@destroyer_scale = 7.5
@corvette_scale = 6.5
@cruiser_scale = 10.5
@battleship_scale = 16.0
@missile_scale = 1.0
@transport_scale = 9.0
@colonizer_scale = 13.0
@science_scale = 1.0
@constructor_scale = 12.0
@military_station_large = 15.0
@orbital_station = 17
@research_station = 13
@mining_station = 13
@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										###
###																				###
###################################################################################

entity = {
	name = "lithoid_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 = "lithoid_01_turret_energy_torpedo_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_turret_torpedo_entity"
	pdxmesh = "lithoid_01_turret_missile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_turret_missile_large_entity"
	pdxmesh = "lithoid_01_turret_missile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_turret_missile_medium_entity"
	pdxmesh = "lithoid_01_turret_missile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_turret_missile_small_entity"
	pdxmesh = "lithoid_01_turret_missile_small_mesh"

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

entity = {
	name = "lithoid_01_large_kinetic_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_kinetic_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_small_kinetic_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

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




entity = {
	name = "lithoid_01_turret_point_defence_entity"
	pdxmesh = "lithoid_01_turret_point_defence_mesh"

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





entity = {
	name = "lithoid_01_large_laser_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_laser_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_small_laser_gun_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

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

entity = {
	name = "lithoid_01_turret_xl_entity"
	pdxmesh = "lithoid_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 = "lithoid_01_small_space_amoeba_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_space_amoeba_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_large_space_amoeba_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

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

# Space Cloud Weapons

entity = {
	name = "lithoid_01_small_space_cloud_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_large_space_cloud_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

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

# Crystal Weapons

entity = {
	name = "lithoid_01_small_crystal_ship_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_crystal_ship_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_large_crystal_ship_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

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

# Mining Drone Weapons

entity = {
	name = "lithoid_01_small_mining_drone_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_mining_drone_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

# Space Whale Weapons

entity = {
	name = "lithoid_01_small_space_whale_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_space_whale_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_large_space_whale_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_large_mesh"

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

# Swarm Weapons

entity = {
	name = "lithoid_01_small_scourge_projectile_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_small_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}

entity = {
	name = "lithoid_01_medium_scourge_projectile_weapon_entity"
	pdxmesh = "lithoid_01_turret_projectile_medium_mesh"

	state = { name = "idle"	}
	state = { name = "attack" looping = no next_state = "idle"
	}
	scale = 0.85
}




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


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

entity = {
	name = "lithoid_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 = "lithoid_amb_corvette_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
	event = { trigger_once = yes sound = { soundeffect = lithoid_moving_out_corvette } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.46 node = "part1" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 6.79 node = "part1" particle = "lithoid_ship_explosion_s_effect" }

		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 = "medium_lithoid_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.46 node = "part1" particle = "lithoid_ship_explosion_s_effect" }

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

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

    scale = 1.0
	game_data = {
		size = @corvette_scale
		emissive_recolor_crunch = 2.0
	}
}



entity = {
	name = "lithoid_01_corvette_M1S1_entity"
	pdxmesh = "lithoid_01_corvette_M1S1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = idle
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_exhaust_idle" keep_particle = yes trigger_once = yes}
	}
	state = { name = "moving" animation = idle
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_s_entity" trigger_once = no life = 6.25}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_s_entity" trigger_once = no life = 6.25}
	}
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	state = { name = "death" animation = idle }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
		}
	}

}

entity = {
	name = "lithoid_01_corvette_S3_entity"
	pdxmesh = "lithoid_01_corvette_S3_mesh"

	default_state = "idle"
	state = { name = "idle" animation = idle
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "engine_large" particle = "lithoid_1_exhaust_idle" keep_particle = yes trigger_once = yes}
	}
	state = { name = "moving" animation = idle
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_s_entity" trigger_once = no life = 6.25}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_s_entity" trigger_once = no life = 6.25}
	}
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_03 = "lithoid_01_turret_connection_s_3_entity" }
	state = { name = "death" animation = idle }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}


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

# FRAME

entity = {
	name = "lithoid_01_destroyer_entity"
	pdxmesh = "molluscoid_01_destroyer_frame_mesh"

	default_state = "idle"
	state = { name = "idle"		animation = "idle" animation_blend_time = 0.25
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_destroyer_hum" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 0.25
		event = { trigger_once = yes sound = { soundeffect = "lithoid_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 = "large_lithoid_ship_explosion_s_effect" }

		event = { time = 18.56 node = "part1" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 18.36 node = "part2" particle = "small_lithoid_ship_explosion_effect" 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 = "lithoid_ship_explosion_s_effect"  }

		event = { time = 4.6 node = "ship_main" particle = "large_lithoid_ship_explosion_s_effect"  }
		event = { time = 4.6 node = "part1_locator" particle = "ship_burn_particle" }
		event = { time = 4.6 node = "part2_locator" particle = "ship_burn_particle" }

