diff --git a/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml b/1.5/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml
similarity index 100%
rename from Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml
rename to 1.5/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml
diff --git a/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml b/1.5/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml
similarity index 100%
rename from Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml
rename to 1.5/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml
diff --git a/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml b/1.5/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml
similarity index 100%
rename from Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml
rename to 1.5/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml
diff --git a/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml b/1.5/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml
similarity index 100%
rename from Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml
rename to 1.5/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml
diff --git a/Common/Defs/CultureDefs/KwazaariCulture.xml b/1.5/Common/Defs/CultureDefs/KwazaariCulture.xml
similarity index 100%
rename from Common/Defs/CultureDefs/KwazaariCulture.xml
rename to 1.5/Common/Defs/CultureDefs/KwazaariCulture.xml
diff --git a/Common/Defs/CultureDefs/SolariteCulture.xml b/1.5/Common/Defs/CultureDefs/SolariteCulture.xml
similarity index 100%
rename from Common/Defs/CultureDefs/SolariteCulture.xml
rename to 1.5/Common/Defs/CultureDefs/SolariteCulture.xml
diff --git a/Common/Defs/DesignationDef.xml b/1.5/Common/Defs/DesignationDef.xml
similarity index 100%
rename from Common/Defs/DesignationDef.xml
rename to 1.5/Common/Defs/DesignationDef.xml
diff --git a/Common/Defs/DesignatorDropdownDefs.xml b/1.5/Common/Defs/DesignatorDropdownDefs.xml
similarity index 100%
rename from Common/Defs/DesignatorDropdownDefs.xml
rename to 1.5/Common/Defs/DesignatorDropdownDefs.xml
diff --git a/Common/Defs/FactionDefs/FactionDef_Kwazaari.xml b/1.5/Common/Defs/FactionDefs/FactionDef_Kwazaari.xml
similarity index 100%
rename from Common/Defs/FactionDefs/FactionDef_Kwazaari.xml
rename to 1.5/Common/Defs/FactionDefs/FactionDef_Kwazaari.xml
diff --git a/Common/Defs/FactionDefs/FactionDef_Solarite.xml b/1.5/Common/Defs/FactionDefs/FactionDef_Solarite.xml
similarity index 100%
rename from Common/Defs/FactionDefs/FactionDef_Solarite.xml
rename to 1.5/Common/Defs/FactionDefs/FactionDef_Solarite.xml
diff --git a/Common/Defs/FloorsDefs.xml b/1.5/Common/Defs/FloorsDefs.xml
similarity index 100%
rename from Common/Defs/FloorsDefs.xml
rename to 1.5/Common/Defs/FloorsDefs.xml
diff --git a/Common/Defs/JobDefs.xml b/1.5/Common/Defs/JobDefs.xml
similarity index 100%
rename from Common/Defs/JobDefs.xml
rename to 1.5/Common/Defs/JobDefs.xml
diff --git a/Common/Defs/JoyGivers.xml b/1.5/Common/Defs/JoyGivers.xml
similarity index 100%
rename from Common/Defs/JoyGivers.xml
rename to 1.5/Common/Defs/JoyGivers.xml
diff --git a/Common/Defs/JoyKinds.xml b/1.5/Common/Defs/JoyKinds.xml
similarity index 100%
rename from Common/Defs/JoyKinds.xml
rename to 1.5/Common/Defs/JoyKinds.xml
diff --git a/Common/Defs/ModSettingDefs.xml b/1.5/Common/Defs/ModSettingDefs.xml
similarity index 100%
rename from Common/Defs/ModSettingDefs.xml
rename to 1.5/Common/Defs/ModSettingDefs.xml
diff --git a/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml b/1.5/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml
similarity index 100%
rename from Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml
rename to 1.5/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml
diff --git a/Common/Defs/PawnKindDefs/PawnKinds_Solarite.xml b/1.5/Common/Defs/PawnKindDefs/PawnKinds_Solarite.xml
similarity index 100%
rename from Common/Defs/PawnKindDefs/PawnKinds_Solarite.xml
rename to 1.5/Common/Defs/PawnKindDefs/PawnKinds_Solarite.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen1Complex.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen1Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen1Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen1Complex.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen1Raw.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen1Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen1Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen1Raw.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen2Complex.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen2Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen2Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen2Complex.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen2Raw.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen2Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen2Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen2Raw.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen3Complex.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen3Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen3Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen3Complex.xml
diff --git a/Common/Defs/ProcessDefs/Normal/ProcessGen3Raw.xml b/1.5/Common/Defs/ProcessDefs/Normal/ProcessGen3Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Normal/ProcessGen3Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Normal/ProcessGen3Raw.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen1Complex.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen1Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen1Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen1Complex.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen1Raw.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen1Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen1Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen1Raw.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen2Complex.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen2Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen2Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen2Complex.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen2Raw.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen2Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen2Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen2Raw.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen3Complex.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen3Complex.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen3Complex.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen3Complex.xml
diff --git a/Common/Defs/ProcessDefs/Temperature/ProcessGen3Raw.xml b/1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen3Raw.xml
similarity index 100%
rename from Common/Defs/ProcessDefs/Temperature/ProcessGen3Raw.xml
rename to 1.5/Common/Defs/ProcessDefs/Temperature/ProcessGen3Raw.xml
diff --git a/Common/Defs/RecipeDefs/Recipe_Clusters.xml b/1.5/Common/Defs/RecipeDefs/Recipe_Clusters.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Recipe_Clusters.xml
rename to 1.5/Common/Defs/RecipeDefs/Recipe_Clusters.xml
diff --git a/Common/Defs/RecipeDefs/Tier0/Recipe_Smelter.xml b/1.5/Common/Defs/RecipeDefs/Tier0/Recipe_Smelter.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier0/Recipe_Smelter.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier0/Recipe_Smelter.xml
diff --git a/Common/Defs/RecipeDefs/Tier1/Recipe_Neutronium.xml b/1.5/Common/Defs/RecipeDefs/Tier1/Recipe_Neutronium.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier1/Recipe_Neutronium.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier1/Recipe_Neutronium.xml
diff --git a/Common/Defs/RecipeDefs/Tier1/Recipe_SunsteelBench.xml b/1.5/Common/Defs/RecipeDefs/Tier1/Recipe_SunsteelBench.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier1/Recipe_SunsteelBench.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier1/Recipe_SunsteelBench.xml
diff --git a/Common/Defs/RecipeDefs/Tier2/Recipe_Neutronium.xml b/1.5/Common/Defs/RecipeDefs/Tier2/Recipe_Neutronium.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier2/Recipe_Neutronium.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier2/Recipe_Neutronium.xml
diff --git a/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarBench.xml b/1.5/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarBench.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier2/Recipe_QuasarBench.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarBench.xml
diff --git a/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarForge.xml b/1.5/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarForge.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier2/Recipe_QuasarForge.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier2/Recipe_QuasarForge.xml
diff --git a/Common/Defs/RecipeDefs/Tier3/Recipe_Neutronium.xml b/1.5/Common/Defs/RecipeDefs/Tier3/Recipe_Neutronium.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier3/Recipe_Neutronium.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier3/Recipe_Neutronium.xml
diff --git a/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteBench.xml b/1.5/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteBench.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteBench.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteBench.xml
diff --git a/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteForge.xml b/1.5/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteForge.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteForge.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier3/Recipe_TenebriteForge.xml
diff --git a/Common/Defs/RecipeDefs/Tier4/Recipe_Neutronium.xml b/1.5/Common/Defs/RecipeDefs/Tier4/Recipe_Neutronium.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier4/Recipe_Neutronium.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier4/Recipe_Neutronium.xml
diff --git a/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateBench.xml b/1.5/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateBench.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier4/Recipe_UltimateBench.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateBench.xml
diff --git a/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateForge.xml b/1.5/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateForge.xml
similarity index 100%
rename from Common/Defs/RecipeDefs/Tier4/Recipe_UltimateForge.xml
rename to 1.5/Common/Defs/RecipeDefs/Tier4/Recipe_UltimateForge.xml
diff --git a/Common/Defs/ResearchDefs/ResearchProjectDefs.xml b/1.5/Common/Defs/ResearchDefs/ResearchProjectDefs.xml
similarity index 100%
rename from Common/Defs/ResearchDefs/ResearchProjectDefs.xml
rename to 1.5/Common/Defs/ResearchDefs/ResearchProjectDefs.xml
diff --git a/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml b/1.5/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml
similarity index 100%
rename from Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml
rename to 1.5/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml
diff --git a/Common/Defs/RulePackDefs/RulePacks_NameMaker_Solar.xml b/1.5/Common/Defs/RulePackDefs/RulePacks_NameMaker_Solar.xml
similarity index 100%
rename from Common/Defs/RulePackDefs/RulePacks_NameMaker_Solar.xml
rename to 1.5/Common/Defs/RulePackDefs/RulePacks_NameMaker_Solar.xml
diff --git a/Common/Defs/ThingCategories/ThingCategoryDefs.xml b/1.5/Common/Defs/ThingCategories/ThingCategoryDefs.xml
similarity index 100%
rename from Common/Defs/ThingCategories/ThingCategoryDefs.xml
rename to 1.5/Common/Defs/ThingCategories/ThingCategoryDefs.xml
diff --git a/Common/Defs/ThingDefs_Buildings/NeutroniumNet.xml b/1.5/Common/Defs/ThingDefs_Buildings/NeutroniumNet.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/NeutroniumNet.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/NeutroniumNet.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Production.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Production.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier1/Buildings_Production.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Production.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Joy.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Joy.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier2/Buildings_Joy.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Joy.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Power.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Power.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier2/Buildings_Power.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Power.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Production.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Production.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier2/Buildings_Production.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Production.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Joy.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Joy.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier3/Buildings_Joy.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Joy.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Power.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Power.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier3/Buildings_Power.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Power.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Production.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Production.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier3/Buildings_Production.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Production.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml
diff --git a/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml b/1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml
rename to 1.5/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_headgear.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_headgear.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_headgear.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_headgear.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Resources/sunweave.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/sunweave.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Resources/sunweave.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Resources/sunweave.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier1/WeaponRanged/RangedUltratech.xml b/1.5/Common/Defs/ThingDefs_Items/Tier1/WeaponRanged/RangedUltratech.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier1/WeaponRanged/RangedUltratech.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier1/WeaponRanged/RangedUltratech.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/MeleeUltratech.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/MeleeUltratech.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/MeleeUltratech.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/MeleeUltratech.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/RangedUltratech.xml b/1.5/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/RangedUltratech.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/RangedUltratech.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier2/WeaponRanged/RangedUltratech.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml
diff --git a/Common/Defs/ThingDefs_Items/Tier3/WeaponRanged/RangedArchotech.xml b/1.5/Common/Defs/ThingDefs_Items/Tier3/WeaponRanged/RangedArchotech.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/Tier3/WeaponRanged/RangedArchotech.xml
rename to 1.5/Common/Defs/ThingDefs_Items/Tier3/WeaponRanged/RangedArchotech.xml
diff --git a/Common/Defs/ThingDefs_Items/resource.xml b/1.5/Common/Defs/ThingDefs_Items/resource.xml
similarity index 100%
rename from Common/Defs/ThingDefs_Items/resource.xml
rename to 1.5/Common/Defs/ThingDefs_Items/resource.xml
diff --git a/Common/Defs/TraderKindDef/TraderKinds_I.xml b/1.5/Common/Defs/TraderKindDef/TraderKinds_I.xml
similarity index 100%
rename from Common/Defs/TraderKindDef/TraderKinds_I.xml
rename to 1.5/Common/Defs/TraderKindDef/TraderKinds_I.xml
diff --git a/Common/Defs/TraderKindDef/TraderKinds_II.xml b/1.5/Common/Defs/TraderKindDef/TraderKinds_II.xml
similarity index 100%
rename from Common/Defs/TraderKindDef/TraderKinds_II.xml
rename to 1.5/Common/Defs/TraderKindDef/TraderKinds_II.xml
diff --git a/Common/Defs/WorkGiver.xml b/1.5/Common/Defs/WorkGiver.xml
similarity index 100%
rename from Common/Defs/WorkGiver.xml
rename to 1.5/Common/Defs/WorkGiver.xml
diff --git a/Common/Patches/BankingExtension.xml b/1.5/Common/Patches/BankingExtension.xml
similarity index 100%
rename from Common/Patches/BankingExtension.xml
rename to 1.5/Common/Patches/BankingExtension.xml
diff --git a/Common/Patches/JoyPatches.xml b/1.5/Common/Patches/JoyPatches.xml
similarity index 100%
rename from Common/Patches/JoyPatches.xml
rename to 1.5/Common/Patches/JoyPatches.xml
diff --git a/Common/Patches/LinkablePatch.xml b/1.5/Common/Patches/LinkablePatch.xml
similarity index 100%
rename from Common/Patches/LinkablePatch.xml
rename to 1.5/Common/Patches/LinkablePatch.xml
diff --git a/Common/Patches/MedicinePatches.xml b/1.5/Common/Patches/MedicinePatches.xml
similarity index 100%
rename from Common/Patches/MedicinePatches.xml
rename to 1.5/Common/Patches/MedicinePatches.xml
diff --git a/Common/Patches/ResearchPatch.xml b/1.5/Common/Patches/ResearchPatch.xml
similarity index 100%
rename from Common/Patches/ResearchPatch.xml
rename to 1.5/Common/Patches/ResearchPatch.xml
diff --git a/Common/Patches/Shells.xml b/1.5/Common/Patches/Shells.xml
similarity index 100%
rename from Common/Patches/Shells.xml
rename to 1.5/Common/Patches/Shells.xml
diff --git a/Mods/ArchotechExpanded/Patches/aerebalancebenchpatches.xml b/1.5/Mods/ArchotechExpanded/Patches/aerebalancebenchpatches.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/aerebalancebenchpatches.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/aerebalancebenchpatches.xml
diff --git a/Mods/ArchotechExpanded/Patches/aeresearchpatches.xml b/1.5/Mods/ArchotechExpanded/Patches/aeresearchpatches.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/aeresearchpatches.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/aeresearchpatches.xml
diff --git a/Mods/ArchotechExpanded/Patches/aeresourcespatches.xml b/1.5/Mods/ArchotechExpanded/Patches/aeresourcespatches.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/aeresourcespatches.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/aeresourcespatches.xml
diff --git a/Mods/ArchotechExpanded/Patches/aestuffpropspatches.xml b/1.5/Mods/ArchotechExpanded/Patches/aestuffpropspatches.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/aestuffpropspatches.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/aestuffpropspatches.xml
diff --git a/Mods/ArchotechExpanded/Patches/archorecipe.xml b/1.5/Mods/ArchotechExpanded/Patches/archorecipe.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/archorecipe.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/archorecipe.xml
diff --git a/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml b/1.5/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml
similarity index 100%
rename from Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml
rename to 1.5/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Light.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Light.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Light.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Light.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Light.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Light.xml
diff --git a/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Medium.xml b/1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier1Mechs/Recipes/Recipes_MechGestator_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Light.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Light.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Light.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Light.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Light.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Light.xml
diff --git a/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Medium.xml b/1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier2Mechs/Recipes/Recipes_MechGestator_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Light.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Light.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Light.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Light.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Heavy.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Heavy.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Heavy.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Heavy.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Light.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Light.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Light.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Light.xml
diff --git a/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Medium.xml b/1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Medium.xml
similarity index 100%
rename from Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Medium.xml
rename to 1.5/Mods/Biotech/Patches/Tier3Mechs/Recipes/Recipes_MechGestator_Medium.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Complex.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Complex.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Complex.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Complex.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Raw.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Raw.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Raw.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen1Raw.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Complex.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Complex.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Complex.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Complex.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Raw.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Raw.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Raw.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen2Raw.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Complex.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Complex.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Complex.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Complex.xml
diff --git a/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Raw.xml b/1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Raw.xml
similarity index 100%
rename from Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Raw.xml
rename to 1.5/Mods/Biotech/Patches/WastefulProcesses/ProcessesGen3Raw.xml
diff --git a/Mods/Biotech/Patches/XenotypeDefs/Kwazaari.xml b/1.5/Mods/Biotech/Patches/XenotypeDefs/Kwazaari.xml
similarity index 100%
rename from Mods/Biotech/Patches/XenotypeDefs/Kwazaari.xml
rename to 1.5/Mods/Biotech/Patches/XenotypeDefs/Kwazaari.xml
diff --git a/Mods/Biotech/Patches/XenotypeDefs/Solarite.xml b/1.5/Mods/Biotech/Patches/XenotypeDefs/Solarite.xml
similarity index 100%
rename from Mods/Biotech/Patches/XenotypeDefs/Solarite.xml
rename to 1.5/Mods/Biotech/Patches/XenotypeDefs/Solarite.xml
diff --git a/Mods/Biotech/Patches/bDesignatorDropdownDefs.xml b/1.5/Mods/Biotech/Patches/bDesignatorDropdownDefs.xml
similarity index 100%
rename from Mods/Biotech/Patches/bDesignatorDropdownDefs.xml
rename to 1.5/Mods/Biotech/Patches/bDesignatorDropdownDefs.xml
diff --git a/Mods/Biotech/Patches/biotechpumps.xml b/1.5/Mods/Biotech/Patches/biotechpumps.xml
similarity index 100%
rename from Mods/Biotech/Patches/biotechpumps.xml
rename to 1.5/Mods/Biotech/Patches/biotechpumps.xml
diff --git a/Mods/Biotech/Patches/biotechresearch.xml b/1.5/Mods/Biotech/Patches/biotechresearch.xml
similarity index 100%
rename from Mods/Biotech/Patches/biotechresearch.xml
rename to 1.5/Mods/Biotech/Patches/biotechresearch.xml
diff --git a/Mods/Biotech/Patches/mechrecipepatch.xml b/1.5/Mods/Biotech/Patches/mechrecipepatch.xml
similarity index 100%
rename from Mods/Biotech/Patches/mechrecipepatch.xml
rename to 1.5/Mods/Biotech/Patches/mechrecipepatch.xml
diff --git a/Mods/Biotech/Patches/tier1hediffs.xml b/1.5/Mods/Biotech/Patches/tier1hediffs.xml
similarity index 100%
rename from Mods/Biotech/Patches/tier1hediffs.xml
rename to 1.5/Mods/Biotech/Patches/tier1hediffs.xml
diff --git a/Mods/Biotech/Patches/tier2hediffs.xml b/1.5/Mods/Biotech/Patches/tier2hediffs.xml
similarity index 100%
rename from Mods/Biotech/Patches/tier2hediffs.xml
rename to 1.5/Mods/Biotech/Patches/tier2hediffs.xml
diff --git a/Mods/Biotech/Patches/tier3hediffs.xml b/1.5/Mods/Biotech/Patches/tier3hediffs.xml
similarity index 100%
rename from Mods/Biotech/Patches/tier3hediffs.xml
rename to 1.5/Mods/Biotech/Patches/tier3hediffs.xml
diff --git a/Mods/Biotech/Patches/tier4hediffs.xml b/1.5/Mods/Biotech/Patches/tier4hediffs.xml
similarity index 100%
rename from Mods/Biotech/Patches/tier4hediffs.xml
rename to 1.5/Mods/Biotech/Patches/tier4hediffs.xml
diff --git a/Mods/Biotech/Patches/wastefulprocesspatch.xml b/1.5/Mods/Biotech/Patches/wastefulprocesspatch.xml
similarity index 100%
rename from Mods/Biotech/Patches/wastefulprocesspatch.xml
rename to 1.5/Mods/Biotech/Patches/wastefulprocesspatch.xml
diff --git a/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GD.xml b/1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GD.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GD.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GD.xml
diff --git a/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GDGrenades.xml b/1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GDGrenades.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GDGrenades.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_GDGrenades.xml
diff --git a/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_JI.xml b/1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_JI.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_JI.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_JI.xml
diff --git a/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_TE.xml b/1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_TE.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_TE.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_TE.xml
diff --git a/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_YP.xml b/1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_YP.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_YP.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/RimsenalAmmo/Ammo_YP.xml
diff --git a/Mods/CombatExtended/Patches/additions/Tier1TankAmmo/VehicleAmmo.xml b/1.5/Mods/CombatExtended/Patches/additions/Tier1TankAmmo/VehicleAmmo.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/Tier1TankAmmo/VehicleAmmo.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/Tier1TankAmmo/VehicleAmmo.xml
diff --git a/Mods/CombatExtended/Patches/additions/Tier1_Apparel_Belts.xml b/1.5/Mods/CombatExtended/Patches/additions/Tier1_Apparel_Belts.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/Tier1_Apparel_Belts.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/Tier1_Apparel_Belts.xml
diff --git a/Mods/CombatExtended/Patches/additions/Tier2_Apparel_Belts.xml b/1.5/Mods/CombatExtended/Patches/additions/Tier2_Apparel_Belts.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/Tier2_Apparel_Belts.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/Tier2_Apparel_Belts.xml
diff --git a/Mods/CombatExtended/Patches/additions/Tier3_Apparel_Belts.xml b/1.5/Mods/CombatExtended/Patches/additions/Tier3_Apparel_Belts.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/Tier3_Apparel_Belts.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/Tier3_Apparel_Belts.xml
diff --git a/Mods/CombatExtended/Patches/additions/ammoclasses.xml b/1.5/Mods/CombatExtended/Patches/additions/ammoclasses.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/ammoclasses.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/ammoclasses.xml
diff --git a/Mods/CombatExtended/Patches/additions/antimateriel.xml b/1.5/Mods/CombatExtended/Patches/additions/antimateriel.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/antimateriel.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/antimateriel.xml
diff --git a/Mods/CombatExtended/Patches/additions/artillery selection/130mmtype63.xml b/1.5/Mods/CombatExtended/Patches/additions/artillery selection/130mmtype63.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/artillery selection/130mmtype63.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/artillery selection/130mmtype63.xml
diff --git a/Mods/CombatExtended/Patches/additions/artillery selection/155mmhowitzer.xml b/1.5/Mods/CombatExtended/Patches/additions/artillery selection/155mmhowitzer.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/artillery selection/155mmhowitzer.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/artillery selection/155mmhowitzer.xml
diff --git a/Mods/CombatExtended/Patches/additions/artillery selection/28cmspgr.xml b/1.5/Mods/CombatExtended/Patches/additions/artillery selection/28cmspgr.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/artillery selection/28cmspgr.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/artillery selection/28cmspgr.xml
diff --git a/Mods/CombatExtended/Patches/additions/artillery selection/81mmmortarshell.xml b/1.5/Mods/CombatExtended/Patches/additions/artillery selection/81mmmortarshell.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/artillery selection/81mmmortarshell.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/artillery selection/81mmmortarshell.xml
diff --git a/Mods/CombatExtended/Patches/additions/artillery selection/fragments.xml b/1.5/Mods/CombatExtended/Patches/additions/artillery selection/fragments.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/artillery selection/fragments.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/artillery selection/fragments.xml
diff --git a/Mods/CombatExtended/Patches/additions/autocannon.xml b/1.5/Mods/CombatExtended/Patches/additions/autocannon.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/autocannon.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/autocannon.xml
diff --git a/Mods/CombatExtended/Patches/additions/charged.xml b/1.5/Mods/CombatExtended/Patches/additions/charged.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/charged.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/charged.xml
diff --git a/Mods/CombatExtended/Patches/additions/mag/12mmrailgun.xml b/1.5/Mods/CombatExtended/Patches/additions/mag/12mmrailgun.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/mag/12mmrailgun.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/mag/12mmrailgun.xml
diff --git a/Mods/CombatExtended/Patches/additions/mag/6mmrailgun.xml b/1.5/Mods/CombatExtended/Patches/additions/mag/6mmrailgun.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/mag/6mmrailgun.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/mag/6mmrailgun.xml
diff --git a/Mods/CombatExtended/Patches/additions/mag/8mmrailgun.xml b/1.5/Mods/CombatExtended/Patches/additions/mag/8mmrailgun.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/mag/8mmrailgun.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/mag/8mmrailgun.xml
diff --git a/Mods/CombatExtended/Patches/additions/newammo.xml b/1.5/Mods/CombatExtended/Patches/additions/newammo.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/newammo.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/newammo.xml
diff --git a/Mods/CombatExtended/Patches/additions/newammovehicles.xml b/1.5/Mods/CombatExtended/Patches/additions/newammovehicles.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/newammovehicles.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/newammovehicles.xml
diff --git a/Mods/CombatExtended/Patches/additions/requiredApparelPatch.xml b/1.5/Mods/CombatExtended/Patches/additions/requiredApparelPatch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/requiredApparelPatch.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/requiredApparelPatch.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml b/1.5/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier1armourcepatch.xml b/1.5/Mods/CombatExtended/Patches/additions/tier1armourcepatch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier1armourcepatch.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier1armourcepatch.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml b/1.5/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier2armourcepatch.xml b/1.5/Mods/CombatExtended/Patches/additions/tier2armourcepatch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier2armourcepatch.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier2armourcepatch.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml b/1.5/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml
diff --git a/Mods/CombatExtended/Patches/additions/tier3armourcepatch.xml b/1.5/Mods/CombatExtended/Patches/additions/tier3armourcepatch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/tier3armourcepatch.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/tier3armourcepatch.xml
diff --git a/Mods/CombatExtended/Patches/additions/xcom_laser.xml b/1.5/Mods/CombatExtended/Patches/additions/xcom_laser.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/xcom_laser.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/xcom_laser.xml
diff --git a/Mods/CombatExtended/Patches/additions/xcom_mag.xml b/1.5/Mods/CombatExtended/Patches/additions/xcom_mag.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/xcom_mag.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/xcom_mag.xml
diff --git a/Mods/CombatExtended/Patches/additions/xcom_plasma.xml b/1.5/Mods/CombatExtended/Patches/additions/xcom_plasma.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/additions/xcom_plasma.xml
rename to 1.5/Mods/CombatExtended/Patches/additions/xcom_plasma.xml
diff --git a/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_1.xml b/1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_1.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_1.xml
rename to 1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_1.xml
diff --git a/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml b/1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml
rename to 1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml
diff --git a/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_3.xml b/1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_3.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_3.xml
rename to 1.5/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_3.xml
diff --git a/Mods/CombatExtended/Patches/base/gen1/gen_1_ammo.xml b/1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_ammo.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen1/gen_1_ammo.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_ammo.xml
diff --git a/Mods/CombatExtended/Patches/base/gen1/gen_1_pistol_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_pistol_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen1/gen_1_pistol_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_pistol_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen1/gen_1_rifle_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_rifle_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen1/gen_1_rifle_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_rifle_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen1/gen_1_shotgun_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_shotgun_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen1/gen_1_shotgun_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen1/gen_1_shotgun_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen2/gen_2_ammo.xml b/1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_ammo.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen2/gen_2_ammo.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_ammo.xml
diff --git a/Mods/CombatExtended/Patches/base/gen2/gen_2_pistol_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_pistol_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen2/gen_2_pistol_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_pistol_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen2/gen_2_rifle_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_rifle_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen2/gen_2_rifle_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_rifle_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen2/gen_2_shotgun_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_shotgun_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen2/gen_2_shotgun_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen2/gen_2_shotgun_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/gen3/gen_3_ammo.xml b/1.5/Mods/CombatExtended/Patches/base/gen3/gen_3_ammo.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen3/gen_3_ammo.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen3/gen_3_ammo.xml
