@thinktank_size = 200

@flowmap_speed = 0.17
@flowmap_intensity =  0.3

animation = {
	name = "thinktank_part1_idle"
	file = "thinktank_part1_idle.anim"
}

entity = {
	name = "think_tank_destroyed_01_entity"
	pdxmesh = "think_tank_destroyed_01_mesh"
	locator = { name = "debris1"	position = { 0 0 0 } }

	meshsettings = {
		name = "coreShape"
		index = 0
		texture_diffuse = "think_tank_destroyed_01_diffuse.dds"
		texture_normal = "think_tank_destroyed_01_normal.dds"
		texture_specular = "think_tank_destroyed_01_specular.dds"
		shader = "PdxMeshShip"
	}

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_destroyed" stop_on_state_change = yes } }
	}

	attach = { debris1 = "debris_large_01_entity" }

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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

entity = {
	name = "mammalian_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "mammalian_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "mammalian_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "mammalian_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "mammalian_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }
	attach = { "root" = "mammalian_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "mammalian_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }
	attach = { "root" = "mammalian_01_thinktank_part2_entity" }
	attach = { "root" = "mammalian_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "molluscoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "molluscoid_think_tank_01_diffuse.dds"
		texture_normal = "molluscoid_think_tank_01_normal.dds"
		texture_specular = "molluscoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "molluscoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "molluscoid_think_tank_01_diffuse.dds"
		texture_normal = "molluscoid_think_tank_01_normal.dds"
		texture_specular = "molluscoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "molluscoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "molluscoid_think_tank_01_diffuse.dds"
		texture_normal = "molluscoid_think_tank_01_normal.dds"
		texture_specular = "molluscoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "molluscoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "molluscoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "molluscoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "molluscoid_01_thinktank_part1_entity" }
	attach = { "root" = "molluscoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "molluscoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "molluscoid_01_thinktank_part1_entity" }
	attach = { "root" = "molluscoid_01_thinktank_part2_entity" }
	attach = { "root" = "molluscoid_01_thinktank_part3_entity" }

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "avian_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "avian_think_tank_01_diffuse.dds"
		texture_normal = "avian_think_tank_01_normal.dds"
		texture_specular = "avian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "avian_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "avian_think_tank_01_diffuse.dds"
		texture_normal = "avian_think_tank_01_normal.dds"
		texture_specular = "avian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "avian_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "avian_think_tank_01_diffuse.dds"
		texture_normal = "avian_think_tank_01_normal.dds"
		texture_specular = "avian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "avian_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "avian_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "avian_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "avian_01_thinktank_part1_entity" }
	attach = { "root" = "avian_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "avian_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "avian_01_thinktank_part1_entity" }
	attach = { "root" = "avian_01_thinktank_part2_entity" }
	attach = { "root" = "avian_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "arthropoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "arthropoid_think_tank_01_diffuse.dds"
		texture_normal = "arthropoid_think_tank_01_normal.dds"
		texture_specular = "arthropoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "arthropoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "arthropoid_think_tank_01_diffuse.dds"
		texture_normal = "arthropoid_think_tank_01_normal.dds"
		texture_specular = "arthropoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "arthropoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "arthropoid_think_tank_01_diffuse.dds"
		texture_normal = "arthropoid_think_tank_01_normal.dds"
		texture_specular = "arthropoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "arthropoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "arthropoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "arthropoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "arthropoid_01_thinktank_part1_entity" }
	attach = { "root" = "arthropoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "arthropoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "arthropoid_01_thinktank_part1_entity" }
	attach = { "root" = "arthropoid_01_thinktank_part2_entity" }
	attach = { "root" = "arthropoid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "plantoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "plantoid_think_tank_01_diffuse.dds"
		texture_normal = "plantoid_think_tank_01_normal.dds"
		texture_specular = "plantoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "plantoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "plantoid_think_tank_01_diffuse.dds"
		texture_normal = "plantoid_think_tank_01_normal.dds"
		texture_specular = "plantoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "plantoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "plantoid_think_tank_01_diffuse.dds"
		texture_normal = "plantoid_think_tank_01_normal.dds"
		texture_specular = "plantoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "plantoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "plantoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "plantoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "plantoid_01_thinktank_part1_entity" }
	attach = { "root" = "plantoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "plantoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "plantoid_01_thinktank_part1_entity" }
	attach = { "root" = "plantoid_01_thinktank_part2_entity" }
	attach = { "root" = "plantoid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "fungoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "fungoid_think_tank_01_diffuse.dds"
		texture_normal = "fungoid_think_tank_01_normal.dds"
		texture_specular = "fungoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "fungoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "fungoid_think_tank_01_diffuse.dds"
		texture_normal = "fungoid_think_tank_01_normal.dds"
		texture_specular = "fungoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "fungoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "fungoid_think_tank_01_diffuse.dds"
		texture_normal = "fungoid_think_tank_01_normal.dds"
		texture_specular = "fungoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "fungoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "fungoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "fungoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "fungoid_01_thinktank_part1_entity" }
	attach = { "root" = "fungoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "fungoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "fungoid_01_thinktank_part1_entity" }
	attach = { "root" = "fungoid_01_thinktank_part2_entity" }
	attach = { "root" = "fungoid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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


