Files
barotrauma_ek/Items/Engine/thruster_engines.xml
2026-06-02 02:35:00 +03:00

780 lines
49 KiB
XML
Executable File

<?xml version="1.0" encoding="utf-8"?>
<Items>
<Item name="Fixed Thruster B 00-5" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 50kW engine." identifier="ekdockyard_newthrusterengine_fixedtiny050" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,288,160,144" origin="0.45,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="128,224,96,96" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_tiny_050" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_tiny_050" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="48,48" rotationlimits="270,270" powerconsumption="75.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,85" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="0,288,160,144" origin="0.45, 0.4" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
</StatusEffect>
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
<ParticleEmitter particle="ekdockyard_thrusterbubbles_tiny" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_tiny_050" identifier="ekdockyard_newthrusterforcer_tiny_050" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="2.5" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0">
<Affliction identifier="drag" strength="0.01" />
</Attack>
</Projectile>
</Item>
<Item name="Fixed Thruster B 01" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 100kW engine." identifier="ekdockyard_newthrusterengine_fixedtiny100" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,288,160,144" origin="0.45,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="128,224,96,96" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_tiny_100" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_tiny_100" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="48,48" rotationlimits="270,270" powerconsumption="150.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,85" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="0,288,160,144" origin="0.45, 0.4" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_tiny" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_tiny_100" identifier="ekdockyard_newthrusterforcer_tiny_100" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="5.25" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0">
<Affliction identifier="drag" strength="0.01" />
</Attack>
</Projectile>
</Item>
<Item name="Fixed Thruster C 03" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 300kW engine." identifier="ekdockyard_newthrusterengine_fixedsmall300" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="480,0,144,208" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,224,128,128" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_small_300" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_small_300" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="64,64" rotationlimits="270,270" powerconsumption="300.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,125" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="480,0,144,208" origin="0.5, 0.4" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_small" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_small_300" identifier="ekdockyard_newthrusterforcer_small_300" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="25" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.2" />
<Affliction identifier="lacerations" strength="0.3" />
<Affliction identifier="bleeding" strength="0.2" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="2" />
<Affliction identifier="lacerations" strength="3" />
<Affliction identifier="bleeding" strength="1" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster C 05" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 500kW engine." identifier="ekdockyard_newthrusterengine_fixedsmall500" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="480,0,144,208" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,224,128,128" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_small_500" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_small_500" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="64,64" rotationlimits="270,270" powerconsumption="500.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,125" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="480,0,144,208" origin="0.5, 0.4" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_small" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_small_500" identifier="ekdockyard_newthrusterforcer_small_500" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="25" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.2" />
<Affliction identifier="lacerations" strength="0.3" />
<Affliction identifier="bleeding" strength="0.2" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="2" />
<Affliction identifier="lacerations" strength="3" />
<Affliction identifier="bleeding" strength="1" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster D 05" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 500kW engine." identifier="ekdockyard_newthrusterengine_fixedmedium500" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="168,0,304,224" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,0,224,224" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_medium_500" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_medium_500" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="112,112" rotationlimits="270,270" powerconsumption="500.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,250" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="168,0,304,224" origin="0.5, 0.3" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,160,152" origin="0.5, -0.6" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_medium" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-1500" scalemin="1" scalemax="1.5" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_medium_500" identifier="ekdockyard_newthrusterforcer_medium_500" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="27" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.4" />
<Affliction identifier="lacerations" strength="0.6" />
<Affliction identifier="bleeding" strength="0.4" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="3" />
<Affliction identifier="lacerations" strength="4" />
<Affliction identifier="bleeding" strength="2" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster D 10" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 1000kW engine." identifier="ekdockyard_newthrusterengine_fixedmedium1000" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="168,0,304,224" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,0,224,224" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_medium_1000" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_medium_1000" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="112,112" rotationlimits="270,270" powerconsumption="1000.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,250" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="168,0,304,224" origin="0.5, 0.3" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,160,152" origin="0.5, -0.6" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_medium" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-1500" scalemin="1.25" scalemax="1.75" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_medium_1000" identifier="ekdockyard_newthrusterforcer_medium_1000" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="55" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.4" />
<Affliction identifier="lacerations" strength="0.6" />
<Affliction identifier="bleeding" strength="0.4" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="3" />
