { soundeffect = "spaceport_hum_idle" stop_on_state_change = yes } }

				event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

				event = { time = 0 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.33 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 0.66 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes  sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 6.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 6.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 7.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 13.33 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.63 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 13.96 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 20 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.3 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 20.63 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }

				event = { time = 26.66 node = "dust_locator_01" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 26.96 node = "dust_locator_02" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
				event = { time = 27.3 node = "dust_locator_03" particle = "dust_poff_effect" keep_particle = yes sound = { soundeffect = "fungoid_spaceport_cylinders" } }
			}

			state = { name = "death" animation = "death" looping = no
				event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 0.3 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 2.2 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 3.7 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			}
			state = { name = "construction" animation = "idle" animation_speed = 0 }
			scale = 1.0
		}


		entity = {
			name = "fungoid_01_mining_station_entity"
			pdxmesh = "fungoid_01_mining_station_frame_mesh"

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

			default_state = "idle"
			state = { name = "idle" state_time = 3			}
			state = { name = "death" state_time = 5 looping = no
				event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
			}
			scale = 1.0


			game_data = {
				size = @mining_station
				emissive_recolor_crunch = 5.0
			}

			#attach = { part1 = "fungoid_01_mining_station_section_entity" }
		}

		entity = {
			name = "fungoid_01_mining_station_section_entity"
			pdxmesh = "fungoid_01_mining_station_mesh"

			default_state = "idle"
			state = { name = "idle" state_time = 3
				start_event = { trigger_once = yes sound = { soundeffect = "amb_mining_station_signals" } }
				event = { time = 0 node = "right_light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.1 node = "right_light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.15 node = "right_light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.2 node = "right_light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.25 node = "right_light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.3 node = "right_light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.35 node = "right_light_locator_07" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.4 node = "right_light_locator_08" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }

				event = { time = 0 node = "left_light_locator_01" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.1 node = "left_light_locator_02" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.15 node = "left_light_locator_03" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.2 node = "left_light_locator_04" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.25 node = "left_light_locator_05" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.3 node = "left_light_locator_06" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.35 node = "left_light_locator_07" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
				event = { time = 0.4 node = "left_light_locator_08" particle = "ship_light_green_regular_effect" trigger_once = yes keep_particle = yes }
			}
			state = { name = "death" state_time = 5 looping = no
				event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 0.2 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 2.1 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 2.9 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				event = { time = 3.7 node = "right_light_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
				}
		}

entity = {
	name = "fungoid_01_terraform_station_entity"
	pdxmesh = "fungoid_01_terraforming_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"

		event = { time = 1 node = "light_locator_01" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2 node = "light_locator_02" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.7 node = "light_locator_03" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "ship_light_green_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.0 node = "explosion_6" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.0

	game_data = {
		size = @terraforming_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_research_station_entity"
	pdxmesh = "fungoid_01_science_station_frame_mesh"

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

		default_state = "idle"
		state = { name = "idle" animation = "idle"
		}
		state = { name = "death" animation = "death" looping = no
			event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	scale = 1.0

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}

	#attach = { part1 = "fungoid_01_research_station_section_entity" }
}

entity = {
	name = "fungoid_01_research_station_section_entity"
	pdxmesh = "fungoid_01_science_station_mesh"

	default_state = "idle"
		state = { name = "idle" animation = "idle"
			start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }
			event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

			event = { time = 0 node = "dust_locator_01" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_02" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_03" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_04" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_05" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" animation = "death" looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

		}
}

entity = {
	name = "fungoid_01_wormhole_station_entity"
	locator = { name = "part1" 	position = { 0 0 0 } }
	pdxmesh = "fungoid_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle"
			start_event = { trigger_once = yes sound = { soundeffect = "amb_wormhole_station_idle" } }
			event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

			event = { time = 0 node = "dust_locator_01" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_02" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_03" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_04" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_05" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" animation = "death" looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

			event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	scale = 1.0
		game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_observation_station_entity"
	locator = { name = "part1" 	position = { 0 0 0 } }
	pdxmesh = "fungoid_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle"
			start_event = { trigger_once = yes sound = { soundeffect = "amb_research_station_signals" } }
			event = { time = 0 node = "light_locator_01" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "light_locator_02" particle = "ship_light_green_effect" trigger_once = yes keep_particle = yes }

			event = { time = 0 node = "dust_locator_01" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_02" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_03" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_04" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
			event = { time = 0 node = "dust_locator_05" particle = "dust_poff_loop_effect" trigger_once = yes keep_particle = yes }
		}
		state = { name = "death" animation = "death" looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

			event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	scale = 1.0
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 5.0
	}
}

