<Config >

<Element >

<!--autocreated by the starmade block editor-->

<General >

<Hulls >

<Block icon = "25" name = "Grey Hull" textureId = "16" type = "HULL_COLOR_GREY_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r

\r </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "253" name = "Grey Hull Wedge" textureId = "16" type = "HULL_COLOR_WEDGE_GREY_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r

\r </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "254" name = "Grey Hull Corner" textureId = "16" type = "HULL_COLOR_CORNER_GREY_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r

\r </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "26" name = "White Hull" textureId = "24" type = "HULL_COLOR_WHITE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "255" name = "White Hull Wedge" textureId = "24" type = "HULL_COLOR_WEDGE_WHITE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "238" name = "White Hull Corner" textureId = "24" type = "HULL_COLOR_CORNER_WHITE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP.

\r </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "27" name = "Black Hull" textureId = "17" type = "HULL_COLOR_BLACK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "239" name = "Black Hull Wedge" textureId = "17" type = "HULL_COLOR_WEDGE_BLACK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "240" name = "Black Hull Corner" textureId = "17" type = "HULL_COLOR_CORNER_BLACK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "28" name = "Red Hull" textureId = "18" type = "HULL_COLOR_RED_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "241" name = "Red Hull Wedge" textureId = "18" type = "HULL_COLOR_WEDGE_RED_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "242" name = "Red Hull Corner" textureId = "18" type = "HULL_COLOR_CORNER_RED_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "29" name = "Blue Hull" textureId = "20" type = "HULL_COLOR_BLUE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "243" name = "Blue Hull Wedge" textureId = "20" type = "HULL_COLOR_WEDGE_BLUE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "244" name = "Blue Hull Corner" textureId = "20" type = "HULL_COLOR_CORNER_BLUE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "30" name = "Yellow Hull" textureId = "23" type = "HULL_COLOR_YELLOW_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "245" name = "Yellow Hull Wedge" textureId = "23" type = "HULL_COLOR_WEDGE_YELLOW_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "246" name = "Yellow Hull Corner" textureId = "23" type = "HULL_COLOR_CORNER_YELLOW_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "31" name = "Green Hull" textureId = "21" type = "HULL_COLOR_GREEN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "247" name = "Green Hull Wedge" textureId = "21" type = "HULL_COLOR_WEDGE_GREEN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "248" name = "Green Hull Corner" textureId = "21" type = "HULL_COLOR_CORNER_GREEN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "32" name = "Brown Hull" textureId = "22" type = "HULL_COLOR_BROWN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "249" name = "Brown Hull Wedge" textureId = "22" type = "HULL_COLOR_WEDGE_BROWN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "250" name = "Brown Hull Corner" textureId = "22" type = "HULL_COLOR_CORNER_BROWN_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "33" name = "Purple Hull" textureId = "19" type = "HULL_COLOR_PURPLE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "251" name = "Purple Hull Wedge" textureId = "19" type = "HULL_COLOR_WEDGE_PURPLE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "252" name = "Purple Hull Corner" textureId = "19" type = "HULL_COLOR_CORNER_PURPLE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 125 </Price >

<Description > A simple hull.

\r

\r This hull provides basic protection against projectiles.

\r They provide $ARMOUR% Armour and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 0.1,0.1,0.1 </LightSourceColor >

</Block >

<Block icon = "34" name = "Glass (Plextanium)" textureId = "236" type = "GLASS_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 500 </Price >

<Description > Glass made from Plextanium. It can withstand the same

\r punishment basic Hull pieces can, meaning it is useful

\r for creating areas where visibility is just as paramount as

\r survival.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's Plextanium crystaline glass </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > true </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "256" name = "Glass Wedge (Plextanium)" textureId = "236" type = "GLASS_WEDGE_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 500 </Price >

<Description > Glass made from Plextanium. It can withstand the same

\r punishment basic Hull pieces can, meaning it is useful

\r for creating areas where visibility is just as paramount as

\r survival.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's Plextanium crystaline glass </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > true </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "257" name = "Glass Corner (Plextanium)" textureId = "236" type = "GLASS_CORNER_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 500 </Price >

<Description > Glass made from Plextanium. It can withstand the same

\r punishment basic Hull pieces can, meaning it is useful

\r for creating areas where visibility is just as paramount as

\r survival.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's Plextanium crystaline glass </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 25 </Armour >