diff --git a/Mods/CombatExtended/Patches/base/gen3/gen_3_bullet.xml b/1.5/Mods/CombatExtended/Patches/base/gen3/gen_3_bullet.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/gen3/gen_3_bullet.xml
rename to 1.5/Mods/CombatExtended/Patches/base/gen3/gen_3_bullet.xml
diff --git a/Mods/CombatExtended/Patches/base/tier1_metal_patch.xml b/1.5/Mods/CombatExtended/Patches/base/tier1_metal_patch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/tier1_metal_patch.xml
rename to 1.5/Mods/CombatExtended/Patches/base/tier1_metal_patch.xml
diff --git a/Mods/CombatExtended/Patches/base/tier1_textile_patch.xml b/1.5/Mods/CombatExtended/Patches/base/tier1_textile_patch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/tier1_textile_patch.xml
rename to 1.5/Mods/CombatExtended/Patches/base/tier1_textile_patch.xml
diff --git a/Mods/CombatExtended/Patches/base/tier2_metal_patch.xml b/1.5/Mods/CombatExtended/Patches/base/tier2_metal_patch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/tier2_metal_patch.xml
rename to 1.5/Mods/CombatExtended/Patches/base/tier2_metal_patch.xml
diff --git a/Mods/CombatExtended/Patches/base/tier2textile_patch.xml b/1.5/Mods/CombatExtended/Patches/base/tier2textile_patch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/tier2textile_patch.xml
rename to 1.5/Mods/CombatExtended/Patches/base/tier2textile_patch.xml
diff --git a/Mods/CombatExtended/Patches/base/tier3_material_patch.xml b/1.5/Mods/CombatExtended/Patches/base/tier3_material_patch.xml
similarity index 100%
rename from Mods/CombatExtended/Patches/base/tier3_material_patch.xml
rename to 1.5/Mods/CombatExtended/Patches/base/tier3_material_patch.xml
diff --git a/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml b/1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml
similarity index 100%
rename from Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml
rename to 1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml
diff --git a/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier2_bionics.xml b/1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier2_bionics.xml
similarity index 100%
rename from Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier2_bionics.xml
rename to 1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier2_bionics.xml
diff --git a/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier3_bionics.xml b/1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier3_bionics.xml
similarity index 100%
rename from Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier3_bionics.xml
rename to 1.5/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier3_bionics.xml
diff --git a/Mods/EPOE/Patches/hediffdefs_bionicsribstier1.xml b/1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier1.xml
similarity index 100%
rename from Mods/EPOE/Patches/hediffdefs_bionicsribstier1.xml
rename to 1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier1.xml
diff --git a/Mods/EPOE/Patches/hediffdefs_bionicsribstier2.xml b/1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier2.xml
similarity index 100%
rename from Mods/EPOE/Patches/hediffdefs_bionicsribstier2.xml
rename to 1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier2.xml
diff --git a/Mods/EPOE/Patches/hediffdefs_bionicsribstier3.xml b/1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier3.xml
similarity index 100%
rename from Mods/EPOE/Patches/hediffdefs_bionicsribstier3.xml
rename to 1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier3.xml
diff --git a/Mods/EPOE/Patches/hediffdefs_bionicsribstier4.xml b/1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier4.xml
similarity index 100%
rename from Mods/EPOE/Patches/hediffdefs_bionicsribstier4.xml
rename to 1.5/Mods/EPOE/Patches/hediffdefs_bionicsribstier4.xml
diff --git a/Mods/EPOE/Patches/thoughts_bor.xml b/1.5/Mods/EPOE/Patches/thoughts_bor.xml
similarity index 100%
rename from Mods/EPOE/Patches/thoughts_bor.xml
rename to 1.5/Mods/EPOE/Patches/thoughts_bor.xml
diff --git a/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml b/1.5/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml
similarity index 100%
rename from Mods/FireControlComputers/Patches/fccdesignatordropdown.xml
rename to 1.5/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml
diff --git a/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml b/1.5/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml
similarity index 100%
rename from Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml
rename to 1.5/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml
diff --git a/Mods/FireControlComputers/Patches/firecontrolcomputerpatches.xml b/1.5/Mods/FireControlComputers/Patches/firecontrolcomputerpatches.xml
similarity index 100%
rename from Mods/FireControlComputers/Patches/firecontrolcomputerpatches.xml
rename to 1.5/Mods/FireControlComputers/Patches/firecontrolcomputerpatches.xml
diff --git a/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml b/1.5/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml
similarity index 100%
rename from Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml
rename to 1.5/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml
diff --git a/Mods/Holograms/Patches/holodesignatordropdown.xml b/1.5/Mods/Holograms/Patches/holodesignatordropdown.xml
similarity index 100%
rename from Mods/Holograms/Patches/holodesignatordropdown.xml
rename to 1.5/Mods/Holograms/Patches/holodesignatordropdown.xml
diff --git a/Mods/Holograms/Patches/hologramresearch.xml b/1.5/Mods/Holograms/Patches/hologramresearch.xml
similarity index 100%
rename from Mods/Holograms/Patches/hologramresearch.xml
rename to 1.5/Mods/Holograms/Patches/hologramresearch.xml
diff --git a/Mods/Holograms/Patches/holopatches.xml b/1.5/Mods/Holograms/Patches/holopatches.xml
similarity index 100%
rename from Mods/Holograms/Patches/holopatches.xml
rename to 1.5/Mods/Holograms/Patches/holopatches.xml
diff --git a/Mods/Ideology/Patches/ideodesignatordropdowns.xml b/1.5/Mods/Ideology/Patches/ideodesignatordropdowns.xml
similarity index 100%
rename from Mods/Ideology/Patches/ideodesignatordropdowns.xml
rename to 1.5/Mods/Ideology/Patches/ideodesignatordropdowns.xml
diff --git a/Mods/Ideology/Patches/ideopatches.xml b/1.5/Mods/Ideology/Patches/ideopatches.xml
similarity index 100%
rename from Mods/Ideology/Patches/ideopatches.xml
rename to 1.5/Mods/Ideology/Patches/ideopatches.xml
diff --git a/1.5/Mods/Ideology/Patches/tier1.xml b/1.5/Mods/Ideology/Patches/tier1.xml
new file mode 100644
index 00000000..01d62b45
--- /dev/null
+++ b/1.5/Mods/Ideology/Patches/tier1.xml
@@ -0,0 +1,89 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Solar_SleepAccelerator
+
+ A solarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier1/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.5/Mods/Ideology/Patches/tier2.xml b/1.5/Mods/Ideology/Patches/tier2.xml
new file mode 100644
index 00000000..61a2f4dd
--- /dev/null
+++ b/1.5/Mods/Ideology/Patches/tier2.xml
@@ -0,0 +1,88 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Quasar_SleepAccelerator
+
+ A quasarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier2/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.5/Mods/Ideology/Patches/tier3.xml b/1.5/Mods/Ideology/Patches/tier3.xml
new file mode 100644
index 00000000..f10fd0fe
--- /dev/null
+++ b/1.5/Mods/Ideology/Patches/tier3.xml
@@ -0,0 +1,88 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Tenebral_SleepAccelerator
+
+ A tenebral bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier3/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/BiosculpterPod_south.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier1/SleepAccelerator_south.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/BiosculpterPod_south.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier2/SleepAccelerator_south.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/BiosculpterPod_south.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_east.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_east.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_east.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_east.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_north.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_north.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_north.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_north.png
diff --git a/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_south.png b/1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_south.png
similarity index 100%
rename from Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_south.png
rename to 1.5/Mods/Ideology/Textures/Ideo/Tier3/SleepAccelerator_south.png
diff --git a/Mods/Kraltech/Patches/KPatches.xml b/1.5/Mods/Kraltech/Patches/KPatches.xml
similarity index 100%
rename from Mods/Kraltech/Patches/KPatches.xml
rename to 1.5/Mods/Kraltech/Patches/KPatches.xml
diff --git a/Mods/Kraltech/Patches/KRecipeDefs.xml b/1.5/Mods/Kraltech/Patches/KRecipeDefs.xml
similarity index 100%
rename from Mods/Kraltech/Patches/KRecipeDefs.xml
rename to 1.5/Mods/Kraltech/Patches/KRecipeDefs.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier1/HediffGiverSets.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier1/HediffGiverSets.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier1/HediffGiverSets.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier1/HediffGiverSets.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier2/HediffGiverSets.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier2/HediffGiverSets.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier2/HediffGiverSets.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier2/HediffGiverSets.xml
diff --git a/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier3/HediffGiverSets.xml b/1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier3/HediffGiverSets.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier3/HediffGiverSets.xml
rename to 1.5/Mods/MechanoidHediffs/Defs/HediffGiverSetDefs/Tier3/HediffGiverSets.xml
diff --git a/Mods/MechanoidHediffs/Patches/MHPatches.xml b/1.5/Mods/MechanoidHediffs/Patches/MHPatches.xml
similarity index 100%
rename from Mods/MechanoidHediffs/Patches/MHPatches.xml
rename to 1.5/Mods/MechanoidHediffs/Patches/MHPatches.xml
diff --git a/Mods/MedPod/Patches/medisorecipe.xml b/1.5/Mods/MedPod/Patches/medisorecipe.xml
similarity index 100%
rename from Mods/MedPod/Patches/medisorecipe.xml
rename to 1.5/Mods/MedPod/Patches/medisorecipe.xml
diff --git a/Mods/MedPod/Patches/medpod.xml b/1.5/Mods/MedPod/Patches/medpod.xml
similarity index 100%
rename from Mods/MedPod/Patches/medpod.xml
rename to 1.5/Mods/MedPod/Patches/medpod.xml
diff --git a/Mods/MedPod/Patches/mpdesignatordropdown.xml b/1.5/Mods/MedPod/Patches/mpdesignatordropdown.xml
similarity index 100%
rename from Mods/MedPod/Patches/mpdesignatordropdown.xml
rename to 1.5/Mods/MedPod/Patches/mpdesignatordropdown.xml
diff --git a/Mods/OmniCoreDrill/Patches/omnicoredrill.xml b/1.5/Mods/OmniCoreDrill/Patches/omnicoredrill.xml
similarity index 100%
rename from Mods/OmniCoreDrill/Patches/omnicoredrill.xml
rename to 1.5/Mods/OmniCoreDrill/Patches/omnicoredrill.xml
diff --git a/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml b/1.5/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml
similarity index 100%
rename from Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml
rename to 1.5/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml
diff --git a/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml b/1.5/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml
similarity index 100%
rename from Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml
rename to 1.5/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml
diff --git a/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml b/1.5/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml
similarity index 100%
rename from Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml
rename to 1.5/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml
diff --git a/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml b/1.5/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml
similarity index 100%
rename from Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml
rename to 1.5/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml
diff --git a/Mods/QuantumCoolingRedux/Patches/qcrresearchpatch.xml b/1.5/Mods/QuantumCoolingRedux/Patches/qcrresearchpatch.xml
similarity index 100%
rename from Mods/QuantumCoolingRedux/Patches/qcrresearchpatch.xml
rename to 1.5/Mods/QuantumCoolingRedux/Patches/qcrresearchpatch.xml
diff --git a/Mods/RepairHubs/Patches/rhcostpatch.xml b/1.5/Mods/RepairHubs/Patches/rhcostpatch.xml
similarity index 100%
rename from Mods/RepairHubs/Patches/rhcostpatch.xml
rename to 1.5/Mods/RepairHubs/Patches/rhcostpatch.xml
diff --git a/Mods/RepairHubs/Patches/rhresearchpatch.xml b/1.5/Mods/RepairHubs/Patches/rhresearchpatch.xml
similarity index 100%
rename from Mods/RepairHubs/Patches/rhresearchpatch.xml
rename to 1.5/Mods/RepairHubs/Patches/rhresearchpatch.xml
diff --git a/Mods/Replimat/Patches/replidesignatordropdown.xml b/1.5/Mods/Replimat/Patches/replidesignatordropdown.xml
similarity index 100%
rename from Mods/Replimat/Patches/replidesignatordropdown.xml
rename to 1.5/Mods/Replimat/Patches/replidesignatordropdown.xml
diff --git a/Mods/Replimat/Patches/replimatcategorypatch.xml b/1.5/Mods/Replimat/Patches/replimatcategorypatch.xml
similarity index 100%
rename from Mods/Replimat/Patches/replimatcategorypatch.xml
rename to 1.5/Mods/Replimat/Patches/replimatcategorypatch.xml
diff --git a/Mods/Replimat/Patches/replimatcostpatch.xml b/1.5/Mods/Replimat/Patches/replimatcostpatch.xml
similarity index 100%
rename from Mods/Replimat/Patches/replimatcostpatch.xml
rename to 1.5/Mods/Replimat/Patches/replimatcostpatch.xml
diff --git a/Mods/Replimat/Patches/replimatresearchpatch.xml b/1.5/Mods/Replimat/Patches/replimatresearchpatch.xml
similarity index 100%
rename from Mods/Replimat/Patches/replimatresearchpatch.xml
rename to 1.5/Mods/Replimat/Patches/replimatresearchpatch.xml
diff --git a/Mods/Replimat/Patches/replimattradepatch.xml b/1.5/Mods/Replimat/Patches/replimattradepatch.xml
similarity index 100%
rename from Mods/Replimat/Patches/replimattradepatch.xml
rename to 1.5/Mods/Replimat/Patches/replimattradepatch.xml
diff --git a/Mods/Replimat/Patches/replisorecipe.xml b/1.5/Mods/Replimat/Patches/replisorecipe.xml
similarity index 100%
rename from Mods/Replimat/Patches/replisorecipe.xml
rename to 1.5/Mods/Replimat/Patches/replisorecipe.xml
diff --git a/Mods/Rimmunizations/Patches/rimmupatch.xml b/1.5/Mods/Rimmunizations/Patches/rimmupatch.xml
similarity index 100%
rename from Mods/Rimmunizations/Patches/rimmupatch.xml
rename to 1.5/Mods/Rimmunizations/Patches/rimmupatch.xml
diff --git a/Mods/Rimputers/Patches/rdesignatordropdown.xml b/1.5/Mods/Rimputers/Patches/rdesignatordropdown.xml
similarity index 100%
rename from Mods/Rimputers/Patches/rdesignatordropdown.xml
rename to 1.5/Mods/Rimputers/Patches/rdesignatordropdown.xml
diff --git a/Mods/Rimputers/Patches/rimputerintegrator.xml b/1.5/Mods/Rimputers/Patches/rimputerintegrator.xml
similarity index 100%
rename from Mods/Rimputers/Patches/rimputerintegrator.xml
rename to 1.5/Mods/Rimputers/Patches/rimputerintegrator.xml
diff --git a/Mods/Rimputers/Patches/rimputerresearchpatches.xml b/1.5/Mods/Rimputers/Patches/rimputerresearchpatches.xml
similarity index 100%
rename from Mods/Rimputers/Patches/rimputerresearchpatches.xml
rename to 1.5/Mods/Rimputers/Patches/rimputerresearchpatches.xml
diff --git a/Mods/Rimputers/Patches/rimputerretexturepatch.xml b/1.5/Mods/Rimputers/Patches/rimputerretexturepatch.xml
similarity index 100%
rename from Mods/Rimputers/Patches/rimputerretexturepatch.xml
rename to 1.5/Mods/Rimputers/Patches/rimputerretexturepatch.xml
diff --git a/Mods/RimputersNoDBH/Patches/rdesignatordropdown.xml b/1.5/Mods/RimputersNoDBH/Patches/rdesignatordropdown.xml
similarity index 100%
rename from Mods/RimputersNoDBH/Patches/rdesignatordropdown.xml
rename to 1.5/Mods/RimputersNoDBH/Patches/rdesignatordropdown.xml
diff --git a/Mods/RimputersNoDBH/Patches/rimputerintegrator.xml b/1.5/Mods/RimputersNoDBH/Patches/rimputerintegrator.xml
similarity index 100%
rename from Mods/RimputersNoDBH/Patches/rimputerintegrator.xml
rename to 1.5/Mods/RimputersNoDBH/Patches/rimputerintegrator.xml
diff --git a/Mods/RimputersNoDBH/Patches/rimputerresearchpatches.xml b/1.5/Mods/RimputersNoDBH/Patches/rimputerresearchpatches.xml
similarity index 100%
rename from Mods/RimputersNoDBH/Patches/rimputerresearchpatches.xml
rename to 1.5/Mods/RimputersNoDBH/Patches/rimputerresearchpatches.xml
diff --git a/Mods/RimputersNoDBH/Patches/rimputerretexturepatch.xml b/1.5/Mods/RimputersNoDBH/Patches/rimputerretexturepatch.xml
similarity index 100%
rename from Mods/RimputersNoDBH/Patches/rimputerretexturepatch.xml
rename to 1.5/Mods/RimputersNoDBH/Patches/rimputerretexturepatch.xml
diff --git a/1.5/Mods/Rimsenal/Patches/Defs/tier1_apparel_rs.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier1_apparel_rs.xml
new file mode 100644
index 00000000..26d0511f
--- /dev/null
+++ b/1.5/Mods/Rimsenal/Patches/Defs/tier1_apparel_rs.xml
@@ -0,0 +1,4253 @@
+
+
+
+
+ BOR_Setting_RimsenalApparelVariants
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_Carbonsuit
+
+ Ultra
+ A full solar bodysuit made of sunsteel crystalline fiber. It is light and thin, but surprisingly sturdy.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Carbon
+ Graphic_Single
+
+
+ 1.425
+ 29775
+ 525
+ 0.375
+ 0.375
+ 0.375
+ 45
+ 37
+ 2
+
+
+
BOR_Apparel
+
+ 0.05
+
+
+
Worker
+
Soldier
+
+
+
BOR_Military_I
+
+ Things/Apparel/Carbon
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
+ UnfinishedApparel
+
+
BOR_Bench_I
+
BOR_Bench_IV
+
+
+ 10
+
+
+
+ 10
+ 75
+ 10
+
+
+
+
BOR_Tech_I
+
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+ BOR_Solar_Apparel_SecurityArmor
+
+ The solar configuration of the Greydale modular body protection system, the "Warrior II" security armor provides modest protection for most body parts. If you have the proper equipment, It can be reassembled into other armor.
+ Ultra
+
+ (0, 0.75, 0.9)
+ Things/Apparel/GDWarrior
+ Graphic_Single
+ 0.90
+
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_NomadArmor
+
+ "Akicita II", the long-range solar scout variant of the solar "Warrior II" modular body protection system. This outfit recycles the wearer's body waste and moisture, provides heat and cold protection and sound dampening, and assists the wearer with servo motors and a lightweight exoskeleton. The wearer needs less sleep, moves faster, hunting quieter. Originally designed as a protective device for explorers, guerrillas and caravans of rimworlds soon realized the amazing potential of the equipment.
+ Ultra
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Akicita
+ Graphic_Single
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_MedicArmor
+
+ Designed for combat medics, the "Hospitaller II" solar armor is the medical variant of the "Warrior II" solar modular body protection system. The armor is equipped with a variety of medical tools and supplies, so the wearer can treat the injured in the field.
+ Ultra
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Hospitaller
+ Graphic_Single
+ 1.20
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_Dropsuit
+
+ Ultra
+ Yeonhwa Precision Solar Drop Suit model 412f, 'JanYeong(shadow remains) II'. Built for the YeonHwa Aggresive Marketing Division's drop troops, this completely enclosed suit is designed to perform low orbit jump action. Its integrated long-ranged jump pack makes JanYeong ideal equipment for the rapid insertion mission.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/JanYeong
+ Graphic_Single
+
+
+
+
+
+ It is a state-of-the-art solar helmet, optimized for EVA and orbital drop operations. This helmet has lots of shiny gadgets. Of course, all of these flashing toys are useless in the surface environment except the targeting assist pseudo A.I.
+ Ultra
+
+ (0, 0.75, 0.9)
+ Things/Apparel/JanYeongH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_Strikesuit
+
+ Ultra
+ Yeonhwa Precision Strike Suit model 383a, 'ChangWol(Azure Moon) II'. Designed for urban strike teams, this sophisticated suit have short-ranged, fast jump thrusters for rapid assault. In order to maximize the operational capacity of this suit, the wearer requires fast reaction speed and exceptional boldness.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/ChangWol
+ Graphic_Single
+
+
+
+
+
+ Ultra
+ A solar helmet of the delicate solar strike suit. Sophisticated nerve assist system inside this helmet makes the wearer act faster.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/ChangWolH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_AssaultArmor
+ Ultra
+
+ An Ultra-heavy solar protective armor, "Bjorn II" cladded with layers of composite sunsteel-weave and reactive armor plates. The wearer of this armor is practically become a walking tank. This armor achieved tremendous protection at the expense of moving speed. It has an integrated short-range EMP grenade launcher.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Bjorn
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_FSArmor
+ Ultra
+
+ If you need a walking turret, call the "Varg II" solar fire support armor. Rapid reloading system, additional ammo container, built in fire control system, everything of the "Varg II" focused on fire support. In return, the Varg is very vulnerable to close combat.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/FSArmor
+ Graphic_Single
+
+ Normal
+
+
+
+
+ Ultra
+ Solar helmet of the solar "Varg II" fire support armor. Share the features with the fire support armor.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/FSArmorH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_Korp
+ Ultra
+
+ A solar variant of the "Varg II" solar fire support armor, the "Korp(Raven) II" artillery armor originated from modified makeshift equipment of frontlines. All unnecessary equipment was removed from Korp to mount a huge mortar, "Crow feeder." The purpose of this equipment is simple; turn the wearer into walking artillery. The only ammunition this mortar can shoot is high-explosive shells.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Korp
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_ReflactorArmor
+
+ Ultra
+ The "Nemesis II" is a powered armor that created to hunt the Federation remnants. Almost immune to the heat energy, the Tisiphone Hunter Contingent provides this armor to their elite hunters.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/Nemesis
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_HazardCarapace
+
+ Ultra
+ The "Alecto II" solar hazard carapace is designed to carry out mission even in the worst environment. In extreme cold area, in a heat wave, and even in radioactive wasteland, Tisiphone hunters can continue their endless hunting.
+
+ (0, 0.75, 0.9)
+ Things/Apparel/HazardCarapace
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ Apparel
+ BOR_Solar_Apparel_CloseCombatArmor
+ Normal
+
+ Solar power armor with a built-in shield, "Excelsior II" is a close combat focused power armor with maneuverability, durability, and lethality.
+ Ultra
+
+ (0, 0.75, 0.9)
+ Things/Apparel/CombatArmor
+ Graphic_Single
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Mods/Rimsenal/Patches/Defs/tier1_satchel.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier1_satchel.xml
similarity index 100%
rename from Mods/Rimsenal/Patches/Defs/tier1_satchel.xml
rename to 1.5/Mods/Rimsenal/Patches/Defs/tier1_satchel.xml
diff --git a/1.5/Mods/Rimsenal/Patches/Defs/tier2_apparel_rs.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier2_apparel_rs.xml
new file mode 100644
index 00000000..91305fe7
--- /dev/null
+++ b/1.5/Mods/Rimsenal/Patches/Defs/tier2_apparel_rs.xml
@@ -0,0 +1,4302 @@
+
+
+
+
+ BOR_Setting_RimsenalApparelVariants
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Quasar_Carbonsuit
+
+ Ultra
+ A full kwazaari bodysuit made of kwazaari alloy crystalline fiber. It is light and thin, but surprisingly sturdy.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Carbon
+ Graphic_Single
+
+
+ 1.188
+ 44662
+ 787
+ 0.562
+ 0.562
+ 0.562
+ 67
+ 55
+ 1
+ 3
+
+
+
BOR_Apparel
+
+ 0.03
+
+
+
Worker
+
Soldier
+
+
+
BOR_Military_II
+
+ Things/Apparel/Carbon
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
+ UnfinishedApparel
+
+
BOR_Bench_II
+
BOR_Bench_IV
+
+
+ 15
+
+
+
+ 10
+ 75
+ 10
+
+
+
+
BOR_Tech_II
+
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+ BOR_Quasar_Apparel_SecurityArmor
+
+ The kwazaari configuration of the Greydale modular body protection system, the "Warrior III" security armor provides modest protection for most body parts. If you have the proper equipment, It can be reassembled into other armor.
+ Ultra
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/GDWarrior
+ Graphic_Single
+ 0.90
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_NomadArmor
+
+ "Akicita III", the long-range kwazaari scout variant of the kwazaari "Warrior III" modular body protection system. This outfit recycles the wearer's body waste and moisture, provides heat and cold protection and sound dampening, and assists the wearer with servo motors and a lightweight exoskeleton. The wearer needs less sleep, moves faster, hunting quieter. Originally designed as a protective device for explorers, guerrillas and caravans of rimworlds soon realized the amazing potential of the equipment.
+ Ultra
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Akicita
+ Graphic_Single
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_MedicArmor
+
+ Designed for combat medics, the "Hospitaller III" kwazaari armor is the medical variant of the "Warrior III" kwazaari modular body protection system. The armor is equipped with a variety of medical tools and supplies, so the wearer can treat the injured in the field.
+ Ultra
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Hospitaller
+ Graphic_Single
+ 1.20
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_Dropsuit
+
+ Ultra
+ Yeonhwa Precision Quasar Drop Suit model 412f, 'JanYeong(shadow remains) III'. Built for the YeonHwa Aggresive Marketing Division's drop troops, this completely enclosed suit is designed to perform low orbit jump action. Its integrated long-ranged jump pack makes JanYeong ideal equipment for the rapid insertion mission.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/JanYeong
+ Graphic_Single
+
+
+
+
+
+ Archotech
+ It is a state-of-the-art kwazaari helmet, optimized for EVA and orbital drop operations. This helmet has lots of shiny gadgets. Of course, all of these flashing toys are useless in the surface environment except the targeting assist pseudo A.I.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/JanYeongH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_Strikesuit
+
+ Ultra
+ Yeonhwa Precision Strike Suit model 383a, 'ChangWol(Azure Moon) III'. Designed for urban strike teams, this sophisticated suit have short-ranged, fast jump thrusters for rapid assault. In order to maximize the operational capacity of this suit, the wearer requires fast reaction speed and exceptional boldness.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/ChangWol
+ Graphic_Single
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_AssaultArmor
+ Ultra
+
+ An Ultra-heavy kwazaari protective armor, "Bjorn III" cladded with layers of composite kwazaari alloy-weave and reactive armor plates. The wearer of this armor is practically become a walking tank. This armor achieved tremendous protection at the expense of moving speed. It has an integrated short-range EMP grenade launcher.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Bjorn
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_FSArmor
+ Ultra
+
+ If you need a walking turret, call the "Varg III" kwazaari fire support armor. Rapid reloading system, additional ammo container, built in fire control system, everything of the "Varg III" focused on fire support. In return, the Varg is very vulnerable to close combat.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/FSArmor
+ Graphic_Single
+
+ Normal
+
+
+
+
+ Ultra
+ Quasar helmet of the kwazaari "Varg III" fire support armor. Share the features with the fire support armor.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/FSArmorH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_Korp
+ Ultra
+
+ A kwazaari variant of the "Varg III" kwazaari fire support armor, the "Korp(Raven) III" artillery armor originated from modified makeshift equipment of frontlines. All unnecessary equipment was removed from Korp to mount a huge mortar, "Crow feeder." The purpose of this equipment is simple; turn the wearer into walking artillery. The only ammunition this mortar can shoot is high-explosive shells.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Korp
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ReflactorArmor
+
+ Ultra
+ The "Nemesis III" is a powered armor that created to hunt the Federation remnants. Almost immune to the heat energy, the Tisiphone Hunter Contingent provides this armor to their elite hunters.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Nemesis
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_HazardCarapace
+
+ Ultra
+ The "Alecto III" kwazaari hazard carapace is designed to carry out mission even in the worst environment. In extreme cold area, in a heat wave, and even in radioactive wasteland, Tisiphone hunters can continue their endless hunting.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/HazardCarapace
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ Apparel
+ BOR_Quasar_Apparel_CloseCombatArmor
+ Normal
+
+ Quasar power armor with a built-in shield, "Excelsior III" is a close combat focused power armor with maneuverability, durability, and lethality.
+ Ultra
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/CombatArmor
+ Graphic_Single
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Mods/Rimsenal/Patches/Defs/tier2_satchel.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier2_satchel.xml
similarity index 100%
rename from Mods/Rimsenal/Patches/Defs/tier2_satchel.xml
rename to 1.5/Mods/Rimsenal/Patches/Defs/tier2_satchel.xml
diff --git a/1.5/Mods/Rimsenal/Patches/Defs/tier3_apparel_rs.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier3_apparel_rs.xml
new file mode 100644
index 00000000..a4f67598
--- /dev/null
+++ b/1.5/Mods/Rimsenal/Patches/Defs/tier3_apparel_rs.xml
@@ -0,0 +1,4298 @@
+
+
+
+
+ BOR_Setting_RimsenalApparelVariants
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Tenebral_Carbonsuit
+
+ Archotech
+ A full tenebral bodysuit made of tenebrite crystalline fiber. It is light and thin, but surprisingly sturdy.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Carbon
+ Graphic_Single
+
+
+ 0.99
+ 66993
+ 1180
+ 0.843
+ 0.843
+ 0.843
+ 100
+ 82
+ 0
+
+ 6
+
+
+
BOR_Apparel
+
+ 0.01
+
+
+
Worker
+
Soldier
+
+
+
BOR_Military_III
+
+ Things/Apparel/Carbon
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
+ UnfinishedApparel
+
+
BOR_Bench_III
+
BOR_Bench_IV
+
+
+ 20
+
+
+
+ 10
+ 75
+ 10
+
+
+
+
BOR_Tech_III
+
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_SecurityArmor
+
+ The tenebral configuration of the Greydale modular body protection system, the "Warrior IV" security armor provides modest protection for most body parts. If you have the proper equipment, It can be reassembled into other armor.
+ Archotech
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/GDWarrior
+ Graphic_Single
+ 0.90
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_NomadArmor
+
+ "Akicita IV", the long-range tenebral scout variant of the tenebral "Warrior IV" modular body protection system. This outfit recycles the wearer's body waste and moisture, provides heat and cold protection and sound dampening, and assists the wearer with servo motors and a lightweight exoskeleton. The wearer needs less sleep, moves faster, hunting quieter. Originally designed as a protective device for explorers, guerrillas and caravans of rimworlds soon realized the amazing potential of the equipment.
+ Archotech
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Akicita
+ Graphic_Single
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_MedicArmor
+
+ Designed for combat medics, the "Hospitaller IV" tenebral armor is the medical variant of the "Warrior IV" tenebral modular body protection system. The armor is equipped with a variety of medical tools and supplies, so the wearer can treat the injured in the field.
+ Archotech
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Hospitaller
+ Graphic_Single
+ 1.20
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_Dropsuit
+
+ Archotech
+ Yeonhwa Precision Tenebral Drop Suit model 412f, 'JanYeong(shadow remains) IV'. Built for the YeonHwa Aggresive Marketing Division's drop troops, this completely enclosed suit is designed to perform low orbit jump action. Its integrated long-ranged jump pack makes JanYeong ideal equipment for the rapid insertion mission.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/JanYeong
+ Graphic_Single
+
+
+
+
+
+ Archotech
+ It is a state-of-the-art tenebral helmet, optimized for EVA and orbital drop operations. This helmet has lots of shiny gadgets. Of course, all of these flashing toys are useless in the surface environment except the targeting assist pseudo A.I.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/JanYeongH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_Strikesuit
+
+ Archotech
+ Yeonhwa Precision Strike Suit model 383a, 'ChangWol(Azure Moon) IV'. Designed for urban strike teams, this sophisticated suit have short-ranged, fast jump thrusters for rapid assault. In order to maximize the operational capacity of this suit, the wearer requires fast reaction speed and exceptional boldness.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/ChangWol
+ Graphic_Single
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_AssaultArmor
+ Archotech
+
+ An Ultra-heavy tenebral protective armor, "Bjorn IV" cladded with layers of composite tenebrite-weave and reactive armor plates. The wearer of this armor is practically become a walking tank. This armor achieved tremendous protection at the expense of moving speed. It has an integrated short-range EMP grenade launcher.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Bjorn
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_FSArmor
+ Archotech
+
+ If you need a walking turret, call the "Varg IV" tenebral fire support armor. Rapid reloading system, additional ammo container, built in fire control system, everything of the "Varg IV" focused on fire support. In return, the Varg is very vulnerable to close combat.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/FSArmor
+ Graphic_Single
+
+ Normal
+
+
+
+
+ Archotech
+ Tenebral helmet of the tenebral "Varg IV" fire support armor. Share the features with the fire support armor.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/FSArmorH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_Korp
+ Archotech
+
+ A tenebral variant of the "Varg IV" tenebral fire support armor, the "Korp(Raven) IV" artillery armor originated from modified makeshift equipment of frontlines. All unnecessary equipment was removed from Korp to mount a huge mortar, "Crow feeder." The purpose of this equipment is simple; turn the wearer into walking artillery. The only ammunition this mortar can shoot is high-explosive shells.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Korp
+ Graphic_Single
+
+ Normal
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ReflactorArmor
+
+ Archotech
+ The "Nemesis IV" is a powered armor that created to hunt the Federation remnants. Almost immune to the heat energy, the Tisiphone Hunter Contingent provides this armor to their elite hunters.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Nemesis
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_HazardCarapace
+
+ Archotech
+ The "Alecto IV" tenebral hazard carapace is designed to carry out mission even in the worst environment. In extreme cold area, in a heat wave, and even in radioactive wasteland, Tisiphone hunters can continue their endless hunting.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/HazardCarapace
+ Graphic_Single
+ TransparentPostLight
+
+
+
+
+
+
+
+
+ Apparel
+ BOR_Tenebral_Apparel_CloseCombatArmor
+ Normal
+
+ Tenebral power armor with a built-in shield, "Excelsior IV" is a close combat focused power armor with maneuverability, durability, and lethality.
