
#####################################################
#####											#####
#####				Reptilian					#####
#####											#####
#####################################################

entity = {
	name = "reptilian_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "reptilian_construction_platform_01_diffuse.dds"
			texture_normal = "reptilian_construction_platform_01_normal.dds"
			texture_specular = "reptilian_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
			
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }

}


#####################################################
#####											#####
#####				Arthropoid					#####
#####											#####
#####################################################

entity = {
	name = "arthropoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "arthropoid_construction_platform_01_diffuse.dds"
			texture_normal = "arthropoid_construction_platform_01_normal.dds"
			texture_specular = "arthropoid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
			
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}


#####################################################
#####											#####
#####				Mammalian					#####
#####											#####
#####################################################

entity = {
	name = "mammalian_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "mammalian_construction_platform_01_diffuse.dds"
			texture_normal = "mammalian_construction_platform_01_normal.dds"
			texture_specular = "mammalian_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
					
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}



#####################################################
#####											#####
#####					Fungoid					#####
#####											#####
#####################################################

entity = {
	name = "fungoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "fungoid_construction_platform_01_diffuse.dds"
			texture_normal = "fungoid_construction_platform_01_normal.dds"
			texture_specular = "fungoid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
		
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}


#####################################################
#####											#####
#####				Molluscoid					#####
#####											#####
#####################################################

entity = {
	name = "molluscoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "molluscoid_construction_platform_01_diffuse.dds"
			texture_normal = "molluscoid_construction_platform_01_normal.dds"
			texture_specular = "molluscoid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
		
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }

}


#####################################################
#####											#####
#####					Avian					#####
#####											#####
#####################################################

entity = {
	name = "avian_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "avian_construction_platform_01_diffuse.dds"
			texture_normal = "avian_construction_platform_01_normal.dds"
			texture_specular = "avian_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
		
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}


#####################################################
#####											#####
#####					Plantoid				#####
#####											#####
#####################################################

entity = {
	name = "plantoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "plantoid_construction_platform_01_diffuse.dds"
			texture_normal = "plantoid_construction_platform_01_normal.dds"
			texture_specular = "plantoid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
		
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}


#####################################################
#####											#####
#####				Humanoid					#####
#####											#####
#####################################################

entity = {
	name = "humanoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "mammalian_construction_platform_01_diffuse.dds"
			texture_normal = "mammalian_construction_platform_01_normal.dds"
			texture_specular = "mammalian_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
					
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
			 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
    }
	
}


#####################################################
#####											#####
#####					Lithoid					#####
#####											#####
#####################################################

entity = {
	name = "lithoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "lithoid_construction_platform_01_diffuse.dds"
			texture_normal = "lithoid_construction_platform_01_normal.dds"
			texture_specular = "lithoid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
			
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}



#####################################################
#####											#####
#####					necroid					#####
#####											#####
#####################################################

entity = {
	name = "necroid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "necroid_construction_platform_01_diffuse.dds"
			texture_normal = "necroid_construction_platform_01_normal.dds"
			texture_specular = "necroid_construction_platform_01_specular.dds"
			shader = "PdxMeshShip"
		}
			
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}



#####################################################
#####											#####
#####					nemesis					#####
#####											#####
#####################################################

entity = {
	name = "nemesis_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "nemesis_01_construction_platform_diffuse.dds"
			texture_normal = "nemesis_01_construction_platform_normal.dds"
			texture_specular = "nemesis_01_construction_platform_specular.dds"
			shader = "PdxMeshShip"
		}
			
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####					aquatic					#####
#####											#####
#####################################################

entity = {
	name = "aquatic_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "aquatic_01_construction_platform_diffuse.dds"
			texture_normal = "aquatic_01_construction_platform_normal.dds"
			texture_specular = "aquatic_01_construction_platform_specular.dds"
			shader = "PdxMeshShipDiffuseEmissive"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####					toxoid					#####
#####											#####
#####################################################

entity = {
	name = "toxoid_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "toxoid_01_construction_platform_diffuse.dds"
			texture_normal = "toxoid_01_construction_platform_normal.dds"
			texture_specular = "toxoid_01_construction_platform_specular.dds"
			shader = "PdxMeshShip"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####				cybernetics					#####
#####											#####
#####################################################

entity = {
	name = "cybernetics_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = 	"cybernetics_01_construction_platform_diffuse.dds"
			texture_normal = 	"cybernetics_01_construction_platform_normal.dds"
			texture_specular = 	"cybernetics_01_construction_platform_specular.dds"
			shader = "PdxMeshShip"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####				synthetics					#####
#####											#####
#####################################################

entity = {
	name = "synthetics_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = 	"synthetics_01_construction_platform_diffuse.dds"
			texture_normal = 	"synthetics_01_construction_platform_normal.dds"
			texture_specular = 	"synthetics_01_construction_platform_specular.dds"
			shader = "PdxMeshShip"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####				biogenesis_01				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = 	"biogenesis_01_construction_platform_diffuse.dds"
			texture_normal = 	"biogenesis_01_construction_platform_normal.dds"
			texture_specular = 	"biogenesis_01_construction_platform_specular.dds"
			shader = "PdxMeshShipDiffuseEmissive"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####				biogenesis_02				#####
#####											#####
#####################################################

entity = {
	name = "biogenesis_02_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = 	"biogenesis_02_construction_platform_diffuse.dds"
			texture_normal = 	"biogenesis_02_construction_platform_normal.dds"
			texture_specular = 	"biogenesis_02_construction_platform_specular.dds"
			shader = "PdxMeshShip"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}

#####################################################
#####											#####
#####				Mindwardens					#####
#####											#####
#####################################################

entity = {
	name = "mindwarden_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	state = { name = "construction" }
	
	meshsettings = {
		name = "bodyShape"
		index = 0
		texture_diffuse = 	"mindwarden_01_construction_platform_diffuse.dds"
		texture_normal = 	"mindwarden_01_construction_platform_normal.dds"
		texture_specular = 	"mindwarden_01_construction_platform_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	game_data = {
		custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
	}
}

#####################################################
#####											#####
#####				Psionics					#####
#####											#####
#####################################################

entity = {
	name = "psionic_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	state = { name = "construction" }
	
	meshsettings = {
		name = "bodyShape"
		index = 0
		texture_diffuse = 	"psionic_01_construction_platform_diffuse.dds"
		texture_normal = 	"psionic_01_construction_platform_normal.dds"
		texture_specular = 	"psionic_01_construction_platform_specular.dds"
		shader = "PdxMeshShip"
	}
	
	default_state = "idle"
	state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	game_data = {
		custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
	}
}

#####################################################
#####											#####
#####					infernal				#####
#####											#####
#####################################################

entity = {
	name = "infernal_01_construction_platform_entity"
	pdxmesh = "construction_platform_01_mesh"
	
	 state = { name = "construction"
    }
	
		meshsettings = {
			name = "bodyShape"
			index = 0
			texture_diffuse = "infernal_01_construction_platform_diffuse.dds"
			texture_normal = "infernal_01_construction_platform_normal.dds"
			texture_specular = "infernal_01_construction_platform_specular.dds"
			shader = "PdxMeshShipDiffuseEmissiveNoise"
		}
	
		default_state = "idle"
		state = { name = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "construction_platform_hum" } }
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/construction_platform/construction_platform_01_fadein.dds"
		emissive_recolor_crunch = 2.0
    }

}