<Transparency > true </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "208" name = "Hardened Hull Red" textureId = "2" type = "POWERHULL_COLOR_RED" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,0.0,0.2 </LightSourceColor >

</Block >

<Block icon = "258" name = "Hardened Hull Red Wedge" textureId = "2" type = "POWERHULL_COLOR_WEDGE_RED" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,0.0,0.2 </LightSourceColor >

</Block >

<Block icon = "259" name = "Hardened Hull Red Corner" textureId = "2" type = "POWERHULL_COLOR_CORNER_RED" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

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<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

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</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,0.0,0.2 </LightSourceColor >

</Block >

<Block icon = "209" name = "Hardened Hull (Purple)" textureId = "3" type = "POWERHULL_COLOR_PURPLE" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

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<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,0.0,1.0 </LightSourceColor >

</Block >

<Block icon = "260" name = "Hardened Hull Wedge (Purple)" textureId = "3" type = "POWERHULL_COLOR_WEDGE_PURPLE" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

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<LightSourceColor > 0.8,0.8,1.0 </LightSourceColor >

</Block >

<Block icon = "272" name = "Hardened Hull Wedge (Grey)" textureId = "0" type = "POWERHULL_COLOR_WEDGE_GREY" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 0.8,0.8,1.0 </LightSourceColor >

</Block >

<Block icon = "273" name = "Hardened Hull Corner (Grey)" textureId = "0" type = "POWERHULL_COLOR_CORNER_GREY" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 0.8,0.8,1.0 </LightSourceColor >

</Block >

<Block icon = "216" name = "Hardened Hull (Brown)" textureId = "6" type = "POWERHULL_COLOR_BROWN" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,0.8,0.4 </LightSourceColor >

</Block >

<Block icon = "274" name = "Hardened Hull Wedge (Brown)" textureId = "6" type = "POWERHULL_COLOR_WEDGE_BROWN" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 1 </BlockStyle >

<LightSourceColor > 1.0,0.8,0.4 </LightSourceColor >

</Block >

<Block icon = "275" name = "Hardened Hull Corner (Brown)" textureId = "6" type = "POWERHULL_COLOR_CORNER_BROWN" >

<IndividualSides > 1 </IndividualSides >

<Price > 1500 </Price >

<Description > A hardened hull.

\r

\r A hardened hull provides better

\r protection for a higher price.

\r They provide $ARMOUR% Armor and $HP HP. </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 50 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 200 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 2 </BlockStyle >

<LightSourceColor > 1.0,0.8,0.4 </LightSourceColor >

</Block >

</Hulls >

<Docking >

<Block icon = "235" name = "Docking Module" textureId = "238" type = "FIXED_DOCK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 100 </Price >

<Description > The Docking Module allows the user to create a fixed

\r Docking Zone. This Zone can then be Docked/Undocked

\r with by using the Ship Core's built-in Docking Beam.

\r

\r Docking Modules can be orientated, and must not have

\r any obstructions in their Zone (The Green Square), other

\r than the Docked Item in question.

\r

\r Otherwise, the Module will go offline, and no Docking

\r will be allowed until the obstruction is removed.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Controlling >

<Element > FIXED_DOCK_ID_ENHANCER </Element >

</Controlling >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > true </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "236" name = "Docking Enhancer" textureId = "188" type = "FIXED_DOCK_ID_ENHANCER" >

<IndividualSides > 1 </IndividualSides >

<Price > 100 </Price >

<Description > The Docking Enhancer can be used to increase the

\r size of the Docking Zone created by a Docking Module.

\r

\r To use them, you must simply connect them to the

\r Docking Module whose zone you want to increase by

\r selecting the Module with C, and then using V to

\r connect each Enhancer. As with Weapons, and other

\r blocks that can be connected. The Docking Enhancers

\r do not have to be adjacent to the Docking Module.

\r

\r Alternatively, you can lay a Docking Module down,

\r select it with C, and then each Docking Enhancer you

\r put down afterwards will be automatically connected to

\r the Docking Module.