+ Archotech
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/CombatArmor
+ Graphic_Single
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Mods/Rimsenal/Patches/Defs/tier3_satchel.xml b/1.5/Mods/Rimsenal/Patches/Defs/tier3_satchel.xml
similarity index 100%
rename from Mods/Rimsenal/Patches/Defs/tier3_satchel.xml
rename to 1.5/Mods/Rimsenal/Patches/Defs/tier3_satchel.xml
diff --git a/Mods/Rimsenal/Patches/rmLinkablePatch.xml b/1.5/Mods/Rimsenal/Patches/rmLinkablePatch.xml
similarity index 100%
rename from Mods/Rimsenal/Patches/rmLinkablePatch.xml
rename to 1.5/Mods/Rimsenal/Patches/rmLinkablePatch.xml
diff --git a/Mods/RimsenalFederation/Patches/CE/tier1_fed_apparel.xml b/1.5/Mods/RimsenalFederation/Patches/CE/tier1_fed_apparel.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/CE/tier1_fed_apparel.xml
rename to 1.5/Mods/RimsenalFederation/Patches/CE/tier1_fed_apparel.xml
diff --git a/Mods/RimsenalFederation/Patches/CE/tier2_fed_apparel.xml b/1.5/Mods/RimsenalFederation/Patches/CE/tier2_fed_apparel.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/CE/tier2_fed_apparel.xml
rename to 1.5/Mods/RimsenalFederation/Patches/CE/tier2_fed_apparel.xml
diff --git a/Mods/RimsenalFederation/Patches/CE/tier3_fed_apparel.xml b/1.5/Mods/RimsenalFederation/Patches/CE/tier3_fed_apparel.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/CE/tier3_fed_apparel.xml
rename to 1.5/Mods/RimsenalFederation/Patches/CE/tier3_fed_apparel.xml
diff --git a/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml b/1.5/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml
rename to 1.5/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml
diff --git a/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml b/1.5/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml
rename to 1.5/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml
diff --git a/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml b/1.5/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml
similarity index 100%
rename from Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml
rename to 1.5/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml
diff --git a/Mods/RoyalArsenal/Patches/tier1royalarmor.xml b/1.5/Mods/RoyalArsenal/Patches/tier1royalarmor.xml
similarity index 100%
rename from Mods/RoyalArsenal/Patches/tier1royalarmor.xml
rename to 1.5/Mods/RoyalArsenal/Patches/tier1royalarmor.xml
diff --git a/Mods/RoyalArsenal/Patches/tier2royalarmor.xml b/1.5/Mods/RoyalArsenal/Patches/tier2royalarmor.xml
similarity index 100%
rename from Mods/RoyalArsenal/Patches/tier2royalarmor.xml
rename to 1.5/Mods/RoyalArsenal/Patches/tier2royalarmor.xml
diff --git a/Mods/RoyalArsenal/Patches/tier3royalarmor.xml b/1.5/Mods/RoyalArsenal/Patches/tier3royalarmor.xml
similarity index 100%
rename from Mods/RoyalArsenal/Patches/tier3royalarmor.xml
rename to 1.5/Mods/RoyalArsenal/Patches/tier3royalarmor.xml
diff --git a/Mods/Royalty/Patches/Apparel/Tier1.xml b/1.5/Mods/Royalty/Patches/Apparel/Tier1.xml
similarity index 100%
rename from Mods/Royalty/Patches/Apparel/Tier1.xml
rename to 1.5/Mods/Royalty/Patches/Apparel/Tier1.xml
diff --git a/Mods/Royalty/Patches/Apparel/Tier2.xml b/1.5/Mods/Royalty/Patches/Apparel/Tier2.xml
similarity index 100%
rename from Mods/Royalty/Patches/Apparel/Tier2.xml
rename to 1.5/Mods/Royalty/Patches/Apparel/Tier2.xml
diff --git a/Mods/Royalty/Patches/Apparel/Tier3.xml b/1.5/Mods/Royalty/Patches/Apparel/Tier3.xml
similarity index 100%
rename from Mods/Royalty/Patches/Apparel/Tier3.xml
rename to 1.5/Mods/Royalty/Patches/Apparel/Tier3.xml
diff --git a/Mods/Royalty/Patches/Hediffs/Hediffs_Base.xml b/1.5/Mods/Royalty/Patches/Hediffs/Hediffs_Base.xml
similarity index 100%
rename from Mods/Royalty/Patches/Hediffs/Hediffs_Base.xml
rename to 1.5/Mods/Royalty/Patches/Hediffs/Hediffs_Base.xml
diff --git a/Mods/Royalty/Patches/PawnKinds.xml b/1.5/Mods/Royalty/Patches/PawnKinds.xml
similarity index 100%
rename from Mods/Royalty/Patches/PawnKinds.xml
rename to 1.5/Mods/Royalty/Patches/PawnKinds.xml
diff --git a/Mods/Royalty/Patches/Permits/CorpoPermits.xml b/1.5/Mods/Royalty/Patches/Permits/CorpoPermits.xml
similarity index 100%
rename from Mods/Royalty/Patches/Permits/CorpoPermits.xml
rename to 1.5/Mods/Royalty/Patches/Permits/CorpoPermits.xml
diff --git a/Mods/Royalty/Patches/Permits/CorpoTitles.xml b/1.5/Mods/Royalty/Patches/Permits/CorpoTitles.xml
similarity index 100%
rename from Mods/Royalty/Patches/Permits/CorpoTitles.xml
rename to 1.5/Mods/Royalty/Patches/Permits/CorpoTitles.xml
diff --git a/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml b/1.5/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml
similarity index 100%
rename from Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml
rename to 1.5/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml
diff --git a/Mods/Royalty/Patches/hediffs_implants_tier1.xml b/1.5/Mods/Royalty/Patches/hediffs_implants_tier1.xml
similarity index 100%
rename from Mods/Royalty/Patches/hediffs_implants_tier1.xml
rename to 1.5/Mods/Royalty/Patches/hediffs_implants_tier1.xml
diff --git a/Mods/Royalty/Patches/hediffs_implants_tier2.xml b/1.5/Mods/Royalty/Patches/hediffs_implants_tier2.xml
similarity index 100%
rename from Mods/Royalty/Patches/hediffs_implants_tier2.xml
rename to 1.5/Mods/Royalty/Patches/hediffs_implants_tier2.xml
diff --git a/Mods/Royalty/Patches/hediffs_implants_tier3.xml b/1.5/Mods/Royalty/Patches/hediffs_implants_tier3.xml
similarity index 100%
rename from Mods/Royalty/Patches/hediffs_implants_tier3.xml
rename to 1.5/Mods/Royalty/Patches/hediffs_implants_tier3.xml
diff --git a/Mods/Royalty/Patches/hediffs_implants_tier4.xml b/1.5/Mods/Royalty/Patches/hediffs_implants_tier4.xml
similarity index 100%
rename from Mods/Royalty/Patches/hediffs_implants_tier4.xml
rename to 1.5/Mods/Royalty/Patches/hediffs_implants_tier4.xml
diff --git a/Mods/Royalty/Patches/permit_requirement.xml b/1.5/Mods/Royalty/Patches/permit_requirement.xml
similarity index 100%
rename from Mods/Royalty/Patches/permit_requirement.xml
rename to 1.5/Mods/Royalty/Patches/permit_requirement.xml
diff --git a/Mods/Royalty/Patches/rTraderKinds_II.xml b/1.5/Mods/Royalty/Patches/rTraderKinds_II.xml
similarity index 100%
rename from Mods/Royalty/Patches/rTraderKinds_II.xml
rename to 1.5/Mods/Royalty/Patches/rTraderKinds_II.xml
diff --git a/Mods/Royalty/Patches/royalgear.xml b/1.5/Mods/Royalty/Patches/royalgear.xml
similarity index 100%
rename from Mods/Royalty/Patches/royalgear.xml
rename to 1.5/Mods/Royalty/Patches/royalgear.xml
diff --git a/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/QuasarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Rimsenal/QuasarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Rimsenal/QuasarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Rimsenal/QuasarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Rimsenal/QuasarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Rimsenal/SolarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Rimsenal/SolarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Rimsenal/SolarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Rimsenal/SolarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Rimsenal/TenebralEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Rimsenal/TenebralEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Rimsenal/TenebralEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Rimsenal/TenebralEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/SoSbodyparts.xml b/1.5/Mods/SaveOurShip/Patches/SoSbodyparts.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/SoSbodyparts.xml
rename to 1.5/Mods/SaveOurShip/Patches/SoSbodyparts.xml
diff --git a/Mods/SaveOurShip/Patches/SolarEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/SolarEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/SolarEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/SolarEVAPatches.xml
diff --git a/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml b/1.5/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml
similarity index 100%
rename from Mods/SaveOurShip/Patches/TenebralEVAPatches.xml
rename to 1.5/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml
diff --git a/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml b/1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml
similarity index 100%
rename from Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml
rename to 1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml
diff --git a/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml b/1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml
similarity index 100%
rename from Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml
rename to 1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml
diff --git a/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml b/1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml
similarity index 100%
rename from Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml
rename to 1.5/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml
diff --git a/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml b/1.5/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml
similarity index 100%
rename from Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml
rename to 1.5/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml
diff --git a/Mods/SimpleLearning/Patches/slpatches.xml b/1.5/Mods/SimpleLearning/Patches/slpatches.xml
similarity index 100%
rename from Mods/SimpleLearning/Patches/slpatches.xml
rename to 1.5/Mods/SimpleLearning/Patches/slpatches.xml
diff --git a/Mods/SolarFlareShield/Patches/Defs/sfsdesignatordropdown.xml b/1.5/Mods/SolarFlareShield/Patches/Defs/sfsdesignatordropdown.xml
similarity index 100%
rename from Mods/SolarFlareShield/Patches/Defs/sfsdesignatordropdown.xml
rename to 1.5/Mods/SolarFlareShield/Patches/Defs/sfsdesignatordropdown.xml
diff --git a/Mods/SolarFlareShield/Patches/Defs/solarflareshielddefs.xml b/1.5/Mods/SolarFlareShield/Patches/Defs/solarflareshielddefs.xml
similarity index 100%
rename from Mods/SolarFlareShield/Patches/Defs/solarflareshielddefs.xml
rename to 1.5/Mods/SolarFlareShield/Patches/Defs/solarflareshielddefs.xml
diff --git a/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml b/1.5/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml
similarity index 100%
rename from Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml
rename to 1.5/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml
diff --git a/Mods/SolarFlareShield/Patches/solarflarepatches.xml b/1.5/Mods/SolarFlareShield/Patches/solarflarepatches.xml
similarity index 100%
rename from Mods/SolarFlareShield/Patches/solarflarepatches.xml
rename to 1.5/Mods/SolarFlareShield/Patches/solarflarepatches.xml
diff --git a/Mods/TerraPumps/Patches/Defs/designations.xml b/1.5/Mods/TerraPumps/Patches/Defs/designations.xml
similarity index 100%
rename from Mods/TerraPumps/Patches/Defs/designations.xml
rename to 1.5/Mods/TerraPumps/Patches/Defs/designations.xml
diff --git a/Mods/TerraPumps/Patches/Defs/tier1/pumps.xml b/1.5/Mods/TerraPumps/Patches/Defs/tier1/pumps.xml
similarity index 100%
rename from Mods/TerraPumps/Patches/Defs/tier1/pumps.xml
rename to 1.5/Mods/TerraPumps/Patches/Defs/tier1/pumps.xml
diff --git a/Mods/TerraPumps/Patches/Defs/tier2/pumps.xml b/1.5/Mods/TerraPumps/Patches/Defs/tier2/pumps.xml
similarity index 100%
rename from Mods/TerraPumps/Patches/Defs/tier2/pumps.xml
rename to 1.5/Mods/TerraPumps/Patches/Defs/tier2/pumps.xml
diff --git a/Mods/TerraPumps/Patches/Defs/tier3/pumps.xml b/1.5/Mods/TerraPumps/Patches/Defs/tier3/pumps.xml
similarity index 100%
rename from Mods/TerraPumps/Patches/Defs/tier3/pumps.xml
rename to 1.5/Mods/TerraPumps/Patches/Defs/tier3/pumps.xml
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDeepWet.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpFertilizer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpFertilizer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpFertilizer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpFertilizer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpJackHammer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpJackHammer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpJackHammer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpJackHammer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier1/TerrainPumpWet.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDeepWet.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpFertilizer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpFertilizer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpFertilizer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpFertilizer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpJackHammer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpJackHammer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpJackHammer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpJackHammer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier2/TerrainPumpWet.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDeepWet.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDry.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDry.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDry.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpDry.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpFertilizer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpFertilizer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpFertilizer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpFertilizer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpJackHammer.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpJackHammer.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpJackHammer.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpJackHammer.png
diff --git a/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpWet.png b/1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpWet.png
similarity index 100%
rename from Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpWet.png
rename to 1.5/Mods/TerraPumps/Textures/BOR/Tier3/TerrainPumpWet.png
diff --git a/Mods/WW/Patches/ExcellentRewards.xml b/1.5/Mods/WW/Patches/ExcellentRewards.xml
similarity index 100%
rename from Mods/WW/Patches/ExcellentRewards.xml
rename to 1.5/Mods/WW/Patches/ExcellentRewards.xml
diff --git a/Mods/WW/Patches/LegendaryRewards.xml b/1.5/Mods/WW/Patches/LegendaryRewards.xml
similarity index 100%
rename from Mods/WW/Patches/LegendaryRewards.xml
rename to 1.5/Mods/WW/Patches/LegendaryRewards.xml
diff --git a/Mods/eml/Patches/BOR_Linkables.xml b/1.5/Mods/eml/Patches/BOR_Linkables.xml
similarity index 100%
rename from Mods/eml/Patches/BOR_Linkables.xml
rename to 1.5/Mods/eml/Patches/BOR_Linkables.xml
diff --git a/Mods/eml/Patches/bor_linkable_patch.xml b/1.5/Mods/eml/Patches/bor_linkable_patch.xml
similarity index 100%
rename from Mods/eml/Patches/bor_linkable_patch.xml
rename to 1.5/Mods/eml/Patches/bor_linkable_patch.xml
diff --git a/Mods/lts_i/Patches/lti_patch.xml b/1.5/Mods/lts_i/Patches/lti_patch.xml
similarity index 100%
rename from Mods/lts_i/Patches/lti_patch.xml
rename to 1.5/Mods/lts_i/Patches/lti_patch.xml
diff --git a/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml b/1.5/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml
similarity index 100%
rename from Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml
rename to 1.5/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml
diff --git a/Mods/rimsenalavp/Patches/tier2_apparel_rsav.xml b/1.5/Mods/rimsenalavp/Patches/tier2_apparel_rsav.xml
similarity index 100%
rename from Mods/rimsenalavp/Patches/tier2_apparel_rsav.xml
rename to 1.5/Mods/rimsenalavp/Patches/tier2_apparel_rsav.xml
diff --git a/Mods/rimsenalavp/Patches/tier3_apparel_rsav.xml b/1.5/Mods/rimsenalavp/Patches/tier3_apparel_rsav.xml
similarity index 100%
rename from Mods/rimsenalavp/Patches/tier3_apparel_rsav.xml
rename to 1.5/Mods/rimsenalavp/Patches/tier3_apparel_rsav.xml
diff --git a/Mods/scarmory/Patches/Defs/sctier1_apparel.xml b/1.5/Mods/scarmory/Patches/Defs/sctier1_apparel.xml
similarity index 100%
rename from Mods/scarmory/Patches/Defs/sctier1_apparel.xml
rename to 1.5/Mods/scarmory/Patches/Defs/sctier1_apparel.xml
diff --git a/Mods/scarmory/Patches/Defs/sctier2_apparel.xml b/1.5/Mods/scarmory/Patches/Defs/sctier2_apparel.xml
similarity index 100%
rename from Mods/scarmory/Patches/Defs/sctier2_apparel.xml
rename to 1.5/Mods/scarmory/Patches/Defs/sctier2_apparel.xml
diff --git a/Mods/scarmory/Patches/Defs/sctier3_apparel.xml b/1.5/Mods/scarmory/Patches/Defs/sctier3_apparel.xml
similarity index 100%
rename from Mods/scarmory/Patches/Defs/sctier3_apparel.xml
rename to 1.5/Mods/scarmory/Patches/Defs/sctier3_apparel.xml
diff --git a/Mods/scarmory/Patches/fixtoxic.xml b/1.5/Mods/scarmory/Patches/fixtoxic.xml
similarity index 100%
rename from Mods/scarmory/Patches/fixtoxic.xml
rename to 1.5/Mods/scarmory/Patches/fixtoxic.xml
diff --git a/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml b/1.5/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml
similarity index 100%
rename from Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml
rename to 1.5/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml
diff --git a/Mods/vae/Patches/royalty/Tier2_Royal_Armour.xml b/1.5/Mods/vae/Patches/royalty/Tier2_Royal_Armour.xml
similarity index 100%
rename from Mods/vae/Patches/royalty/Tier2_Royal_Armour.xml
rename to 1.5/Mods/vae/Patches/royalty/Tier2_Royal_Armour.xml
diff --git a/Mods/vae/Patches/royalty/Tier3_Royal_Armour.xml b/1.5/Mods/vae/Patches/royalty/Tier3_Royal_Armour.xml
similarity index 100%
rename from Mods/vae/Patches/royalty/Tier3_Royal_Armour.xml
rename to 1.5/Mods/vae/Patches/royalty/Tier3_Royal_Armour.xml
diff --git a/Mods/vae/Patches/tier1_armour.xml b/1.5/Mods/vae/Patches/tier1_armour.xml
similarity index 100%
rename from Mods/vae/Patches/tier1_armour.xml
rename to 1.5/Mods/vae/Patches/tier1_armour.xml
diff --git a/Mods/vae/Patches/tier2_armour.xml b/1.5/Mods/vae/Patches/tier2_armour.xml
similarity index 100%
rename from Mods/vae/Patches/tier2_armour.xml
rename to 1.5/Mods/vae/Patches/tier2_armour.xml
diff --git a/Mods/vae/Patches/tier3_armour.xml b/1.5/Mods/vae/Patches/tier3_armour.xml
similarity index 100%
rename from Mods/vae/Patches/tier3_armour.xml
rename to 1.5/Mods/vae/Patches/tier3_armour.xml
diff --git a/1.6/Assemblies/BeyondOurReachModSettings.dll b/1.6/Assemblies/BeyondOurReachModSettings.dll
new file mode 100644
index 00000000..7cd6c0fb
Binary files /dev/null and b/1.6/Assemblies/BeyondOurReachModSettings.dll differ
diff --git a/1.6/Assemblies/BeyondOurReachModSettings.pdb b/1.6/Assemblies/BeyondOurReachModSettings.pdb
new file mode 100644
index 00000000..ae3513c4
Binary files /dev/null and b/1.6/Assemblies/BeyondOurReachModSettings.pdb differ
diff --git a/1.6/Assemblies/vceplusultra.dll b/1.6/Assemblies/vceplusultra.dll
new file mode 100644
index 00000000..80fd7f2d
Binary files /dev/null and b/1.6/Assemblies/vceplusultra.dll differ
diff --git a/1.6/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml b/1.6/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml
new file mode 100644
index 00000000..b9062d45
--- /dev/null
+++ b/1.6/Common/Defs/BodyPartDefs/Tier1/Bodyparts.xml
@@ -0,0 +1,935 @@
+
+
+
+
+
+ (227, 151, 116)
+
+
+
+ 300
+
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicEye
+
+ a solar bionic eye
+ An installed solar eye. With monocular/binocular capabilities and ultra-resolution picture, it is vastly superior than a mundane eye in every way. Dormant nanites allow it to recover from sustained damage.
+
+ BOR_SolarBionicEye
+
+ BOR_SolarBionicEye
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicEye
+
+ A highly advanced artificial eye. With monocular/binocular capabilities and ultra-resolution picture, it is vastly superior than a mundane eye in every way. Dormant nanites allow it to recover from sustained damage.
+
+ BOR_InstallSolarBionicEye
+
+
+ 15
+ 4
+
+
+
RewardStandardMidFreq
+
+
+ 0.25
+
+
+
+ BOR_InstallSolarBionicEye
+
+ Install a solar eye.
+
+ BOR_SolarBionicEye
+ BOR_SolarBionicEye
+
+ Installing solar bionic eye.
+
+
+
+
+
BOR_SolarBionicEye
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicEye
+
BOR_Nanoclusters
+
+
+
+
Eye
+
+ BOR_SolarBionicEye
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicArm
+
+ a solar bionic arm
+ An installed solar arm. Reinforced synthetic musculature greatly increases strength while connecting seamlessly to the body's nervous system. Dormant nanites allow it to recover from any sustained damage. It is vastly superior than a natural arm in every way.
+
+ BOR_SolarBionicArm
+
+
+
+
+ BOR_SolarBionicArm
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicArm
+
+ A highly advanced artificial arm. Reinforced synthetic musculature greatly increases strength while connecting seamlessly to the body's nervous system. Dormant nanites allow it to recover from any sustained damage. It is vastly superior than a natural arm in every way.
+
+ BOR_InstallSolarBionicArm
+
+
+ 15
+ 4
+
+
+
RewardStandardMidFreq
+
+
+ 4.16
+
+
+
+ BOR_InstallSolarBionicArm
+
+ Install a solar arm.
+
+ BOR_SolarBionicArm
+ BOR_SolarBionicArm
+
+ Installing solar bionic arm.
+
+
+
+
+
BOR_SolarBionicArm
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicArm
+
BOR_Nanoclusters
+
+
+
+
Shoulder
+
+ BOR_SolarBionicArm
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicLeg
+
+ a solar bionic leg
+ An installed solar leg. Reinforced musculature and Sunweave-based Shock absorbers allow for incredible mobility, equipped with an initially dormant Nanite Repair System it is vastly superior than a regular leg in every way.
+
+ BOR_SolarBionicLeg
+
+ BOR_SolarBionicLeg
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicLeg
+
+ An advanced artificial leg. Reinforced musculature and Sunweave-based Shock absorbers allow for incredible mobility, equipped with an initially dormant Nanite Repair System it is vastly superior than a regular leg in every way.
+
+ BOR_InstallSolarBionicLeg
+
+
+ 15
+ 4
+
+
+
RewardStandardMidFreq
+
+
+ 6.66
+
+
+
+ BOR_InstallSolarBionicLeg
+
+ Install a solar leg.
+
+ BOR_SolarBionicLeg
+ BOR_SolarBionicLeg
+
+ Installing solar bionic leg.
+
+
+
+
+
BOR_SolarBionicLeg
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicLeg
+
BOR_Nanoclusters
+
+
+
+
Leg
+
+ BOR_SolarBionicLeg
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicSpine
+
+ a solar bionic spine
+ An installed solar spine. Bundles of Sunweave fiber run down an articulate core of Sunsteel, allowing for unmatched durability and control. It vastly outperforms a biological spine, say goodbye to back problems!
+
+ BOR_SolarBionicSpine
+
+ BOR_SolarBionicSpine
+
+ true
+ true
+ 1.875
+
+
+
+ BOR_SolarBionicSpine
+
+ A highly advanced artificial spine. Bundles of Sunweave fiber run down an articulate core of Sunsteel, allowing for unmatched durability and control. It vastly outperforms a biological spine, say goodbye to back problems!
+
+ BOR_InstallSolarBionicSpine
+
+
+ 15
+ 4
+
+
+ 1.66
+
+
+
+ BOR_InstallSolarBionicSpine
+
+ Install a solar spine.
+
+ BOR_SolarBionicSpine
+ BOR_SolarBionicSpine
+
+ Installing solar bionic spine.
+
+
+
+
+
BOR_SolarBionicSpine
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicSpine
+
BOR_Nanoclusters
+
+
+
+
Spine
+
+ BOR_SolarBionicSpine
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicHeart
+
+ a solar bionic heart
+ An installed solar heart. Forgoing a natural heartbeat for constant bloodflow and further optimizing the oxygenation of blood, the implantee feels without fatigue in even the most demanding of situations. It is vastly superior to a biological heart in every way.
+
+ BOR_SolarBionicHeart
+
+ BOR_SolarBionicHeart
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicHeart
+
+ An advanced artificial heart. Forgoing a natural heartbeat for constant bloodflow and further optimizing the oxygenation of blood, the implantee feels without fatigue in even the most demanding of situations. It is vastly superior to a biological heart in every way.
+
+ BOR_InstallSolarBionicHeart
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallSolarBionicHeart
+
+ Install a solar heart.
+
+ BOR_SolarBionicHeart
+ BOR_SolarBionicHeart
+
+ Installing solar bionic heart.
+
+
+
+
+
BOR_SolarBionicHeart
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicHeart
+
BOR_Nanoclusters
+
+
+
+
Heart
+
+ BOR_SolarBionicHeart
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicStomach
+
+ a solar bionic stomach
+ An installed solar stomach. Sunweave mesh alongside rigorous filtration systems render the implantee immunized to stomach diseases and food poisoning while dormant nanites standby to repair any damage possible sustained. It is vastly superior to a biological stomach in every way.
+
+ BOR_SolarBionicStomach
+
+ BOR_SolarBionicStomach
+
+
+
+
GutWorms
+
+ 0.75
+
+
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicStomach
+
+ A highly advanced artificial stomach, Sunweave mesh alongside rigorous filtration systems render the implantee immunized to stomach diseases and food poisoning while dormant nanites standby to repair any damage possible sustained. It is vastly superior to a biological stomach in every way.
+
+ BOR_InstallSolarBionicStomach
+
+
+ 10
+ 3
+
+
+ 1.66
+
+
+
+ BOR_InstallSolarBionicStomach
+
+ Install a solar stomach.
+
+ BOR_SolarBionicStomach
+ BOR_SolarBionicStomach
+
+ Installing solar bionic stomach.
+
+
+
+
+
BOR_SolarBionicStomach
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicStomach
+
BOR_Nanoclusters
+
+
+
+
Stomach
+
+ BOR_SolarBionicStomach
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicEar
+
+ a solar bionic ear
+ An installed solar ear. An array of subdermal microphones capture sound and transmit it directly to the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and is capable of filtering out background noise in high-volume environments.
+
+ BOR_SolarBionicEar
+
+ BOR_SolarBionicEar
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicEar
+
+ A highly advanced artificial ear implant. An array of subdermal microphones capture sound and transmit it directly to the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and is capable of filtering out background noise in high-volume environments.
+
+ BOR_InstallSolarBionicEar
+
+
+ 10
+ 3
+
+
+
+ BOR_InstallSolarBionicEar
+
+ Install a solar ear.
+
+ BOR_SolarBionicEar
+ BOR_SolarBionicEar
+
+ Installing solar bionic ear.
+
+
+
+
+
BOR_SolarBionicEar
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicEar
+
BOR_Nanoclusters
+
+
+
+
Ear
+
+ BOR_SolarBionicEar
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicTongue
+
+ a solar bionic tongue
+ An installed solar tongue. Made of specially treated Sunweave-fibers and connected directly to the nervous system, it outperforms a natural tongue in terms of speaking, eating, and tasting.
+
+ BOR_SolarBionicTongue
+
+ BOR_SolarBionicTongue
+
+ true
+ 1.5
+
+
+
+ BOR_SolarBionicTongue
+
+ An artificial tongue replacement. Made of specially treated Sunweave-fibers and connected directly to the nervous system, it outperforms a natural tongue in terms of speaking, eating, and tasting.
+
+ BOR_InstallSolarBionicTongue
+
+
+ 8
+ 2
+
+
+
+ BOR_InstallSolarBionicTongue
+
+ Install a solar tongue.
+
+ BOR_SolarBionicTongue
+ BOR_SolarBionicTongue
+
+ Installing solar bionic tongue.
+
+
+
+
+
BOR_SolarBionicTongue
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicTongue
+
BOR_Nanoclusters
+
+
+
+
Tongue
+
+ BOR_SolarBionicTongue
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicJaw
+
+ a solar bionic jaw
+ An installed solar jaw. Artisanally forged from Sunsteel, complete with tooth replacements and a backup speaker array connected to the vocal cords, equipped with microscopic servos allowing for a full range of motion.
+
+ BOR_SolarBionicJaw
+
+ BOR_SolarBionicJaw
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicJaw
+
+ An artificial jaw replacement. Artisanally forged from Sunsteel, complete with tooth replacements and a backup speaker array connected to the vocal cords, equipped with microscopic servos allowing for a full range of motion.
+
+ BOR_InstallSolarBionicJaw
+
+
+ 10
+ 3
+
+
+ 2.25
+
+
+
+ BOR_InstallSolarBionicJaw
+
+ Install solar jaw.
+ Installing solar bionic jaw.
+
+
+
+
+
BOR_SolarBionicJaw
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicJaw
+
BOR_Nanoclusters
+
+
+
+
Jaw
+
+ BOR_SolarBionicJaw
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicLiver
+
+ a solar bionic liver
+ An installed solar liver. Made from sunweave and equipped with several forms of toxin filter, plus emergency flush capability in case of total bodily saturation. It is vastly superior to a biological liver in every way.
+
+ BOR_SolarBionicLiver
+
+ BOR_SolarBionicLiver
+
+ true
+ 1.875
+ true
+
+
+
+
+ BOR_SolarBionicLiver
+
+ A highly advanced artificial liver. Made from sunweave and equipped with several forms of toxin filter, plus emergency flush capability in case of total bodily saturation. It is vastly superior to a biological liver in every way.
+
+ BOR_InstallSolarBionicLiver
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallSolarBionicLiver
+
+ Install a solar liver.
+
+ BOR_SolarBionicLiver
+ BOR_SolarBionicLiver
+
+ Installing solar bionic liver.
+
+
+
+
+
BOR_SolarBionicLiver
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicLiver
+
BOR_Nanoclusters
+
+
+
+
Liver
+
+ BOR_SolarBionicLiver
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicLung
+
+ a solar bionic lung
+ An installed solar lung. Woven from Sunweave and wrapped around a sturdy frame of Sunsteel, it maintains incredible oxygen absorption while also remaining resilient against trauma. It is vastly superior to a biological lung in every way.
+
+ BOR_SolarBionicLung
+
+ BOR_SolarBionicLung
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicLung
+
+ A highly advanced artificial lung. Woven from Sunweave and wrapped around a sturdy frame of Sunsteel, it maintains incredible oxygen absorption while also remaining resilient against trauma. It is vastly superior to a biological lung in every way.
+
+ BOR_InstallSolarBionicLung
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallSolarBionicLung
+
+ Install a solar lung.
+
+ BOR_SolarBionicLung
+ BOR_SolarBionicLung
+
+ Installing solar bionic lung.
+
+
+
+
+
BOR_SolarBionicLung
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicLung
+
BOR_Nanoclusters
+
+
+
+
Lung
+
+ BOR_SolarBionicLung
+
+
+
+ (227, 151, 116)
+ BOR_SolarBionicKidney
+
+ a solar bionic kidney
+ An installed solar kidney. Sunsteel components filter out almost every form of waste or recycle it back into the body for re-use. It is vastly superior to a biological kidney in every way.
+
+ BOR_SolarBionicKidney
+
+ BOR_SolarBionicKidney
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_SolarBionicKidney
+
+ An advanced artificial kidney. Sunsteel components filter out almost every form of waste or recycle it back into the body for re-use. It is vastly superior to a biological kidney in every way.
+
+ BOR_InstallSolarBionicKidney
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallSolarBionicKidney
+
+ Install a solar kidney.
+
+ BOR_SolarBionicKidney
+ BOR_SolarBionicKidney
+
+ Installing solar bionic kidney.
+
+
+
+
+
BOR_SolarBionicKidney
+
+
+ 1
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_SolarBionicKidney
+
BOR_Nanoclusters
+
+
+
+
Kidney
+
+ BOR_SolarBionicKidney
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml b/1.6/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml
new file mode 100644
index 00000000..2f169dd7
--- /dev/null
+++ b/1.6/Common/Defs/BodyPartDefs/Tier2/Bodyparts.xml
@@ -0,0 +1,936 @@
+
+
+
+
+
+
+ (106, 123, 206)
+
+
+
+ 300
+
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicEye
+
+ a quasar bionic eye
+ An installed quasar eye. Capable of seeing a mouse's heat signature hidden in the grass at a Kilometer's distance, to compare it to an organic eye is almost insulting. Proprietary MicroMachines allow it to recover from any damage sustained.
+
+ BOR_QuasarBionicEye
+
+ BOR_QuasarBionicEye
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicEye
+
+ An ultratech artificial eye. Capable of seeing a mouse's heat signature hidden in the grass at a Kilometer's distance, to compare it to an organic eye is almost insulting. Proprietary MicroMachines allow it to recover from any damage sustained.
+
+ BOR_InstallQuasarBionicEye
+
+
+ 15
+ 4
+
+
+
+
+ BOR_QuasarBionicEye
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicArm
+
+ a quasar bionic arm
+ An installed quasar arm. Synthetic Quasar Alloy synthetic muscle fibers and endoskeletal hydraulics allow for unparalleled strength, while additionally being capable of regenerating should it somehow be damaged. Comparing this to an organic arm is almost insulting.
+
+ BOR_QuasarBionicArm
+
+
+
+
+ BOR_QuasarBionicArm
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicArm
+
+ An ultratech artificial arm. Synthetic Quasar Alloy muscle fibers and endoskeletal hydraulics allow for unparalleled strength, while additionally being capable of regenerating should it somehow be damaged. Comparing this to an organic arm is almost insulting.
+
+ BOR_InstallQuasarBionicArm
+
+
+ 15
+ 4
+
+
+
+
+ BOR_QuasarBionicArm
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicLeg
+
+ a quasar bionic leg
+ An installed quasar leg. Quasar Alloy wiring connects seamlessly with the human nervous system and bleeding-edge shock absorption allows for breakneck movement speed, comparing it to an organic leg is almost insulting.
+
+ BOR_QuasarBionicLeg
+
+ BOR_QuasarBionicLeg
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicLeg
+
+ An ultratech artificial leg. Quasar Alloy wiring connects seamlessly with the human nervous system and bleeding-edge shock absorption allows for breakneck movement speed, comparing it to an organic leg is almost insulting.
+
+ BOR_InstallQuasarBionicLeg
+
+
+ 15
+ 4
+
+
+
+
+ BOR_QuasarBionicLeg
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicSpine
+
+ a quasar bionic spine
+ An installed quasar spine. Innovative and minorly (read: incredibly) invasive installation procedures allow for peerless spinal comfort and flexibility. Comparing it to an organic spine is almost insulting.
+
+ BOR_QuasarBionicSpine
+
+ BOR_QuasarBionicSpine
+
+ true
+ true
+ 2.8125
+
+
+
+ BOR_QuasarBionicSpine
+
+ An ultratech artificial spine. Innovative and minorly (read: incredibly) invasive installation procedures allow for peerless spinal comfort and flexibility. Comparing it to an organic spine is almost insulting.
+
+ BOR_InstallQuasarBionicSpine
+
+
+ 15
+ 4
+
+
+ 1.38
+
+
+
+ BOR_InstallQuasarBionicSpine
+
+ Install a quasar spine.
+
+ BOR_QuasarBionicSpine
+ BOR_QuasarBionicSpine
+
+ Installing quasar bionic spine.
+
+
+
+
+
BOR_QuasarBionicSpine
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicSpine
+
BOR_Picoclusters
+
+
+
+
Spine
+
+ BOR_QuasarBionicSpine
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicHeart
+
+ a quasar bionic heart
+ An installed quasar heart. A solid core of Quasar Alloy with high-powered pumps to allow for near-superhuman bloodflow. To compare it to an organic heart is almost insulting.
+
+ BOR_QuasarBionicHeart
+
+ BOR_QuasarBionicHeart
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicHeart
+
+ An ultratech artificial heart. A solid core of Quasar Alloy with high-powered pumps to allow for near-superhuman bloodflow. To compare it to an organic heart is almost insulting.
+
+ BOR_InstallQuasarBionicHeart
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallQuasarBionicHeart
+
+ Install a quasar heart.
+
+ BOR_QuasarBionicHeart
+ BOR_QuasarBionicHeart
+
+ Installing quasar bionic heart.
+
+
+
+
+
BOR_QuasarBionicHeart
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicHeart
+
BOR_Picoclusters
+
+
+
+
Heart
+
+ BOR_QuasarBionicHeart
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicStomach
+
+ a quasar bionic stomach
+ An installed quasar stomach. Bleeding-Edge filtration and detection technology renders the implantee not only immune to food poisoning and stomach parasites, but also immune to bloating and cramps for maximum comfort. Comparing it to an organic stomach is almost insulting.