entity = {
	name = "reptilian_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "reptilian_think_tank_01_diffuse.dds"
		texture_normal = "reptilian_think_tank_01_normal.dds"
		texture_specular = "reptilian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "reptilian_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "reptilian_think_tank_01_diffuse.dds"
		texture_normal = "reptilian_think_tank_01_normal.dds"
		texture_specular = "reptilian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "reptilian_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "reptilian_think_tank_01_diffuse.dds"
		texture_normal = "reptilian_think_tank_01_normal.dds"
		texture_specular = "reptilian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "reptilian_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "reptilian_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "reptilian_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "reptilian_01_thinktank_part1_entity" }
	attach = { "root" = "reptilian_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "reptilian_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "reptilian_01_thinktank_part1_entity" }
	attach = { "root" = "reptilian_01_thinktank_part2_entity" }
	attach = { "root" = "reptilian_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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

entity = {
	name = "humanoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "humanoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}


entity = {
	name = "humanoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "mammalian_think_tank_01_diffuse.dds"
		texture_normal = "mammalian_think_tank_01_normal.dds"
		texture_specular = "mammalian_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
    }
}

entity = {
	name = "humanoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "humanoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }
	attach = { "root" = "mammalian_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "humanoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "mammalian_01_thinktank_part1_entity" }
	attach = { "root" = "mammalian_01_thinktank_part2_entity" }
	attach = { "root" = "mammalian_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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

entity = {
	name = "lithoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "lithoid_think_tank_01_diffuse.dds"
		texture_normal = "lithoid_think_tank_01_normal.dds"
		texture_specular = "lithoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "lithoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "lithoid_think_tank_01_diffuse.dds"
		texture_normal = "lithoid_think_tank_01_normal.dds"
		texture_specular = "lithoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "lithoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "lithoid_think_tank_01_diffuse.dds"
		texture_normal = "lithoid_think_tank_01_normal.dds"
		texture_specular = "lithoid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "lithoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "lithoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "lithoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "lithoid_01_thinktank_part1_entity" }
	attach = { "root" = "lithoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "lithoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "lithoid_01_thinktank_part1_entity" }
	attach = { "root" = "lithoid_01_thinktank_part2_entity" }
	attach = { "root" = "lithoid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


#####################################################
#####											#####
#####					Necroid					#####
#####											#####
#####################################################

entity = {
	name = "necroid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "necroid_think_tank_01_diffuse.dds"
		texture_normal = "necroid_think_tank_01_normal.dds"
		texture_specular = "necroid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "necroid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "necroid_think_tank_01_diffuse.dds"
		texture_normal = "necroid_think_tank_01_normal.dds"
		texture_specular = "necroid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "necroid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "necroid_think_tank_01_diffuse.dds"
		texture_normal = "necroid_think_tank_01_normal.dds"
		texture_specular = "necroid_think_tank_01_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "necroid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "necroid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "necroid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "necroid_01_thinktank_part1_entity" }
	attach = { "root" = "necroid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "necroid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "necroid_01_thinktank_part1_entity" }
	attach = { "root" = "necroid_01_thinktank_part2_entity" }
	attach = { "root" = "necroid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}