		event = { time = 18.26 node = "part1" particle = "small_lithoid_ship_explosion_effect"  }
		event = { time = 18.16 node = "part2" particle = "medium_lithoid_ship_explosion_effect" 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 = "medium_lithoid_ship_explosion_s_effect"  }
		event = { time = 1.6 node = "part2_local_explosion_locator1" particle = "medium_lithoid_ship_explosion_s_effect"  }
		event = { time = 3.4 node = "part2_local_explosion_locator2" particle = "medium_lithoid_ship_explosion_s_effect"  }
		event = { time = 6.6 node = "part2_local_explosion_locator3" particle = "medium_lithoid_ship_explosion_s_effect"  }
		event = { time = 6.83 node = "part2_local_explosion_locator4" particle = "medium_lithoid_ship_explosion_s_effect" }
		event = { time = 7.1 node = "part2_local_explosion_locator5" particle = "medium_lithoid_ship_explosion_s_effect"  }
		event = { time = 7.5 node = "part2_local_explosion_locator6" particle = "medium_lithoid_ship_explosion_s_effect"  }

		event = { time = 7.93 node = "part2_explosion_locator" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 7.93 node = "part1_locator" particle = "medium_lithoid_ship_explosion_s_effect" }
		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 = "medium_lithoid_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

    scale = 1.0

#	attach = { part1 = "lithoid_01_destroyer_bow_L1_entity" }
#	attach = { part2 = "lithoid_01_destroyer_stern_S2_entity" }

	game_data = {
		size = @destroyer_scale
		emissive_recolor_crunch = 2.0
	}
}



# BOW

entity = {
	name = "lithoid_01_destroyer_bow_L1_entity"
	pdxmesh = "lithoid_01_destroyer_bow_L1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }

	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
}

entity = {
	name = "lithoid_01_destroyer_bow_M1S2_entity"
	pdxmesh = "lithoid_01_destroyer_bow_M1S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
}

entity = {
	name = "lithoid_01_destroyer_bow_S3_entity"
	pdxmesh = "lithoid_01_destroyer_bow_S3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
}

# STERN

entity = {
	name = "lithoid_01_destroyer_stern_S2_entity"
	pdxmesh = "lithoid_01_destroyer_stern_S2_mesh"


	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large" particle = "lithoid_1_25_exhaust_idle" keep_particle = yes trigger_once = yes}
	}
	state = { name = "moving" state_time = 2
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_5_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_s_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_s_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }

	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}

}

entity = {
	name = "lithoid_01_destroyer_stern_M1_entity"
	pdxmesh = "lithoid_01_destroyer_stern_M1_mesh"


	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large" particle = "lithoid_1_25_exhaust_idle" keep_particle = yes trigger_once = yes}
	}
	state = { name = "moving" state_time = 2
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_5_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_s_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_s_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }

	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}

}


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

#FRAME
entity = {
	name = "lithoid_01_cruiser_entity"
	pdxmesh = "lithoid_01_cruiser_frame_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle" animation_blend_time = 4
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_cruiser_hum" } }
	}
	state = { name = "moving" animation = "idle" animation_blend_time = 2
		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_cruiser" } }
	}
	state = { name = "death" animation = "death1" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.4 node = "explosion_locator_01" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 3.4 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.4 node = "explosion_locator_01" particle = "ship_burn_particle" }

		event = { time = 8.0 node = "explosion_locator_05" particle = "ship_explosion_air_vent_particle"  }
		event = { time = 3.4 node = "explosion_locator_03" particle = "ship_explosion_air_vent_particle" }
		event = { time = 8.0 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 3.4 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 6.43 node = "explosion_locator_02" particle = "small_lithoid_ship_explosion_effect" }

		event = { time = 8.0 node = "explosion_locator_07" particle = "ship_burn_particle" }
		event = { time = 8.0 node = "explosion_locator_07" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 8.0 node = "explosion_locator_07" particle = "ship_explosion_air_vent_particle" }

		event = { time = 10.3 node = "explosion_locator_06" particle = "small_lithoid_ship_explosion_effect"  }

		event = { time = 19.43 node = "explosion_locator_01" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 19.63 node = "explosion_locator_04" particle = "small_lithoid_ship_explosion_effect" }
		event = { time = 19.83 node = "explosion_locator_06" particle = "medium_lithoid_ship_explosion_effect"  sound = { soundeffect = ship_destroyed } }
	}
	state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 5.16 node = "explosion_locator_02" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 5.16 node = "explosion_locator_02" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "explosion_locator_02" particle = "ship_burn_particle" }

		event = { time = 5.16 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.16 node = "explosion_locator_01" particle = "ship_burn_particle" }

		event = { time = 11.9 node = "explosion_locator_05" particle = "ship_explosion_air_vent_particle" }
		event = { time = 11.9 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 11.9 node = "explosion_locator_05" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 12.2 node = "explosion_locator_03" particle = "small_lithoid_ship_explosion_effect"  }

		event = { time = 11.9 node = "explosion_locator_06" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 14.5 node = "explosion_locator_06" particle = "small_lithoid_ship_explosion_effect"  }

		event = { time = 19.20 node = "explosion_locator_04" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 19.60 node = "explosion_locator_02" particle = "small_lithoid_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 1.7 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 1.7 node = "explosion_locator_01" particle = "lithoid_ship_explosion_s_effect"  }

		event = { time = 2.16 node = "explosion_locator_02" particle = "ship_burn_particle" }
		event = { time = 2.16 node = "explosion_locator_02" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 8.20 node = "explosion_locator_02" particle = "small_lithoid_ship_explosion_effect" }