+
+ BOR_QuasarBionicStomach
+
+ BOR_QuasarBionicStomach
+
+
+
+
GutWorms
+
+ 0.5
+
+
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicStomach
+
+ An ultratech artificial stomach with Bleeding-Edge filtration and detection technology, rendering the implantee not only immune to food poisoning and stomach parasites but also bloating and cramps for maximum comfort. Comparing it to an organic stomach is almost insulting.
+
+ BOR_InstallQuasarBionicStomach
+
+
+ 10
+ 3
+
+
+ 1.38
+
+
+
+ BOR_InstallQuasarBionicStomach
+
+ Install a quasar stomach.
+
+ BOR_QuasarBionicStomach
+ BOR_QuasarBionicStomach
+
+ Installing quasar bionic stomach.
+
+
+
+
+
BOR_QuasarBionicStomach
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicStomach
+
BOR_Picoclusters
+
+
+
+
Stomach
+
+ BOR_QuasarBionicStomach
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicEar
+
+ a quasar bionic ear
+ An installed quasar ear. Seamless listening arrays lining the external structure of the ear allow for matchless audio quality and volume attenuation, you can hear a pin drop in a live firefight while an ear of this level is installed.
+
+ BOR_QuasarBionicEar
+
+ BOR_QuasarBionicEar
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicEar
+
+ An ultratech artificial ear implant. Seamless listening arrays lining the external structure of the ear allow for matchless audio quality and volume attenuation, you can hear a pin drop in a live firefight while an ear of this level is installed.
+
+ BOR_InstallQuasarBionicEar
+
+
+ 10
+ 3
+
+
+
+ BOR_InstallQuasarBionicEar
+
+ Install a quasar ear.
+
+ BOR_QuasarBionicEar
+ BOR_QuasarBionicEar
+
+ Installing quasar bionic ear.
+
+
+
+
+
BOR_QuasarBionicEar
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicEar
+
BOR_Picoclusters
+
+
+
+
Ear
+
+ BOR_QuasarBionicEar
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicTongue
+
+ a quasar bionic tongue
+ An installed quasar tongue. Made from private patents sourced from the most prestigious of Kwazaari Research and Development Sectors, the Quasar Tongue opens up the culinary world to incorporate 3 additional flavors alongside the pre-established which are magnified to almost divine heights.
+
+ BOR_QuasarBionicTongue
+
+ BOR_QuasarBionicTongue
+
+ true
+ 2.25
+
+
+
+ BOR_QuasarBionicTongue
+
+ An ultratech tongue replacement. Made from private patents sourced from the most prestigious of Kwazaari Research and Development Sectors, the Quasar Tongue opens up the culinary world to incorporate 3 additional flavors alongside the pre-established which are magnified to almost divine heights.
+
+ BOR_InstallQuasarBionicTongue
+
+
+ 8
+ 2
+
+
+
+ BOR_InstallQuasarBionicTongue
+
+ Install a quasar tongue.
+
+ BOR_QuasarBionicTongue
+ BOR_QuasarBionicTongue
+
+ Installing quasar bionic tongue.
+
+
+
+
+
BOR_QuasarBionicTongue
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicTongue
+
BOR_Picoclusters
+
+
+
+
Tongue
+
+ BOR_QuasarBionicTongue
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicJaw
+
+ a quasar bionic jaw
+ An installed quasar jaw. Beautifully carved from Quasar Alloy, often the skin is not grafted back overtop these jaws in order to preserve their vexing beauty, to say nothing of their immeasurable performance and configurability.
+
+ BOR_QuasarBionicJaw
+
+ BOR_QuasarBionicJaw
+
+ true
+ 2.8125
+ true
+
+
+
+ BOR_QuasarBionicJaw
+
+ An ultratech jaw replacement. Beautifully carved from Quasar Alloy, often the skin is not grafted back overtop these jaws in order to preserve their vexing beauty, to say nothing of their immeasurable performance and configurability.
+
+ BOR_InstallQuasarBionicJaw
+
+
+ 10
+ 3
+
+
+ 1.875
+
+
+
+ BOR_InstallQuasarBionicJaw
+
+ Install quasar jaw.
+ Installing quasar bionic jaw.
+
+
+
+
+
BOR_QuasarBionicJaw
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicJaw
+
BOR_Picoclusters
+
+
+
+
Jaw
+
+ BOR_QuasarBionicJaw
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicLiver
+
+ a quasar bionic liver
+ An installed quasar liver. To call it a 'liver' is somewhat of a misnomer, as it is more of a compact industrial waste filter within the body. Even so, comparing it to an organic liver is almost insulting.
+
+ BOR_QuasarBionicLiver
+
+ BOR_QuasarBionicLiver
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_QuasarBionicLiver
+
+ An ultratech artificial liver. To call it a 'liver' is somewhat of a misnomer, as it is more of a compact industrial waste filter within the body. Even so, comparing it to an organic liver is almost insulting.
+
+ BOR_InstallQuasarBionicLiver
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallQuasarBionicLiver
+
+ Install a quasar liver.
+
+ BOR_QuasarBionicLiver
+ BOR_QuasarBionicLiver
+
+ Installing quasar bionic liver.
+
+
+
+
+
BOR_QuasarBionicLiver
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicLiver
+
BOR_Picoclusters
+
+
+
+
Liver
+
+ BOR_QuasarBionicLiver
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicLung
+
+ a quasar bionic lung
+ An installed quasar lung. Specialized fibrous mesh is woven loosely around Quasar Alloy girding within the organ, allowing for near-lossless oxygen intake for the average human body. Comparing it to an organic lung is almost insulting.
+
+ BOR_QuasarBionicLung
+
+ BOR_QuasarBionicLung
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_QuasarBionicLung
+
+ An ultratech artificial lung. Specialized fibrous mesh is woven loosely around Quasar Alloy girding within the organ, allowing for near-lossless oxygen intake for the average human body. Comparing it to an organic lung is almost insulting.
+
+ BOR_InstallQuasarBionicLung
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallQuasarBionicLung
+
+ Install a quasar lung.
+
+ BOR_QuasarBionicLung
+ BOR_QuasarBionicLung
+
+ Installing quasar bionic lung.
+
+
+
+
+
BOR_QuasarBionicLung
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicLung
+
BOR_Picoclusters
+
+
+
+
Lung
+
+ BOR_QuasarBionicLung
+
+
+
+ (106, 123, 206)
+ BOR_QuasarBionicKidney
+
+ a quasar bionic kidney
+ An installed quasar kidney. Polymeric nanoadsorbents and zeolites are present within the organ in order to maximize the re-usable material while it is filtered through. Comparing it to an organic kidney is almost insulting.
+
+ BOR_QuasarBionicKidney
+
+ BOR_QuasarBionicKidney
+
+ true
+ 1.875
+ true
+
+
+
+ BOR_QuasarBionicKidney
+
+ An ultratech artificial kidney. Polymeric nanoadsorbents and zeolites are present within the organ in order to maximize the re-usable material while it is filtered through. Comparing it to an organic kidney is almost insulting.
+
+ BOR_InstallQuasarBionicKidney
+
+
+ 15
+ 4
+
+
+
+ BOR_InstallQuasarBionicKidney
+
+ Install a quasar kidney.
+
+ BOR_QuasarBionicKidney
+ BOR_QuasarBionicKidney
+
+ Installing quasar bionic kidney.
+
+
+
+
+
BOR_QuasarBionicKidney
+
+
+ 1
+
+
+
+
+
BOR_Picoclusters
+
+
+ 1
+
+
+
+
+
BOR_QuasarBionicKidney
+
BOR_Picoclusters
+
+
+
+
Kidney
+
+ BOR_QuasarBionicKidney
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml b/1.6/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml
new file mode 100644
index 00000000..d31080db
--- /dev/null
+++ b/1.6/Common/Defs/BodyPartDefs/Tier3/Bodyparts.xml
@@ -0,0 +1,810 @@
+
+
+
+
+ (128, 0, 0)
+
+
+
+ 300
+
+
+
+ BOR_TenebralAppendage
+
+ A template for appendages made from tenebrite. They take the shape of a needed organ.
+
+ BOR_InstallTenebralBionicArm
+ BOR_InstallTenebralBionicLeg
+ BOR_InstallTenebralBionicEar
+ BOR_InstallTenebralBionicTongue
+
+
+ 25
+ 4
+
+
+
+
+
+ 0.175
+
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicEye
+
+ a Tenebral bionic eye
+ An installed Tenebral eye. Equipped with single-photon avalanche diode detector suites for use with the internal rangefinder alongside thermal, ultraviolet, and Infared night vision complete with IR strobe. There is nothing you cannot see with an Eye of this caliber.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicEye
+
+ Install a Tenebral eye.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicEye
+
+ Installing Tenebral bionic eye.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Eye
+
+ BOR_TenebralBionicEye
+
+
+
+ BOR_TenebralBionicArm
+
+ a Tenebral bionic arm
+ An installed Tenebral arm. Mechanoneural interfaces designed with Tenebrite components make this limb feel entirely natural while still having enough power and precision to rip out a man's heart while preserving the rest of the torso cavity. Whatever you may wish to do with an arm, this one exceeds those meager whims by leaps and bounds.
+
+ BOR_TenebralAppendage
+
+
+
+
+ BOR_TenebralBionicArm
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicLeg
+
+ a Tenebral bionic leg
+ An installed Tenebral leg. So far above an organic leg in terms of performance, durability, and comfort that most who are implanted with only a single leg for replacement prosthesis often return within a week missing their other leg.
+
+ BOR_TenebralAppendage
+
+ BOR_TenebralAppendage
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicLeg
+
+ Install a Tenebral leg.
+
+ BOR_TenebralAppendage
+ BOR_TenebralBionicLeg
+
+ Installing Tenebral bionic leg.
+
+
+
+
+
BOR_TenebralAppendage
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralAppendage
+
BOR_Femtoclusters
+
+
+
+
Leg
+
+ BOR_TenebralBionicLeg
+ BOR_Research_Bionics_III
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicSpine
+
+ a Tenebral bionic spine
+ An installed Tenebral spine. Making use of bioactive signallers alongside a Tenebrite-reinforced frame to grant the human form enough power to lift a car above their head with minimal issue, provided Tenebral arms and legs are additionally installed. Strength known only to human mythos now in the palm of your hand, or more accurately the square of your back.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ true
+ 4.21875
+
+
+
+ BOR_InstallTenebralBionicSpine
+
+ Install a Tenebral spine.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicSpine
+
+ Installing Tenebral bionic spine.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Spine
+
+ BOR_TenebralBionicSpine
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicHeart
+
+ a Tenebral bionic heart
+ An installed Tenebral heart. Dark black bundles of synthetic cardiac fibers beat with an unsettling rhythm within the chest of those this organ has been installed, their bodies now capable of running for three days without breaking so much as a sweat. Herculean endurance runs in through the veins of those with a heart of this level installed.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicHeart
+
+ Install a Tenebral heart.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicHeart
+
+ Installing Tenebral bionic heart.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Heart
+
+ BOR_TenebralBionicHeart
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicStomach
+
+ a Tenebral bionic stomach
+ An installed Tenebral stomach. So robust in its digestive ability the nutritional value of ingested food is nearly lossless, those with this organ installed are known to subsist off grains of rice. Famine is a thing of the past, the future ever onwards provides immeasurable plenty.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+
+
+ BOR_TenebralBionicStomach
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicEar
+
+ a Tenebral bionic ear
+ An installed Tenebral ear. Jet black synthskin grafted upon the side of the head crammed full of technology to such a degree you can almost hear people's thoughts based off the stimulation of their vocal chords. The beating of a man's heart, the shift of tectonic plates, a radio signal coming from deep space, all can be heard by you now.
+
+ BOR_TenebralAppendage
+
+ BOR_TenebralAppendage
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicEar
+
+ Install a Tenebral ear.
+
+ BOR_TenebralAppendage
+ BOR_TenebralBionicEar
+
+ Installing Tenebral bionic ear.
+
+
+
+
+
BOR_TenebralAppendage
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralAppendage
+
BOR_Femtoclusters
+
+
+
+
Ear
+
+ BOR_TenebralBionicEar
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicTongue
+
+ a Tenebral bionic tongue
+ An installed Tenebral tongue. Hyperflexible strands of Tenebrous fiber connected to such a rich array of sensors and scanners that even the most novice of gourmands can dissect their meals down to the chemical makeup of its preparation, even the air has a taste now.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 3.375
+
+
+
+ BOR_InstallTenebralBionicTongue
+
+ Install a Tenebral tongue.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicTongue
+
+ Installing Tenebral bionic tongue.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Tongue
+
+ BOR_TenebralBionicTongue
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicJaw
+
+ a Tenebral bionic jaw
+ An installed Tenebral jaw. Obsidian crystalline teeth capable of biting through power armor with enough precision to write solely using the range of motion provided.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicJaw
+
+ Install Tenebral jaw.
+ Installing Tenebral bionic jaw.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Jaw
+
+ BOR_TenebralBionicJaw
+
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicKidney
+
+ a Tenebral bionic kidney
+ An installed Tenebral kidney. Providing lossless hydroequilibrium within the body, Tenebral kidneys only require a few drops of water to sustain the human body for prolonged periods.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicKidney
+
+ Install a Tenebral kidney.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicKidney
+
+ Installing Tenebral bionic kidney.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Kidney
+
+ BOR_TenebralBionicKidney
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicLiver
+
+ a Tenebral bionic liver
+ An installed Tenebral liver. A coal-colored mesh of Tenebral strands capable of attacking and destroying any and all toxins within the body while not impeding bloodflow in the slightest. Pestilence is a thing of the past now that we have these.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicLiver
+
+ Install a Tenebral liver.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicLiver
+
+ Installing Tenebral bionic liver.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Liver
+
+ BOR_TenebralBionicLiver
+
+
+
+ (128, 0, 0)
+ BOR_TenebralBionicLung
+
+ a Tenebral bionic lung
+ An installed Tenebral lung. Providing lossless oxygen saturation to the bloodstream, the human body barely even needs draw breath with Tenebral lungs installed, such is the power of Tenebral technology.
+
+ BOR_TenebralOrgan
+
+ BOR_TenebralOrgan
+
+ true
+ 4.21875
+ true
+
+
+
+ BOR_InstallTenebralBionicLung
+
+ Install a Tenebral lung.
+
+ BOR_TenebralOrgan
+ BOR_TenebralBionicLung
+
+ Installing Tenebral bionic lung.
+
+
+
+
+
BOR_TenebralOrgan
+
+
+ 1
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+
BOR_TenebralOrgan
+
BOR_Femtoclusters
+
+
+
+
Lung
+
+ BOR_TenebralBionicLung
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml b/1.6/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml
new file mode 100644
index 00000000..6d527e04
--- /dev/null
+++ b/1.6/Common/Defs/BodyPartDefs/Tier4/Bodyparts.xml
@@ -0,0 +1,586 @@
+
+
+
+
+
+
+
+
+
+
+
+ BOR_UmbralBionicEye
+
+ a Umbral bionic eye
+ An installed Umbral eye. A black marble capable of "seeing through" solid matter by piercing the material at the molecular level and then reconstructing what it finds on the other side using on-board AR (Augmented Reality) software, capable of seeing both UltraViolet (UV) and InfraRed (IR), coupled with night vision support. The quad-lense telescopic monocular encompassing the visuals portion of the eye is capable of seeing starships in the upper atmosphere with enough detail to make out scrapes in the paint job.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicEye
+
+ Install a Umbral eye.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicEye
+
+ Installing Umbral bionic eye.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Eye
+
+ BOR_UmbralBionicEye
+ BOR_Research_Bionics_IV
+
+
+
+ BOR_UmbralBionicArm
+
+ a Umbral bionic arm
+ An installed Umbral arm. With enough power to cause seismic events simply by striking the ground while also harboring the precision with which to assemble a mosaic on the molecular level.\n\n The ability to cook a live chicken by slapping it with every ounce of your strength was discovered by accident one day involving a swift argument between an Umbral soldier and a most ornery fowl.
+
+ BOR_Femtoclusters
+
+
+
+
+ BOR_UmbralBionicArm
+
+
+
+ BOR_UmbralBionicLeg
+
+ a Umbral bionic leg
+ An installed Umbral leg. Swift enough to outrun bullets, provided you know how to do so. For those without the proper training it is still so far above an upgrade to mortal flesh there is no reason to abstain from making use of its fearsome power.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicLeg
+
+ Install a Umbral leg.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicLeg
+
+ Installing Umbral bionic leg.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Leg
+
+ BOR_UmbralBionicLeg
+
+
+
+ BOR_UmbralBionicSpine
+
+ a Umbral bionic spine
+ An installed Umbral spine. This jet-black seam running through the torso imbues the human form with impossible flexibility, warriors are incapable of being surprised as they twist 180 degrees to lay waste upon the poor fools who thought they had an upper hand.
+
+ BOR_Femtoclusters
+
+
+ true
+ true
+ 6.33
+
+
+
+ BOR_InstallUmbralBionicSpine
+
+ Install a Umbral spine.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicSpine
+
+ Installing Umbral bionic spine.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Spine
+
+ BOR_UmbralBionicSpine
+
+
+
+ BOR_UmbralBionicHeart
+
+ a Umbral bionic heart
+ An installed Umbral heart. It beats uncomfortably well within the torso cavity without so much as beating at all, continous bloodflow throughout the body ensures the pinnacle of efficiency while being capable of lowering pressure should bloodloss begin.\n\n "The Black heart does not beat alone." -Attributed, Umbral Dominion Medical Board
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicHeart
+
+ Install a Umbral heart.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicHeart
+
+ Installing Umbral bionic heart.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Heart
+
+ BOR_UmbralBionicHeart
+
+
+
+ BOR_UmbralBionicStomach
+
+ a Umbral bionic stomach
+ An installed Umbral stomach. A maximum efficiency Bio-Reactor giving every ounce of nutrition from organic matter consumed, in extreme cases those who harbor Umbral stomachs have been known to eat rocks to ward off starvation beset by a year of food deprivation.
+
+ BOR_Femtoclusters
+
+
+
+
+ BOR_UmbralBionicStomach
+
+
+
+ BOR_UmbralBionicEar
+
+ a Umbral bionic ear
+ An installed Umbral ear. Powerful enough to hear the ceaseless fusion of a star from planetside, the Umbral ear proves no sound in the galaxy is beyond its near-impossible perfection.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicEar
+
+ Install a Umbral ear.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicEar
+
+ Installing Umbral bionic ear.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Ear
+
+ BOR_UmbralBionicEar
+
+
+
+ BOR_UmbralBionicTongue
+
+ a Umbral bionic tongue
+ An installed Umbral tongue. Capable of 12 motions beyond reasonable scope, the implant is also capable of splitting and recombining as seen fit to better suit the whims of its user.
+
+ BOR_Femtoclusters
+
+
+ true
+ 5.0625
+
+
+
+ BOR_InstallUmbralBionicTongue
+
+ Install a Umbral tongue.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicTongue
+
+ Installing Umbral bionic tongue.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Tongue
+
+ BOR_UmbralBionicTongue
+
+
+
+ BOR_UmbralBionicJaw
+
+ a Umbral bionic jaw
+ An installed Umbral jaw. Strong enough to chew through Powered armor while also being so heinously sharp it is capable of splitting an atom should the safeties be disabled. Its vocal modulator is designed to perfectly emulate any and all voices or sounds the user has ever heard or can imagine.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicJaw
+
+ Install Umbral jaw.
+ Installing Umbral bionic jaw.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Jaw
+
+ BOR_UmbralBionicJaw
+
+
+ BOR_UmbralBionicLung
+
+ a Umbral bionic lung
+ An installed Umbral lung. Tuned intake and outtake valves ensure a lossless, constant flow of oxygen and carbon dioxide, supplying the body with a perfect amount of air while leaving them incapable of being breathless.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicLung
+
+ Install a Umbral lung.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicLung
+
+ Installing Umbral bionic lung.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Lung
+
+ BOR_UmbralBionicLung
+
+
+ BOR_UmbralBionicLiver
+
+ a Umbral bionic liver
+ An installed Umbral liver. Capable of filtering venom which would normally slay 100 men within less than a minute. Immuno-boosting fibers present in the organ boost the body's ability to ward off disease to such a nightmarish degree that illness is no longer measured in days but seconds.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicLiver
+
+ Install a Umbral liver.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicLiver
+
+ Installing Umbral bionic liver.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Liver
+
+ BOR_UmbralBionicLiver
+
+
+ BOR_UmbralBionicKidney
+
+ a Umbral bionic kidney
+ An installed Umbral kidney. This deceptive organ is capable of filtering the equivalent of a plantary ocean within three hours, lowered further if two are installed in the body.
+
+ BOR_Femtoclusters
+
+
+ true
+ 6.33
+ true
+
+
+
+ BOR_InstallUmbralBionicKidney
+
+ Install a Umbral kidney.
+
+ BOR_Femtoclusters
+ BOR_UmbralBionicKidney
+
+ Installing Umbral bionic kidney.
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 5
+
+
+
+
+
BOR_Femtoclusters
+
+
+
+
Kidney
+
+ BOR_UmbralBionicKidney
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/CultureDefs/KwazaariCulture.xml b/1.6/Common/Defs/CultureDefs/KwazaariCulture.xml
new file mode 100644
index 00000000..639da68e
--- /dev/null
+++ b/1.6/Common/Defs/CultureDefs/KwazaariCulture.xml
@@ -0,0 +1,62 @@
+
+
+
+ NamerIdeoKwazaari
+
+
+
+
+ 6
+ 2110
+ 200
+
+
+
+ BOR_Floor_Carpet_Fine
+
+ Placed
+ true
+ true
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/JobDefs.xml b/1.6/Common/Defs/JobDefs.xml
new file mode 100644
index 00000000..9c87b24f
--- /dev/null
+++ b/1.6/Common/Defs/JobDefs.xml
@@ -0,0 +1,14 @@
+
+
+
+ BOR_UsePC
+ JobDriver_WatchBuilding
+ gaming.
+ 2000
+ 1
+ Intellectual
+ 0.05
+ BOR_GamerFun
+ true
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/JoyGivers.xml b/1.6/Common/Defs/JoyGivers.xml
new file mode 100644
index 00000000..24e16245
--- /dev/null
+++ b/1.6/Common/Defs/JoyGivers.xml
@@ -0,0 +1,20 @@
+
+
+
+ BOR_UsePC
+ JoyGiver_InteractBuildingInteractionCell
+ 2
+
+
BOR_PC_I
+
BOR_PC_II
+
BOR_PC_III
+
+ BOR_UsePC
+ BOR_GamerFun
+ true
+
+
Sight
+
Manipulation
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/JoyKinds.xml b/1.6/Common/Defs/JoyKinds.xml
new file mode 100644
index 00000000..c761fe07
--- /dev/null
+++ b/1.6/Common/Defs/JoyKinds.xml
@@ -0,0 +1,7 @@
+
+
+
+ BOR_GamerFun
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ModSettingDefs.xml b/1.6/Common/Defs/ModSettingDefs.xml
new file mode 100644
index 00000000..3a5db963
--- /dev/null
+++ b/1.6/Common/Defs/ModSettingDefs.xml
@@ -0,0 +1,410 @@
+
+
+
+
+ BOR_Setting_AddKwazaariBank
+ [Vanilla Trading Expanded] Add a Kwazaari Bank.
+ With this enabled, you will get a truly dwarven bank that will extort you for all you have.
+ vanillaexpanded.vanillatradingexpanded
+
+
+
+ BOR_Setting_ReplaceGlitterworldMedicine
+ [Core] Replace glitterworld medicine.
+ Makes it possible to substitute Glitterworld Medicine in any recipe with medicine from Beyond Our Reach.
+
+
+
+ BOR_Setting_IntegrateOmniCoreDrill
+ [Omni Core Drill] Integrate Omni Core Drill into Beyond Our Reach Lore.
+ With this integration, Omni Core Drill will be retextured, moved to pre-solar tier of technology, cost a lot of Solar resources, and use far more power (also with RePowered).
+ Mlie.OmniCoreDrill
+
+
+
+ BOR_Setting_CE_TODO
+ [Combat Extended] Combat Extended Compatibility.
+ Too much to describe.
+ ceteam.combatextended
+
+
+
+
+ BOR_Setting_AddNewShellVariants
+ [Without Combat extended] Add new mortar shell variants.
+ Adds ultra tech level mortar shells that can be used to bombard the enemies.
+ ceteam.combatextended
+
+
+
+ BOR_Setting_AddArcotechClusterVariants
+ [ArchotechExpanded] Allow to make Nano-, Pico- and Attomachinery from Nano-, Pico- and Femto-clusters.
+ Adds recipes allowing to use Archotech Expanded's materials as ingredients for Beyond Our Reach's similar materials.
+ teok25.archotechexpanded
+
+
+
+ BOR_Setting_AddArcotechBionicResearch
+ [ArchotechExpanded] Add new research for Archotech Expanded bionics.
+ Bionics from Archotech Expanded will now require a new Archotech-level research to be built; Archotech Mimicry research will be also integrated into the tree.
+ teok25.archotechexpanded
+
+
+
+ BOR_Setting_RebalanceArcotechBench
+ [ArchotechExpanded] Rebalance Archotech Bench.
+ Rebalances the Archotech Bench around the Beyond Our Reach Lore and materials, making it more expensive to build and use.
+ teok25.archotechexpanded
+
+
+
+ BOR_Setting_MergeArcotechResources
+ [ArchotechExpanded] Merge Archotech Expanded Resources.
+ Removes the possibility to build the nano-, pico- and attomachinery and changes the recipes to use the BOR's nano-, pico-, and femtoclusters instead.
+ teok25.archotechexpanded
+
+
+
+ BOR_Setting_RemoveArcotechStuffProperties
+ [ArchotechExpanded] Remove stuff properties from Archotech Expanded -machinery.
+ Archotech Expanded materials - the nano-, pico- and attomachinery will no longer be usable as build materials - patch is useful to prevent yourself from building indestructible stuff.
+ teok25.archotechexpanded
+
+
+
+ BOR_Setting_AddSOS2HypoxiaResistanceToBORLungs
+ [Save Our Ship 2] Add Save Our Ship Hypoxia resistance to BOR Lungs.
+ Will attempt to add Hypoxia resistance to Solar, Quasar, Tenebral and Umbral lungs.
+ kentington.saveourship2
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+ [Save Our Ship 2] Add Save Our Ship EVA capability to BOR Armors.
+ Adds EVA capability to BOR armors, as well as Royalty-added BOR armors and Rimsenal-added BOR armors.
+ kentington.saveourship2
+
+
+
+ BOR_Setting_KwazaariRoyaltyPermits
+ [Royalty] Add Royalty-like permits to Kwazaari faction.
+ With this integration, Kwazaari will utilize the Shattered Empire's honor system with their own "honor" - scrip, permits and scrip trader.
+ Ludeon.RimWorld.Royalty
+
+
+
+ BOR_Setting_RoyaltyPrestigeBORArmor
+ [Royalty] Add Royalty prestige BOR armor.
+ Adds Solar, Quasar and Tenebral tiers of Royalty armors (Prestige Recon, Prestige Marine, Cataphract and Prestige cataphract) and allows them to be used with Royal Titles. Kwazaar Bazaar will get a heavy marine variant.
+ Ludeon.RimWorld.Royalty
+
+
+
+ BOR_Setting_RoyaltyImplantsVariants
+ [Royalty] Add BOR variants of Royalty implants.
+ Adds three tiers of Royalty-like implants to the game: psychic sensitizer, psychic harmonizer, psychic reader, neurocalculator, learning assistant, gastro-analyzer, immunenhancer, coagulator, healing enhancer, toughskin glands, armorskin glands, stoneskin glands, aesthetic shaper, aesthetic nose, reprocessor stomach, circadian assistant, circadian half-cycler, mindscrew, drill arm, field hand, hand talon, elbow blade, knee spike, venom fangs, and venom talon. Combat Extended compatible.
+ Ludeon.RimWorld.Royalty
+
+
+
+ BOR_Setting_RoyalArsenalVariants
+ [Royal Arsenal] Add BOR variants of Royal Arsenal armors.
+ Adds Solar, Quasar and Tenebral tiers of Royal Arsenal armors to the game: ranseur, personal cloaking system, guardian armor, phalanx armor, as well as their prestige variants. Combat Extended compatible.
+ bucko.royalarsenal
+
+
+
+ BOR_Setting_RimsenalFederationApparelVariants
+ [Rimsenal - Federation Faction Pack] Add BOR variants of Rimsenal Federation apparel
+ Adds Solar, Quasar and Tenebral tiers of Rimsenal: Federation apparel to the game: jumpsuit, Judicator, Marksman and unity guard. Combat Extended compatible.
+ rimsenal.federation
+
+
+
+ BOR_Setting_RimsenalAugmentedVanillaPackApparelVariants
+ [Rimsenal - Augmented Vanilla Pack] Add BOR variants of Rimsenal - Augmented Vanilla Pack apparel
+ Adds Solar, Quasar and Tenebral tiers of Rimsenal - Augmented Vanilla Pack apparel to the game: exosuit, protective gear and tac gear. Combat Extended compatible.
+ rimsenal.evp
+
+
+
+ BOR_Setting_RimsenalBenchesUseBORFacilities
+ [Rimsenal - Core] Allow Rimsenal benches to use BOR linkable facilities
+ Allows the Rimsenal benches to use BOR linkables to speed up their work. This is specific because Rimsenal uses a different classname from all the other mods. You probably want this on.
+ rimsenal.core
+
+
+
+ BOR_Setting_RimsenalSatchelVariants
+ [Rimsenal - Core] Add BOR variants of Rimsenal satchels
+ Adds 3 variants of the Rimsenal's portable bomb satchels. CE Compatible.
+ rimsenal.core
+
+
+
+ BOR_Setting_RimsenalApparelVariants
+ [Rimsenal - Core] Add BOR variants of Rimsenal - Core apparel
+ Adds Solar, Quasar and Tenebral tiers of Rimsenal - Core apparel to the game. Combat Extended compatible.
+ rimsenal.core
+
+
+
+ BOR_Setting_IntegrateRimputers15IntoBORTechTree
+ [Rimputers 1.5] Integrate Rimputers into BOR tech tree
+ Rimputers' Quantum Computer will be required for all BOR researches.
+ joeyjoejoeshabidoo.rimputers1.4
+
+
+ BOR_Setting_IntegrateRimputersNODBHIntoBORTechTree
+ [Rimputers (No Dubs Bad Hygiene)] Integrate Rimputers into BOR tech tree
+ Rimputers' Quantum Computer will be required for all BOR researches.
+ hol.rimputersforked
+
+
+
+ BOR_Setting_ImproveRimputers15ProgressCurve
+ [Rimputers 1.5] Improve Rimputers' progress curve
+ Rimputers research steps will require previous computer type to be connected to allow for research.
+ joeyjoejoeshabidoo.rimputers1.4
+
+
+ BOR_Setting_ImproveRimputersNODBHProgressCurve
+ [Rimputers (No Dubs Bad Hygiene)] Improve Rimputers' progress curve
+ Rimputers research steps will require previous computer type to be connected to allow for research.
+ hol.rimputersforked
+
+
+
+ BOR_Setting_RetextureRimputers15QuantumComputer
+ [Rimputers 1.5] Retexture Rimputers' Quantum Computer
+ Rimputers' Quantum Computer will be retextured to fit BOR theme.
+ joeyjoejoeshabidoo.rimputers1.4
+
+
+ BOR_Setting_RetextureRimputersNODBHQuantumComputer
+ [Rimputers (No Dubs Bad Hygiene)] Retexture Rimputers' Quantum Computer
+ Rimputers' Quantum Computer will be retextured to fit BOR theme.
+ hol.rimputersforked
+
+
+
+ BOR_Setting_IntegrateRimmunizationToBORLore
+ [Rimmunizations(forked)] Integrate Rimmunizations into BOR Lore
+ Makes the Rimmunization research tree the prerequisite for BOR Drugs.
+ velcroboy333.rimmunizations
+
+
+
+ BOR_Setting_MoveReplimatBuildingsToBeyondTab
+ [Replimat] Move Replimat buildings to Beyond tab
+ Adds Replimat buildings to Beyond architect tab and puts them in a dropdown.
+ sumghai.replimat
+
+
+
+ BOR_Setting_CraftableIsolinearComponents
+ [Replimat] Make the isolinear components craftable with BOR Benches
+ Adds a costly recipe to both tier 2 and tier 3 benches that will allow you to create the isolinear components for Replimat.
+ sumghai.replimat
+
+
+
+ BOR_Setting_RebalanceReplimatBuildings
+ [Replimat] Rebalance Replimat buildings in line with Beyond Our Reach
+ Increases costs and power consumption of the Replimat buildings. Fixes ReplimatHopper's texture placement.