#	entity = {
#		name = "fungoid_01_military_station_entity"
#		locator = { name = "part1" 		position = { 0  0 	0 	} }
#		scale = 1.0
#	}

entity = {
	name = "fungoid_01_military_station_large_entity"
	pdxmesh = "fungoid_01_military_station_large_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
		}
		state = { name = "death" state_time = 5 looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 2.0 node = "explosion_4" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 3.0 node = "explosion_5" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 4.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

			event = { time = 4.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}
	scale = 1.2

	game_data = {
		size = @military_station_large
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_military_station_medium_entity"
	pdxmesh = "fungoid_01_military_station_medium_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
		}
		state = { name = "death" state_time = 2 looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

			event = { time = 1.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
		}

	scale = 1.2

	game_data = {
		size = @military_station_medium
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_military_station_small_entity"
	pdxmesh = "fungoid_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
		}
		state = { name = "death" state_time = 2 looping = no
			event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
			event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }

			event = { time = 1.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		}

	scale = 1.0

	game_data = {
		size = @military_station_small
		emissive_recolor_crunch = 5.0
	}
}

entity = {
	name = "fungoid_01_military_station_section_heavy_entity"
	pdxmesh = "fungoid_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "fungoid_01_military_station_section_medium_entity"
	pdxmesh = "fungoid_01_military_station_section_medium_mesh"
	scale = 1.0
}

entity = {
	name = "fungoid_01_military_station_section_light_entity"
	pdxmesh = "fungoid_01_military_station_section_light_mesh"
	scale = 1.0
}

entity = {
	name = "fungoid_01_military_station_section_hangar_entity"
	pdxmesh = "fungoid_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "fungoid_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "fungoid_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
		#event = { trigger_once = yes sound = { soundeffect = "defense_station_idle_hum" } }
	}
	state = { name = "death" state_time = 2 looping = no
		event = { time = 1.9 particle = "medium_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	scale = 1.0
}

entity = {
	name = "fungoid_01_outpost_station_section_entity"
	pdxmesh = "fungoid_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "amb_outpost_station_idle" } }
	}
	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "explosion_1" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 0.5 node = "explosion_2" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.5 node = "explosion_3" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	scale = 1.0
}

##################         	 CONSTRUCTION ENTITIES           ########################

entity = {
	name = "fungoid_01_outpost_station_construction_entity"
	pdxmesh = "fungoid_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	scale = 1.2

}

entity = {
	name = "fungoid_01_military_station_small_construction_entity"
	pdxmesh = "fungoid_01_military_station_small_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "fungoid_01_military_station_section_heavy_entity" }

	scale = 1.2

}
entity = {
	name = "fungoid_01_military_station_medium_construction_entity"
	pdxmesh = "fungoid_01_military_station_medium_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part3	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part4	= "fungoid_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "fungoid_01_military_station_large_construction_entity"
	pdxmesh = "fungoid_01_military_station_large_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	attach = { part1	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part2	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part3	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part4	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part5	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part6	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part7	= "fungoid_01_military_station_section_heavy_entity" }
	attach = { part8	= "fungoid_01_military_station_section_heavy_entity" }
	scale = 1.2
}
entity = {
	name = "fungoid_01_orbital_station_construction_entity"
	pdxmesh = "fungoid_01_orbital_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.0
}
entity = {
	name = "fungoid_01_mining_station_construction_entity"
	pdxmesh = "fungoid_01_mining_station_mesh"
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}

	scale = 1.0
}
entity = {
	name = "fungoid_01_research_station_construction_entity"
	pdxmesh = "fungoid_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.0
}
entity = {
	name = "fungoid_01_wormhole_station_construction_entity"
	pdxmesh = "fungoid_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.0
}

entity = {
	name = "fungoid_01_observation_station_construction_entity"
	pdxmesh = "fungoid_01_science_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.0
}

entity = {
	name = "fungoid_01_terraform_station_construction_entity"
	pdxmesh = "fungoid_01_terraforming_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle" animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.0
}
