ECS AME (#16779)
This commit is contained in:
@@ -6,7 +6,7 @@
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components:
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- type: StorageFill
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contents:
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- id: AMEPart
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- id: AmePart
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amount: 9
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- type: entity
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@@ -15,7 +15,7 @@
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components:
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- type: StorageFill
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contents:
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- id: AMEJar
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- id: AmeJar
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amount: 3
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- type: entity
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@@ -24,7 +24,7 @@
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components:
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- type: StorageFill
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contents:
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- id: AMEControllerUnanchored
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- id: AmeControllerUnanchored
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# Singularity
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@@ -23,9 +23,9 @@
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- type: MachineBoard
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prototype: ParticleAcceleratorFuelChamberUnfinished
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componentRequirements:
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AMEFuelContainer:
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AmeFuelContainer:
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Amount: 1
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DefaultPrototype: AMEJar
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DefaultPrototype: AmeJar
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ExamineName: AME Fuel Jar
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materialRequirements:
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Glass: 10
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@@ -1,6 +1,6 @@
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- type: entity
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parent: BaseItem
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id: AMEJar
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id: AmeJar
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name: AME fuel jar
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description: A hermetically sealed jar containing antimatter for use in an antimatter reactor.
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components:
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@@ -10,7 +10,7 @@
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- type: Sprite
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sprite: Objects/Power/AME/ame_jar.rsi
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state: jar
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- type: AMEFuelContainer
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- type: AmeFuelContainer
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- type: StaticPrice
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price: 500
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- type: GuideHelp
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@@ -1,6 +1,6 @@
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- type: entity
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parent: BaseItem
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id: AMEPart
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id: AmePart
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name: AME part
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description: A flatpack used for constructing an antimatter engine reactor. Use a multitool to unpack it.
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components:
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@@ -10,7 +10,7 @@
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- type: Sprite
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sprite: Objects/Power/AME/ame_part.rsi
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state: box
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- type: AMEPart
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- type: AmePart
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- type: StaticPrice
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price: 500
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- type: GuideHelp
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@@ -1,5 +1,5 @@
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- type: entity
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id: AMEController
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id: AmeController
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name: AME controller
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description: It's a controller for the antimatter engine.
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placement:
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@@ -11,6 +11,11 @@
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snapCardinals: true
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sprite: Structures/Power/Generation/ame.rsi
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state: control
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layers:
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- state: control
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- state: control_on
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map: ["display"]
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visible: false
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- type: Physics
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- type: Fixtures
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fixtures:
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@@ -44,19 +49,26 @@
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noRot: true
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- type: Anchorable
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- type: Pullable
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- type: AMEController
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- type: AmeController
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- type: Explosive
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explosionType: Default
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intensitySlope: 5
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maxIntensity: 60
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- type: ActivatableUI
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key: enum.AMEControllerUiKey.Key
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key: enum.AmeControllerUiKey.Key
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- type: UserInterface
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interfaces:
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- key: enum.AMEControllerUiKey.Key
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type: AMEControllerBoundUserInterface
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- key: enum.AmeControllerUiKey.Key
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type: AmeControllerBoundUserInterface
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- type: Appearance
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- type: AMEControllerVisuals
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- type: GenericVisualizer
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visuals:
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enum.AmeControllerVisuals.DisplayState:
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display:
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Off: { visible: false }
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On: { state: control_on, visible: true }
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Critical: { state: control_critical, visible: true }
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Fuck: { state: control_fuck, visible: true }
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- type: NodeContainer
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examinable: true
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nodes:
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@@ -72,7 +84,7 @@
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supplyRate: 0
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- type: ContainerContainer
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containers:
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AMEController-fuelJarContainer: !type:ContainerSlot {}
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AmeFuel: !type:ContainerSlot {}
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- type: GuideHelp
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guides: [ AME, Power ]
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- type: Electrified
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@@ -85,8 +97,8 @@
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- type: entity
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noSpawn: true
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parent: AMEController
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id: AMEControllerUnanchored
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parent: AmeController
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id: AmeControllerUnanchored
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suffix: Unanchored
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components:
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- type: Transform
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@@ -95,7 +107,7 @@
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bodyType: Dynamic
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- type: entity
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id: AMEShielding
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id: AmeShielding
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name: AME shielding
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description: Keeps the antimatter in and the matter out.
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placement:
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@@ -107,6 +119,15 @@
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drawdepth: Walls
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sprite: Structures/Power/Generation/ame.rsi
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state: shield_0
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layers:
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- state: shield_0
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- state: core
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map: ["core"]
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visible: false
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- state: core_weak
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map: ["core_glow"]
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shader: unshaded
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visible: false
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- type: Physics
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- type: Fixtures
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fixtures:
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@@ -141,7 +162,7 @@
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mode: CardinalFlags
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base: shield_
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key: ame_shield
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- type: AMEShield
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- type: AmeShield
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- type: NodeContainer
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nodes:
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ame:
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@@ -153,9 +174,19 @@
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energy: 0.5
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color: "#00AAFF"
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- type: Appearance
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- type: AMEShieldingVisuals
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- type: GenericVisualizer
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visuals:
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enum.AmeShieldVisuals.Core:
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core:
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True: { visible: true }
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False: { visible: false }
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enum.AmeShieldVisuals.CoreState:
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core_glow:
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Off: { visible: false }
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Weak: { state: core_weak, visible: true }
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Strong: { state: core_strong, visible: true }
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- type: Construction
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graph: AMEShielding
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graph: AmeShielding
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node: ameShielding
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- type: GuideHelp
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guides: [ AME, Power ]
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@@ -1,18 +1,18 @@
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- type: constructionGraph
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id: AMEShielding
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id: AmeShielding
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start: start
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graph:
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- node: start
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- node: ameShielding
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entity: AMEShielding
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entity: AmeShielding
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edges:
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- to: start
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completed:
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- !type:AdminLog # I don't like logging it like this. The log should include the user, AMEShielding EntityID, and AMEPart EntityID, and there should also be a start of attempt log.
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message: "An AME shielding was deconstructed"
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- !type:SpawnPrototype
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prototype: AMEPart
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prototype: AmePart
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amount: 1
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- !type:DeleteEntity
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steps:
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@@ -6,9 +6,9 @@ The AME is one of the simplest engines available. You put together the multi-til
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## Construction
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<Box>Required parts:</Box>
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<Box>
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<GuideEntityEmbed Entity="AMEController"/>
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<GuideEntityEmbed Entity="AMEPart"/>
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<GuideEntityEmbed Entity="AMEJar"/>
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<GuideEntityEmbed Entity="AmeController"/>
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<GuideEntityEmbed Entity="AmePart"/>
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<GuideEntityEmbed Entity="AmeJar"/>
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</Box>
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To assemble an AME, start by wrenching down the controller on the far end of a HV wire. On most stations, there's catwalks to assist with this. From there, start putting down a 3x3 or larger square of AME parts in preparation for construction, making sure to maximize the number of "center" pieces that are surrounded on all 8 sides.
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@@ -53,6 +53,12 @@ FoodCondimentBottleSmallHotsauce: FoodCondimentBottleHotsauce
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FoodBakedCookieFortune: FoodSnackCookieFortune
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GunSafeSubMachineGunVector: GunSafeSubMachineGunDrozd
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# 2023-05-24
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AMEController: AmeController
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AMEJar: AmeJar
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AMEPart: AmePart
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AMEShielding: AmeShielding
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# 2023-05-29
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OrGate: null
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