+ sumghai.replimat
+
+
+
+ BOR_Setting_MoveReplimatResearchToQuasarTech
+ [Replimat] Move Replimat research to Quasar tech
+ Moves Replimat research to BOR Tier 2 research and increases its cost.
+ sumghai.replimat
+
+
+
+ BOR_Setting_KwazaariTradersCarryReplimatComponents
+ [Replimat] Make Replimat components be carried by Kwazaari traders
+ Adds a trade tag to isolinear module so that it's carried by Kwazaari merchants in bulk.
+ sumghai.replimat
+
+
+
+ BOR_Setting_IntegrateRepairHubsIntoBORResearch
+ [Repair hubs] Integrate RepairHubs into BOR Research
+ Moves RepairHubs into BOR Research as Solar-tier technology.
+ lts.rh
+
+
+
+ BOR_Setting_IntegrateRepairHubsIntoBORCostStructure
+ [Repair hubs] Integrate RepairHubs into cost structure of BOR
+ Makes Repair Hubs use BOR materials to be built.
+ lts.rh
+
+
+
+ BOR_Setting_Biotech
+ [Biotech] Adds Biotech Support for BOR.
+ Adds Armours, Mechanoids and waste-dependent processes; bionics; xenotypes; pollution pumps and special researches to compliment Biotech.
+ ludeon.rimworld.biotech
+
+
+
+ BOR_Setting_DubsBadHygiene
+ [Dubs Bad Hygiene] Add DBH bionics in BoR tiers.
+ Adds the bladder and hygiene enhancer in 3 distinct tiers, with the highest one essentialy removing the bathroom needs.
+ dubwise.dubsbadhygiene
+
+
+
+ BOR_Setting_EML
+ [Even More Linkables] Adds support for Even More Linkables mod
+ Adds linkable support to most benches in BoR and 2 additional power linkables for solar and quasar technology tiers.
+ hobbes.bamba.evenmorelinkables
+
+
+
+ BOR_Setting_EPOE
+ [EPOE] Adds BoR tiers of EPOE ribs.
+ Adds 4 tiers of EPOE-like ribs, utilizing EPOE materials and drugs.
+ vat.epoeforked
+
+
+
+ BOR_Setting_FireControlComputers
+ [Fire Control Computers] Add support for Fire Control Computers in BoR Context.
+ Moves ultra fire control computer to solar-tier and adds 2 additional computers similar in power to archotech one.
+ zal.fcc
+
+
+
+ BOR_Setting_Holograms
+ [EGI Holograms and Projectors] Integrates EGI Holograms as Tier 2/Tier 3 technologies.
+ EGI Holograms - due to their propaganda/learning powers - are very efficient. With this patch, they will require separate research, are buildable like buildings and use BoR power requirements and resources.
+ vesper.egihologramsandprojectors
+
+
+
+ BOR_Setting_Ideology_TODO
+ [Ideology] todo
+ todo.
+ ludeon.rimworld.ideology
+
+
+
+ BOR_Setting_Kraltech
+ [Kraltech Rebalanced] Adds Kraltech baubles to BoR Benches.
+ Adds Kraltech components and cures to be craftable using BoR benches.
+ blackmarket420.kraltechindustries.rebalanced
+
+
+
+ BOR_Setting_LTSIntegratedImplants
+ [LTS Integrated Implants] Adds LTS Integrated Implants features to BOR Implants
+ Adds LTS Integrated Implants features to BOR Implants
+ lts.i
+
+
+
+ BOR_Setting_MedPod_IsoRecipes
+ [MedPod] Makes it possible to build isolinear stuff with the BOR resources.
+ Makes it possible to build isolinear stuff with the BOR resources.
+ sumghai.Medpod
+
+
+
+ BOR_Setting_MedPod_Rebalance
+ [MedPod] Rebalances MedPod as Quasar technologies.
+
+ sumghai.Medpod
+
+
+
+ BOR_Setting_QuantumCoolingRedux
+ [Quantum Cooling Redux] Balances the Quantum Coolers to fit into BoR research tree.
+ Quantum coolers / heaters are resized, rebalanced and integrated with proxyheat/vanilla temperature expanded. The biggest Cooler can be used to cool the entire base, but it's huge and very power consuming. With ProxyHeat/VTE it's a deadly climate changing device.
+ mlie.quantumcooling
+
+
+
+ BOR_Setting_Rimputers
+ [Rimputers] Adds Quantum Computer as requirement for BoR technologies.
+ Adds Quantum Computer as requirement for BoR technologies.
+ joeyjoejoeshabidoo.rimputers1.4
+
+
+
+ BOR_Setting_RimputersNODBH
+ [Rimputers NoDubsBadHygiene] adds Quantum Computer as requirement for BoR technologies.
+ adds Quantum Computer as requirement for BoR technologies.
+ hol.rimputersforked
+
+
+
+ BOR_Setting_Scarmory
+ [Star Crafter's Armory] Adds Solar, Quasar and Tenebral versions of Star Craft Armours, also fixes some issues with the setup.
+ ( : )
+ AKRI.StarcraftersArmory
+
+
+
+
+
+ BOR_Setting_SimpleLearning
+ [Simple learning] Adds Simple Learning capabilities to BOR computers.
+ All the PCs added by BOR will now have a bill tab allowing you to use them as learning stations for your colonists for amazing skill gains.
+ fox.simplelearning
+
+
+
+ BOR_Setting_RTSolarFlareShield_Rebalance
+ [RT Solar Flare Shield] Rebalances the Solar Flare Shield so that now it's a Tier 2 (Quasar) technology.
+ Research is moved to BOR tab, increases the research cost, power requirements and uses BoR resources.
+ ratys.rtsolarflareshield
+
+
+
+ BOR_Setting_RTSolarFlareShield_NewShields
+ [RT Solar Flare Shield] Adds Solar-level and Tenebral-level Solar Shields.
+ Solar and Tenebral shields use respective researches and resources. Compared to original Solar Shield, Solar-level shield uses more power when idle and when working, while Tenebral level uses a lot more power when idle and generates power during Solar Flare events.
+ ratys.rtsolarflareshield
+
+
+
+ BOR_Setting_Terrapumps
+ [TerraPumps] Adds 3 tiers of TerraPumps to allow you to terraform even faster.
+ Adds Solar, Quasar and Tenebral tiers of TerraPumps - the terraforming machines. They take far more power but are also faster and more expansive. To prevent architect-menu mess, they come with their own designator dropdowns.
+ hobbes.terrapumps
+
+
+
+ BOR_Setting_VAE_Armours
+ [Vanilla Armour Expanded] adds Solar, Quasar and Tenebral variants of VAE armors.
+ With this patch enabled, you will be able to find, build and utilize the armours added by Vanilla Armours Expanded in 3 BoR tiers, no longer limited by plasteel.
+ VanillaExpanded.VARME
+
+
+
+ BOR_Setting_VAE_Royal_Armours
+ [Vanilla Armour Expanded] adds Solar, Quasar and Tenebral variants of Royal VAE armors.
+ With this patch enabled, you will be able to find, build and utilize the royal armours added by Vanilla Armours Expanded in 3 BoR tiers, no longer limited by plasteel.
+ VanillaExpanded.VARME
+
+
+
+ BOR_Setting_WinstonWaves_ALL
+ [Vanilla Storytellers Expanded - Winston Waves] Add Excellent and Legendary rewards to Winston's pool.
+ When using Winston Waves, you are now able to get rewards including BoR items, such as weapons, resources, armors.
+ vanillastorytellersexpanded.winstonwave
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml b/1.6/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml
new file mode 100644
index 00000000..ed163b6d
--- /dev/null
+++ b/1.6/Common/Defs/PawnKindDefs/PawnKinds_Kwazaari.xml
@@ -0,0 +1,445 @@
+
+
+
+ Human
+ 0.1
+ 1.2
+ Excellent
+ 0
+ 18
+ 50
+ 0.05
+ false
+
+ 1
+ 2
+
+ 9~12
+ 12~20
+ 0.75
+ 15000~60000
+
+
+
+
+ 250
+
+ BOR_Research_Production_I
+
+
+ BOR_Make_Sunsteel_Weave
+
+ Special fabrication process in which sunsteel is shaved into weave-like material.
+
+
+
+
+ 10
+
+ BOR_Research_Production_I
+
+
+ BOR_Make_Sunsteel_Weave_Bulk
+
+ Special fabrication process in which sunsteel is shaved into weave-like material.
+
+
+
+
+ 250
+
+ BOR_Research_Production_II
+
+
+
+ BOR_Make_QuasarAlloy_Weave
+
+ Special fabrication process in which quasar alloy is shaved into weave-like material.
+
+
+
+
+ 10
+
+ BOR_Research_Production_II
+
+
+ BOR_Make_QuasarAlloy_Weave_Bulk
+
+ Special fabrication process in which quasar alloy is shaved into weave-like material.
+
+
+
+
+ 250
+
+ BOR_Research_Production_II
+
+
+ BOR_Make_QuasarAlloy_WeaveIV
+
+ Special fabrication process in which quasar alloy is shaved into weave-like material.
+
+
+
+
+ 10
+
+ BOR_Research_Production_II
+
+
+ BOR_Make_QuasarAlloy_Weave_BulkIV
+
+ Special fabrication process in which quasar alloy is shaved into weave-like material.
+
+
+
+
+ 250
+
+ BOR_Research_Production_III
+
+
diff --git a/1.6/Common/Defs/ResearchDefs/ResearchProjectDefs.xml b/1.6/Common/Defs/ResearchDefs/ResearchProjectDefs.xml
new file mode 100644
index 00000000..12eadf2d
--- /dev/null
+++ b/1.6/Common/Defs/ResearchDefs/ResearchProjectDefs.xml
@@ -0,0 +1,673 @@
+
+
+
+
+ BOR_Research_Tab
+
+ Beyond Our Reach research projects
+ Unlock solar, quasaric, tenebrite, and umbra technologies by researching at a hi-tech research bench. You can only have one active project at a time.
+
+
+
+ HiTechResearchBench
+
+
MultiAnalyzer
+
+ BOR_Research_Tab
+
+
+
+
BOR_Research_Unlocker_I
+
+
+
+
+
BOR_Research_Unlocker_II
+
+
+
+
+
BOR_Research_Unlocker_III
+
+
+
+
+
BOR_Research_Unlocker_IV
+
+
+
+
+
+
+
+ BOR_Research_Analyzer_I
+
+ Build a solar analyzer, which models this world's sun to aid research and unlock solar-tier research projects. Reverse-engineer the secrets of Solar Republic society through the study of heliophysics.
+ 10000
+ Ultra
+
+
ShipCryptosleep
+
ShipReactor
+
ShipEngine
+
ShipComputerCore
+
ShipSensorCluster
+
+ 0.00
+ 3.00
+ About: Forging Sunsteel
+ In walking the footsteps of the original Solarites, you have learned the secrets of sunsteel. A crude method of manufacturing your own sunsteel is now available at your smelters, smithies, and fabrication benches. These facilities are not properly equipped to perform this process, and using them to produce sunsteel is rather inefficient.\n\nOnce you have enough, it is recommended that you use your sunsteel to construct the Sun Forge, a crafting apparatus that specializes in Sunsteel manufacture.
+
+
+ BOR_Research_Production_I
+
+ Produce sunsteel from plasteel, gold, and uranium at a smelter. Build the sunsteel shaper to form sunsteel into solarite buildings and weapons.
+ 20000
+ Ultra
+
+
BOR_Research_Analyzer_I
+
+ 1.00
+ 3.00
+
+
+ BOR_Research_Power_I
+
+ Generate power the way Solarites do: splitting their sunsteel in a specially-tooled reactor. Craft Solarite fuel rods for use in the Solarite reactor.
+ 35000
+ Ultra
+
+
BOR_Research_Production_I
+
+ 2.00
+ 1.75
+
+
+ BOR_Research_Battery_I
+
+ Build stronger batteries from sunsteel to hold greater amounts of power.
+ 10000
+ Ultra
+
+
BOR_Research_Power_I
+
Batteries
+
+ 3.00
+ 1.75
+
+
+ BOR_Research_Quarks_I
+
+ Harness the strong nuclear force to stitch neutrons into the ultra-dense Neutronium. You can already control the electromagnetic force with the literal flick of a switch; why stop at mastery over one fundamental force? Imagine - a neutron star in your own backyard!
+ 50000
+ Ultra
+
+
BOR_Research_Power_I
+
+ 3.00
+ 0.75
+ About: N-Synthesis
+ Neutronosynthesis, ("n-synthesis"), is the process of turning stuff into neutronium, storing it, then turning it into better stuff. Most of the neutronium used in final products is lost to radiation, making n-synthesis a rather wasteful process. N-synthesis requires special infrastructure - refineries, synthesizers, storage, and pipes - made from materials at least as strong as sunsteel. Some high-tech items are only possible through n-synthesis. Improperly storing neutronium can be catastrophic; the decompression alone is enough to level entire cities.
+
+
+ BOR_Research_Armor_I
+
+ Manufacture power armor typical of Solarite military personnel.
+ 35000
+ Ultra
+
+
BOR_Research_Production_I
+
PoweredArmor
+
+ 2.00
+ 2.25
+
+
+ BOR_Research_Weapons_I
+
+ Build weapons that exploit the inherent instability of sunsteel for ease-of-use, efficiency, and extreme violence.
+ 35000
+ Ultra
+
+
BOR_Research_Production_I
+
ChargedShot
+
+ 2.00
+ 2.75
+
+
+ BOR_Research_Medicine_I
+
+ Produce medicinal products on-par with Solarite nation-states at the Solar medical fabricator.
+ 35000
+ Ultra
+
+
BOR_Research_Production_I
+
MedicineProduction
+
+ 2.00
+ 3.50
+
+
+ BOR_Research_Bionics_I
+
+ Build Solarite body parts to replace missing appendages and organs or supplant natural flesh. Requires nanoclusters and a skilled doctor to attach.
+ 10000
+ Ultra
+
+
BOR_Research_Medicine_I
+
Bionics
+
+ 3.00
+ 3.25
+
+
+ BOR_Research_Drugs_I
+
+ Produce drugs found among Solarite communities.
+
+ Aegis is a powerful disease prevention drug that blocks many common ailments - including infection - before they are contracted, more so than penoxycyline.
+
+ Sunlite is a euphoria-inducing drink refined from sunweave. While it reduces the need for rest and suppresses pain, it is extremely addictive, albeit less so than psychite-based drugs.
+
+ Trot is a synthetic combat drug used by Solarite militaries to improve shooting, melee, and movement while dulling pain in the user.
+
+ Wide-a-wake is a productivity-enhancement drug which significantly reduces the users need to sleep.
+ 10000
+ Ultra
+
+
BOR_Research_Medicine_I
+
WakeUpProduction
+
GoJuiceProduction
+
PenoxycylineProduction
+
+ 3.00
+ 3.75
+
+
+ BOR_Research_Joy_I
+
+ Match your technological prowess with the equivalent recreational facilities. After all, all work and no play makes Jack a dull boy.
+ 35000
+ Ultra
+
+
+
+ 2.00
+ 4.75
+
+
+ BOR_Research_NSynth_I
+
+ Transmute neutronium into any material known to you. Through induced beta-decay, your refineries can shift neutronium into any element, in any configuration.
+ 70000
+ Ultra
+
+
BOR_Research_Quarks_I
+
+ 4.00
+ 0.75
+
+
+
+ BOR_Research_Analyzer_II
+
+ Build a quasaric analyzer, which simulates the quasi-stellar object at the center of your galaxy to aid research and unlock quasar-tier research projects. The Kwazaari will enjoy their monopoly no longer.
+ 100000
+ Ultra
+
+
BOR_Research_Production_I
+
+ 5.00
+ 3.00
+ About: Forging Quasar Alloy
+ You are now able to inefficiently forge Quasar Alloy. Recipes for it can be found at the Sunsteel Shaper.
+
+
+ BOR_Research_Production_II
+
+ Produce quasar alloy from sunsteel, gold, and uranium at a sunsteel shaper. Build the neutronium refabricator and theta forge to craft quasar alloy products. Craft Kwazaari universal parts, uniquely-tooled components for most quasar buildings.
+ 130000
+ Ultra
+
+
BOR_Research_Analyzer_II
+
+ 6.00
+ 3.00
+
+
+ BOR_Research_Power_II
+
+ Generate power in amounts fit to compete with the Kwazaari Corporation themselves. Build a neutronium reactor to exploit the unique interaction between dissoluted neutronium and the permittivity of quasar alloy.
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Power_I
+
+ 7.00
+ 1.75
+
+
+ BOR_Research_Battery_II
+
+ Build stronger batteries from quasar alloy to hold ever-greater amounts of power.
+ 40000
+ Ultra
+
+
BOR_Research_Power_II
+
+
+
BOR_Research_Battery_I
+
+ 8.00
+ 1.75
+
+
+ BOR_Research_Armor_II
+
+ Manufacture power armor typical of Kwazaari private military contractors.
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Armor_I
+
+ 7.00
+ 2.25
+
+
+ BOR_Research_Weapons_II
+
+ Craft kwazaari weapons that utilize the superior properties of quasar alloy to secure greater profits at any cost
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Weapons_I
+
+ 7.00
+ 2.75
+
+
+ BOR_Research_Medicine_II
+
+ Produce medical items common to Kwazaari Quiklinic-brand private healthcare facilities.
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Medicine_I
+
+ 7.00
+ 3.60
+
+
+ BOR_Research_Bionics_II
+
+ Build Kwazaari body parts to replace missing appendages and organs or supplant natural flesh. Requires picoclusters and a skilled doctor to attach.
+ 40000
+ Ultra
+
+
BOR_Research_Medicine_II
+
+
+
BOR_Research_Bionics_I
+
+ 8.00
+ 3.30
+
+
+ BOR_Research_Drugs_II
+
+ Produce drugs found among Kwazaari employees and corpo-slaves alike.
+
+ Castra is a powerful disease prevention drug that blocks many common ailments - including infection - before they are contracted, more so than Aegis.
+
+ Sunlight is a euphoria-inducing drink refined from sunweave. While it reduces the need for rest and suppresses pain, it is addictive, albeit less so than sunlite.
+
+ Canter is a synthetic combat drug used by Solarite militaries to improve shooting, melee, and movement while dulling pain in the user.
+
+ Sleepquitin is a productivity-enhancement drug which almost removes the users need to sleep.
+ 40000
+ Ultra
+
+
BOR_Research_Medicine_II
+
+
+
BOR_Research_Drugs_I
+
+ 8.00
+ 3.90
+
+
+ BOR_Research_Joy_II
+
+ Build recreational facilities comparable to those of Kwazaari C-suite executives. Lucky!
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Joy_I
+
+ 7.00
+ 4.50
+
+
+ BOR_Research_Hydroponics_II
+
+ Build the superior hydroponics system from quasar alloy.
+ 170000
+ Ultra
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Hydroponics_I
+
+ 7.00
+ 5.10
+
+
+ BOR_Research_NSynth_II
+
+ Build the [missing] refinery, which uses quasar alloy and Kwazaari universal parts to lose less neutronium during the synthesis stage, granting you much more efficient neutronosynthesis recipes.
+ 210000
+ Ultra
+
+
BOR_Research_NSynth_I
+
BOR_Research_Power_II
+
+ 8.00
+ 0.75
+
+
+
+ BOR_Research_Analyzer_III
+
+ Build a dark mirror, an extreme astronomical device that scrutinizes interstellar space for insights into dark matter. The dark mirror greatly aids your research and unlocks Tenebral research projects. In emulating Tenebral society you may, one day, join them.
+ 340000
+ Archotech
+
+
BOR_Research_Production_II
+
+ 10.00
+ 3.00
+ About: Forming tenebrite
+ You are now able to inefficiently form tenebrite crystals. Recipes for it can be found at the neutronium refabricator.
+
+
+ BOR_Research_Production_III
+
+ Produce tenebrite, a crystalline material derived from quasar alloy and stray dark matter. Craft crystalline joints from tenebrite, crucial components in tenebrite products. Build tenebrite structures and craft tenebrite tools and weapons; they will be supreme to nearly all others.
+ 420000
+ Archotech
+
+
BOR_Research_Analyzer_III
+
+ 11.00
+ 3.00
+
+
+ BOR_Research_Power_III
+
+ Build the dark reactor, which captures energy from stray, non-interacting particles to freely generate power.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Power_II
+
+ 12.00
+ 1.75
+
+
+ BOR_Research_Battery_III
+
+ Build tenebral batteries to store supreme amounts of power.
+ 125000
+ Archotech
+
+
BOR_Research_Power_III
+
+
+
BOR_Research_Battery_II
+
+ 13.00
+ 1.75
+
+
+ BOR_Research_Armor_III
+
+ Fabricate tenebral power armor, a shadowy suit of armor to set your footing equal to Tenebral communes.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Armor_II
+
+ 12.00
+ 2.25
+
+
+ BOR_Research_Weapons_III
+
+ Craft weapons of Mass Destruction and Mass-Destruction utilizing your new Tenebrite materials.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Weapons_II
+
+ 12.00
+ 2.75
+
+
+ BOR_Research_Medicine_III
+
+ Produce dark medicine, the tenebral medical fabricator, and femtoclusters: small machines that give your doctors agency in small places, needed for tenebral medical procedures.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Medicine_II
+
+ 12.00
+ 3.60
+
+
+ BOR_Research_Bionics_III
+
+ Build tenebral body parts to supersede natural flesh. Requires femtoclusters and a skilled doctor to attach.
+ 125000
+ Archotech
+
+
BOR_Research_Medicine_III
+
+
+
BOR_Research_Bionics_II
+
+ 13.00
+ 3.30
+
+
+ BOR_Research_Drugs_III
+
+ Produce drugs commonly enjoyed in tenebral space communes.
+
+ Pax is a powerful disease prevention drug that blocks virtually all ailments - including infection and neurodegenerative disorders like dementia.
+
+ Crewmates are euphoria-inducing gummy candies refined from sunweave. While they reduce the need for rest and suppress pain, they are addictive, albeit less so than sunlight. Note: keep away from children!
+
+ Gallop is a synthetic combat psychedelic/steroid used by tenebral offensive units to improve shooting, melee, and movement while all-but-negating pain in the user... sometimes also used recreationally by the affluent within Tenebral Society.
+
+ Adreamoline is a productivity-enhancement drug which negates the user's need to sleep.
+ 125000
+ Archotech
+
+
BOR_Research_Medicine_III
+
+
+
BOR_Research_Drugs_II
+
+ 13.00
+ 3.90
+
+
+ BOR_Research_Joy_III
+
+ Build recreational facilities you might find in Tenebral apartments. They frequently go unused in their namesake's abode; perhaps you can make better use of them.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Joy_II
+
+ 12.00
+ 4.50
+
+
+ BOR_Research_Hydroponics_III
+
+ Build the superior hydroponics system from tenebrite crystals.
+ 500000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Hydroponics_II
+
+ 12.00
+ 5.10
+
+
+ BOR_Research_NSynth_III
+
+ Build the [missing] refinery, which uses quasar alloy and Kwazaari universal parts to lose less neutronium during the synthesis stage, granting you much more efficient neutronosynthesis recipes.
+ 700000
+ Archotech
+
+
BOR_Research_NSynth_II
+
BOR_Research_Power_III
+
+ 13.00
+ 0.75
+
+
+ BOR_Research_NSynth_IV
+
+ Construct the umbral neutronium self-sustained generator, which turns energy into neutronium and other materials.
+ 1800000
+ Archotech
+
+
BOR_Research_NSynth_III
+
BOR_Research_Power_III
+
+ 14.00
+ 1.00
+
+
+
+ BOR_Research_Gate_IV
+
+ All of your technological efforts so far have been toward recreating preestablished human tech. But now, you have reached the end of rediscovery. Now is the opportunity for something yours - something new. What was once beyond your reach is now yours for the taking.
+ 1000000
+ Archotech
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Battery_III
+
BOR_Research_Bionics_III
+
BOR_Research_Drugs_III
+
BOR_Research_Armor_III
+
BOR_Research_Weapons_III
+
BOR_Research_Joy_III
+
BOR_Research_Hydroponics_III
+
+ 15.00
+ 2.30
+
+
+ BOR_Research_Power_IV
+
+ Construct the umbral reactor, a source of free energy (as far as you're concerned).
+ 1200000
+ Archotech
+
+
BOR_Research_Gate_IV
+
+ 18.00
+ 2.00
+
+
+ BOR_Research_Production_IV
+
+ Construct the umbral creation engine, which turns energy into neutronium and other materials.
+ 1200000
+ Archotech
+
+
+
+ 18.00
+ 6.00
+
+
+ BOR_Research_NeutProc_IV
+
+ Construct the umbral forge, which turns energy into neutronium and other materials.
+ 1200000
+ Archotech
+
+
BOR_Research_Gate_IV
+
+ 18.00
+ 4.00
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml b/1.6/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml
new file mode 100644
index 00000000..e3a12e9d
--- /dev/null
+++ b/1.6/Common/Defs/RulePackDefs/RulePacks_NameMaker_Kwazaari.xml
@@ -0,0 +1,46 @@
+
+
+
+
+ NamerKwazaariFaction
+
+
+
+
+ false
+ true
+ false
+ Normal
+ BOR
+ ConstructMetal
+
+
BOR_Research_Quarks_I
+
+
+
+ BOR_NeutroniumTank
+
+ An industrial liquid storage tank meant for storing neutronium delivered via neutronium pipe network. Tanks can be designated to be siphoned for usable neutronium as needed. If damaged even lightly the escaping fumes will very swiftly create a gaseous fireball, the size of the resulting explosion will depend on the amount stored within.
+ MapMeshAndRealTime
+
+ BOR/Things/Building/neutroniumnet/neutroniumtank
+ Graphic_Multi
+ (5,5)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ Building
+ Impassable
+ 50
+ true
+ true
+ 1
+ Normal
+
+ 1500
+ 8000
+ 20
+ 1.0
+
+ (5,5)
+
+ 140
+
+
+
+
+ Building
+
+ 150000
+ 2000
+ 0.1
+ 10
+ 500
+ 160000
+
+ Normal
+ 1.0
+ false
+ Heavy
+ Impassable
+ false
+ false
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml
new file mode 100644
index 00000000..7556eee0
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Joy.xml
@@ -0,0 +1,382 @@
+
+
+
+ BOR_GameOfUrBoard
+
+ Dating from 2500BC, this exciting yet infuriating board game can be played by one or two people. This particular board is enhanced with holo-projectors capable of making the game more engaging and/or challenging, alongside allowing for a single player to play against a Computerized opponent. It trains intellectual skills.
+
+ BOR/Things/Building/tier1/urboard/urboard
+ Graphic_Multi
+
+ false
+ Building
+ true
+ true
+ 0.20
+
+ Gaming_Cerebral
+ false
+
+
+ 135
+ 9000
+ 1.67
+ 0.83
+ 3
+ 1.2
+
+
+ 50
+ 25
+
+ 14
+ PassThroughOnly
+ BOR
+ BOR_JoyTables
+
+
BOR_Research_Joy_I
+
+
+
+ BOR_ChessTable
+
+ A high-tech version of this most ancient board game with an onboard Artificial Intelligence and holo-projectors. It trains intellectual skills.\n\nThis building requires adjacent chairs or stools to use.
+
+ BOR/Things/Building/tier1/chesstable
+ Graphic_Single
+ (0,0,0.05)
+
+ (0.65, 0.25, 0.6)
+ (0, 0, -0.15)
+
+
+ (0.09375,0.296875,0.796875,0.703125)
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ Building
+ false
+ true
+ 0.40
+
+ Gaming_Cerebral
+ false
+
+
+
BOR_Research_Joy_I
+
+
+ 150
+ 12000
+ 4.167
+ 0.833
+ 6
+ 1.5
+
+
+ 70
+
+ 30
+ PassThroughOnly
+ BOR
+ Misc2
+ BOR_JoyTables
+
+
+ BOR_PokerTable
+
+ A highly advanced table designed for gambling and playing card games like poker. It has been enhanced with holographic technology to improve the user experience, removing the need for physical cards.\n\nThis building requires adjacent chairs or stools to use.
+
+ BOR/Things/Building/tier1/pokertable
+ Graphic_Single
+ (0,2,0.2)
+ (4,4)
+
+ (1.6, 0.3, 1.6)
+ (0, 0, -0.15)
+
+
+ false
+ Building
+ true
+ 0.40
+
+ Gaming_Cerebral
+ Medium
+ false
+
+
+ 250
+ 10000
+ 30
+ 1.0
+ 0
+ 1.3
+
+ (2,2)
+
+ 50
+ 75
+
+ 42
+ PassThroughOnly
+ BOR
+ Misc5
+ false
+
+
BOR_Research_Joy_I
+
+ 9
+ 0.9
+ BOR_JoyTables
+
+
+ BOR_BilliardsTable
+
+ A highly advanced pool table designed to play a variety of games such as billiards utilizing holographic projectors. It trains shooting ability.
+
+ BOR/Things/Building/tier1/billiardstable/billiardstable
+ Graphic_Multi
+ (0,2,0.3)
+ (4,4)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ 0.2
+ True
+ Building
+ true
+ 0.40
+ Medium
+
+ Gaming_Dexterity
+ Medium
+ false
+
+
+ 375
+ 18000
+ 50
+ 0.833
+ 0
+ 1.95
+
+ (2,3)
+
+ 80
+ 110
+
+ 42
+ PassThroughOnly
+ BOR
+ Misc3
+ false
+
+
PlaceWorker_NeverAdjacentUnstandable
+
+
+
BOR_Research_Joy_I
+
+ 9
+ BOR_JoyTables
+
+
+ BOR_MegascreenTelevision_I
+
+ BOR
+ A massive high-tech television. Gigantic, hyper-vibrant images almost leap out of the screen. Very entertaining. Capable of picking up transmissions from most sources within the cosmos.
+
+ BOR/Things/Building/tier1/tv/tv
+ Graphic_Multi
+
+ (2.5, 0.6, 0.1)
+ (0, 0, 0.2)
+
+ (6,2)
+ (0,3,0.6)
+ (0,3,0.6)
+ (0.2,0,0)
+ (-0.2,0,0)
+
+ Building
+ true
+ true
+ MinifiedThing
+ true
+ 0.35
+ South
+
+
+
+
+
+ BOR_Telescope_I
+
+ BOR
+ An advanced telescope that provides a clear enough picture for Professional astronomy. It's a relaxing hobby for a certain kind of person. Can only be used outdoors.
+ 1
+
+ BOR/Things/Building/tier1/telescope
+ Graphic_Single
+ false
+
+ (0.3, 0.7, 0.3)
+ (-0.03,0,-0.35)
+
+
+ false
+ 0.15
+ Building
+ true
+ (0,0,1)
+ PassThroughOnly
+ 30
+ MinifiedThing
+ true
+
+
+
+
+
+ BOR_PC_I
+
+ A high tech computer utilizing Sunsteel to vastly improve its performance, capable of running Crysis 2 on max settings for a whole half hour without overheating. Gives a boost to learning after use.
+
+ BOR/Things/Building/tier1/computer/computer
+ Graphic_Multi
+ (0,3,0.05)
+ (2.5,2.5)
+
+ MinifiedThing
+ Building
+ true
+ true
+ true
+
+
+
+ BOR_PCs
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml
new file mode 100644
index 00000000..8c89d26a
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Misc.xml
@@ -0,0 +1,123 @@
+
+
+
+
+ BOR_Research_Unlocker_I
+
+ Increases research speed when placed near hi-tech research bench and unlocks Solarite research projects. Each research bench can only use one solar fluid simulation array
+
+ BOR/Things/Building/tier1/research_unlocker
+ Graphic_Single
+ (2.3, 2.3)
+ (0,4,0.2)
+
+ 0.85
+
+
BOR_Research_Analyzer_I
+
+ (2,2)
+ false
+ Building
+ PassThroughOnly
+ true
+ 0.5
+ Misc4
+ BOR
+ MinifiedThing
+ false
+ Heavy
+
+
+
+ 12
+ BOR_Unlockers
+
+
+
+
+ BOR_ToolCabinet_I
+
+ BOR_ToolCabinets
+ Increases work speed when placed near a workbench via hardlight projection technology. One workbench can use up to three holo-cabinets.