		event = { time = 3.9 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 3.9 node = "explosion_locator_03" particle = "lithoid_ship_explosion_s_effect"  }

		event = { time = 7.5 node = "explosion_locator_04" particle = "ship_burn_particle" }
		event = { time = 7.5 node = "explosion_locator_04" particle = "lithoid_ship_explosion_s_effect" }

		event = { time = 4.9 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 4.9 node = "explosion_locator_05" particle = "lithoid_ship_explosion_s_effect" }

		event = { time = 16.1 node = "explosion_locator_02" particle = "medium_lithoid_ship_explosion_effect"  }
		event = { time = 16.3 node = "explosion_locator_04" particle = "small_lithoid_ship_explosion_effect" }
		event = { time = 16.35 node = "explosion_locator_06" particle = "medium_lithoid_ship_explosion_effect" sound = { soundeffect = ship_destroyed } }
	}

	scale = 1.0

#	attach = { part1 = "lithoid_01_cruiser_bow_L1_entity" }
#	attach = { part2 = "lithoid_01_cruiser_mid_S2HB_entity" }
#	attach = { part3 = "lithoid_01_cruiser_stern_M1_entity" }
	game_data = {
		size = @cruiser_scale
		emissive_recolor_crunch = 2.0
	}
}



# BOW
entity = {
	name = "lithoid_01_cruiser_bow_L1_entity"
	pdxmesh = "lithoid_01_cruiser_bow_L1_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }

	attach = { base = "lithoid_01_connector_dist_s_3_entity" }
	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	}

entity = {
	name = "lithoid_01_cruiser_bow_M1S2_entity"
	pdxmesh = "lithoid_01_cruiser_bow_M1S2_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { base = "lithoid_01_connector_dist_s_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
}

entity = {
	name = "lithoid_01_cruiser_bow_M2_entity"
	pdxmesh = "lithoid_01_cruiser_bow_M2_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

	attach = { base = "lithoid_01_connector_dist_s_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
}

# MID

entity = {
	name = "lithoid_01_cruiser_mid_S2HB_entity"
	pdxmesh = "lithoid_01_cruiser_mid_S2HB_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }

}

entity = {
	name = "lithoid_01_cruiser_mid_L1M1_entity"
	pdxmesh = "lithoid_01_cruiser_mid_L1M1_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
}

entity = {
	name = "lithoid_01_cruiser_mid_M3_entity"
	pdxmesh = "lithoid_01_cruiser_mid_M3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_03 = "lithoid_01_turret_connection_m_3_entity" }

}

entity = {
	name = "lithoid_01_cruiser_mid_M2S2_entity"
	pdxmesh = "lithoid_01_cruiser_mid_M2S2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "moving" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" state_time = 5 }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
}

# STERN
entity = {
	name = "lithoid_01_cruiser_stern_M1_entity"
	pdxmesh = "lithoid_01_cruiser_stern_M1_mesh"

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

		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 2


		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_2_25_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_m_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "lithoid_01_cruiser_stern_S2_entity"
	pdxmesh = "lithoid_01_cruiser_stern_S2_mesh"

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

		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 2


		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_2_25_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_m_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}

}

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

# FRAME
entity = {
	name = "lithoid_01_battleship_entity"
	pdxmesh = "lithoid_01_battleship_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	animation = "idle" animation_blend_time = 4.0
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_battleship_hum" } }
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_battleship_bass" } }
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 4.0
		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_battleship" } }
	}
	state = { name = "death" animation = "death" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.26 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.46 node = "explosion_locator_01" particle = "ship_burn_particle" }

		event = { time = 9.26 node = "explosion_locator_01" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 2.43 node = "part_1" particle = "medium_lithoid_ship_explosion_s_effect"  }


		event = { time = 5.26 node = "explosion_locator_03" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.46 node = "explosion_locator_03" particle = "ship_burn_particle" }
		event = { time = 6.26 node = "explosion_locator_02" particle = "medium_lithoid_ship_explosion_effect" }

		event = { time = 7.86 node = "explosion_locator_05" particle = "ship_explosion_air_vent_particle" }
		event = { time = 7.96 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 5.26 node = "part3" particle = "small_lithoid_ship_explosion_effect"  }

		event = { time = 4.5 node = "explosion_locator_04" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 12.6 node = "explosion_locator_01" particle = "large_2_lithoid_ship_explosion_effect" }
		event = { time = 12.45 node = "explosion_locator_03" particle = "large_lithoid_ship_explosion_effect" }
		event = { time = 12.53 node = "explosion_locator_05" particle = "large_lithoid_ship_explosion_effect" }
	}

		state = { name = "death" animation = "death2" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.26 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.46 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 9.26 node = "explosion_locator_01" particle = "medium_lithoid_ship_explosion_s_effect" }
		event = { time = 2.43 node = "part_1" particle = "large_lithoid_ship_explosion_s_effect"  }

		event = { time = 3.06 node = "explosion_locator_02" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 5.26 node = "explosion_locator_03" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.46 node = "explosion_locator_03" particle = "ship_burn_particle" }

		event = { time = 7.76 node = "explosion_locator_05" particle = "ship_explosion_air_vent_particle" }
		event = { time = 7.96 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 5.26 node = "part3" particle = "large_lithoid_ship_explosion_s_effect"  }