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

entity = {
	name = "nemesis_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "nemesis_01_think_tank_diffuse.dds"
		texture_normal = "nemesis_01_think_tank_normal.dds"
		texture_specular = "nemesis_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "nemesis_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "nemesis_01_think_tank_diffuse.dds"
		texture_normal = "nemesis_01_think_tank_normal.dds"
		texture_specular = "nemesis_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "nemesis_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "nemesis_01_think_tank_diffuse.dds"
		texture_normal = "nemesis_01_think_tank_normal.dds"
		texture_specular = "nemesis_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "nemesis_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "nemesis_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "nemesis_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "nemesis_01_thinktank_part1_entity" }
	attach = { "root" = "nemesis_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "nemesis_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "nemesis_01_thinktank_part1_entity" }
	attach = { "root" = "nemesis_01_thinktank_part2_entity" }
	attach = { "root" = "nemesis_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

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

entity = {
	name = "aquatic_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "aquatic_01_think_tank_diffuse.dds"
		texture_normal = "aquatic_01_think_tank_normal.dds"
		texture_specular = "aquatic_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "aquatic_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "aquatic_01_think_tank_diffuse.dds"
		texture_normal = "aquatic_01_think_tank_normal.dds"
		texture_specular = "aquatic_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "aquatic_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "aquatic_01_think_tank_diffuse.dds"
		texture_normal = "aquatic_01_think_tank_normal.dds"
		texture_specular = "aquatic_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "aquatic_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "aquatic_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "aquatic_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "aquatic_01_thinktank_part1_entity" }
	attach = { "root" = "aquatic_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "aquatic_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "aquatic_01_thinktank_part1_entity" }
	attach = { "root" = "aquatic_01_thinktank_part2_entity" }
	attach = { "root" = "aquatic_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

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

entity = {
	name = "toxoid_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "toxoid_01_think_tank_diffuse.dds"
		texture_normal = "toxoid_01_think_tank_normal.dds"
		texture_specular = "toxoid_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "toxoid_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "toxoid_01_think_tank_diffuse.dds"
		texture_normal = "toxoid_01_think_tank_normal.dds"
		texture_specular = "toxoid_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "toxoid_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "toxoid_01_think_tank_diffuse.dds"
		texture_normal = "toxoid_01_think_tank_normal.dds"
		texture_specular = "toxoid_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
}

entity = {
	name = "toxoid_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "toxoid_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "toxoid_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "toxoid_01_thinktank_part1_entity" }
	attach = { "root" = "toxoid_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "toxoid_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "toxoid_01_thinktank_part1_entity" }
	attach = { "root" = "toxoid_01_thinktank_part2_entity" }
	attach = { "root" = "toxoid_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
	
	game_data = {
		size = @thinktank_size
	}
}

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

entity = {
	name = "cybernetics_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "cybernetics_01_think_tank_diffuse.dds"
		texture_normal = "cybernetics_01_think_tank_normal.dds"
		texture_specular = "cybernetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
			emissive_recolor_crunch = 2.0
    }
	
}


entity = {
	name = "cybernetics_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "cybernetics_01_think_tank_diffuse.dds"
		texture_normal = "cybernetics_01_think_tank_normal.dds"
		texture_specular = "cybernetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
    }
	
}


entity = {
	name = "cybernetics_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "cybernetics_01_think_tank_diffuse.dds"
		texture_normal = "cybernetics_01_think_tank_normal.dds"
		texture_specular = "cybernetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
		