+
+ BOR/Things/Building/tier1/production_linkable
+ Graphic_Single
+ (1,1)
+
+ false
+ Building
+ PassThroughOnly
+ true
+ 0.35
+ 0.5
+ false
+ 32
+
+ 150
+ 2700
+ 16
+ 0.4
+
+ (1,1)
+
+ 200
+ 2
+
+
+ BuildingDestroyed_Metal_Small
+
+
+
ComplexFurniture
+
BOR_Research_Production_I
+
+ BOR
+ MinifiedThing
+ 6
+
+
BuildingsMisc
+
+
+
+
+ 0.135
+
+ 3
+
+
+ Misc6
+
+
PlaceWorker_ShowFacilitiesConnections
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml
new file mode 100644
index 00000000..bc5cb61e
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier1/Buildings_Power.xml
@@ -0,0 +1,242 @@
+
+
+
+ BOR_SolarGeothermalPowerGenerator
+
+ A vast improvement over the conventional Geothermal Generator, the marvels of Sunsteel foster a more excitable environment in which power can be generated from the heat of the Planet. [DBH]Additionally capable of harvesting and dispensing superheated water vapor at far more... palatable temperatures.[/DBH]
+ Building
+
+ BOR/Retextures/geothermaltier1
+ Graphic_Single
+ (7.5,8)
+
+ (6.03,1.0,5.25)
+ (0,0,-0.25)
+
+
+ (0.3,0,5.4,6)
+
+
+ Building
+ Impassable
+ true
+ false
+ 1
+ true
+ false
+
+ 1000
+ 36000
+ 0.5
+ -5
+
+ Normal
+ (6,6)
+
+ 300
+ 6
+
+
+
+
+
+
+
+ 12
+
+
+
+ BOR_Reactor_I
+
+ An advanced Fission Reactor which can draw safely upon the power housed within Solarite Fuel Rods. \n\n"The power of the Sun, within the palm of my hands." -Octavius the Wisened, moments before the first Solarite Meltdown.
+ Building
+ MapMeshAndRealTime
+
+ BOR/Things/Building/tier1/reactor
+ Graphic_Single
+ (4,4)
+ (0,4,0.5)
+
+ Building
+ PassThroughOnly
+ 0.9
+ 150
+ false
+ true
+
+ 450
+ 3750
+ 0.833
+ 10
+
+ Normal
+ false
+ (3,3)
+
+ 100
+ 3
+
+
+
+
+ Heavy
+ BOR
+ 2100
+ Misc4
+ ConstructMetal
+
+
BOR_Research_Power_I
+
+ 9
+ BOR_Reactors
+
+
+
+
+ BOR_Battery_I
+
+ An immeasurably dense rectangle of molded Sunsteel housing cells capable of storing the average power needs for an entire urbworld neighborhood, the nature of their construction leaves them open to the air in order to maintain molecular stability - as such it is advised to keep these batteries away from water, fire, and airborne mortar shells.
+ MapMeshAndRealTime
+ Building_Battery
+
+ BOR/Things/Building/tier1/battery/battery
+ Graphic_Multi
+ (0,3,0)
+ (3,3)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ Building
+ PassThroughOnly
+ 50
+ true
+ true
+ 0.40
+ Normal
+ MinifiedThing
+
+
+
+
+
+
+ BOR_Telescope_II
+
+ BOR
+ A powerful telescope capable of observing the fusion and decay of stars near and far. Due to budget cuts this model can only be used outdoors.
+ 1
+
+ BOR/Things/Building/tier2/telescope
+ Graphic_Single
+ false
+
+ (0.3, 0.7, 0.3)
+ (-0.03,0,-0.35)
+
+
+ false
+ 0.15
+ Building
+ true
+ (0,0,1)
+ PassThroughOnly
+ 30
+ MinifiedThing
+ true
+
+
+
+ BOR_Telescopes
+
+
+
+
+ BOR_PC_II
+
+ An ultratech computer utilizing enviro-sculpt technologies allowing for the user to be entirely immersed in all tasks the perform thanks to high-fidelity holo-projectors. Gives a considerable boost to learning after use.
+
+ BOR/Things/Building/tier2/computer/computer
+ Graphic_Multi
+ (0,3,0.05)
+ (0,3,0.05)
+ (0,3,0.2)
+ (0,3,0.1)
+ (2.5,2.5)
+
+ MinifiedThing
+ Building
+ true
+ true
+ true
+
+
+
+ BOR_PCs
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml
new file mode 100644
index 00000000..0a49351c
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier2/Buildings_Misc.xml
@@ -0,0 +1,125 @@
+
+
+
+
+ BOR_Research_Unlocker_II
+
+ Increases research speed when placed near a hi-tech research bench, additionally unlocking quasar research projects. Each research bench can only use one sigma-class sagittary autoscope.
+
+ BOR/Things/Building/tier2/research_unlocker
+ Graphic_Single
+ (2.7,2.7)
+ (0,4,0.35)
+
+ 0.85
+
+
BOR_Research_Analyzer_II
+
+ (2,2)
+ false
+ Building
+ PassThroughOnly
+ true
+ 0.5
+ Misc4
+ BOR
+ MinifiedThing
+ false
+ Heavy
+
+
+
+ Heavy
+ BOR
+ 2100
+ Misc4
+ ConstructMetal
+
+
BOR_Research_Power_II
+
BOR_Research_NSynth_II
+
+ 9
+ BOR_Reactors
+
+
+
+
+ BOR_Battery_II
+
+ Stores massive amounts of electrical power by making use of Quasar Alloy's durability and resistance to both heat and static discharge when compared to more mundane materials. One Quasar Battery is often given complementarily with Neutronium reactors if supplied with a sufficient coupon, but good luck getting one of those out here.\n\n Due to lax safety regulations, this pattern of Quasar Battery is produced without hydrophobic layering or thermo-regulative panels, so keep it away from rain and fire.
+ MapMeshAndRealTime
+ Building_Battery
+
+ BOR/Things/Building/tier2/battery/battery2
+ Graphic_Multi
+ (0,3,0)
+ (4.8,4.8)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ Building
+ PassThroughOnly
+ 50
+ true
+ true
+ 0.40
+ Normal
+ MinifiedThing
+
+
+
+ false
+ BOR_Workbenches
+
+
+ BOR_MedicineBench_II
+
+ An offshoot Kwazifab workbench equipped with kwaztainers, kwazheaters, and chemical kwazynthesizers for producing various drugs and medicines, patent pending.
+ Building_WorkTable
+
+ BOR/Things/Building/tier2/medicine_bench/medicine_bench
+ Graphic_Multi
+ (4,4)
+ (0,4,0.05)
+
+ true
+ 0.20
+
+ 125
+ 6
+
+ Building
+ 0.5
+ True
+
+ 7875
+ 270
+ 0.694
+
+ (1,1)
+ BOR
+ PassThroughOnly
+ 50
+ True
+ (0,0,-1)
+ Item
+ 6
+
+
ITab_Bills
+
+
+ BillsTab
+ true
+
+
+
+
+
ToolCabinet
+
HobbesLink_Autoclave
+
HobbesLink_Centrifuge
+
HobbesLink_Incinerator
+
HobbesLink_PersonalComputer
+
HobbesLink_TabletopCentrifuge
+
HobbesLink_TabletopStove
+
HobbesLink_TabletopLabMachine
+
HobbesLink_TabletopOscilloscope
+
HobbesLink_TabletopLabScanner
+
HobbesLink_TabletopLabTubeRack
+
HobbesLink_TabletopLabMicroscope
+
HobbesLink_BotanicalEnclosure
+
HobbesLink_ServerRack
+
HobbesLink_Still
+
HobbesLink_Rotovape
+
+
+
+ CompPowerTrader
+ 15000
+ true
+
+
+
+
PlaceWorker_ShowFacilitiesConnections
+
PlaceWorker_PreventInteractionSpotOverlap
+
+
+
+
BOR_Research_Medicine_II
+
+ BOR_MedicineBenches
+
+
+ BOR_HydroponicsBasin_II
+
+ An artificial nutrient bath for growing plants at blistering speed. Due to limits on the cost of manufacture there is no internal power supply to sustain the apparatus in case of outage. In short: the plants will begin to die if power is cut.
+ Building_PlantGrower
+
+ BOR/Things/Building/tier2/hydroponics/hydroponics
+ Graphic_Multi
+ (4,4)
+ (0,0,0.15)
+ (0,0,0.15)
+ (0,0,0.15)
+ (0,0,0.15)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ true
+ LowPlant
+ East
+ PassThroughOnly
+ 30
+ ConstructMetal
+ 0.30
+ false
+ 4
+
+ 6300
+ 405
+ 0.35
+ -2
+
+ (1,4)
+
+ 100
+ 1
+
+ 6.3
+
+ Plant_Rice
+ Hydroponic
+
+
Production
+
+
+ Rare
+
+
+
+ CompPowerTrader
+ 2000
+
+
+
+
+
+
BOR_Research_Hydroponics_II
+
+ Medium
+ BOR
+ BOR_Hydroponics
+
+
+
+ BOR_HydroponicsBasin_Tileable_II
+
+ A compact and customizable nutrient bath for growing plants at blistering speed. Due to limits on the cost of manufacture there is no internal power supply to sustain the apparatus in case of outage. In short: the plants will begin to die if power is cut.
+ Building_PlantGrower
+
+ BOR/Things/Building/tier2/QuasarHydroponics_Tileable_Atlas
+ Graphic_Single
+ (1,1)
+ Basic
+
+
+
+
+
+
+ BOR_Telescope_III
+
+ BOR
+ A telescopic array designed to monitor and observe potential threats to Tenebral claims, though its extensive scanning capabilities alongside the dizzying levels of zoom lend itself to recreational stargazing perfectly. It was never intended to see any form of danger, and can only be used outdoors as a result.
+ 1
+
+ BOR/Things/Building/tier3/telescope
+ Graphic_Single
+ false
+ (3,3)
+
+ (0.3, 0.7, 0.3)
+ (-0.03,0,-0.35)
+
+
+ (2,2)
+ false
+ 0.15
+ Building
+ true
+ (0,0,2)
+ PassThroughOnly
+ 30
+ MinifiedThing
+ true
+
+
+
+ BOR_Telescopes
+
+
+
+
+ BOR_PC_III
+
+ An incomparable computer utilizing Tenebral Crystal Displays (TCDs) for visual clarity without peer while also harboring enough processing power to render fourth dimensional objects, should you have enough experience to even do so. Comes with a free copy of DOOM and gives a massive boost to learning after use.
+
+ BOR/Things/Building/tier3/computer/computer
+ Graphic_Multi
+ (0.25, 0, 0.1)
+ (-0.25, 0, 0.1)
+ (3,3)
+
+ MinifiedThing
+ Building
+ true
+ true
+ true
+
+
+
+ BOR_PCs
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml
new file mode 100644
index 00000000..95a22bf9
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier3/Buildings_Misc.xml
@@ -0,0 +1,130 @@
+
+
+
+
+ BOR_Research_Unlocker_III
+
+ Increases research speed when placed near hi-tech research bench and unlocks tenebral research projects. Each research bench can only peer into one dark mirror.
+
+ BOR/Things/Building/tier3/research_unlocker/research_unlocker
+ Graphic_Multi
+ (4,4)
+ (0,4,0.4)
+
+ 0.85
+
+
BOR_Research_Analyzer_III
+
+ (3,1)
+ true
+ Building
+ PassThroughOnly
+ true
+ 0.5
+ Misc4
+ BOR
+ MinifiedThing
+ false
+ Heavy
+
+
+
+ Heavy
+ BOR
+ 2100
+ Misc4
+ ConstructMetal
+
+
BOR_Research_Power_III
+
+ 15
+ BOR_Reactors
+
+
+
+
+ BOR_Battery_III
+
+ Stores apocalyptic amounts of electricity for later use. This model has been designed for civilian use, and as such it has no countermeasures to account for rain and fire.
+ MapMeshAndRealTime
+ Building_Battery
+
+ BOR/Things/Building/tier3/battery/battery3
+ Graphic_Multi
+ (0,0,-0.25)
+ (7,7)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ Building
+ PassThroughOnly
+ 50
+ true
+ true
+ 0.40
+ Normal
+ MinifiedThing
+
+
+
+ false
+ BOR_Workbenches
+
+
+ BOR_MedicineBench_III
+
+ A workbench well-stocked with all manner of mind-bending equipment designed to produce various drugs, often stimulants or medicines.
+ Building_WorkTable
+
+ BOR/Things/Building/tier3/medicine_bench
+ Graphic_Single
+ (2.5,2.5)
+ (0,4,0.3)
+
+ false
+ true
+ 0.20
+
+ 125
+ 6
+
+ Building
+ 0.5
+ True
+
+ 11812
+ 405
+ 0.5784
+
+ (1,1)
+ BOR
+ PassThroughOnly
+ 50
+ True
+ (0,0,-1)
+ Item
+ 6
+
+
ITab_Bills
+
+
+ BillsTab
+ true
+
+
+
+
+
ToolCabinet
+
HobbesLink_Autoclave
+
HobbesLink_Centrifuge
+
HobbesLink_Incinerator
+
HobbesLink_PersonalComputer
+
HobbesLink_TabletopCentrifuge
+
HobbesLink_TabletopStove
+
HobbesLink_TabletopLabMachine
+
HobbesLink_TabletopOscilloscope
+
HobbesLink_TabletopLabScanner
+
HobbesLink_TabletopLabTubeRack
+
HobbesLink_TabletopLabMicroscope
+
HobbesLink_BotanicalEnclosure
+
HobbesLink_ServerRack
+
HobbesLink_Still
+
HobbesLink_Rotovape
+
+
+
+
+ 0.09
+ 0.0225
+ 0.0675
+
+ 1
+ 24
+
+
+ CompPowerTrader
+ 30000
+ true
+
+
+
+
PlaceWorker_ShowFacilitiesConnections
+
PlaceWorker_PreventInteractionSpotOverlap
+
+
+
+
BOR_Research_Medicine_III
+
+ BOR_MedicineBenches
+
+
+ BOR_HydroponicsBasin_III
+
+ An ultratech nutrient bath commonly used to grow medicinal plants or natural stimulants, allowing for them to sprout and flourish at such a frightening rate the naked eye can observe its growth. Stripped down to lower the cost of manufacture there is no emergency power cell within the basin, which means that in the event of power loss the plants within will begin to die, and may die completely if power is not restored in a timely manner.
+ Building_PlantGrower
+
+ BOR/Things/Building/tier3/hydroponics/hydroponics
+ Graphic_Multi
+ (1,4)
+ (0,0,0.15)
+ (0,0,0.15)
+ (0,0,0.15)
+ (0,0,0.15)
+
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+ Damage/Corner
+
+
+ true
+ LowPlant
+ East
+ PassThroughOnly
+ 30
+ ConstructMetal
+ 0.30
+ false
+ 4
+
+ 9450
+ 609
+ 0.3
+ -1.5
+
+ (1,4)
+
+ 100
+ 1
+
+ 9.45
+
+ Plant_Rice
+ Hydroponic
+
+
Production
+
+
+ Rare
+
+
+
+ CompPowerTrader
+ 4000
+
+
+
+
+
+
BOR_Research_Hydroponics_III
+
+ Medium
+ BOR
+ BOR_Hydroponics
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml
new file mode 100644
index 00000000..8a86156c
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Misc.xml
@@ -0,0 +1,66 @@
+
+
+
+
+ BOR_Research_Unlocker_IV
+
+ Increases research speed when placed near hi-tech research bench and unlocks Umbral research projects. Each research bench can only entreat one Umbral spire.
+
+ BOR/Retextures/spire
+ Graphic_Single
+ (5.15,10)
+ (0, 4, 3.35)
+
+ 0.85
+
+
BOR_Research_Gate_IV
+
+ (5,3)
+ false
+ Building
+ PassThroughOnly
+ true
+ 0.5
+ Misc4
+ BOR
+ MinifiedThing
+ false
+ Heavy
+
+
+
+ 20
+ BOR_Unlockers
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml
new file mode 100644
index 00000000..a411a52b
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Power.xml
@@ -0,0 +1,71 @@
+
+
+
+
+ BOR_Reactor_IV
+
+ A limitless source of energy, fabricating and collapsing micro-singularities within multi-layered stratus to provide limitless energy while maintaing the integrity of realspace. It is inadvised to let this device come to harm, lest the singularities become unstable.
+ Building
+ MapMeshAndRealTime
+
+ BOR/Things/Building/tier4/reactor/reactor
+ Graphic_Multi
+ (9,8)
+ (0,4,2.15)
+
+ Building
+ PassThroughOnly
+ 0.9
+ 150
+ true
+ true
+
+ 1500
+ 50000
+ 0
+ 50
+
+ Normal
+ false
+ (4,2)
+
+ 100
+ 3
+
+
+
+
+ Heavy
+ BOR
+ 2100
+ Misc4
+ ConstructMetal
+
+
BOR_Research_Power_IV
+
+ 19
+ BOR_Reactors
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml
new file mode 100644
index 00000000..d9e2fb9f
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Buildings/tier4/Buildings_Production.xml
@@ -0,0 +1,131 @@
+
+
+
+ BOR_Bench_IV
+
+ A fabricator so advanced it is nearly beyond comprehension, used to create Umbral technologies.
+ Building_WorkTable
+
+ BOR/Things/Building/tier4/production_bench
+ Graphic_Single
+ (2,2)
+ (0, 0, 0.2)
+ false
+
+ false
+ true
+ 0.20
+
+ 1500
+ 50
+
+ Building
+ 0.5
+ True
+
+ 10125
+ 910
+ 0.525
+ -1.11
+
+ (1,1)
+ BOR
+ 2520
+ PassThroughOnly
+ 50
+ True
+ (0,0,-1)
+ Item
+ 4
+
+
ITab_Bills
+
+
+
+ CompPowerTrader
+ true
+ 5000000
+
+
+
+
+
+ BillsTab
+
+ ConstructMetal
+
+
BOR_Research_Production_IV
+
+ Misc7
+
+
PlaceWorker_PreventInteractionSpotOverlap
+
+ BOR_Workbenches
+
+
+ BOR_Forge_IV
+
+ A mind-bending device capable of shaping Neutronium into all things the mortal mind could possibly fathom, and then some.
+ Building_WorkTable
+
+ BOR/Things/Building/tier4/forge/forge
+ Graphic_Multi
+ (5,5)
+ (0, 3.5, 0.25)
+
+ true
+ 0.20
+ ConstructMetal
+
+ 1000
+ 50
+
+ Building
+ 0.4
+ True
+
+ 7875
+ 40
+ 0.716
+
+ (3,3)
+ BOR
+ 2310
+ PassThroughOnly
+ 50
+ True
+ (0,0,-2)
+ Item
+ Heavy
+ 6
+
+
ITab_Bills
+
+
+
+ CompPowerTrader
+ 500000
+ true
+
+
+
+ CompHeatPusherPowered
+ 14
+
+
+
+
+ BillsTab
+ 0.5
+
+ Misc10
+
+
PlaceWorker_PreventInteractionSpotOverlap
+
+
+
BOR_Research_NeutProc_IV
+
+ true
+ BOR_Workbenches
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml
new file mode 100644
index 00000000..45f69ef0
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Armor/apparel_armor.xml
@@ -0,0 +1,413 @@
+
+
+
+
+
+ BOR_Solar_Apparel_FlakVest
+
+ A molded sunsteel plate fashioned to protect the torso. Conventional weaponry may do little but scratch the material, but it does nothing to protect your limbs.
+ Ultra
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_FlakPants
+
+ Ultra
+ Protective legwear with molded Sunsteel inserts, effective at stopping many forms of leg-based assault while remaining comfortable to wear.
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_FlakJacket
+
+ Ultra
+ A protective garment with molded sunsteel plates inserted into the front and back of the garb. Not as effective as Solid armor but far more comfortable and insulating
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_PowerArmor
+
+ A suit of powered armor made from Sunsteel. Layered sunsteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Egotistical soldiers often boast they can take an Anti-Tank Missile without so much as a scratch, and unfortunately they are often correct.\n\nWhile not common, Solar Republics are known to employ this armor against rival claimants.
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorRecon
+
+ Partially-powered armor, designed for mobility and ease-of-use. Meshes of Sunsteel Weave block attacks without adding excessive weight, and a complex endomuscular system in the lower body allows for uncompromised movement.\n\nArmor such as this is often employed by solar scout troops and higher-end police forces.
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_PowerArmorHelmet
+
+ A Powered Solar helmet, complete with Tactical H.U.D. and Mounted Headlamp.\n\nHeadgear of this caliber is often used by Shock Troopers of the Solar Republics, and on rare occasion influential Psycasters.
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorHelmetRecon
+
+ A semi-powered Solar helmet with built-in status computer and binocular array.\n\nHelmets of this pedigree are often used by Solar scout troops and sharpshooters.
+
+
+
HiTechArmor
+
BOR_SpacerMilitary_I
+
BOR_Tech_I
+
+
+
1
+
2
+
3
+
+
+
+
Armor
+
+
+ 110
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml
new file mode 100644
index 00000000..f8f09acc
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Aegis.xml
@@ -0,0 +1,88 @@
+
+
+
+ BOR_Aegis
+
+ A cheap Preventative sold in bulk by the Kwazaari. The drug renders those who ingest it immune to malaria, sleeping sickness, plague, influenza, and parasitic infections. Must be taken every eight days in order to continue its effects.\n\nThis drug does not cure existing infections - but is capable of preventing any and all that have yet to take root, even those not yet discovered.
+
+
+
+
+
+ BOR_AegisHigh
+ Hediff_High
+
+ Aegis-induced immunity to illness. Only capable of blocking new ailments; it does nothing for those already sick, even if their illness is dormant.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -0.15
+ true
+
+
+
+
+
+
Malaria
+
SleepingSickness
+
Plague
+
GutWorms
+
MuscleParasites
+
WoundInfection
+
Flu
+
+
+
+
+
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml
new file mode 100644
index 00000000..5106618d
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Sunlite.xml
@@ -0,0 +1,262 @@
+
+
+
+ BOR_Sunlite
+
+ A simplified version of the Drug 'Sunlight' mass-produced for export and sale by the Kwazaari - The product makes use of Sunweave, having its powerful fibers dried and minced into a fine powder which is then added to water. When drank, it produces an extremely euphoric high, dramatically reducing the user's need for rest while suppressing a majority of their pain receptors. Due to acceptable levels of imperfection, Sunlite is not without risk and widely considered 'moderately addictive' outside of Kwazaari Legal Space.
+
+
+
+ 0.75
+ 0
+ 0.75
+ 0
+
+
+ Chemical_BOR_Chemical_Sunweave
+ Need_Chemical
+
+ Because of a Sunweave-based Chemicals addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.
+ 50
+
+
+ BOR_Chemical_SunweaveTolerance
+
+ A built-up tolerance to Sunweavium . The more severe this tolerance is, the more Sunweavium -based drugs like yayo or flake it takes to get the same effect.
+
+
+ -0.0225
+
+
+ BOR_Chemical_Sunweave
+
+
+
+
+ ChemicalDamageSevere
+
+
+
(0.675, 99999)
+
(0.75, 180)
+
(1, 135)
+
+
+
+
Liver
+
+
+
+
+
+ BOR_Sunweave_Chemical_Addiction
+
+ A chemical addiction to Sunweavium . Long-term presence of Sunweave-based Chemicals has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. \nWithout regular doses of Sunweave-based Chemicals from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.
+ Hediff_Addiction
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml
new file mode 100644
index 00000000..b70bb3d4
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/Trot.xml
@@ -0,0 +1,266 @@
+
+
+
+
+ BOR_Trot
+
+ A performance-enhancing demi-steroid originally developed to combat Carpal Tunnel Syndrome. Trot almost entirely negates pain while instilling an Adrenal reaction which increases the user's movement speed and improves their combat abilities.\n\nThe compound is Addictive, though lax quality control and loose drug regulations within Kwazaari sectors see the substance prolifically used all over the stars.
+
+
+
+
+
+
+ BOR_TrotHigh
+ Hediff_High
+
+ a trot high
+ Trot in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+
+ I got the trots and I love every single one of them!!
+ 7
+
+
+
+
+
+
+
+ BOR_Sunsteel_Chemical
+
+ BOR_Sunsteel_Chemical_Addiction
+ 0.75
+ 0
+
+
+
+ BOR_Sunsteel_Chemical
+ Need_Chemical
+
+ Because of a sunsteel chemical addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms.
+ 0.2775
+ 45
+
+
+
+ BOR_Sunsteel_Chemical_Addiction
+
+ A chemical addiction to sunsteel-derived drugs. Long-term presence of trot has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. \nWithout regular doses of trot, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction.
+ Hediff_Addiction
+
+
+
+
+ my head hurts, my legs hurt, my muscles hurt... everything hurts.
+ -18
+
+
+
+
+
+ BOR_Sunsteel_Chemical_Tolerance
+
+ A built-up tolerance to sunsteel-derived chemicals. The more severe this tolerance is, the more it takes to get the same effect.
+
+
+ -0.015
+
+
+ BOR_Sunsteel_Chemical
+
+
+
+
+ ChemicalDamageModerate
+
+
+
(0.675, 99999)
+
(0.75, 180)
+
(1, 135)
+
+
+
+
Brain
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml
new file mode 100644
index 00000000..0b6b346a
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Drugs/WideAWake.xml
@@ -0,0 +1,123 @@
+
+
+
+
+ BOR_WideAWake
+
+ A synthetic stimulant often used by Laborers within Solar Republics, The compound purges toxins within the brain and allows for prolonged periods without requiring rest - often this time is used to meet brutal quotas. The original recipe traces back to Kwazaari mercantile sectors and is tailored to the needs of individual Republics. \n\nThis formula uses an addictive chemical in order to stabilize the Ph levels, and as such is not without risk in its use.
+
+
+
+
+
+
+ BOR_WideAWakeHigh
+
+ a wide-a-wake high
+ Wide-a-wake in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation.
+ Hediff_High
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -1.25
+ true
+
+
+
+
+
+
+ Consciousness
+ 0.15
+
+
+ Moving
+ 0.15
+
+
+
+ 0.75
+ 0.3
+
+
+ 0.275
+
+
+
+ HeartAttack
+ 180
+
+
Heart
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml
new file mode 100644
index 00000000..e1ca8343
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/FuelRod.xml
@@ -0,0 +1,51 @@
+
+
+
+ ThingWithComps
+ BOR_FuelRod
+
+ A sunsteel container housing a remarkable - and frightening - amount of energy which can only be exploited safely in the confines of a Solarite Reactor. \n\nNormally you would be capable of asking what happens when one of these Fuel Rods goes critical, but unfortunately craters the size of a lake cannot answer your queries.
+
+ BOR/Things/Item/Resource/fuelcell
+ Graphic_StackCount
+
+ Metal_Drop
+ Standard_Drop
+ true
+
+
BOR_Complex
+
+ 100
+ false
+ true
+ 0
+ Normal
+
+
+ 2
+ (50,223,181,0)
+
+
+ 10
+ BombSuper
+
+
+
+
+ 50
+ 125
+ 0.5
+ 0
+ 0
+ 1
+
+
+
ExoticMisc
+
BOR_Complex_I
+
BOR_Tech_I
+
+
+
RewardStandardMidFreq
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml
new file mode 100644
index 00000000..310c654c
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/neutronium.xml
@@ -0,0 +1,44 @@
+
+
+
+ ThingWithComps
+ BOR_Neutronium
+
+ An exotic form of matter composed of neutrons in tight gridlock. While naturally-occuring neutronium maintains this density through its own gravity, one must commit massive quantities of energy in order to form and maintain neutron matter planetside. On its own it is useless to you and dangerous to store, but alongside solar, quasar, and tenebral tech it can be used to transmute elements, synthesize goods, and equip armies. You can form neutronium into virtually anything!
+
+ BOR/Things/Item/Resource/neutronium
+ Graphic_StackCount
+
+ true
+ First
+ Standard_Pickup
+ Standard_Drop
+ false
+
+
ResourcesRaw
+
+ 5000
+ true
+ true
+ 0
+ Never
+
+
+
+ 2
+ (145,131,83,0)
+
+
+
+ 5
+ 0.001
+ 0.0
+ 0.0
+ 15
+
+ None
+
+
RewardStandardMidFreq
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml
new file mode 100644
index 00000000..e17d42e2
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Resources/sunsteel.xml
@@ -0,0 +1,74 @@
+
+
+
+
+ BOR_Sunsteel
+
+ An enhanced form of plasteel, saturated with superheavy nucleic matter. Plasteel's iconic molecular structure keeps these massive atoms from falling apart through the sheer strength of its bonds. Sunsteel is a strong material used to construct buildings and craft weapons on par with the Solar Republics in terms of power and durability.
+
+ BOR/Things/Item/Resource/sunsteel
+ Graphic_StackCount
+
+ Metal_Drop
+ Metal_Drop
+ false
+ false
+
+
+
+ 65
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml
new file mode 100644
index 00000000..f69dd44e
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/Tier1_Apparel_Belts.xml
@@ -0,0 +1,76 @@
+
+
+
+ BOR_Solar_Apparel_ShieldBelt
+
+ A solar projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.
+ Apparel
+
+ Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+ Normal
+ Ultra
+
+ 2
+ 21000
+ 0.333
+ 0.195
+ 1.65
+ 1
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml b/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml
new file mode 100644
index 00000000..9c42a023
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier1/Various/medical.xml
@@ -0,0 +1,57 @@
+
+
+
+
+ BOR_MedicineI
+
+ A kit of almost archeotech medical supplies, though crude by the standards of any self-respecting Solar Republic. It contains advanced polymorphic drugs, a nanite diagnostic system with respiratory boosters, a shot of perfectly stirred Rye Whiskey, and various surgical multi-tools.
+ 1
+
+ BOR/Things/Item/Resource/medicine/medicine1
+ Graphic_StackCount
+ 0.85
+
+ Ultra
+
+ 75
+ 0.45
+ 0.6
+ 2.4
+ 1.95
+ 1.6
+
+
+
+
+
+
+ BOR_Gun_ChainShotgun_TI
+ Ultra
+
+ A drum-fed fully automatic shotgun, less precise with a shorter effective range than standard models. Oftentimes battles fought between the squabbling Solar Republics have so many warriors doing battle that accuracy is far less important than capacity and rate of fire.
+
+ BOR/Things/Item/Equipment/weaponranged/gen1/shotgun
+ Graphic_Single
+
+
+
+
+
+
+ BOR_Gun_AssaultRifle_TI
+ Ultra
+
+ A general-purpose rifle often issued to Rank-and-File soldiers within Solar Republics, the weapon is moderately effective at all ranges and comes with a built-in holographic 'flip-up' sight. The design has been attributed to a number of Republics, though none of which can verify their claims to its manufacture.
+
+ BOR/Things/Item/Equipment/weaponranged/gen1/rifle
+ Graphic_Single
+
+
+
+
+
+
+ BOR_Gun_SniperRifle_TI
+ Ultra
+
+ A bolt-action 'rifle' which launches shards of Sunsteel at whatever sorry fool the weapon is pointed toward. While having exceptional range, accuracy, and power, the multi-zoom thermal scope cannot be removed and conventional ironsights are not present, causing other weapons to outclass it at close range.
+ 1
+
+ BOR/Things/Item/Equipment/weaponranged/gen1/sniper
+ Graphic_Single
+
+ Interact_Rifle
+ 45
+
+
+
+
+
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml
new file mode 100644
index 00000000..84eb94c9
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_armor.xml
@@ -0,0 +1,415 @@
+
+
+
+
+
+ BOR_Quasar_Apparel_FlakVest
+
+ A pair of solid Quasar Alloy plates sewn together into a protective chestpiece. Renders the wearer nigh-invulnerable to weapons fire, so long as that fire is directed toward their chest or spine, and is not actual 'flame' fire.
+ Ultra
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_FlakPants
+
+ Ultra
+ A pair of conventional pants with quasar armor plates sewn in to protect the legs from all manners of assault. Comes with optional kneepads and codpiece to protect any and all parts of the humanoid body*. \n\n*kneepads and codpiece sold separately
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_FlakJacket
+
+ Ultra
+ A conventional jacket with Quasar Alloy plates sewn in to protect vital areas on the torso. It is not advised to try and cut the off sleeves for 'fashion', as functional scissors in the Rim are rare enough without destroying another pair.
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_PowerArmor
+
+ A suit of Powered Armor made from Quasar Alloy. Armor of this caliber in military use is often on strict lend-lease as the inevitable god-complex one acquires while wearing it is considered 'problematic' and/or 'extremely annoying' by most Kwazaari Quartermasters.
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorRecon
+
+ A suit of partially-powered armor comprised of Quasar Alloy, complete with internal radio and air-conditioning. A layer of Quasar Weave mesh absorbs attacks without compromising movement, protection, or comfort.\n\nMost commonly this style of Powered Armor is found on less-than-amicable 'Negotiation Agents' and their retinues within and surrounding Kwazaari Sectors.
