Init 0.1 - DATA
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49
DATA/SOLAR/ASTEROIDS/bw01_graham_ice_asteroid_field.ini
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49
DATA/SOLAR/ASTEROIDS/bw01_graham_ice_asteroid_field.ini
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[TexturePanels]
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file = solar\asteroids\ice_shapes.ini
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[Field]
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cube_size = 400
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fill_dist = 1920
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diffuse_color = 255, 255, 255
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ambient_color = 140, 140, 140
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ambient_increase = 50, 40, 70
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empty_cube_frequency = 0.5
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[Exclusion Zones]
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exclusion = Zone_Bw01_Tradelane_3
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exclusion = Zone_Jumpgate_Bw01_to_Br03
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exclusion = Zone_Bw01_05_asteroid_exclusion
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exclusion = Zone_Bw01_to_Br03_hole_exclusion
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exclusion = zone_Bw01_vignette3_exclusion
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[properties]
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flag = ice_objects
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flag = Object_density_med
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[Cube]
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asteroid = ice_asteroid10, 0.6, 0.2, -0.2, 35, 10, 20
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asteroid = ice_asteroid60, 0.2, 0.8, 0.3, 45, 20, 0
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asteroid = ice_asteroid60, 0.4, -0.7, -0.2, 15, 90, 120
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asteroid = ice_asteroid30, -0.3, -0.3, 0.8, 85, 0, 185
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asteroid = ice_asteroid10, -0.2, -0.1, -0.6, 105, 160, 25
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asteroid = ice_asteroid60, -0.7, 0.4, -0.4, 75, 30, 70
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[DynamicAsteroids]
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asteroid = DAsteroid_ice_small1
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count = 10
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placement_radius = 150
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placement_offset = 90
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max_velocity = 15
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max_angular_velocity = 3
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color_shift = 1, 1, 1
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[LootableZone]
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asteroid_loot_container = lootcrate_ast_loot_water
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asteroid_loot_commodity = commodity_water
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dynamic_loot_container = lootcrate_ast_loot_water
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dynamic_loot_commodity = commodity_water
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asteroid_loot_count = 0, 0
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dynamic_loot_count = 1, 1
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asteroid_loot_difficulty = 60
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dynamic_loot_difficulty = 10
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