	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0	
    }
	
}

entity = {
	name = "cybernetics_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "cybernetics_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "cybernetics_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "cybernetics_01_thinktank_part1_entity" }
	attach = { "root" = "cybernetics_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "cybernetics_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "cybernetics_01_thinktank_part1_entity" }
	attach = { "root" = "cybernetics_01_thinktank_part2_entity" }
	attach = { "root" = "cybernetics_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "synthetics_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "synthetics_01_think_tank_diffuse.dds"
		texture_normal = "synthetics_01_think_tank_normal.dds"
		texture_specular = "synthetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
			emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "synthetics_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "synthetics_01_think_tank_diffuse.dds"
		texture_normal = "synthetics_01_think_tank_normal.dds"
		texture_specular = "synthetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "synthetics_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "synthetics_01_think_tank_diffuse.dds"
		texture_normal = "synthetics_01_think_tank_normal.dds"
		texture_specular = "synthetics_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}
		
	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0	
    }
	
}

entity = {
	name = "synthetics_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "synthetics_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "synthetics_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "synthetics_01_thinktank_part1_entity" }
	attach = { "root" = "synthetics_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "synthetics_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "synthetics_01_thinktank_part1_entity" }
	attach = { "root" = "synthetics_01_thinktank_part2_entity" }
	attach = { "root" = "synthetics_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "biogenesis_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "biogenesis_01_think_tank_diffuse.dds"
		texture_normal = "biogenesis_01_think_tank_normal.dds"
		texture_specular = "biogenesis_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
			emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "biogenesis_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "biogenesis_01_think_tank_diffuse.dds"
		texture_normal = "biogenesis_01_think_tank_normal.dds"
		texture_specular = "biogenesis_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "biogenesis_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "biogenesis_01_think_tank_diffuse.dds"
		texture_normal = "biogenesis_01_think_tank_normal.dds"
		texture_specular = "biogenesis_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
		
	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0	
    }
	
}

entity = {
	name = "biogenesis_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "biogenesis_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_01_thinktank_part1_entity" }
	attach = { "root" = "biogenesis_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "biogenesis_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_01_thinktank_part1_entity" }
	attach = { "root" = "biogenesis_01_thinktank_part2_entity" }
	attach = { "root" = "biogenesis_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "biogenesis_02_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"
	
	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "biogenesis_02_think_tank_diffuse.dds"
		texture_normal = "biogenesis_02_think_tank_normal.dds"
		texture_specular = "biogenesis_02_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
		 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
			emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "biogenesis_02_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "biogenesis_02_think_tank_diffuse.dds"
		texture_normal = "biogenesis_02_think_tank_normal.dds"
		texture_specular = "biogenesis_02_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
	
	 game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
    }
	
}


entity = {
	name = "biogenesis_02_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"
	
	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}
	
	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "biogenesis_02_think_tank_diffuse.dds"
		texture_normal = "biogenesis_02_think_tank_normal.dds"
		texture_specular = "biogenesis_02_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissive"
	}
		
	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0	
    }
	
}

entity = {
	name = "biogenesis_02_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_02_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "biogenesis_02_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_02_thinktank_part1_entity" }
	attach = { "root" = "biogenesis_02_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "biogenesis_02_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	
	
	attach = { "root" = "biogenesis_02_thinktank_part1_entity" }
	attach = { "root" = "biogenesis_02_thinktank_part2_entity" }
	attach = { "root" = "biogenesis_02_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "mindwarden_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "mindwarden_01_think_tank_diffuse.dds"
		texture_normal = "mindwarden_01_think_tank_normal.dds"
		texture_specular = "mindwarden_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "mindwarden_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "mindwarden_01_think_tank_diffuse.dds"
		texture_normal = "mindwarden_01_think_tank_normal.dds"
		texture_specular = "mindwarden_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "mindwarden_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "mindwarden_01_think_tank_diffuse.dds"
		texture_normal = "mindwarden_01_think_tank_normal.dds"
		texture_specular = "mindwarden_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0	
	}
}

entity = {
	name = "mindwarden_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "mindwarden_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "mindwarden_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "mindwarden_01_thinktank_part1_entity" }
	attach = { "root" = "mindwarden_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "mindwarden_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "mindwarden_01_thinktank_part1_entity" }
	attach = { "root" = "mindwarden_01_thinktank_part2_entity" }
	attach = { "root" = "mindwarden_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "psionic_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "psionic_01_think_tank_diffuse.dds"
		texture_normal = "psionic_01_think_tank_normal.dds"
		texture_specular = "psionic_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "psionic_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "psionic_01_think_tank_diffuse.dds"
		texture_normal = "psionic_01_think_tank_normal.dds"
		texture_specular = "psionic_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0
	}
}