\r

\r As of now, there is no need to orientate Docking

\r Enhancers, as they will increase the Docking Zone all

\r around, no matter which way they are facing, or where

\r they are put in correlation to the Docking Module.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<ControlledBy >

<Element > FIXED_DOCK_ID </Element >

</ControlledBy >

<Animated > true </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "21" name = "Turret Docking Unit" textureId = "239" type = "DOCK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 300 </Price >

<Description > The Turret Docking Unit functions very similarly to the

\r Docking Module. Except that it allows the Docked Item

\r to freely rotate, thus enabling Turret capabilites.

\r

\r All the other rules and limitations of the Docking Module

\r still apply. You can orientate the block and thus the Zone,

\r and there must be no other blocks than the Docked Item

\r in the zone.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Controlling >

<Element > DOCKING_ENHANCER_ID </Element >

</Controlling >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > true </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.4,1.0,0.4 </LightSourceColor >

</Block >

<Block icon = "22" name = "Turret Docking Enhancer Unit" textureId = "204" type = "DOCKING_ENHANCER_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 400 </Price >

<Description > The Turret Docking Enhancer Unit can be used for the

\r Turret Docking Unit, much like the Docking Enhancer

\r can be for the Docking Module.

\r

\r To use them, you must simply connect them to the

\r Turret Docking Unit whose zone you want to increase

\r by selecting the Unit with C, and then using V to

\r connect each Enhancer. As with Weapons, and other

\r blocks that can be connected. The Turret Docking

\r Enhancer Units do not have to be adjacent to the

\r Turret Docking Unit.

\r

\r Alternatively, you can lay a Turret Docking Unit down,

\r select it with C, and then each Turret Docking

\r Enhancer Unit you put down afterwards will be

\r automatically connected to the Turret Docking Unit.

\r

\r As of now, there is no need to orientate Turret Docking

\r Enhancer Unit, as they will increase the Docking Zone

\r all around, no matter which way they are facing, or

\r where they are put in correlation to the Turret Docking

\r Unit.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<ControlledBy >

<Element > DOCK_ID </Element >

</ControlledBy >

<Animated > true </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

</Docking >

<Light >

<Block icon = "35" name = "PlexLight" textureId = "127" type = "LIGHT_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 700 </Price >

<Description > The PlexLight provides a static light source when placed.

\r Useful for interior lighting.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > null_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's @EEZ (TM) Light </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > true </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "36" name = "PlexBeacon" textureId = "237" type = "LIGHT_BEACON_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 800 </Price >

<Description > The PlexBeacon provides a high power beam rather than

\r flat illumination like the PlexLight, and thusly is more

\r suited for exterior applications, as it can be seen from

\r further away.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP

\r </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's Hi-ALERT Light Beacon </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > true </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > true </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,0.2 </LightSourceColor >

</Block >

<Block icon = "228" name = "Red light" textureId = "12" type = "LIGHT_RED" >

<IndividualSides > 1 </IndividualSides >

<Price > 1000 </Price >

<Description > The Red Light provides the same illumination power as

\r PlexLight, however it gives a Red glow rather than White.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > medium </mass >

<spinning > super_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > liquid </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,0.2,0.0 </LightSourceColor >

</Block >

<Block icon = "229" name = "Blue Light" textureId = "13" type = "LIGHT_BLUE" >

<IndividualSides > 1 </IndividualSides >

<Price > 1000 </Price >

<Description > The Blue Light provides the same illumination power as

\r PlexLight, however it gives a Blue glow rather than White.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.0,0.8,1.0 </LightSourceColor >

</Block >

<Block icon = "230" name = "Green Light" textureId = "14" type = "LIGHT_GREEN" >

<IndividualSides > 1 </IndividualSides >

<Price > 1000 </Price >

<Description > The Green Light provides the same illumination power as

\r PlexLight, however it gives a Green glow rather than

\r White.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 0.0,1.0,0.0 </LightSourceColor >

</Block >

<Block icon = "231" name = "Yellow Light" textureId = "15" type = "LIGHT_YELLOW" >

<IndividualSides > 1 </IndividualSides >

<Price > 1000 </Price >

<Description > The Yellow Light provides the same illumination power as

\r PlexLight, however it gives a Yellow glow rather than

\r White.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > anti_spin </spinning >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > true </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,0.0 </LightSourceColor >

</Block >

</Light >

<Block icon = "0" name = "Gravity Unit" textureId = "208" type = "GRAVITY_ID" >

<IndividualSides > 6 </IndividualSides >

<Price > 400 </Price >

<Description > The Gravity Unit, once placed and activated, can be used

\r to simulate a simple field of Gravity.

