##################################### # Biological Ship Growth Components # ##################################### utility_component_template = { key = "GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { ship_is_stage_3_bioship = yes } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty ai_weight = { weight = 0 } } utility_component_template = { key = "MAULER_STAGE_1_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = mauler_stage_1 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "MAULER_STAGE_1_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "MAULER_STAGE_1_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @mauler_stage_1_bioship_growth_t1_food_cost } upkeep = { food = @mauler_stage_1_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @mauler_stage_1_bioship_growth_t1_progress } potential = { is_ship_size = mauler_stage_1 } prerequisites = { tech_mauler_growth_1 } component_set = "bio_ship_unique_components" upgrades_to = "MAULER_STAGE_1_GROWTH_2" upgrade_path = growth ai_tags = { brawler brawler_stealth screen screen_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "MAULER_STAGE_1_GROWTH_2" size = small icon = "GFX_ship_part_growth_component_2" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @mauler_stage_1_bioship_growth_t2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @mauler_stage_1_bioship_growth_t2_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @mauler_stage_1_bioship_growth_t2_progress } potential = { is_ship_size = mauler_stage_1 } prerequisites = { tech_mauler_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { brawler brawler_stealth screen screen_stealth } ai_weight = { weight = 10 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } utility_component_template = { key = "MAULER_STAGE_2_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = mauler_stage_2 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "MAULER_STAGE_2_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "MAULER_STAGE_2_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @mauler_stage_2_bioship_growth_t1_food_cost } upkeep = { food = @mauler_stage_2_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @mauler_stage_2_bioship_growth_t1_progress } potential = { is_ship_size = mauler_stage_2 } prerequisites = { tech_mauler_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { brawler brawler_stealth screen screen_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "STINGER_STAGE_1_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = stinger_stage_1 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "STINGER_STAGE_1_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "STINGER_STAGE_1_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @stinger_stage_1_bioship_growth_t1_food_cost } upkeep = { food = @stinger_stage_1_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @stinger_stage_1_bioship_growth_t1_progress } potential = { is_ship_size = stinger_stage_1 } prerequisites = { tech_stinger_growth_1 } component_set = "bio_ship_unique_components" upgrades_to = "STINGER_STAGE_1_GROWTH_2" upgrade_path = growth ai_tags = { artillery artillery_stealth gunship gunship_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "STINGER_STAGE_1_GROWTH_2" size = small icon = "GFX_ship_part_growth_component_2" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @stinger_stage_1_bioship_growth_t2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @stinger_stage_1_bioship_growth_t2_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @stinger_stage_1_bioship_growth_t2_progress } potential = { is_ship_size = stinger_stage_1 } prerequisites = { tech_stinger_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { artillery artillery_stealth gunship gunship_stealth } ai_weight = { weight = 10 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } utility_component_template = { key = "STINGER_STAGE_2_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = stinger_stage_2 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "STINGER_STAGE_2_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "STINGER_STAGE_2_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @stinger_stage_2_bioship_growth_t1_food_cost } upkeep = { food = @stinger_stage_2_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @stinger_stage_2_bioship_growth_t1_progress } potential = { is_ship_size = stinger_stage_2 } prerequisites = { tech_stinger_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { artillery artillery_stealth gunship gunship_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "WEAVER_STAGE_1_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = weaver_stage_1 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "WEAVER_STAGE_1_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "WEAVER_STAGE_1_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @weaver_stage_1_bioship_growth_t1_food_cost } upkeep = { food = @weaver_stage_1_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @weaver_stage_1_bioship_growth_t1_progress } potential = { is_ship_size = weaver_stage_1 } prerequisites = { tech_weaver_growth_1 } component_set = "bio_ship_unique_components" upgrades_to = "WEAVER_STAGE_1_GROWTH_2" upgrade_path = growth ai_tags = { buffer_role buffer_role_stealth debuffer_role debuffer_role_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "WEAVER_STAGE_1_GROWTH_2" size = small icon = "GFX_ship_part_growth_component_2" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @weaver_stage_1_bioship_growth_t2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @weaver_stage_1_bioship_growth_t2_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @weaver_stage_1_bioship_growth_t2_progress } potential = { is_ship_size = weaver_stage_1 } prerequisites = { tech_weaver_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { buffer_role buffer_role_stealth debuffer_role debuffer_role_stealth } ai_weight = { weight = 10 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } utility_component_template = { key = "WEAVER_STAGE_2_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = weaver_stage_2 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "WEAVER_STAGE_2_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "WEAVER_STAGE_2_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @weaver_stage_2_bioship_growth_t1_food_cost } upkeep = { food = @weaver_stage_2_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @weaver_stage_2_bioship_growth_t1_progress } potential = { is_ship_size = weaver_stage_2 } prerequisites = { tech_weaver_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { buffer_role buffer_role_stealth debuffer_role debuffer_role_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "HARBINGER_STAGE_1_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = harbinger_stage_1 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "HARBINGER_STAGE_1_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "HARBINGER_STAGE_1_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @harbinger_stage_1_bioship_growth_t1_food_cost } upkeep = { food = @harbinger_stage_1_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @harbinger_stage_1_bioship_growth_t1_progress } potential = { is_ship_size = harbinger_stage_1 } prerequisites = { tech_harbinger_growth_1 } component_set = "bio_ship_unique_components" upgrades_to = "HARBINGER_STAGE_1_GROWTH_2" upgrade_path = growth ai_tags = { carrier carrier_stealth artillery artillery_stealth } ai_weight = { weight = 5 } } utility_component_template = { key = "HARBINGER_STAGE_1_GROWTH_2" size = small icon = "GFX_ship_part_growth_component_2" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @harbinger_stage_1_bioship_growth_t2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @harbinger_stage_1_bioship_growth_t2_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @harbinger_stage_1_bioship_growth_t2_progress } potential = { is_ship_size = harbinger_stage_1 } prerequisites = { tech_harbinger_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { carrier carrier_stealth artillery artillery_stealth } ai_weight = { weight = 10 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } utility_component_template = { key = "HARBINGER_STAGE_2_GROWTH_EMPTY" size = small icon = "GFX_ship_part_empty_ftl_drive" icon_frame = 1 power = 0 potential = { is_ship_size = harbinger_stage_2 } prerequisites = { } component_set = "bio_ship_unique_components" upgrade_path = empty upgrades_to = "HARBINGER_STAGE_2_GROWTH_1" ai_weight = { weight = 0 } } utility_component_template = { key = "HARBINGER_STAGE_2_GROWTH_1" size = small icon = "GFX_ship_part_growth_component_1" icon_frame = 1 power = 0 resources = { category = ship_components cost = { food = @harbinger_stage_2_bioship_growth_t1_food_cost } upkeep = { food = @harbinger_stage_2_bioship_growth_t1_food_upkeep } } ship_modifier = { bioship_growth_progress_add = @harbinger_stage_2_bioship_growth_t1_progress } potential = { is_ship_size = harbinger_stage_2 } prerequisites = { tech_harbinger_growth_2 } component_set = "bio_ship_unique_components" upgrade_path = growth ai_tags = { carrier carrier_stealth artillery artillery_stealth } ai_weight = { weight = 5 } } ###################################### # Biological Ship Genetic Components # ###################################### ##################### # Mauler Pursuit # ##################### utility_component_template = { key = "MAULER_PURSUIT_1" icon = GFX_ship_part_mauler_pursuit_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost volatile_motes = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } modifier = { ship_speed_mult = 0.05 ship_evasion_mult = 0.025 } prerequisites = { tech_mauler_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_mauler_components = yes } upgrades_to = "MAULER_PURSUIT_2" upgrade_path = mauler_pursuit ai_tags = { screen screen_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "MAULER_PURSUIT_2" icon = GFX_ship_part_mauler_pursuit_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost volatile_motes = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } modifier = { ship_speed_mult = 0.10 ship_evasion_mult = 0.05 } prerequisites = { tech_mauler_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_mauler_components = yes } upgrade_path = mauler_pursuit ai_tags = { screen screen_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = volatile_motes } } } } ##################### # Mauler Biter # ##################### utility_component_template = { key = "MAULER_BITER_1" icon = GFX_ship_part_mauler_biter_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost exotic_gases = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.05 ship_armor_damage_mult = 0.05 } prerequisites = { tech_mauler_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_mauler_components = yes } upgrades_to = "MAULER_BITER_2" upgrade_path = mauler_biter ai_tags = { brawler brawler_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "MAULER_BITER_2" icon = GFX_ship_part_mauler_biter_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { weapon_type_mandible_weapon_damage_mult = 0.10 ship_armor_damage_mult = 0.10 } prerequisites = { tech_mauler_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_mauler_components = yes } upgrade_path = mauler_biter ai_tags = { brawler brawler_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } ######################### # Weaver Grwoth Aura # ######################### utility_component_template = { key = "WEAVER_GROWTH_AURA_1" icon = GFX_ship_part_weaver_growth_aura_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost exotic_gases = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } prerequisites = { tech_weaver_growth_1 } friendly_aura = { name = "GROWTH_AURA" system_wide = no stack_info = { #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = growth_aura priority = 1 } modifier = { bioship_growth_progress_add = 1 } } component_set = "bio_ship_unique_components" potential = { ship_uses_weaver_components = yes } upgrades_to = "WEAVER_GROWTH_AURA_2" upgrade_path = weaver_growth_aura ai_tags = { buffer_role buffer_role_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "WEAVER_GROWTH_AURA_2" icon = GFX_ship_part_weaver_growth_aura_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } prerequisites = { tech_weaver_growth_2 } friendly_aura = { name = "GROWTH_AURA" system_wide = no stack_info = { #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied. id = growth_aura priority = 5 } modifier = { bioship_growth_progress_add = 2 } } component_set = "bio_ship_unique_components" potential = { ship_uses_weaver_components = yes } upgrade_path = weaver_growth_aura ai_tags = { buffer_role buffer_role_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } ##################### # Weaver Booster # ##################### utility_component_template = { key = "WEAVER_BOOSTER_1" icon = GFX_ship_part_weaver_booster_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost volatile_motes = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.05 debuffer_role_weapon_fire_rate_mult = 0.05 ship_weapon_range_mult = 0.05 } prerequisites = { tech_weaver_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_weaver_components = yes } upgrades_to = "WEAVER_BOOSTER_2" upgrade_path = weaver_booster ai_tags = { brawler brawler_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "WEAVER_BOOSTER_2" icon = GFX_ship_part_weaver_booster_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost volatile_motes = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { buffer_role_weapon_fire_rate_mult = 0.10 debuffer_role_weapon_fire_rate_mult = 0.10 ship_weapon_range_mult = 0.10 } prerequisites = { tech_weaver_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_weaver_components = yes } upgrade_path = weaver_booster ai_tags = { brawler brawler_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = volatile_motes } } } } ######################### # Harbinger Incubator # ######################### utility_component_template = { key = "HARBINGER_INCUBATOR_1" icon = GFX_ship_part_harbinger_incubator_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost exotic_gases = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { ship_engagement_range_mult = 0.05 strike_craft_cooldown_mult = -0.05 } prerequisites = { tech_harbinger_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_harbinger_components = yes } upgrades_to = "HARBINGER_INCUBATOR_2" upgrade_path = harbinger_incubator ai_tags = { artillery artillery_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "HARBINGER_INCUBATOR_2" icon = GFX_ship_part_harbinger_incubator_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost exotic_gases = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { ship_engagement_range_mult = 0.10 strike_craft_cooldown_mult = -0.10 } prerequisites = { tech_harbinger_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_harbinger_components = yes } upgrade_path = harbinger_incubator ai_tags = { artillery artillery_stealth } ai_weight = { weight = 2 modifier = { factor = 0 no_resource_for_component = { RESOURCE = exotic_gases } } } } ######################### # Harbinger Chitin # ######################### utility_component_template = { key = "HARBINGER_CHITIN_1" icon = GFX_ship_part_harbinger_chitin_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost rare_crystals = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { ship_engagement_range_mult = 0.05 strike_craft_armor_add = 5 } prerequisites = { tech_harbinger_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_harbinger_components = yes } upgrades_to = "HARBINGER_CHITIN_2" upgrade_path = harbinger_chitin ai_tags = { carrier carrier_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "HARBINGER_CHITIN_2" icon = GFX_ship_part_harbinger_chitin_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost rare_crystals = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { ship_engagement_range_mult = 0.10 strike_craft_armor_add = 10 } prerequisites = { tech_harbinger_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_harbinger_components = yes } upgrade_path = harbinger_chitin ai_tags = { carrier carrier_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = rare_crystals } } } } ##################### # Stinger Range # ##################### utility_component_template = { key = "STINGER_RANGE_1" icon = GFX_ship_part_stinger_range_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost rare_crystals = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { ship_weapon_range_mult = 0.05 ship_tracking_add = 5 } prerequisites = { tech_stinger_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_stinger_components = yes } upgrades_to = "STINGER_RANGE_2" upgrade_path = stinger_range ai_tags = { artillery artillery_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "STINGER_RANGE_2" icon = GFX_ship_part_stinger_range_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost rare_crystals = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { ship_weapon_range_mult = 0.10 ship_tracking_add = 10 } prerequisites = { tech_stinger_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_stinger_components = yes } upgrade_path = stinger_range ai_tags = { artillery artillery_stealth } ai_weight = { weight = 2 modifier = { factor = 0 no_resource_for_component = { RESOURCE = rare_crystals } } } } ######################### # Stinger Reloading # ######################### utility_component_template = { key = "STINGER_FIRE_RATE_1" icon = GFX_ship_part_stinger_fire_rate_component_1 size = small icon_frame = 1 power = -5 resources = { category = ship_components cost = { food = @genetic_component_1_food_cost volatile_motes = @genetic_component_1_rare_cost } upkeep = { food = @genetic_component_1_food_upkeep } } ship_modifier = { ship_fire_rate_mult = 0.05 ship_tracking_add = 5 } prerequisites = { tech_stinger_growth_1 } component_set = "bio_ship_unique_components" potential = { ship_uses_stinger_components = yes } upgrades_to = "STINGER_FIRE_RATE_2" upgrade_path = stinger_fire_rate ai_tags = { gunship gunship_stealth } ai_weight = { weight = 2 } } utility_component_template = { key = "STINGER_FIRE_RATE_2" icon = GFX_ship_part_stinger_fire_rate_component_2 size = small icon_frame = 1 power = -10 resources = { category = ship_components cost = { food = @genetic_component_2_food_cost volatile_motes = @genetic_component_2_rare_cost } upkeep = { food = @genetic_component_2_food_upkeep } } ship_modifier = { ship_fire_rate_mult = 0.10 ship_tracking_add = 10 } prerequisites = { tech_stinger_growth_2 } component_set = "bio_ship_unique_components" potential = { ship_uses_stinger_components = yes } upgrade_path = stinger_fire_rate ai_tags = { gunship gunship_stealth } ai_weight = { weight = 4 modifier = { factor = 0 no_resource_for_component = { RESOURCE = volatile_motes } } } }