		event = { time = 7.5 node = "explosion_locator_04" particle = "small_lithoid_ship_explosion_effect" }
		event = { time = 15.16 node = "explosion_locator_05" particle = "large_lithoid_ship_explosion_effect" }
		event = { time = 15.08 node = "explosion_locator_01" particle = "large_2_lithoid_ship_explosion_effect" }
		event = { time = 15.23 node = "explosion_locator_03" particle = "large_lithoid_ship_explosion_effect" }
	}

		state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 3.26 node = "explosion_locator_01" particle = "ship_explosion_air_vent_particle" }
		event = { time = 3.46 node = "explosion_locator_01" particle = "ship_burn_particle" }
		event = { time = 9.26 node = "explosion_locator_01" particle = "large_lithoid_ship_explosion_s_effect" }
		event = { time = 2.43 node = "part_1" particle = "large_lithoid_ship_explosion_s_effect" }

		event = { time = 5.26 node = "explosion_locator_03" particle = "ship_explosion_air_vent_particle" }
		event = { time = 5.46 node = "explosion_locator_03" particle = "ship_burn_particle" }

		event = { time = 7.76 node = "explosion_locator_05" particle = "ship_explosion_air_vent_particle" }
		event = { time = 7.96 node = "explosion_locator_05" particle = "ship_burn_particle" }
		event = { time = 5.26 node = "part3" particle = "large_lithoid_ship_explosion_s_effect"  }

		event = { time = 3.5 node = "explosion_locator_04" particle = "medium_lithoid_ship_explosion_effect" }
		event = { time = 16.24 node = "explosion_locator_05" particle = "large_lithoid_ship_explosion_effect" }
		event = { time = 16.33 node = "explosion_locator_03" particle = "large_2_lithoid_ship_explosion_effect" }
		event = { time = 16.4 node = "explosion_locator_01" particle = "large_lithoid_ship_explosion_effect" }
	}

	scale = 1.0

#	attach = { part1 = "lithoid_01_battleship_bow_L1M1S2_entity" }
#	attach = { part2 = "lithoid_01_battleship_mid_L2M2_entity" }
#	attach = { part3 = "lithoid_01_battleship_stern_L1_entity" }

	game_data = {
		size = @battleship_scale
		emissive_recolor_crunch = 2.0
	}

}



# BOW
entity = {
	name = "lithoid_01_battleship_bow_L1M1S2_entity"
	pdxmesh = "lithoid_01_battleship_bow_L1M1S2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
}

entity = {
	name = "lithoid_01_battleship_bow_L2_entity"
	pdxmesh = "lithoid_01_battleship_bow_L2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_04" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { large_gun_02 = "lithoid_01_turret_connection_l_3_entity" }

}

entity = {
	name = "lithoid_01_battleship_bow_M1S2SHB_entity"
	pdxmesh = "lithoid_01_battleship_bow_M1S2SHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
}



entity = {
	name = "lithoid_01_battleship_bow_XL1_entity"
	pdxmesh = "lithoid_01_battleship_bow_XL1_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

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

	# XL weapon windup locator names: xl_windup_1-10
	attach = { xl_gun_01 = "lithoid_01_turret_connection_xl_3_entity" }
}



#MID

entity = {
	name = "lithoid_01_battleship_mid_L2M2_entity"
	pdxmesh = "lithoid_01_battleship_mid_L2M2_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { large_gun_02 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
}


entity = {
	name = "lithoid_01_battleship_mid_L3_entity"
	pdxmesh = "lithoid_01_battleship_mid_L3_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { large_gun_02 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { large_gun_03 = "lithoid_01_turret_connection_l_3_entity" }
}

entity = {
	name = "lithoid_01_battleship_mid_M4SHB_entity"
	pdxmesh = "lithoid_01_battleship_mid_M4SHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_03 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_04 = "lithoid_01_turret_connection_m_3_entity" }
}

entity = {
	name = "lithoid_01_battleship_mid_S4LHB_entity"
	pdxmesh = "lithoid_01_battleship_mid_S4LHB_mesh"

	default_state = "idle"
	state = { name = idle	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = moving	state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 5 }
	attach = { small_gun_01 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_02 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_03 = "lithoid_01_turret_connection_s_3_entity" }
	attach = { small_gun_04 = "lithoid_01_turret_connection_s_3_entity" }

}



# STERN

entity = {
	name = "lithoid_01_battleship_stern_L1_entity"
	pdxmesh = "lithoid_01_battleship_stern_L1_mesh"

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

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

		event = { time = 0 node = "engine_large" particle = "lithoid_3_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 2

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_5_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "thruster_curve_2_xl_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }

	attach = { large_gun_01 = "lithoid_01_turret_connection_l_3_entity" }
	attach = { base = "lithoid_connector_dist_3_entity" }