+
+
+
BOR_Military_II
+
+
+
+ 115
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml
new file mode 100644
index 00000000..9fb5b18d
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Armor/apparel_headgear.xml
@@ -0,0 +1,189 @@
+
+
+
+
+
+
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_Apparel_PowerArmorHelmet
+
+ A helmet formed from Quasar Alloy, complete with proprietary IFF (Identify Friend or Foe) software, Short-Range radio, and BallisTek armored camera arrays for maximum Field of View and protection.\n\nNormally it would cost an arm and a leg to get a Helmet of this level, though there are times you may find it on sale for two arms and zero legs, what a steal!
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorHelmetRecon
+
+ A Helmet forged from Quasar Alloys, complete with a telescopic monocular and long-range radio antenna.\n\nUsually found on 'Profit Hunters', which in reality are forward scouts for the Plutocratic Kwazaari and their endless lust for wealth.
+
+
+
BOR_Military_II
+
+
+
1
+
2
+
3
+
+
+
+
BOR_Armor_II
+
BOR_Tech_II
+
+
+ 110
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml
new file mode 100644
index 00000000..35dd8198
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Canter.xml
@@ -0,0 +1,146 @@
+
+
+
+
+ BOR_Canter
+
+ A clean and sterile name for what is effectively the lovechild of Adrenaline, Yayo, and Hyper-Caffeinated Energy Drinks. Canter nullifies pain and pushes the user's physical abilities to their limit. Due to the lax regulations surrounding Kwazaari Food and Drug Sales addictive chemicals are key parts in several compounds that compose the drug, presumably to boost sales.\n\n"There are those who can't, and those who Canter." -Promotional Advertisement
+
+
+
+
+
+
+ BOR_CanterHigh
+ Hediff_High
+
+ a canter high
+ Canter in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+
+ My Muscles are surging with strength! I'm PUMPED!
+ 10
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml
new file mode 100644
index 00000000..cecf3eea
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Castra.xml
@@ -0,0 +1,97 @@
+
+
+
+
+ BOR_Castra
+
+ A Broad-Spectrum anti-biotic, anti-viral, anti-fungal, anti-parasitic originially sold as a weekly multivitamin. Prevents all known forms of illness and infection the organic body can sustain, but has no effect on infections or ailments which are already combating the immune system.
+ 3
+
+
+
+
+
+
+ BOR_CastraHigh
+ Hediff_High
+
+ Castra-induced immunity to illness. This only blocks new infections; it does nothing for those who are already infected, even if their infection is dormant.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -0.125
+ true
+
+
+
+
+
+
Malaria
+
SleepingSickness
+
Plague
+
GutWorms
+
MuscleParasites
+
WoundInfection
+
Flu
+
FibrousMechanites
+
SensoryMechanites
+
ToxicBuildup
+
WoundInfection
+
Carcinoma
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml
new file mode 100644
index 00000000..b6509a5f
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sleepquitin.xml
@@ -0,0 +1,125 @@
+
+
+
+
+ BOR_Sleepquitin
+
+ A synthetic stimulant originally derived from plant and animal compounds, proudly sourced from 19% ethical environments.\n\nUsed by a variety of professions within Kwazaari Sectors, most often by Blue Collar workers who are slightly too dissatisfied with their 20 hour work days.
+
+ BOR_SleepquitinHigh
+ BOR_Sunsteel_Chemical_Addiction
+ HeartAttack
+
+
+
+
+
+
+
+ BOR_SleepquitinHigh
+
+ a sleepquitin high
+ Sleepquitin in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation.
+ Hediff_High
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -1.041
+ true
+
+
+
+
+
+
+ Consciousness
+ 0.125
+
+
+ Moving
+ 0.125
+
+
+
+ 1.125
+ 0.45
+
+
+ 0.183
+
+
+
+ HeartAttack
+ 270
+
+
Heart
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml
new file mode 100644
index 00000000..fbff8450
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Drugs/Sunlight.xml
@@ -0,0 +1,148 @@
+
+
+
+
+ BOR_Sunlight
+
+ A form of Sunlite, the Sunweave-based drug, improved by the introduction of Quasar Alloy Chunks (sold separately) which are ground into a powder and mixed heartily with the orginial drug.\n\nThe Quasar dust added to Sunlight does not harbor an addiction risk, but the addictive chemicals in base Sunlite still linger within the drug albeit to a lesser extent.
+
+ BOR_SunlightHigh
+ BOR_Chemical_SunweaveTolerance
+ BOR_Sunweave_Chemical_Addiction
+ ChemicalDamageSevere
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml
new file mode 100644
index 00000000..e58ae1de
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloy.xml
@@ -0,0 +1,110 @@
+
+
+
+
+ BOR_QuasarAlloy
+
+ A borderline Archeotech material originally synthesized within the exotic environment of a supermassive black-hole, Quasar Alloy is considered to be a composite alloy substrate with nucleic material nodes.\n\n Those without degrees in Speculative Physics and Material Sciences often call Quasar Alloy: "Basically f*@king indestructible"
+
+ BOR/Things/Item/Resource/quasarite
+ Graphic_StackCount
+
+ Metal_Drop
+ Metal_Drop
+ false
+ false
+
+ 20.25
+ 0.18
+ 2.57
+ 1.24
+ 1.46
+ 6.75
+ 0.00
+ 2.48
+ 2.02
+
+ 0.0025
+
+
+
+
+
+
+
+ BOR_ComponentII
+
+ A mass-produced and highly configurable piece of machinery used for most Kwazaari Technology.
+
+ BOR/Things/Item/Resource/componentgen2/componentgen2
+ Graphic_Single
+
+ Metal_Drop
+ Standard_Drop
+ 15
+ false
+
+ 105
+ 350
+ 0.5
+ 0.5
+ 1.666
+
+ 0.0025
+ true
+
+
BOR_Complex
+
+
+
ExoticMisc
+
BOR_Complex_II
+
BOR_Tech_II
+
+
+
RewardStandardCore
+
+ 3
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml
new file mode 100644
index 00000000..7994c471
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Resources/quasaralloyweave.xml
@@ -0,0 +1,63 @@
+
+
+
+
+ BOR_QuasarAlloyWeave
+
+ Pico-fibers of Quasar Alloy ornately woven into squares of fabric quark-by-quark using proprietary manipulation techniques unshared by the Kwazaari peoples. An incredibly flexible material which is capable of hardening in response to physical trauma to such a degree not even mono-molecular blades may puncture its weave. The secrets of its production are kept a secret by any and all Kwazaari cultures, often through violence or cutthroat 'sales acquisitions'.
+
+ BOR/Things/Item/Resource/quasarleather
+ Graphic_StackCount
+
+
+ 450.00
+ 20.25
+ 0.03
+ 0.28
+ 0.15
+ 4.50
+ 1.22
+ 6.48
+ 58.50
+ 58.50
+
+ 0.0025
+
+ true
+ false
+ 5
+
+
+
+
+ 65
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml
new file mode 100644
index 00000000..ca8691db
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/Tier2_Apparel_Belts.xml
@@ -0,0 +1,76 @@
+
+
+
+ BOR_Quasar_Apparel_ShieldBelt
+
+ A quasar projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.
+ Apparel
+
+ Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt
+ Graphic_Single
+ (0.36, 0.5, 0.7)
+
+ Normal
+ Ultra
+
+ 1
+ 31500
+ 0.278
+ 0.292
+ 2.475
+ 0
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml b/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml
new file mode 100644
index 00000000..9b4fbf21
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier2/Various/medical.xml
@@ -0,0 +1,57 @@
+
+
+
+ BOR_MedicineII
+
+ A kit of medical supplies so advanced they can almost perform surgeries on their own, though not without pop-up ads. It contains quasimorphic drug synthesizers, microsecond coagulant agents, a wireless medical scanner and handheld vitals monitor, and two emergency cyanide pills.
+ 1
+
+ BOR/Things/Item/Resource/medicine/medicine2
+ Graphic_StackCount
+ 0.85
+
+ Ultra
+
+ 112
+ 0.375
+ 0.5
+ 3.6
+ 2.925
+ 1.33
+
+ 0.1
+
+
+
+
+
+ BOR_Gun_ChainShotgun_TII
+ Ultra
+
+ A drum-fed fully automatic shotgun which sprays destructive amounts of mildly-heated quasar alloy. Originally the weapon came strictly in semi-automatic but was quickly remachined into full automatic after illegally modified versions were confiscated following a ten second police firefight with tax evaders.
+
+ BOR/Things/Item/Equipment/weaponranged/gen2/shotgun
+ Graphic_Single
+
+ Interact_Shotgun
+
+
+
+
+
+ BOR_Gun_AssaultRifle_TII
+ Ultra
+
+ A mass-produced rifle that is resistant to most forms of stress and abuse, while also being cheap to repair. While highly adjustable and customizable many of the parts do not come with the weapon itself, sold as separate overpriced pieces by haggling vendors, thankfully it does come with a variety of holographic flip-up sights and a compensator.
+
+ BOR/Things/Item/Equipment/weaponranged/gen2/rifle
+ Graphic_Single
+
+ Interact_Rifle
+
+
+
+
+
+ BOR_Gun_SniperRifle_TII
+ Ultra
+
+ Little more than a tube of Quasar metal, a bolt, and a stock, The Kwazaari sniper rifle is a by-product of a quite literal cutthroat business environment, where a bad deal can be the difference between a promotion and unmarked shallow grave.
+ 1
+
+ BOR/Things/Item/Equipment/weaponranged/gen2/sniper
+ Graphic_Single
+
+ Interact_Rifle
+
+
+
+
+
+ BOR_Gun_LMG_TII
+ Ultra
+
+ A box of dangerously strong bullets belt-fed into a hulking behemoth of a weapon, the Kwazaari LMG is capable of suppressing an entire boardroom for the duration of three conference calls or your money back* \n\n\n\n*No Refunds, All Sales Final
+
+ BOR/Things/Item/Equipment/weaponranged/gen2/lmg
+ Graphic_Single
+ 1.1
+
+ Interact_Rifle
+
+
+
+
+
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml
new file mode 100644
index 00000000..4aad615b
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_armor.xml
@@ -0,0 +1,409 @@
+
+
+
+
+
+ BOR_Tenebral_Apparel_FlakVest
+
+ Two plates of Tenebrite Crystalline Mesh riveted together to create the pinnacle of torso protection. This protective vest can withstand being hit by a railgun without so much as a dent, though the same cannot be said for the wearer's unprotected limbs.
+ Archotech
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_FlakPants
+ Archotech
+
+ Fashionable pants reinforced with Tenebrite Crystals. It's protective qualities are second-to-none while also remaining comfortable and easy to wear... and it even comes in black and red, sexy!
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_FlakJacket
+ Archotech
+
+ A thick jacket reinforced with Tenebrite Crystals, offering protection to a larger amount of the Upper Body at a slightly lower level than the Tenebrite Vest. Often issued to Tenebral Agents who are assigned frigid climates due to its greater insulatory qualities.
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_PowerArmor
+
+ A hellish suit of shadowy powered armor, reinforced with Tenebral Crystals. It is said a soldier wearing a full set of powered Tenebral Armor can survive the detonation of an antigrain warhead.\n\nOftentimes those who see it on the battlefield do not live to tell the tale of the dreaded "Death-Suits", those who do probably ran the moment they saw shadowy specks on the horizon.
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorRecon
+
+ A lighter suit of shadowy powered armor which makes use of Tenebral Crystals, designed with flawless mobility in mind. Despite its appearance, the armor can still absorb a conventional tank shell while permitting the wearer to move at supernatural speed.\n\nDue to the intensity of the assaults by those wearing this armor, many on the Rim call their wearers "Death Machines, fueled by Blood".
+
+
+
BOR_HiTechArmor_III
+
+
+
+ 115
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml
new file mode 100644
index 00000000..5d7127a8
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Armor/apparel_headgear.xml
@@ -0,0 +1,189 @@
+
+
+
+
+
+
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_PowerArmorHelmet
+
+ A hellish and shadowy powered helmet, with a full suite of targeting and ballistic softwares while still being strong enough to take a conventional missile and remain unscathed.\n\nThe rarity of these helmets lends itself to the efficacy of Tenebral Death Troopers.
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorHelmetRecon
+
+ A lightweight helmet reinforced with Tenebral Crystals.\n\nHighly coveted by Special Operations Agents for its wide array of tools, including but not limited to: Compass, GPS, Thermal Visor, Long and Short-Range Radio, Altometer, Beard-Trimmer, and many more.
+
+
+
BOR_Military_III
+
+
+
1
+
2
+
3
+
+
+
+
BOR_Armor_III
+
BOR_Tech_III
+
+
+ 110
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml
new file mode 100644
index 00000000..0eb08dc4
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Adreamoline.xml
@@ -0,0 +1,125 @@
+
+
+
+
+ BOR_Adreamoline
+
+ An advanced chemical compound made from liquefied Sunsteel and specially prepared Tenebrite, adreamoline negates the user's need for rest, allowing them to function for indefinitely without getting tired. Due to the glaring imperfections within Sunsteel, there is a small but negligible risk of addiction.
+
+ BOR_AdreamolineHigh
+ BOR_Sunsteel_Chemical_Addiction
+ HeartAttack
+
+
+
+
+
+
+
+ BOR_AdreamolineHigh
+
+ a adreamoline high
+ Adreamoline in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation.
+ Hediff_High
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -0.8675
+ true
+
+
+
+
+
+
+ Consciousness
+ 0.1875
+
+
+ Moving
+ 0.1875
+
+
+
+ 1.6875
+ 0.675
+
+
+ 0.122
+
+
+
+ HeartAttack
+ 405
+
+
Heart
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml
new file mode 100644
index 00000000..e6500ae3
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Crewmates.xml
@@ -0,0 +1,149 @@
+
+
+
+
+ BOR_Crewmates
+
+ A vastly improved version of the more common recreational drinks which involve the use of Sunweave, Tenebrite is substituted instead of common water and draws out immensely pleasurable compounds from within the powdered Sunweave. Like all drugs based upon Sunsteel, there is a small risk of addiction - though the addition of Tenebrite seems to have lowered it even further.\n\nThis specific formula is often used aboard small-population transport ships to dull the monotony of their day-to-day maintenance.
+
+ BOR_CrewmatesHigh
+ BOR_Chemical_SunweaveTolerance
+ BOR_Sunweave_Chemical_Addiction
+ ChemicalDamageSevere
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml
new file mode 100644
index 00000000..de0ab670
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Gallop.xml
@@ -0,0 +1,145 @@
+
+
+
+
+ BOR_Gallop
+
+ Considered both a Psychedelic and Steroid, Gallop has several uses in both the Civilian and Military markets, the most common effects of Gallop consumption include superhuman speed, reaction times, and in the original trial tests: the immensely rare case of Multitudinous Spontaneous Coronary Artery Dissection (MSCAD).\n\nWhile it has no tangible effect on Temporal Reality, the level to which both the human consciousness and nervous system are elevated renders conventional perceptions of spacetime rather sluggish, for better or worse.
+
+ BOR_GallopHigh
+ BOR_Sunsteel_Chemical_Addiction
+
+
+ BOR/Things/Item/Drugs/Tier3/Combat
+ Graphic_StackCount
+
+
+
+
+
+
+
+ BOR_GallopHigh
+ Hediff_High
+
+ a gallop high
+ gallop in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+
+ I can feel time slowing down more every second I ride this high.
+ 10
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml
new file mode 100644
index 00000000..0c11b8a4
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Drugs/Pax.xml
@@ -0,0 +1,100 @@
+
+
+
+
+ BOR_Pax
+
+ A "miracle drug" in all but name, Pax renders the user incapable of becoming ill or suffering from the most negative effects of age.\n\nThere have been wars fought over doses of Pax by 'lesser cultures', primarily for the amusement of the Tenebral Dominion.
+ 3
+
+ BOR_PaxHigh
+
+
+ BOR/Things/Item/Drugs/Tier3/Immune
+ Graphic_StackCount
+
+
+
+
+
+
+
+ BOR_PaxHigh
+ Hediff_High
+
+ Immunity to several effects of Age and all forms of disease or environmental illness due to the presence of Pax in the bloodstream.
+ (1,0,0.5)
+ true
+ 1.0
+ false
+
+
+ -0.104
+ true
+
+
+
+
+
+
Malaria
+
SleepingSickness
+
Plague
+
GutWorms
+
MuscleParasites
+
WoundInfection
+
Flu
+
FibrousMechanites
+
SensoryMechanites
+
FoodPoisoning
+
ToxicBuildup
+
WoundInfection
+
Carcinoma
+
Dementia
+
Alzheimers
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml
new file mode 100644
index 00000000..e8db12c7
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Resources/tenebrite.xml
@@ -0,0 +1,114 @@
+
+
+
+
+ BOR_Tenebrite
+
+ An utterly unique, crystalline material composed of microscopic black holes, weakly-interacting massive particles, and other particles which do not directly interact with everyday matter. In place of covalent and ionic bonds, Tenebrite Crystals use the small-scale extreme gravity of its components in order to hold itself together without damaging normal matter that it may happen to come into contact with. \n\nIn Layman's Terms, this is arguably one of the strongest and lightest materials even the Archotechs could dare imagine possible.
+
+ BOR/Things/Item/Resource/tenebrite
+ Graphic_StackCount
+
+ Metal_Drop
+ Metal_Drop
+ false
+ false
+
+ 30.38
+ 0.15
+ 3.86
+ 1.86
+ 2.19
+ 50
+ 50
+ 3.72
+ 3.03
+
+ 0.05
+
+
+
+
+
+
+
+ BOR_ComponentIII
+
+ Terrifyingly useful and multi-faceted components used in any and all Tenebral Technology, capable of customization to fit any and all roles you could require of a generic component and then some.
+
+ BOR/Things/Item/Resource/componentgen3/componentgen3
+ Graphic_Single
+
+ Metal_Drop
+ Standard_Drop
+ 15
+ false
+
+ 157
+ 525
+ 0.416
+ 0.416
+ 1.39
+
+ 0.05
+ true
+
+
BOR_Complex
+
+
+
RewardStandardCore
+
+
+
ExoticMisc
+
BOR_Complex_III
+
BOR_Tech_III
+
+ 3
+
+
+
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml
new file mode 100644
index 00000000..d095a447
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/Tier3_Apparel_Belts.xml
@@ -0,0 +1,76 @@
+
+
+
+ BOR_Tenebral_Apparel_ShieldBelt
+
+ A tenebral projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.
+ Apparel
+
+ Things/Pawn/Humanlike/Apparel/ShieldBelt/ShieldBelt
+ Graphic_Single
+ (0.2, 0.2, 0.2)
+
+ Normal
+ Ultra
+
+ 0
+ 47250
+ 0.232
+ 0.438
+ 3.713
+ 0
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml b/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml
new file mode 100644
index 00000000..88447cdd
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/Tier3/Various/medical.xml
@@ -0,0 +1,57 @@
+
+
+
+ BOR_MedicineIII
+
+ A small pouch of medical tools which glow an unsettling blood-red, many of the tools are equipped with holographic projectors which allow even novitiate surgeons to perform advanced techniques with relative ease.
+ 1
+
+ BOR/Things/Item/Resource/medicine/medicine3
+ Graphic_StackCount
+ 0.85
+
+ Archotech
+
+ 168
+ 0.3125
+ 0.416
+ 5.4
+ 4.3875
+ 1.1
+
+ 0.05
+
+
+
+
+
+ BOR_Gun_ChainShotgun_TIII
+
+ Archotech
+ A fully automatic shotgun reinforced with Tenebrite Crystals, often employed by Dominion death troopers who need to cut through hordes of enemy infantry like a scythe through wheat.\n\n "Rip and Tear, until it is done." -Standard Issue Tenebral Infantryman's Primer, Page 7 - Section Gamma
+
+ BOR/Things/Item/Equipment/weaponranged/gen3/shotgun
+ Graphic_Single
+
+ Interact_Shotgun
+
+
+
+
+
+ BOR_Gun_AssaultRifle_TIII
+
+ Archotech
+ A black rifle with blood-red highlights, capable of consistently and accurately firing bolts of Tenebrite downrange. Often colloquially called a "Hellgun" by enemies of the Tenebral Domain, it is uncertain if more have been killed with the weapon or over the privilege of using one.
+
+ BOR/Things/Item/Equipment/weaponranged/gen3/rifle
+ Graphic_Single
+
+
+
+
+
+
+ BOR_Gun_SniperRifle_TIII
+
+ Archotech
+ "It is not my place to say, but if the Tenebral Dominion wishes for someone to die, they use one of these bad boys, and that person f*@#ing dies." -Kwazaari Arms Dealer Ma'ash Dul'a
+ 1
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Common/Defs/ThingDefs_Items/resource.xml b/1.6/Common/Defs/ThingDefs_Items/resource.xml
new file mode 100644
index 00000000..b5084fc1
--- /dev/null
+++ b/1.6/Common/Defs/ThingDefs_Items/resource.xml
@@ -0,0 +1,94 @@
+
+
+
+ BOR_Femtoclusters
+
+ An opaque apparatus filled with femtoscopic machines, clustered and waiting for an order. Container is made from picomachines and has neither a reader or an applicator. Picocluster contantly spreads and shrinks around the container, unnoticeable to naked eye; approaching user has their intentions read before they even lay eyes on the apparatus. Femtomachines are kept enclosed only because they have nowhere else to be and exit through the pores of the surrounding cluster when intent is understood.
+
+ BOR/Things/Item/Resource/Clusters/fem
+ Graphic_StackCount
+
+
+ BOR_InstallUmbralBionicArm
+ BOR_InstallUmbralBionicLeg
+ BOR_InstallUmbralBionicEar
+ BOR_InstallUmbralBionicTongue
+ BOR_InstallUmbralBionicEye
+ BOR_InstallUmbralBionicSpine
+ BOR_InstallUmbralBionicHeart
+ BOR_InstallUmbralBionicStomach
+ BOR_InstallUmbralBionicJaw
+
+ Silver_Drop
+ Silver_Drop
+ false
+
+ 10000
+ 0.005
+ 0
+ 0
+ 0.01
+
+
+
BOR_Complex
+
+
+
ExoticMisc
+
BOR_Complex_III
+
BOR_Tech_III
+
+
+
+ BOR_Picoclusters
+
+ An opaque apparatus filled with picoscopic machines, clustered and waiting for an order. The container only has a tiny hole on the bottom. Entire container is built by nanomachines, so a reader is unneeded. Picomachines exit through the hole when intent is understood. Typically used for installation.
+
+ BOR/Things/Item/Resource/Clusters/pico
+ Graphic_StackCount
+
+ Silver_Drop
+ Silver_Drop
+ false
+
+ 5000
+ 0.005
+ 0
+ 0
+ 0.005
+
+
+
BOR_Complex
+
+
+
ExoticMisc
+
BOR_Complex_II
+
BOR_Tech_II
+
+
+
+ BOR_Nanoclusters
+
+ An opaque apparatus filled with nanoscopic machines, clustered and waiting for an order. The container has an electronic reader on top and a needle-like applicator on the bottom. Electronic reader transmits intentions of the user into the nanocluster, and the applicator deploys them. Typically used for installation.
+
+ BOR/Things/Item/Resource/Clusters/nano
+ Graphic_StackCount
+
+ Silver_Drop
+ Silver_Drop
+ false
+
+ 2500
+ 0.005
+ 0
+ 0
+
+
+
+ Defs/RecipeDef[defName="InstallArchotechMembrane" or defName="InstallArchotechBrainMelder" or defName="InstallArchotechEar" or defName="InstallArchotechDenture" or defName="InstallArchotechStomach" or defName="InstallArchotechLung" or defName="InstallArchotechSpine" or defName="InstallArchotechPelvis" or defName="InstallArchotechLiver" or defName="InstallArchotechKidney" or defName="InstallArchotechHeart" or defName="InstallArchotechObliterator" or defName="InstallAdvancedArchotechArm" or defName="InstallAdvancedArchotechLeg" or defName="InstallArchotechEye" or defName="InstallArchotechArm" or defName="InstallArchotechLeg" or defName="InstallArchotechDeathClaw"]/fixedIngredientFilter/thingDefs
+
+
BOR_Femtoclusters
+
+
+
+ Defs/RecipeDef[defName="InstallArchotechMembrane" or defName="InstallArchotechBrainMelder" or defName="InstallArchotechEar" or defName="InstallArchotechDenture" or defName="InstallArchotechStomach" or defName="InstallArchotechLung" or defName="InstallArchotechSpine" or defName="InstallArchotechPelvis" or defName="InstallArchotechLiver" or defName="InstallArchotechKidney" or defName="InstallArchotechHeart" or defName="InstallArchotechObliterator" or defName="InstallAdvancedArchotechArm" or defName="InstallAdvancedArchotechLeg" or defName="InstallArchotechEye" or defName="InstallArchotechArm" or defName="InstallArchotechLeg" or defName="InstallArchotechDeathClaw"]/ingredients
+
+
+
+
+
BOR_Femtoclusters
+
+
+ 1
+
+
+
+
+ Defs/RecipeDef[defName="Make_NanoMachinery" or defName="Make_PicoMachinery" or defName="Make_AttoMachinery" or defName="Make_Bulk_NanoMachinery" or defName="Make_Bulk_PicoMachinery" or defName="Make_Bulk_AttoMachinery" or defName="Make_Spacer_Components" or defName="Distill_Silver"]
+
+
+
+
+ 5
+
+ BOR_Research_Medicine_III
+
+ 15
+
+ Crafting
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml b/1.6/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml
new file mode 100644
index 00000000..79379846
--- /dev/null
+++ b/1.6/Mods/ArchotechExpanded/Patches/archotechexpandedresearch.xml
@@ -0,0 +1,30 @@
+
+
+
+ BOR_Setting_AddArcotechBionicResearch
+
+
+
+ Defs
+
+
+ BOR_ArchotechBionics
+
+ Using the most ground breaking techniques known to both glitterworlds and independent mad scientists, we can now create bionics mimicking the archotech synthetic bodies.
+ 1000000
+ Archotech
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.6/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml
new file mode 100644
index 00000000..55f2ec62
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier1Mechs/MechaGuns/RangedMechanoid_Medium.xml
@@ -0,0 +1,336 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_Gun_BeamGraser
+
+ A high-energy gamma ray laser which fires a sweeping beam that pierces thick armor and burns targets. Because of the health risks, grasers are usually only used by mechanoids. This one was made to interface directly with a mechanoid wielder and draw from its power source.
+ None
+ true
+ 0
+
+ Things/Item/Equipment/WeaponRanged/BeamGraser
+ Graphic_Single
+ (104, 160, 168)
+
+
+ 60000
+ 3
+ 0.60
+ 0.70
+ 0.65
+ 0.55
+ 1.70
+
+
+
+
+
+
+
+ BOR_Solar_Bullet_ToxicNeedleGun
+
+
+ Things/Projectile/ToxicNeedleShot
+ Graphic_Single
+ (104, 160, 168)
+
+
+ BulletToxic
+ 38
+ 0.35
+ 1.5
+ 135
+
+
+
+
+ BOR_Solar_Bullet_NeedleGun
+
+
+ Things/Projectile/Needle
+ Graphic_Single
+ 1.3
+ (104, 160, 168)
+
+
+ Bullet
+ 15
+ 0.317
+ 1.5
+ 90
+
+
+
+
+
+ BOR_Solar_Gun_NeedleLauncher
+
+ This mechanoid weapon is a compact version of the needle gun. Named after its needle-like projectiles, it fires single shots with great accuracy. The needle launcher has less range than its counterpart but is lightweight, allowing it to be wielded by fast-moving mechs.
+
+ 2.167
+
+
+ Things/Item/Equipment/WeaponRanged/NeedleLauncher
+ (104, 160, 168)
+
+
+
+
+
+
+
+ 9999~9999
+ 10
+
+ 1
+ 9999~9999
+ 1.8
+
+
+
+ false
+
+
+
+
+ BOR_Solar_Mech_Militor
+
+ A small combat solar mechanoid armed with a low-power mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.\n\nIn war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.
+
+ 5.7
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Mech_Lifter
+
+ A small solar mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 4.2
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Mech_Constructoid
+
+ A small solar mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.
+
+ 0.75
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Mech_Agrihand
+
+ A small solar mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
+
+
+
+
+
+
+
+ BOR_Solar_Mech_Cleansweeper
+
+ A light solar mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 0.5
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Mech_WarUrchin
+
+ A small, deployable solar combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.
+
+ 6.3
+
+
+
+
+
+
+
+
+
+ BOR_Solar_Mech_Paramedic
+
+ A small solar mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.
+
+ 5.7
+
+
+
+
+ Defs/ThingDef[defName="BOR_Solar_Mech_Militor" or defName="BOR_Solar_Mech_Lifter" or defName="BOR_Solar_Mech_Constructoid" or defName="BOR_Solar_Mech_Fabricor" or defName="BOR_Solar_Mech_Agrihand" or defName="BOR_Solar_Mech_Paramedic"]/comps
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.6/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml
new file mode 100644
index 00000000..f041fb5f
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier1Mechs/RaceKinds/Races_Mechanoids_Medium.xml
@@ -0,0 +1,747 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_Mech_Legionary
+
+ A solar combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.
+
+ 1800
+ 6.45
+ 0.375
+ 2.25
+ 2
+ 18
+
+
+ 15
+
+
+
+ 1
+ 9999~9999
+ 1.2
+
+
+
+
+ BOR_Solar_Mech_Tesseron
+
+ A solar medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser can pierce thick armor and even ignite shielded targets.
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Solar_Mech_Scorcher
+
+ A close-approach solar war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
+
+ 6.75
+ 1
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Solar_Mech_Apocriton
+
+ A solar mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
+
+ 2400
+ 4.8
+ 0.375
+ 2.25
+ 2
+ 18
+ 0.8
+ 0.6
+ 1.125
+
+
+ Apocriton
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.6/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml
new file mode 100644
index 00000000..f5e155b7
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier2Mechs/MechaGuns/RangedMechanoid_Medium.xml
@@ -0,0 +1,338 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Quasar_Gun_BeamGraser
+
+ A high-energy gamma ray laser which fires a sweeping beam that pierces thick armor and burns targets. Because of the health risks, grasers are usually only used by mechanoids. This one was made to interface directly with a mechanoid wielder and draw from its power source.
+ None
+ true
+ 0
+
+ Things/Item/Equipment/WeaponRanged/BeamGraser
+ Graphic_Single
+ (155, 185, 186)
+
+
+ 90000
+ 2
+ 0.60
+ 0.70
+ 0.65
+ 0.55
+ 1.70
+
+
+
+
+
+
+
+ BOR_Quasar_Bullet_ToxicNeedleGun
+
+
+ Things/Projectile/ToxicNeedleShot
+ Graphic_Single
+ (155, 185, 186)
+
+
+ BulletToxic
+ 57
+ 0.35
+ 1.5
+ 203
+
+
+
+
+ BOR_Quasar_Bullet_NeedleGun
+
+
+ Things/Projectile/Needle
+ Graphic_Single
+ 1.3
+ (155, 185, 186)
+
+
+ Bullet
+ 22
+ 0.475
+ 2.25
+ 135
+
+
+
+
+ BOR_Quasar_Gun_NeedleLauncher
+
+ This mechanoid weapon is a compact version of the needle gun. Named after its needle-like projectiles, it fires single shots with great accuracy. The needle launcher has less range than its counterpart but is lightweight, allowing it to be wielded by fast-moving mechs.
+
+ 1.806
+
+
+ Things/Item/Equipment/WeaponRanged/NeedleLauncher
+ (155, 185, 186)
+
+
+
+
+
+
+
+ 9999~9999
+ 10
+
+ 1
+ 9999~9999
+ 1.8
+
+
+
+ false
+
+
+
+
+ BOR_Quasar_Mech_Militor
+
+ A small combat quasar mechanoid armed with a low-power mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.\n\nIn war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.
+
+ 8.55
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_Lifter
+
+ A small quasar mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 6.3
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_Constructoid
+
+ A small quasar mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.
+
+ 1.125
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_Agrihand
+
+ A small quasar mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_Cleansweeper
+
+ A light quasar mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 0.75
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_WarUrchin
+
+ A small, deployable quasar combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.
+
+ 9.45
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Mech_Paramedic
+
+ A small quasar mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.
+
+ 8.55
+
+
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Mech_Militor" or defName="BOR_Quasar_Mech_Lifter" or defName="BOR_Quasar_Mech_Constructoid" or defName="BOR_Quasar_Mech_Fabricor" or defName="BOR_Quasar_Mech_Agrihand" or defName="BOR_Quasar_Mech_Paramedic"]/comps
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.6/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml
new file mode 100644
index 00000000..11c8683c
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier2Mechs/RaceKinds/Races_Mechanoids_Medium.xml
@@ -0,0 +1,748 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Quasar_Mech_Legionary
+
+ A quasar combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.
