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446 changes: 446 additions & 0 deletions Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio.sbc

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1,510 changes: 755 additions & 755 deletions Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio_SA.sbc

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652 changes: 652 additions & 0 deletions Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Audio_SW.sbc

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142 changes: 71 additions & 71 deletions Weapon Mods/Anomaly_Solaris_Hypernautics/Data/CapacitorBlocks.sbc
Original file line number Diff line number Diff line change
@@ -1,71 +1,71 @@
<?xml version="1.0" ?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<CubeBlocks>
<Definition xsi:type="MyObjectBuilder_BatteryBlockDefinition">
<Id>
<TypeId>BatteryBlock</TypeId>
<SubtypeId>CapacitorLarge</SubtypeId>
</Id>
<DisplayName>Capacitor</DisplayName>
<Icon>Textures\GUI\Icons\Capacitor.dds</Icon>
<Description>
Has a reserve of power that can discharge
It must be set to "Discharge" or "Auto" to provide power. Setting it back to "Rechage" pauses the timer.i se
</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="4" z="3" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Capacitor.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="20" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="PowerCell" Count="80">
<DeconstructId>
<TypeId>Ore</TypeId>
<SubtypeId>Scrap</SubtypeId>
</DeconstructId>
</Component>
<Component Subtype="Computer" Count="25" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="60" />
</Components>
<CriticalComponent Subtype="PowerCell" Index="0" />
<BuildProgressModels>
</BuildProgressModels>
<BlockPairName>Capacitor</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>

<ResourceSourceGroup>Battery</ResourceSourceGroup>
<MaxPowerOutput>1000</MaxPowerOutput>

<ResourceSinkGroup>BatteryBlock</ResourceSinkGroup>
<RequiredPowerInput>12</RequiredPowerInput>
<AdaptibleInput>true</AdaptibleInput>
<MaxStoredPower>3</MaxStoredPower>
<InitialStoredPowerRatio>0.3</InitialStoredPowerRatio>
<RechargeMultiplier>0.8</RechargeMultiplier>

<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
<Public>true</Public>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<EmissiveColorPreset>Extended</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<IsAirTight>true</IsAirTight>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>

</CubeBlocks>
</Definitions>
<?xml version="1.0" ?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<CubeBlocks>
<Definition xsi:type="MyObjectBuilder_BatteryBlockDefinition">
<Id>
<TypeId>BatteryBlock</TypeId>
<SubtypeId>CapacitorLarge</SubtypeId>
</Id>
<DisplayName>Capacitor</DisplayName>
<Icon>Textures\GUI\Icons\Capacitor.dds</Icon>
<Description>
Has a reserve of power that can discharge
It must be set to "Discharge" or "Auto" to provide power. Setting it back to "Rechage" pauses the timer.i se
</Description>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="3" y="4" z="3" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Capacitor.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="20" />
<Component Subtype="Construction" Count="10" />
<Component Subtype="PowerCell" Count="80">
<DeconstructId>
<TypeId>Ore</TypeId>
<SubtypeId>Scrap</SubtypeId>
</DeconstructId>
</Component>
<Component Subtype="Computer" Count="25" />
<Component Subtype="Construction" Count="20" />
<Component Subtype="SteelPlate" Count="60" />
</Components>
<CriticalComponent Subtype="PowerCell" Index="0" />
<BuildProgressModels>
</BuildProgressModels>
<BlockPairName>Capacitor</BlockPairName>
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>40</BuildTimeSeconds>
<ResourceSourceGroup>Battery</ResourceSourceGroup>
<MaxPowerOutput>1000</MaxPowerOutput>
<ResourceSinkGroup>BatteryBlock</ResourceSinkGroup>
<RequiredPowerInput>12</RequiredPowerInput>
<AdaptibleInput>true</AdaptibleInput>
<MaxStoredPower>3</MaxStoredPower>
<InitialStoredPowerRatio>0.3</InitialStoredPowerRatio>
<RechargeMultiplier>0.8</RechargeMultiplier>
<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
<Public>true</Public>
<DamageEffectName>Damage_Electrical_Damaged</DamageEffectName>
<DamagedSound>ParticleElectrical</DamagedSound>
<EmissiveColorPreset>Extended</EmissiveColorPreset>
<DestroyEffect>BlockDestroyedExplosion_Large</DestroyEffect>
<DestroySound>WepSmallWarheadExpl</DestroySound>
<PCU>15</PCU>
<IsAirTight>true</IsAirTight>
<MirroringZ>Y</MirroringZ>
<MirroringY>Z</MirroringY>
<TargetingGroups>
<string>PowerSystems</string>
</TargetingGroups>
</Definition>
</CubeBlocks>
</Definitions>
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