entity = {
	name = "psionic_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "psionic_01_think_tank_diffuse.dds"
		texture_normal = "psionic_01_think_tank_normal.dds"
		texture_specular = "psionic_01_think_tank_specular.dds"
		shader = "PdxMeshShip"
	}

	game_data = {
		custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 3.0	
	}
}

entity = {
	name = "psionic_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "psionic_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "psionic_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "psionic_01_thinktank_part1_entity" }
	attach = { "root" = "psionic_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

entity = {
	name = "psionic_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }	

	attach = { "root" = "psionic_01_thinktank_part1_entity" }
	attach = { "root" = "psionic_01_thinktank_part2_entity" }
	attach = { "root" = "psionic_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500
}

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

entity = {
	name = "infernal_01_thinktank_part1_entity"
	pdxmesh = "thinktank_part1_mesh"

	default_state = "idle"
	state = { name = "idle" animation = "idle"
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_core_amb" } }
		event = { time = 0 node = "center" particle = "think_tank_core_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "body1Shape"
		index = 0
		texture_diffuse = "infernal_01_think_tank_diffuse.dds"
		texture_normal = "infernal_01_think_tank_normal.dds"
		texture_specular = "infernal_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
    }
}

entity = {
	name = "infernal_01_thinktank_part2_entity"
	pdxmesh = "thinktank_part2_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_01" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_1" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_2" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_3" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_4" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_05Shape"
		index = 0
		texture_diffuse = "infernal_01_think_tank_diffuse.dds"
		texture_normal = "infernal_01_think_tank_normal.dds"
		texture_specular = "infernal_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
    }
}

entity = {
	name = "infernal_01_thinktank_part3_entity"
	pdxmesh = "thinktank_part3_mesh"

	default_state = "idle"
	state = { name = "idle" state_time = 10
		start_event = { trigger_once = yes sound = { soundeffect = "think_tank_structure_amb_02" stop_on_state_change = yes } }
		event = { time = 0 node = "light_locator_5" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_6" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_7" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
		event = { time = 0 node = "light_locator_8" particle = "think_tank_light_blue_effect" keep_particle = yes trigger_once = yes }
	}

	meshsettings = {
		name = "section_04Shape"
		index = 0
		texture_diffuse = "infernal_01_think_tank_diffuse.dds"
		texture_normal = "infernal_01_think_tank_normal.dds"
		texture_specular = "infernal_01_think_tank_specular.dds"
		shader = "PdxMeshShipDiffuseEmissiveNoise"
	}

	game_data = {
        custom_texture = "gfx/models/ships/megastructures/think_tank/think_tank_01_construction_fadein.dds"
		emissive_recolor_crunch = 2.0
		
		uv_animation_speed 		= @flowmap_speed

		#NOTE: Since the ship makes use of a flowmap, this is a special case
		#where the uv_animation_direction variable is used to determine the flowmap strength
		#instead of an animation direction.
		uv_animation_direction 	= { @flowmap_intensity 0.0 }
    }
}

entity = {
	name = "infernal_01_thinktank_phase_01_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "infernal_01_thinktank_part1_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "infernal_01_thinktank_phase_02_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "infernal_01_thinktank_part1_entity" }
	attach = { "root" = "infernal_01_thinktank_part2_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}

entity = {
	name = "infernal_01_thinktank_phase_03_entity"
	locator = { name = "root"	position = { 0 0 0 } }

	attach = { "root" = "infernal_01_thinktank_part1_entity" }
	attach = { "root" = "infernal_01_thinktank_part2_entity" }
	attach = { "root" = "infernal_01_thinktank_part3_entity" }

	state = { name = "construction"
		start_event = { trigger_once = yes sound = { soundeffect = "ringworld_construction_ambient" } }
	}

	cull_radius = 500

	game_data = {
		size = @thinktank_size
	}
}