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}

entity = {
	name = "lithoid_01_battleship_stern_M2_entity"
	pdxmesh = "lithoid_01_battleship_stern_M2_mesh"
	locator = { name = "base"  position = { 0 0 0 }}
	default_state = idle
	state = { name = "idle" state_time = 2
		event = { time = 0 node = "engine_large" particle = "lithoid_3_exhaust_idle" keep_particle = yes trigger_once = yes}
	}
	state = { name = "moving" state_time = 5

		event = { time = 0 node = "engine_large" particle = "lithoid_5_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "thruster_curve_2_xl_entity" trigger_once = no life = 2}
	}
	state = { name = "death" state_time = 5 }

	attach = { medium_gun_01 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { medium_gun_02 = "lithoid_01_turret_connection_m_3_entity" }
	attach = { base = "lithoid_connector_dist_3_entity" }
	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @medium_trail_W 	lenght = @medium_trail_L   	}
		}
	}

}


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

entity = {
	name = "lithoid_01_bomber_entity"
	pdxmesh = "lithoid_01_bomber_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_droppod_entity"
	pdxmesh = "lithoid_01_launcher_mesh"
	scale = 0.85

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_fighter_entity"
	pdxmesh = "lithoid_01_fighter_mesh"
	scale = 0.6

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

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

entity = {
 name = "lithoid_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_lithoid_ship_explosion_effect" }
	}

	scale = 1.0

	game_data = {
		size = @constructor_scale
		emissive_recolor_crunch = 2.0
	}
}


entity = {
 name = "lithoid_01_construction_ship_entity"
	pdxmesh = "lithoid_01_construction_mesh"

	default_state = "idle"
	state = { name = "idle" 						animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_construction_ship_hum" } }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" 						animation = "idle"
		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_m_entity" trigger_once = no life = 6.25}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_m_entity" trigger_once = no life = 6.25}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_m_entity" trigger_once = no life = 6.25}

		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_construction" } }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working"						animation = "working_start"		looping = no	next_state = working_looping
		start_event = { trigger_once = yes sound = { soundeffect = "construction_progress_loop" } }
		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "bot_1_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "working_looping"				animation = "working_looping"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_progress_loop" } }
		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_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 = 6.5 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 14.16 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 24.23 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 33.1 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 38.2 node = "bot_1_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 2 welding
		event = { time = 0 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 5.33 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 14.03 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 22.43 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 30.6 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 36.53 node = "bot_2_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 3 welding
		event = { time = 3.6 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 10.4 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 24.73 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 31.5 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 38.36 node = "bot_3_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }

		# Bot 4 welding
		event = { time = 0 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 5.26 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 11.53 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 18.36 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 25.43 node = "bot_4_welding" particle = "construction_bot_welding_effect" trigger_once = yes keep_particle = yes sound = { soundeffect = "welding_bot" } }
		event = { time = 34.16 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 = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_2_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_3_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "bot_4_exhaust" particle = "lithoid_05_exhaust_moving" trigger_once = yes keep_particle = yes }
	}
	state = { name = "death"							animation = "idle" looping = no
		event = { time = 0.0 node = "cons_explosion_locator1" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.4 node = "cons_explosion_locator3" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 1.0 node = "cons_explosion_locator2" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 2.9 node = "cons_explosion_locator5" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
		event = { time = 3.7 node = "cons_explosion_locator4" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_medium_01" = 		{ width = 15 	lenght = @large_trail_L   height = 40 	}
			"engine_medium_02" = 		{ width = 15 	lenght = @large_trail_L   height = 40	}
			"engine_medium_03" = 		{ width = 15 	lenght = @large_trail_L   height = 40	}
			"engine_medium_04" = 		{ width = 15 	lenght = @large_trail_L   height = 40	}
		}
	}

}




entity = {
	name = "lithoid_01_colonizer_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"
	#locator = { name = "part1" 		position = { 0  0  0 } }

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_lithoid_ship_explosion_effect" }
	}
   	game_data = {
		size = @colonizer_scale
		emissive_recolor_crunch = 2.0
	}

#	attach = { part1 = "lithoid_01_colony_ship_entity" }
}

entity = { name = "lithoid_01_sponsored_colonizer_entity" clone = "lithoid_01_colonizer_entity" }
entity = { name = "lithoid_01_guided_sapience_colonizer_entity" clone = "lithoid_01_colonizer_entity" }

entity = {
	name = "lithoid_01_colony_ship_entity"
	pdxmesh = "lithoid_01_colony_ship_mesh"

	state = { name = "idle" state_time = 5
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_2_exhaust_idle" keep_particle = yes trigger_once = yes}
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_colony_ship_hum" } }
	}
	state = { name = "moving" state_time = 2
		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { time = 0 node = "engine_large" particle = "lithoid_3_wide_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_m_entity" trigger_once = no life = 2}

		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_colony_ship" } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.0 node = "colony_explosion_locator1" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.4 node = "colony_explosion_locator7" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.0 node = "colony_explosion_locator10" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 1.6 node = "colony_explosion_locator2" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.9 node = "colony_explosion_locator9" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 2.1 node = "colony_explosion_locator8" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 2.83 node = "colony_explosion_locator3" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 3.26 node = "colony_explosion_locator4" particle = "lithoid_ship_explosion_s_effect" }
		event = { time = 3.9 node = "colony_explosion_locator5" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 4.1 node = "colony_explosion_locator6" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
	}
	scale = 1.25

	game_data = {
		trail_locators = {
			"exhaust" = 		{ width = @large_trail_W 	lenght = @large_trail_L   	}
		}
	}
}

entity = {
 name = "lithoid_01_science_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4 }
	state = { name = "moving"	animation = "idle" animation_blend_time = 2 }