<Affliction identifier="lacerations" strength="4" />
<Affliction identifier="bleeding" strength="2" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster D 20" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 2000kW engine." identifier="ekdockyard_newthrusterengine_fixedmedium2000" Tags="engine" category="Machine" aliases="ekdockyard_newthrusterengine_mediumfixed,ek_vernorengine_medium" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="168,0,304,224" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,0,224,224" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_medium_2000" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_medium_2000" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="112,112" rotationlimits="270,270" powerconsumption="2000.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,250" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="168,0,304,224" origin="0.5, 0.3" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,160,152" origin="0.5, -0.6" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_medium" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-1500" scalemin="1.5" scalemax="2" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_medium_2000" identifier="ekdockyard_newthrusterforcer_medium_2000" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="110" />
<!--110-->
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.4" />
<Affliction identifier="lacerations" strength="0.6" />
<Affliction identifier="bleeding" strength="0.4" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="3" />
<Affliction identifier="lacerations" strength="4" />
<Affliction identifier="bleeding" strength="2" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster E 03" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 300kW engine." identifier="ekdockyard_newthrusterengine_fixedmediumalt300" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="160,224,224,208" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,224,128,128" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_mediumalt_300" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_mediumalt_300" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="64,64" rotationlimits="270,270" powerconsumption="300.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,150" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="160,224,224,208" origin="0.5, 0.35" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_small" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_mediumalt_300" identifier="ekdockyard_newthrusterforcer_mediumalt_300" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="25" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.2" />
<Affliction identifier="lacerations" strength="0.3" />
<Affliction identifier="bleeding" strength="0.2" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="2" />
<Affliction identifier="lacerations" strength="3" />
<Affliction identifier="bleeding" strength="1" />
</StatusEffect>
-->
</Projectile>
</Item>
<Item name="Fixed Thruster E 05" description="Fixed-mount electrically driven thruster for manuvering the sub laterally. Output thrust is roughtly equivalent to that of a 500kW engine." identifier="ekdockyard_newthrusterengine_fixedmediumalt500" Tags="engine" category="Machine" interactthroughwalls="true" Scale="0.5" interactdistance="10" spritecolor="1.0,1.0,1.0,1.0" focusonselected="false" linkable="false">
<InventoryIcon texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="160,224,224,208" origin="0.5,0.5" />
<Sprite texture="%ModDir%/Items/Engine/thruster_boundingbox.png" depth="0.8" sourcerect="0,224,128,128" canflipy="false" />
<BrokenSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.8" sourcerect="0,0,1,1" origin="0.5,0.5" maxcondition="90" />
<!--<StaticBody width="60" radius="60" />-->
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_mediumalt_500" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_mediumalt_500" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
<aitarget sightrange="500" soundrange="10000" />
<Turret canbeselected="false" characterusable="false" linkable="true" barrelpos="64,64" rotationlimits="270,270" powerconsumption="500.0" showchargeindicator="false" showprojectileindicator="false" recoildistance="0" reload="0" springstiffnesslowskill="50" springstiffnesshighskill="50" springdampinglowskill="10" springdampinghighskill="10" rotationspeedlowskill="8" rotationspeedhighskill="8" firingoffset="0,150" usefiringoffsetformuzzleflash="false">
<RailSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.805" sourcerect="160,224,224,208" origin="0.5, 0.35" />
<BarrelSprite texture="%ModDir%/Items/Engine/thruster_engines.png" depth="0.810" sourcerect="0,0,1,1" origin="0.5, 0.5" />
<!-- <Crosshair texture="Content/Items/Weapons/Crosshairs.png" sourcerect="256,0,256,256" />
<CrosshairPointer texture="Content/Items/Weapons/Crosshairs.png" sourcerect="0,0,256,256" /> -->
<StatusEffect type="OnUse" target="This">
<Explosion range="120.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" applyfireeffects="false" playtinnitus="false" onlyoutside="true">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="25" />
</Explosion>
<!-- Hit detection is weird
<Explosion range="80.0" structuredamage="0" force="250" severlimbsprobability="1.0" camerashake="0.0" flash="false" flames="false" smoke="false" shockwave="false" sparks="false" underwaterbubble="false" >
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</Explosion>
-->
<!--
<StatusEffect type="OnUse" target="This,NearbyCharacters" range="350">
<Affliction identifier="internaldamage" strength="15" />
<Affliction identifier="bleeding" strength="30" />
</StatusEffect>
-->
</StatusEffect>
<ParticleEmitter particle="ekdockyard_thrusterbubbles_small" particleamount="1" anglemin="-20" anglemax="20" velocitymin="-250" velocitymax="-750" scalemin="1" scalemax="1" />
</Turret>
<ConnectionPanel selectkey="Action" canbeselected="true" msg="ItemMsgRewireScrewdriver" hudpriority="10">
<GuiFrame relativesize="0.2,0.32" minsize="400,350" maxsize="480,420" anchor="Center" style="ConnectionPanel" />
<RequiredItem items="screwdriver" type="Equipped" />
<input name="power_in" displayname="connection.powerin" />
<input name="position_in" displayname="sp.item.rotation.name" />
<input name="trigger_in" displayname="connection.activate" />
</ConnectionPanel>
</Item>
<Item name="ekdockyard_newthrusterforcer_mediumalt_500" identifier="ekdockyard_newthrusterforcer_mediumalt_500" tags="" hideinmenus="true" category="Misc" scale="1">
<Sprite texture="%ModDir%/Items/Engine/thruster_engines.png" sourcerect="0,0,1,1" depth="0.55" origin="0.5,0.5" />
<Body radius="35" density="25" />
<Projectile characterusable="false" launchimpulse="45.0" targetforce="-45" sticktostructures="true" stickpermanently="true" maxtargetstohit="1">
<StatusEffect type="OnImpact" target="This" condition="-100" disabledeltatime="true" />
<StatusEffect type="OnActive" target="This" condition="-100" disabledeltatime="true" delay="0.07" />
<StatusEffect type="OnBroken" target="This" disabledeltatime="true">
<Remove />
</StatusEffect>
<Attack targetforce="-50" severlimbsprobability="0.2">
<Affliction identifier="internaldamage" strength="0.2" />
<Affliction identifier="lacerations" strength="0.3" />
<Affliction identifier="bleeding" strength="0.2" />
</Attack>
<!--
<StatusEffect type="OnActive" target="This,NearbyCharacters" range="45" condition="-10">
<Conditional Condition="gt 96" />
<Affliction identifier="internaldamage" strength="2" />
<Affliction identifier="lacerations" strength="3" />
<Affliction identifier="bleeding" strength="1" />
</StatusEffect>
-->
</Projectile>
</Item>
</Items>