\r

\r Press $ACTIVATE to Activate/Deactivate.

\r

\r Most common uses include on the interiors of

\r Ships and Space Stations.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Schemadyne Systems ANTI-anti-grav-IT-E Control Unit (TM) </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > true </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > true </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "1" name = "Build Block" textureId = "220" type = "BUILD_BLOCK_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 1000 </Price >

<Description > The Build Block can be placed almost anywhere, and

\r allows the user to enter Build Mode without the need of

\r a Ship or Ship Core. Enabling Structures other than ships

\r to be built.

\r

\r Press $ACTIVATE to get in or out of the Build Block.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > draining </conductivity >

</Cubatom >

</CubatomCompound >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > true </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > false </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "2" name = "PlexStorage" textureId = "255" type = "STASH_ELEMENT" >

<IndividualSides > 1 </IndividualSides >

<Price > 700 </Price >

<Description > The PlexStorage functions like a persistent, static

\r inventory. Enabling the user to store items from their

\r inventory in it. The current capactity is a 7x5 Grid (Same

\r as your inventory).

\r

\r Press $ACTIVATE to Open/Close.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > heavy </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > negative </mass >

<spinning > null_spin </spinning >

<thermal > liquid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > DOCTOR Plex's Keep-a-Safe Storage Unit </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > true </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "219" name = "PlexDoor" textureId = "253" type = "DOOR_ELEMENT" >

<IndividualSides > 1 </IndividualSides >

<Price > 700 </Price >

<Description > The PlexDoor can used to create a Wall or Floor than

\r can be open or closed.

\r

\r Multiple adjacent blocks register as one door. Meaing

\r activating one will activate all PlexDoors touching it.

\r Useful for creating large doors.

\r

\r Press $ACTIVATE to Open/Close.

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > medium </mass >

<spinning > null_spin </spinning >

<thermal > gas </thermal >

<conductivity > draining </conductivity >

</Cubatom >

<Cubatom >

<mass > negative </mass >

<spinning > base_spin </spinning >

<thermal > solid </thermal >

<conductivity > insulator </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > Dr.Plex's Door Unit </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > false </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > true </Placable >

<InRecipe > true </InRecipe >

<CanActivate > true </CanActivate >

<Physical > true </Physical >

<BlockStyle > 0 </BlockStyle >

<LightSourceColor > 1.0,1.0,1.0 </LightSourceColor >

</Block >

<Block icon = "16" name = "SD HCT xm3.4 Power" textureId = "140" type = "POWER_ID" >

<IndividualSides > 1 </IndividualSides >

<Price > 300 </Price >

<Description > The SD HCT xm3.4 Power provides a technically

\r infinite source of power for all things requiring it. It's

\r only limitations being:

\r

\r Power Load (Total Power Storage)

\r Power Recharge Rate (e/sec)

\r

\r Grouping SD HCT xm3.4 Power together has the

\r following benefits:

\r

\r Dimension of the group = Recharge Increase (e/sec)

\r Count of modules in group = Power Load (Total Power)

\r

\r -Structural Stats-

\r $ARMOUR% Armour

\r $HP HP </Description >

<CubatomRecipe >

<mass > negative </mass >

<spinning > anti_spin </spinning >

<thermal > plasma </thermal >

</CubatomRecipe >

<CubatomCompound >

<Cubatom >

<mass > light </mass >

<spinning > anti_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

<Cubatom >

<mass > medium </mass >

<spinning > base_spin </spinning >

<thermal > gas </thermal >

<conductivity > conductive </conductivity >

</Cubatom >

</CubatomCompound >

<FullName > SchemaDyne HyperFlux Coil Teslinverter (TM) </FullName >

<ProjectionTo > 0 </ProjectionTo >

<Animated > true </Animated >

<Armour > 0 </Armour >

<Transparency > false </Transparency >

<InShop > true </InShop >

<Orientation > false </Orientation >

<Enterable > false </Enterable >

<LightSource > false </LightSource >

<Hitpoints > 100 </Hitpoints >

<Placable > 