	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_lithoid_ship_explosion_effect" }
	}

	game_data = {
		emissive_recolor_crunch = 2.0
	}

}

entity = {
 name = "lithoid_01_science_ship_entity"
	pdxmesh = "lithoid_01_science_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
	#	event = { time = 0.0 node = "engine_small_01" particle = "mammalian_01_2_35_exhaust_idle_particle" keep_particle = yes trigger_once = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_science_ship" } }
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_science_pulsar" } }

		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
	}
	state = { name = "moving" state_time = 5
	#	event = { time = 0.0 node = "engine_small_01" particle = "mammalian_01_3_35_ship_exhaust_moving_particle" keep_particle = yes trigger_once = yes  }
		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_science" } }

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
#		event = { time = 0 node = "engine_large" particle = "lithoid_01_ship_science_exhaust" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "engine_large" particle = "lithoid_5_exhaust_moving" 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 = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 1.4 node = "science_explosion_locator7" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 1.6 node = "science_explosion_locator2" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 2.1 node = "science_explosion_locator8" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 2.83 node = "science_explosion_locator3" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 3.26 node = "science_explosion_locator4" particle = "small_lithoid_ship_explosion_s_effect" }
		event = { time = 3.9 node = "science_explosion_locator5" particle = "small_lithoid_ship_explosion_s_effect"  }
		event = { time = 4.1 node = "science_explosion_locator6" particle = "small_lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }

	}
	scale = 0.45

	attach = { "effect_locator" = "lithoid_01_science_core_entity"	}

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

entity = {
	name = "lithoid_01_science_core_entity"

	locator = { name = "core_effect"				position = { 0	0  0 } }
		default_state = "idle"
		state = { name = "idle" state_time = 5
			event = { time = 0 node = "core_effect" particle = "lithoid_01_science_core" keep_particle = yes trigger_once = yes}
		}


		state = { name = "moving" state_time = 5
			event = { time = 0 node = "core_effect" particle = "lithoid_01_science_core" keep_particle = yes trigger_once = yes}
		}
	attach = { "core_effect" = "science_ship_core_entity"	}
	scale = .7
}

entity = {
	name = "science_ship_core_entity"
	pdxmesh = "science_ship_core_mesh"
	scale = 1

		game_data = {
		bloom_factor			= 1
		uv_animation_speed 		= 0.35
		uv_animation_direction 	= { 0.1 0.55 }
		}
}




entity = {
 name = "lithoid_01_transport_entity"
	pdxmesh = "molluscoid_01_corvette_frame_mesh"

	default_state = "idle"
	state = { name = "idle"	 animation = "idle" animation_blend_time = 4
	}
	state = { name = "moving"	animation = "idle" animation_blend_time = 2
	}
	state = { name = "death" animation = "death3" animation_blend_time = 0.0 chance = 1 looping = no
		event = { time = 4.63 node = "ship_main" particle = "large_lithoid_ship_explosion_effect" }
	}

	scale = 1.0
	game_data = {
		size = @transport_scale
		emissive_recolor_crunch = 2.0
	}
}

entity = {
 name = "lithoid_01_transport_ship_entity"
	pdxmesh = "lithoid_01_transport_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0 node = "engine_large" particle = "lithoid_1_75_exhaust_idle" keep_particle = yes trigger_once = yes}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_transport_ship_hum" } }
	}
	state = { name = "moving" state_time = 2
		event = { time = 0 node = "engine_large" particle = "lithoid_2_5_wide_exhaust_moving" keep_particle = yes trigger_once = yes}
		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_lightning_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_m_entity" trigger_once = no life = 2}
#		event = { time = 0 node = "engine_large" entity = "lithoid_thruster_sphere_2_m_entity" trigger_once = no life = 2}

		event = { time = 0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }
		event = { time = 0 node = "light_locator_04" particle = "lithoid_01_ship_light_effect" trigger_once = yes keep_particle = yes }

		event = { trigger_once = yes sound = { soundeffect = "lithoid_moving_out_transport" } }
	}
	state = { name = "death" chance = 1 looping = no state_time = 10

		event = { time = 0.0 node = "transport_explosion_locator1" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.4 node = "transport_explosion_locator7" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.0 node = "transport_explosion_locator10" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.6 node = "transport_explosion_locator2" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 1.9 node = "transport_explosion_locator9" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 2.1 node = "transport_explosion_locator8" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 2.83 node = "transport_explosion_locator3" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 3.26 node = "transport_explosion_locator4" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 3.9 node = "transport_explosion_locator5" particle = "lithoid_ship_explosion_s_effect"  }
		event = { time = 4.1 node = "transport_explosion_locator6" particle = "lithoid_ship_explosion_s_effect" sound = { soundeffect = ship_destroyed } }
	}

	game_data = {
		trail_locators = {
			"engine_large_01" = 		{ width = @small_trail_W 	lenght = @medium_trail_L   	}
		}
	}
}




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

entity = {
	name = "lithoid_01_orbital_station_assemblyyard_section_entity"
	pdxmesh = "lithoid_01_starbase_assemblyyard_section_mesh"

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

	default_state = "idle"
	state = { name = "idle" state_time = 5 }
	scale = 1.0
}

entity = {
	name = "lithoid_01_orbital_station_hangarbay_section_entity"
	pdxmesh = "lithoid_01_starbase_hangarbay_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "lithoid_01_orbital_station_refinery_section_entity"
	pdxmesh = "lithoid_01_starbase_refinery_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "lithoid_01_orbital_station_science_section_entity"
	pdxmesh = "lithoid_01_starbase_science_section_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_04" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.0
}

entity = {
	name = "lithoid_01_habitat_phase_01_entity"
	pdxmesh = "lithoid_01_habitat_frame_mesh"

	attach = { name = outpost "part1" = "lithoid_01_starbase_outpost_section_entity" }

	scale = 1.5

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes propagate_state = { outpost = idle } }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_habitat_phase_02_entity"
	pdxmesh = "lithoid_01_habitat_frame_mesh"

	attach = { name = outpost "part1" = "lithoid_01_starbase_outpost_section_entity" }
	attach = { "part2" 		 		= "lithoid_01_habitat_phase_02_section_entity" }
	attach = { "part3" 		 		= "lithoid_01_habitat_phase_02_section_entity" }
	attach = { "part4" 		 		= "lithoid_01_habitat_phase_02_section_entity" }
	attach = { "part5" 		 		= "lithoid_01_habitat_phase_02_section_entity" }
	attach = { "part6" 		 		= "lithoid_01_habitat_phase_02_section_entity" }
	attach = { "part7" 		 		= "lithoid_01_habitat_phase_02_section_entity" }

	scale = 1.5

	default_state = "habitat_idle"
	state = { name = "habitat_idle" looping = yes propagate_state = { outpost = idle } }
	state = { name = "construction" looping = yes }

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_habitat_phase_02_section_entity"
	pdxmesh = "lithoid_01_starbase_habitat_section_mesh"
}

entity = {
	name = "lithoid_01_habitat_phase_03_entity"
	locator = { name = part1 }
	locator = { name = explosion_effect position = { 0 3 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 node = "explosion_effect" particle = "lithoid_large_station_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_large" } }
	}

	game_data = {
		shader_type = ship
		emissive_recolor_crunch = 5.0
	}

	attach = { name = "station" part1 = "lithoid_01_habitat_phase_03_section_entity" }
}

entity = {
	name = "lithoid_01_habitat_phase_03_section_entity"
	pdxmesh = "lithoid_01_upgraded_orbital_habitat_mesh"

	default_state = "habitat_idle"
	state = { name = "habitat_idle" animation = "idle" animation_speed = 0.3 propagate_state = { effect = idle }
		start_event = { trigger_once = yes sound = { soundeffect = "habitat_station_hum" } }
	}

	state = { name = "construction" animation = "idle" animation_speed = 0.0 }

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 1.2 node = "explosion_locator_02" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 2.0 node = "explosion_locator_03" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.5 node = "explosion_locator_04" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 3.7 node = "explosion_locator_05" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.2 node = "explosion_locator_06" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
		event = { time = 4.7 node = "explosion_locator_07" particle = "ship_explosion_particle" keep_particle = yes trigger_once = yes sound = { soundeffect = "station_explosion_small" } }
	}

	attach = { name = effect "inner_section" = "lithoid_01_starbase_core_entity"	}

	#locator = { name = "medium_gun_01"	position = { 0 0 0 } }
	#locator = { name = "medium_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_01"	position = { 0 0 0 } }
	#locator = { name = "small_gun_02"	position = { 0 0 0 } }
	#locator = { name = "small_gun_03"	position = { 0 0 0 } }
	#locator = { name = "small_gun_04"	position = { 0 0 0 } }
}


entity = {
	name = "lithoid_01_mining_station_entity"
	pdxmesh = "lithoid_01_mining_station_frame_mesh"

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

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

	state = { name = "death" animation = "idle" looping = no

		event = { time = 16.3 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.5
	game_data = {
		size = @mining_station
		emissive_recolor_crunch = 2.0
	}

	#attach = { part1 = "lithoid_01_mining_station_section_entity" }
}

entity = {
	name = "lithoid_01_mining_station_section_entity"
	pdxmesh = "lithoid_01_mining_station_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_mining_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}
	state = { name = "death" animation = "idle" looping = no
		event = { time = 0.0 node = "station_explosion_locator_01" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "station_explosion_locator_02" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 1.5 node = "station_explosion_locator_03" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 2.0 node = "station_explosion_locator_04" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 3.0 node = "station_explosion_locator_05" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 4.0 node = "station_explosion_locator_06" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}
}

entity = {
	name = "lithoid_01_research_station_entity"
	pdxmesh = "lithoid_01_research_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 = 25.0 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}
	scale = 1.4

	game_data = {
		size = @research_station
		emissive_recolor_crunch = 2.0
	}

	#attach = { part1 = "lithoid_01_research_station_section_entity" }
}

entity = {
	name = "lithoid_01_research_station_section_entity"
	pdxmesh = "lithoid_01_research_station_mesh"

	default_state = "idle"
		state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_research_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.0 node = "effect" particle = "lithoid_01_research_core_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_locator_02" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }

	}
}

entity = {
	name = "lithoid_01_wormhole_station_entity"
	pdxmesh = "lithoid_01_research_station_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_wormhole_station_idle" } }

		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_locator_02" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.9 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.4
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_observation_station_entity"
	pdxmesh = "lithoid_01_research_station_mesh"
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_research_station_signals" } }

		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" animation = "death" looping = no
		event = { time = 0.0 node = "explosion_locator_01" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "explosion_locator_02" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }

		event = { time = 0.9 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.4
	game_data = {
		size = @research_station
		emissive_recolor_crunch = 2.0
	}
}











#	entity = {
#		name = "lithoid_01_military_station_entity"
#		locator = { name = "part1" 		position = { 0  0 	0 	} }
#		scale = 1.0
#	}

entity = {
	name = "lithoid_01_military_station_small_entity"
	pdxmesh = "lithoid_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_defense_station_idle_hum" } }

		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_03" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 1.9 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_military_station_section_heavy_entity"
	pdxmesh = "lithoid_01_military_station_section_heavy_mesh"
	scale = 1.0

	default_state = "idle"
	state = { name = "idle" state_time = 5
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no }
}

entity = {
	name = "lithoid_01_military_station_section_medium_entity"
	pdxmesh = "lithoid_01_military_station_section_medium_mesh"
	scale = 1.0
}

entity = {
	name = "lithoid_01_military_station_section_light_entity"
	pdxmesh = "lithoid_01_military_station_section_light_mesh"
	scale = 1.0
}

entity = {
	name = "lithoid_01_military_station_section_hangar_entity"
	pdxmesh = "lithoid_01_military_station_section_heavy_mesh"
	scale = 1.0
}

entity = {
	name = "lithoid_01_wormhole_main_entity"
	pdxmesh = "blue_white_star_icon_mesh"
	scale = 10.0
}

entity = {
	name = "lithoid_01_outpost_station_entity"
	locator = { name = "part1" 		position = { 0 0 0 } }

	default_state = "idle"
	state = { name = "idle" state_time = 5
		#start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_defense_station_idle_hum" } }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 1.9 particle = "lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.0

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

entity = {
	name = "lithoid_01_outpost_station_section_entity"
	pdxmesh = "lithoid_01_military_station_small_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 5
		start_event = { trigger_once = yes sound = { soundeffect = "lithoid_amb_outpost_station_idle" } }
		event = { time = 0.0 node = "light_locator_01" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.0 node = "light_locator_02" particle = "lithoid_01_ship_light_effect" keep_particle = yes trigger_once = yes }
	}

	state = { name = "death" state_time = 2 looping = no
		event = { time = 0.0 node = "light_locator_01" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0.5 node = "light_locator_02" particle = "small_lithoid_station_explosion_2_effect" keep_particle = yes trigger_once = yes }
	}

	scale = 1.2

	game_data = {
		emissive_recolor_crunch = 2.0
	}
}

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

entity = {
	name = "lithoid_01_outpost_station_construction_entity"
	pdxmesh = "lithoid_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 = "lithoid_01_military_station_small_construction_entity"
	pdxmesh = "lithoid_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 = "lithoid_01_mining_station_construction_entity"
	pdxmesh = "lithoid_01_mining_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = "idle"
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.5
}
entity = {
	name = "lithoid_01_research_station_construction_entity"
	pdxmesh = "lithoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
			event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "lithoid_01_wormhole_station_construction_entity"
	pdxmesh = "lithoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
entity = {
	name = "lithoid_01_observation_station_construction_entity"
	pdxmesh = "lithoid_01_research_station_mesh"
		default_state = "idle"
		state = { name = "idle" animation = idle animation_speed = 0
		event = { trigger_once = yes sound = { soundeffect = "place_construction" } }
		}
	scale = 1.4
}
##################         	 METEOR ENTITIES         	  ########################

entity = {
	name = "lithoid_01_meteor_colonyship_entity"
	pdxmesh = "asteroid_ship_mesh"

	locator = { name = part1 }

	default_state = "idle"
		state = { name = "idle"  state_time = 2
			event = { time = 0 node = "part1" particle = "lithoid_01_meteor_ship_idle_effect" trigger_once = yes keep_particle = yes }
			event = { sound = { soundeffect = "amb_astroid_fields" } }
		}
	#state = { name = "idle" animation = "idle" time_offset = { 0 100 } }

		state = { name = "moving" state_time = 2.5
		looping = no next_state = "moving_2" chance = 1
			event = { time = 0 node = "part1" particle = "lithoid_01_meteor_ship_trail_effect" trigger_once = yes keep_particle = yes }
		}

		state = { name = "moving_2" state_time = 1.5
			event = { time = 0 node = "part1" particle = "lithoid_01_meteor_ship_trail_2_effect" trigger_once = yes keep_particle = yes }
	}

	state = { name = "colonization" state_time = 1.5
			event = { time = 0 node = "part1" particle = "lithoid_01_meteor_ship_colonization_effect" trigger_once = yes keep_particle = yes }
	}
	scale = 0.5
}

entity = {
	name = "lithoid_01_meteor_colonyship_empty_entity"

	default_state = "idle"
		state = { name = "idle"  state_time = 2

		}


	scale = 0.5
}