+
+ 2700
+ 9.675
+ 0.562
+ 3.375
+ 2
+ 18
+
+
+ 18
+
+
+
+ 1
+ 9999~9999
+ 1.2
+
+
+
+
+ BOR_Quasar_Mech_Tesseron
+
+ A quasar medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser can pierce thick armor and even ignite shielded targets.
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Quasar_Mech_Scorcher
+
+ A close-approach quasar war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
+
+ 10.125
+ 1
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Quasar_Mech_Apocriton
+
+ A quasar mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
+
+ 3600
+ 7.2
+ 0.562
+ 3.375
+ 2
+ 18
+ 0.8
+ 0.9
+ 1.688
+
+
+ Apocriton
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml b/1.6/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml
new file mode 100644
index 00000000..1b9ec255
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier3Mechs/MechaGuns/RangedMechanoid_Medium.xml
@@ -0,0 +1,337 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Tenebral_Gun_BeamGraser
+
+ A high-energy gamma ray laser which fires a sweeping beam that pierces thick armor and burns targets. Because of the health risks, grasers are usually only used by mechanoids. This one was made to interface directly with a mechanoid wielder and draw from its power source.
+ None
+ true
+ 0
+
+ Things/Item/Equipment/WeaponRanged/BeamGraser
+ Graphic_Single
+ (46, 31, 30)
+
+
+ 135000
+ 1
+ 0.60
+ 0.70
+ 0.65
+ 0.55
+ 1.70
+
+
+
+
+
+
+
+ BOR_Tenebral_Bullet_ToxicNeedleGun
+
+
+ Things/Projectile/ToxicNeedleShot
+ Graphic_Single
+ (46, 31, 30)
+
+
+ BulletToxic
+ 86
+ 0.35
+ 1.5
+ 305
+
+
+
+
+ BOR_Tenebral_Bullet_NeedleGun
+
+
+ Things/Projectile/Needle
+ Graphic_Single
+ 1.3
+ (46, 31, 30)
+
+
+ Bullet
+ 33
+ 0.7125
+ 3.375
+ 202,5
+
+
+
+
+
+ BOR_Tenebral_Gun_NeedleLauncher
+
+ This mechanoid weapon is a compact version of the needle gun. Named after its needle-like projectiles, it fires single shots with great accuracy. The needle launcher has less range than its counterpart but is lightweight, allowing it to be wielded by fast-moving mechs.
+
+ 1.505
+
+
+ Things/Item/Equipment/WeaponRanged/NeedleLauncher
+ (46, 31, 30)
+
+
+
+
+
+
+
+ 9999~9999
+ 10
+
+ 1
+ 9999~9999
+ 1.8
+
+
+
+ false
+
+
+
+
+ BOR_Tenebral_Mech_Militor
+
+ A small combat tenebral mechanoid armed with a low-power mini-shotgun. Roughly four feet tall, militors lack the power, range, and toughness of more senior combat mechs. However, it is cheap to gestate and maintain, and so is often used as a rear guard or swarm attacker.\n\nIn war, mech armies are known to send militors into urban ruins to hunt down survivors after breaking the human defenses. For this reason, they are considered by some to be the most cruel of all mechanoid patterns.
+
+ 12.825
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_Lifter
+
+ A small tenebral mechanoid designed for hauling. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 9.45
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_Constructoid
+
+ A small tenebral mechanoid designed to perform construction tasks. It can perform blunt melee attacks if necessary.
+
+ 1.688
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_Agrihand
+
+ A small tenebral mechanoid designed to sow and harvest crops. While it is better suited to labor than combat, it can fight with built-in cutting blades if necessary.
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_Cleansweeper
+
+ A light tenebral mechanoid designed for cleaning. Lacking a ranged weapon, it can make only weak melee attacks.
+
+ 0.9
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_WarUrchin
+
+ A small, deployable tenebral combat mechanoid usually manufactured inside an ultra-heavy war queen mech. War urchins are expendable fighters designed to swarm-attack enemies. They are mounted with short-ranged spiner guns and have a non-rechargeable power source.
+
+ 14.175
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Mech_Paramedic
+
+ A small tenebral mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.
+
+ 12.825
+
+
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Mech_Militor" or defName="BOR_Tenebral_Mech_Lifter" or defName="BOR_Tenebral_Mech_Constructoid" or defName="BOR_Tenebral_Mech_Fabricor" or defName="BOR_Tenebral_Mech_Agrihand" or defName="BOR_Tenebral_Mech_Paramedic"]/comps
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml b/1.6/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml
new file mode 100644
index 00000000..96f8d4c6
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/Tier3Mechs/RaceKinds/Races_Mechanoids_Medium.xml
@@ -0,0 +1,748 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Tenebral_Mech_Legionary
+
+ A tenebral combat support mechanoid with a wide-range bullet shield and mid-range needle gun. Designed to support other mechanoids, the legionary is vulnerable to anyone who can get inside its shield.
+
+ 4050
+ 14.513
+ 0.843
+ 5.062
+ 2
+ 18
+
+
+ 20
+
+
+
+ 1
+ 9999~9999
+ 1.2
+
+
+
+
+ BOR_Tenebral_Mech_Tesseron
+
+ A tenebral medium-range combat mechanoid. While it is fairly vulnerable to attacks, the tesseron's sweeping beam graser can pierce thick armor and even ignite shielded targets.
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Tenebral_Mech_Scorcher
+
+ A close-approach tenebral war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
+
+ 15.188
+ 1
+
+
+
+
+ 1
+ 9999~9999
+
+
+
+
+ BOR_Tenebral_Mech_Apocriton
+
+ A tenebral mechanoid commander designed to coordinate and motivate other mechs during long extermination campaigns. Its most obvious power is its ability to resurrect recently-killed mechs by supercharging their self-repair processes. Less obviously, it is intelligent and psychically present, radiating hatred into the minds of anyone in a wide radius. It can also move quickly with its built-in jump launcher.\n\nWhile all mechanoids have a dim psychically-present intelligence, only the apocriton and a few others truly feel hatred for their victims and understand the suffering they inflict.
+
+ 5400
+ 10.8
+ 0.843
+ 5.062
+ 2
+ 18
+ 0.8
+ 1.35
+ 2.532
+
+
+ Apocriton
+
+
+
+ true
+ BOR_Pumps
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/biotechresearch.xml b/1.6/Mods/Biotech/Patches/biotechresearch.xml
new file mode 100644
index 00000000..3b267452
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/biotechresearch.xml
@@ -0,0 +1,161 @@
+
+
+
+
+ BOR_Setting_Biotech
+
+ Defs
+
+
+
+ BOR_Research_PollutionPump_I
+
+ Our perfect technologies cannot thrive in imperfect universe. We have to cleanse the mechanoid filth from the soil surrounding us.
+ 35000
+ Ultra
+
+
BOR_Research_Hydroponics_I
+
+ 3.00
+ 4.75
+
+
+
+ BOR_Research_PollutionPump_II
+
+ Our growing proficiency with the more advanced materials make it easier for us to effectively clean the planet.
+ 75000
+ Archotech
+
+
BOR_Research_Hydroponics_II
+
+ 8.00
+ 5.10
+
+
+
+ BOR_Research_PollutionPump_III
+
+ With Tenebrite at our disposal cleansing the earth is fast and furiously efficient.
+ 150000
+ Archotech
+
+
BOR_Research_Hydroponics_III
+
+ 13.00
+ 5.10
+
+
+
+
+ true
+ Ultra
+
+
+
+ BOR_Research_Mechtech_I
+
+ The technology needed for your mechanitor to create and control basic-tier mechanoids with solar technology.
+ 20000
+ 4.00
+ 2.25
+
+
BOR_Research_Production_I
+
UltraMechtech
+
+
+
NanostructuringChip
+
+
+
+
+ true
+ Archotech
+
+
+
+ BOR_Research_Mechtech_II
+
+ The technology needed for your mechanitor to create and control basic-tier mechanoids with kwazaari technology.
+ 40000
+ 9.00
+ 2.25
+
+
BOR_Research_Production_II
+
+
+
BOR_Research_Mechtech_I
+
+
+
NanostructuringChip
+
+
+
+
+ true
+ Archotech
+
+
+
+ BOR_Research_Mechtech_III
+
+ The technology needed for your mechanitor to create and control basic-tier mechanoids with tenebral technology.
+ 80000
+ 14.00
+ 3.90
+
+
BOR_Research_Production_III
+
+
+
BOR_Research_Mechtech_II
+
+
+
NanostructuringChip
+
+
+
+
+
+ BOR_Research_NSynth_I_Wasteful
+
+ Devise alternative processing methods that are twice as fast, but will in turn produce a lot of waste.
+ 35000
+ Ultra
+
+
BOR_Research_NSynth_I
+
+ 5.00
+ 0.25
+
+
+
+ BOR_Research_NSynth_II_Wasteful
+
+ Devise new processing methods, producing a lot of waste in exchange for speed.
+ 75000
+ Archotech
+
+
BOR_Research_NSynth_II
+
+ 9.00
+ 0.25
+
+
+
+ BOR_Research_NSynth_III_Wasteful
+
+ Devise new refining methods that produce twice as fast but produce a lot of waste.
+ 150000
+ Archotech
+
+
BOR_Research_NSynth_III
+
+ 14.00
+ 0.25
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/mechrecipepatch.xml b/1.6/Mods/Biotech/Patches/mechrecipepatch.xml
new file mode 100644
index 00000000..8d363c0a
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/mechrecipepatch.xml
@@ -0,0 +1,108 @@
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+ false
+ GeneralLaborSpeed
+ Crafting
+ Smith
+ Recipe_Machining
+
+ 12
+
+ 650
+ BOR_Research_Bionics_I
+
+
+
+
+ Sellable
+
+
+
+
+
+ ControlSublinkImplantSolar
+
+
+ 5
+
+
+
+
+ ControlSublinkSolar
+
+ A neural solar implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis standard-tier sublink can only increase the control group count up to 3. To go higher, a higher-tier sublink implant must be used.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 4
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ ControlSublinkHighSolar
+
+ A neural solar implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis high-tier implant can increase the control group count up to 6.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 6
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (227, 151, 116)
+ ControlSublinkImplantSolar
+ Hediff_Level
+
+ ControlSublinkSolar
+
+
+ A solar implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs.\n\nThis implant can be installed up to 6 times to increase its effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 1
+ 0.24
+
+
+
+ 2
+
+ 2
+ 0.48
+
+
+
+ 3
+
+ 3
+ 0.72
+
+
+
+ 4
+
+ 4
+ 0.96
+
+
+
+ 5
+
+ 5
+ 1.20
+
+
+
+ 6
+
+ 6
+ 1.44
+
+
+
+
+
+
+
+ RemoteRepairerSolar
+
+ A solar mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its range.
+
+ RemoteRepairerImplantSolar
+
+
+ 1
+ 6
+
+
+ 3
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (227, 151, 116)
+ RemoteRepairerImplantSolar
+ Hediff_Level
+
+ RemoteRepairerSolar
+
+
+ A solar mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be installed up to 3 times to increase its range.
+ An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteRepair
+
+
+
+
+
+ 1
+
+ 15
+
+
+
+ 2
+
+ 26
+
+
+
+ 3
+
+ 40
+
+
+
+
+
+
+
+ MechFormfeederSolar
+
+ A solar implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ MechFormfeederImplantSolar
+
+
+ 1
+ 6
+
+
+ 6
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ (227, 151, 116)
+ MechFormfeederImplantSolar
+ Hediff_Level
+
+ MechFormfeederSolar
+
+
+ A solar implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+ As tellar implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 0.66
+
+
+
+ 2
+
+ 1.2
+
+
+
+ 3
+
+ 2
+
+
+
+ 4
+
+ 2.6
+
+
+
+ 5
+
+ 3.2
+
+
+
+ 6
+
+ 4
+
+
+
+
+
+
+
+ RemoteShielderSolar
+
+ A solar implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.\n\nPlacing a shield at a distance requires a substantial amount of focused energy. It can be used to save a mech at a critical moment.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+
+ RemoteShielderImplantSolar
+
+
+ 1
+ 6
+
+
+ HighMechtech
+
+
+ 3
+
+
+
+
+
+
+
+ (227, 151, 116)
+ RemoteShielderImplantSolar
+ Hediff_Level
+
+ RemoteShielderSolar
+
+
+ A solar implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteShield
+
+
+
+
+
+ 1
+
+ 15
+ 150
+
+
+
+ 2
+
+ 28
+ 300
+
+
+
+ 3
+
+ 40
+ 450
+
+
+
+
+
+
+
+
+ RepairProbeSolar
+
+ A solar implant which increases the speed at which a mechanitor can repair a mechanoid. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while they are repairing it. This allows them to more quickly understand the mech's injuries, and better-direct the mech's self-repair mechanites to assist with the repair.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ RepairProbeImplantSolar
+
+
+ 1
+ 2
+
+
+ UltraMechtech
+
+
+ 6
+
+
+
+
+
+
+
+ (227, 151, 116)
+ RepairProbeImplantSolar
+ Hediff_Level
+
+ RepairProbeSolar
+
+
+ A solar implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites.\n\nThis implant can be installed up to 6 times to increase its effect.
+ A solar implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+
+ false
+ GeneralLaborSpeed
+ Crafting
+ Smith
+ Recipe_Machining
+
+ 16
+
+ 650
+ BOR_Research_Bionics_II
+
+
+
+
+ Sellable
+
+
+
+
+
+ ControlSublinkImplantQuasar
+
+
+ 5
+
+
+
+
+ ControlSublinkQuasar
+
+ A neural kwazaari implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis standard-tier sublink can only increase the control group count up to 3. To go higher, a higher-tier sublink implant must be used.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 4
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ ControlSublinkHighQuasar
+
+ A neural kwazaari implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis high-tier implant can increase the control group count up to 6.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 3
+ 3
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (106, 123, 206)
+ ControlSublinkImplantQuasar
+ Hediff_Level
+
+ ControlSublinkQuasar
+
+
+ A kwazaari implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs.\n\nThis implant can be installed up to 6 times to increase its effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 1
+ 0.48
+
+
+
+ 2
+
+ 2
+ 0.96
+
+
+
+ 3
+
+ 3
+ 1.44
+
+
+
+ 4
+
+ 4
+ 1.92
+
+
+
+ 5
+
+ 5
+ 2.4
+
+
+
+ 6
+
+ 6
+ 2.88
+
+
+
+
+
+
+
+ RemoteRepairerQuasar
+
+ A kwazaari mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its range.
+
+ RemoteRepairerImplantQuasar
+
+
+ 1
+ 6
+
+
+ 3
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (106, 123, 206)
+ RemoteRepairerImplantQuasar
+ Hediff_Level
+
+ RemoteRepairerQuasar
+
+
+ A kwazaari mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be installed up to 3 times to increase its range.
+ An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteRepair
+
+
+
+
+
+ 1
+
+ 30
+
+
+
+ 2
+
+ 52
+
+
+
+ 3
+
+ 80
+
+
+
+
+
+
+
+ MechFormfeederQuasar
+
+ A kwazaari implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ MechFormfeederImplantQuasar
+
+
+ 1
+ 6
+
+
+ 6
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ (106, 123, 206)
+ MechFormfeederImplantQuasar
+ Hediff_Level
+
+ MechFormfeederQuasar
+
+
+ A kwazaari implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+ As tellar implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 1.22
+
+
+
+ 2
+
+ 2.4
+
+
+
+ 3
+
+ 4
+
+
+
+ 4
+
+ 5.2
+
+
+
+ 5
+
+ 6.4
+
+
+
+ 6
+
+ 8
+
+
+
+
+
+
+
+ RemoteShielderQuasar
+
+ A kwazaari implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.\n\nPlacing a shield at a distance requires a substantial amount of focused energy. It can be used to save a mech at a critical moment.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+
+ RemoteShielderImplantQuasar
+
+
+ 1
+ 6
+
+
+ HighMechtech
+
+
+ 3
+
+
+
+
+
+
+
+ (106, 123, 206)
+ RemoteShielderImplantQuasar
+ Hediff_Level
+
+ RemoteShielderQuasar
+
+
+ A kwazaari implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteShield
+
+
+
+
+
+ 1
+
+ 30
+ 300
+
+
+
+ 2
+
+ 56
+ 600
+
+
+
+ 3
+
+ 80
+ 900
+
+
+
+
+
+
+
+
+ RepairProbeQuasar
+
+ A kwazaari implant which increases the speed at which a mechanitor can repair a mechanoid. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while they are repairing it. This allows them to more quickly understand the mech's injuries, and better-direct the mech's self-repair mechanites to assist with the repair.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ RepairProbeImplantQuasar
+
+
+ 1
+ 2
+
+
+ UltraMechtech
+
+
+ 6
+
+
+
+
+
+
+
+ (106, 123, 206)
+ RepairProbeImplantQuasar
+ Hediff_Level
+
+ RepairProbeQuasar
+
+
+ A kwazaari implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites.\n\nThis implant can be installed up to 6 times to increase its effect.
+ A kwazaari implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+
+ false
+ GeneralLaborSpeed
+ Crafting
+ Smith
+ Recipe_Machining
+
+ 18
+
+ 650
+ BOR_Research_Bionics_III
+
+
+
+
+ Sellable
+
+
+
+
+
+ ControlSublinkImplantTenebral
+
+
+ 5
+
+
+
+
+ ControlSublinkTenebral
+
+ A neural tenebral implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis standard-tier sublink can only increase the control group count up to 3. To go higher, a higher-tier sublink implant must be used.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 4
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ ControlSublinkHighTenebral
+
+ A neural tenebral implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis high-tier implant can increase the control group count up to 6.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 6
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (128, 0, 0)
+ ControlSublinkImplantTenebral
+ Hediff_Level
+
+ ControlSublinkTenebral
+
+
+ An tenebral implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs.\n\nThis implant can be installed up to 6 times to increase its effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 1
+ 0.96
+
+
+
+ 2
+
+ 2
+ 1.82
+
+
+
+ 3
+
+ 3
+ 2.88
+
+
+
+ 4
+
+ 4
+ 3.84
+
+
+
+ 5
+
+ 5
+ 4.8
+
+
+
+ 6
+
+ 6
+ 5.76
+
+
+
+
+
+
+
+ RemoteRepairerTenebral
+
+ An tenebral mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its range.
+
+ RemoteRepairerImplantTenebral
+
+
+ 1
+ 6
+
+
+ 3
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ (128, 0, 0)
+ RemoteRepairerImplantTenebral
+ Hediff_Level
+
+ RemoteRepairerTenebral
+
+
+ An tenebral mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be installed up to 3 times to increase its range.
+ An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteRepair
+
+
+
+
+
+ 1
+
+ 60
+
+
+
+ 2
+
+ 104
+
+
+
+ 3
+
+ 160
+
+
+
+
+
+
+
+ MechFormfeederTenebral
+
+ An tenebral implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ MechFormfeederImplantTenebral
+
+
+ 1
+ 6
+
+
+ 6
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ (128, 0, 0)
+ MechFormfeederImplantTenebral
+ Hediff_Level
+
+ MechFormfeederTenebral
+
+
+ An tenebral implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+ As tellar implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 2.44
+
+
+
+ 2
+
+ 5.8
+
+
+
+ 3
+
+ 8
+
+
+
+ 4
+
+ 10.4
+
+
+
+ 5
+
+ 12.8
+
+
+
+ 6
+
+ 16
+
+
+
+
+
+
+
+ RemoteShielderTenebral
+
+ An tenebral implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.\n\nPlacing a shield at a distance requires a substantial amount of focused energy. It can be used to save a mech at a critical moment.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+
+ RemoteShielderImplantTenebral
+
+
+ 1
+ 6
+
+
+ HighMechtech
+
+
+ 3
+
+
+
+
+
+
+
+ (128, 0, 0)
+ RemoteShielderImplantTenebral
+ Hediff_Level
+
+ RemoteShielderTenebral
+
+
+ An tenebral implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteShield
+
+
+
+
+
+ 1
+
+ 60
+ 600
+
+
+
+ 2
+
+ 112
+ 1200
+
+
+
+ 3
+
+ 160
+ 1800
+
+
+
+
+
+
+
+
+ RepairProbeTenebral
+
+ An tenebral implant which increases the speed at which a mechanitor can repair a mechanoid. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while they are repairing it. This allows them to more quickly understand the mech's injuries, and better-direct the mech's self-repair mechanites to assist with the repair.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ RepairProbeImplantTenebral
+
+
+ 1
+ 4
+
+
+ UltraMechtech
+
+
+ 6
+
+
+
+
+
+
+
+ (128, 0, 0)
+ RepairProbeImplantTenebral
+ Hediff_Level
+
+ RepairProbeTenebral
+
+
+ An tenebral implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites.\n\nThis implant can be installed up to 6 times to increase its effect.
+ An tenebral implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+
+ false
+ GeneralLaborSpeed
+ Crafting
+ Smith
+ Recipe_Machining
+
+ 20
+
+ 650
+
+
+
+
+ Sellable
+
+
+
+
+
+ ControlSublinkImplantUmbral
+
+
+ 5
+
+
+
+
+ ControlSublinkUmbral
+
+ A neural umbral implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis standard-tier sublink can only increase the control group count up to 3. To go higher, a higher-tier sublink implant must be used.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 4
+ 10
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ ControlSublinkHighUmbral
+
+ A neural umbral implant which gives a mechanitor an additional control group. Additionally, the sublink slightly increases the work speed of any mechanoids controlled by the mechanitor.\n\nThis high-tier implant can increase the control group count up to 6.\n\nIt can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its effect.
+
+ 1
+ 6
+ 10
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ ControlSublinkImplantUmbral
+ Hediff_Level
+
+ ControlSublinkUmbral
+
+
+ An umbral implant which increases a mechanitor's control group count and the work speed of a mechanitor's mechs.\n\nThis implant can be installed up to 6 times to increase its effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 2
+ 1.82
+
+
+
+ 2
+
+ 3
+ 2.88
+
+
+
+ 3
+
+ 4
+ 3.84
+
+
+
+ 4
+
+ 5
+ 4.8
+
+
+
+ 5
+
+ 6
+ 6
+
+
+
+ 6
+
+ 7
+ 7.2
+
+
+
+
+
+
+
+ RemoteRepairerUmbral
+
+ An umbral mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be self-installed without surgery.\n\nThis implant can be installed up to 3 times to increase its range.
+
+ RemoteRepairerImplantUmbral
+
+
+ 1
+ 6
+ 10
+
+
+ 3
+
+
+ HighMechtech
+
+
+
+
+
+
+
+ RemoteRepairerImplantUmbral
+ Hediff_Level
+
+ RemoteRepairerUmbral
+
+
+ An umbral mechlink upgrade which allows the mechanitor to repair mechs from a distance. The user links with the mechanoid and uses their own brain to psychically guide its self-repair mechanites.\n\nThis implant can be installed up to 3 times to increase its range.
+ An implant which allows the user to repair mechs from a distance. This can be installed up to 3 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteRepair
+
+
+
+
+
+ 1
+
+ 104
+
+
+
+ 2
+
+ 160
+
+
+
+ 3
+
+ 240
+
+
+
+
+
+
+
+ MechFormfeederUmbral
+
+ An umbral implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ MechFormfeederImplantUmbral
+
+
+ 1
+ 6
+ 10
+
+
+ 6
+
+
+ StandardMechtech
+
+
+
+
+
+
+
+ MechFormfeederImplantUmbral
+ Hediff_Level
+
+ MechFormfeederUmbral
+
+
+ An umbral implant which increases the speed at which a mechanitor can produce mechs in a mech gestator. The processor optimizes the behavior of the mechanites in the mech forming tank.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+ As tellar implant which lets a mechanitor gestate new mechs faster. This can be installed up to 6 times to increase the effect.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 5.88
+
+
+
+ 2
+
+ 8
+
+
+
+ 3
+
+ 10.4
+
+
+
+ 4
+
+ 12.8
+
+
+
+ 5
+
+ 16
+
+
+
+ 6
+
+ 20
+
+
+
+
+
+
+
+ RemoteShielderUmbral
+
+ An umbral implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield.\n\nPlacing a shield at a distance requires a substantial amount of focused energy. It can be used to save a mech at a critical moment.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+
+ RemoteShielderImplantUmbral
+
+
+ 1
+ 6
+ 10
+
+
+ HighMechtech
+
+
+ 3
+
+
+
+
+
+
+
+ RemoteShielderImplantUmbral
+ Hediff_Level
+
+ RemoteShielderUmbral
+
+
+ An umbral implant which allows the mechanitor to place a personal defense shield on a mech. The mechanitor must continuously focus on the mech in order to maintain the shield. It can be used to save a mech at a critical moment.\n\nThis implant can be installed up to 3 times to increase its range and shield energy.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 3
+ True
+ true
+
+
+
+
RemoteShield
+
+
+
+
+
+ 1
+
+ 112
+ 1200
+
+
+
+ 2
+
+ 160
+ 1800
+
+
+
+ 3
+
+ 212
+ 2400
+
+
+
+
+
+
+
+
+ RepairProbeUmbral
+
+ An umbral implant which increases the speed at which a mechanitor can repair a mechanoid. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while they are repairing it. This allows them to more quickly understand the mech's injuries, and better-direct the mech's self-repair mechanites to assist with the repair.\n\nThis implant can be self-installed in the same way as the mechlink.\n\nThis implant can be installed up to 6 times to increase its effect.
+
+ RepairProbeImplantUmbral
+
+
+ 1
+ 4
+ 10
+
+
+ UltraMechtech
+
+
+ 6
+
+
+
+
+
+
+
+ RepairProbeImplantUmbral
+ Hediff_Level
+
+ RepairProbeUmbral
+
+
+ An umbral implant which increases a mechanitor's mech repair speed. This does not affect the overall energy needed to repair a mechanoid.\n\nThe implant allows the mechanitor to plug directly into a mechanoid while repairing it and better-direct the mech's self-repair mechanites.\n\nThis implant can be installed up to 6 times to increase its effect.
+ An umbral implant which lets a mechanitor repair mechs faster. This can be installed up to 6 times.
+ (0.6, 0.6, 1.0)
+ false
+ true
+ 1
+ 0
+ 6
+ True
+ true
+
+
+ 1
+
+ 4.8
+
+
+
+ 2
+
+ 8
+
+
+
+ 3
+
+ 10.64
+
+
+
+ 4
+
+ 12.88
+
+
+
+ 5
+
+ 16
+
+
+
+ 6
+
+ 20
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Biotech/Patches/wastefulprocesspatch.xml b/1.6/Mods/Biotech/Patches/wastefulprocesspatch.xml
new file mode 100644
index 00000000..b4211d82
--- /dev/null
+++ b/1.6/Mods/Biotech/Patches/wastefulprocesspatch.xml
@@ -0,0 +1,82 @@
+
+
+
+ BOR_Setting_Biotech
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml b/1.6/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml
new file mode 100644
index 00000000..33084fbd
--- /dev/null
+++ b/1.6/Mods/CombatExtended/Patches/additions/tier1_apparel_helmets.xml
@@ -0,0 +1,234 @@
+
+
+
+ BOR_Setting_CE_TODO
+
+
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_PowerArmorHelmet"]/description
+
+ A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by rapid-incursion space marines.
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_ArmorHelmetRecon"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by imperial scout troops or glitterworld police forces.
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml b/1.6/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml
new file mode 100644
index 00000000..0497fe38
--- /dev/null
+++ b/1.6/Mods/CombatExtended/Patches/additions/tier2_apparel_helmets.xml
@@ -0,0 +1,234 @@
+
+
+
+ BOR_Setting_CE_TODO
+
+
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_PowerArmorHelmet"]/description
+
+ A marine armor helmet, with a built-in status computer and layered kwazaarialloy-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by rapid-incursion space marines.
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_ArmorHelmetRecon"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by imperial scout troops or glitterworld police forces.
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml b/1.6/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml
new file mode 100644
index 00000000..d8998cce
--- /dev/null
+++ b/1.6/Mods/CombatExtended/Patches/additions/tier3_apparel_helmets.xml
@@ -0,0 +1,235 @@
+
+
+
+ BOR_Setting_CE_TODO
+
+
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_PowerArmorHelmet"]/description
+
+ A marine armor helmet, with a built-in status computer and layered tenebrite-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by rapid-incursion space marines.
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_ArmorHelmetRecon"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is often used by imperial scout troops or glitterworld police forces.
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml b/1.6/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml
new file mode 100644
index 00000000..db075f74
--- /dev/null
+++ b/1.6/Mods/CombatExtended/Patches/base/CE_Gun_patches/gun_gen_2.xml
@@ -0,0 +1,374 @@
+
+
+
+ BOR_Setting_CE_TODO
+
+
+
+
+ Defs/ThingDef[defName="BOR_Gun_LMG_TII"]/description
+
+ Second generation, kwazaari light machine gun, throwing enormous amounts of reality-bending bullets towards the enemy.
+
+
+
+
+ Defs/ThingDef[defName="BOR_Gun_LMG_TII" or defName="BOR_Gun_AssaultRifle_TII" or defName="BOR_Gun_SniperRifle_TII" or defName="BOR_Gun_ChainShotgun_TII"]/tools
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml b/1.6/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml
new file mode 100644
index 00000000..83a8584b
--- /dev/null
+++ b/1.6/Mods/DubsBadHygiene/Patches/hediffs_hygiene_tier1_bionics.xml
@@ -0,0 +1,265 @@
+
+
+
+
+ BOR_Setting_DubsBadHygiene
+
+
+
+
+
+ Defs
+
+
+
+
+ (227, 151, 116)
+ SolarBladder
+
+ a solar bladder
+ An installed solar bladder.
+
+ SolarBladder
+
+ SolarBladder
+
+
+
+ -0.65
+ -0.65
+
+
+
+
+
+
+ SolarBladder
+
+ An advanced solar-tech bladder. A chemical recycling system breaks down waste products from the body into molecules which are recycled with the remainder released as gas, the downside of this being that it gives the user gas.
+
+ InstallSolarBladder
+
+
+ 10
+ 3
+
+
+ 2
+ 10000
+ 10000
+
+
+
+ 12
+
+ HygieneBionics
+
+
+
+
+
+
+ InstallSolarBladder
+
+ Install a solar bladder.
+ 10000
+
+ SolarBladder
+ SolarBladder
+
+ Installing solar bladder.
+
+
+
+
+
SolarBladder
+
+
+ 1
+
+
+
+
+
BOR_MedicineI
+
MedicineUltratech
+
+
+ 3
+
+
+
+
+
BOR_Nanoclusters
+
+
+ 1
+
+
+
+
+
BOR_MedicineI
+
MedicineUltratech
+
BOR_Nanoclusters
+
SolarBladder
+
+
+ SolarBladder
+
+
Torso
+
+
+ 12
+
+
+
+
+
+ (106, 123, 206)
+ SolarHygieneEnhancer
+
+ a solar hygiene enhancer
+ An installed solar hygiene enhancer.
+
+ SolarHygieneEnhancer
+
+ SolarHygieneEnhancer
+
+
+
+ -0.65
+
+
+
+
+
+
+ SolarHygieneEnhancer
+
+ Releases solar mechanites that break down dead skin cells and other detritus on the skin and hair releasing it harmlessly into the air.
+
+ InstallSolarHygieneEnhancer
+
+
+ 10
+ 3
+
+
+ 2
+ 10000
+ 10000
+
+
+
+
+
+
+
+ QuasarBladder
+
+ An advanced kwazaari-tech bladder. A chemical recycling system breaks down waste products from the body into molecules which are recycled with the remainder released as gas, the downside of this being that it gives the user gas.
+
+ InstallQuasarBladder
+
+
+ 10
+ 3
+
+
+
+
+
+
+
+ QuasarHygieneEnhancer
+
+ Releases kwazaari mechanites that break down dead skin cells and other detritus on the skin and hair releasing it harmlessly into the air.
+
+ InstallQuasarHygieneEnhancer
+
+
+ 10
+ 3
+
+
+
+
+
+
+
+ TenebralBladder
+
+ An advanced tenebral-tech bladder. A chemical recycling system breaks down waste products from the body into molecules which are recycled with the remainder released as gas, the downside of this being that it gives the user gas.
+
+ InstallTenebralBladder
+
+
+ 10
+ 3
+
+
+
+
+
+
+
+ TenebralHygieneEnhancer
+
+ Releases tenebral mechanites that break down dead skin cells and other detritus on the skin and hair releasing it harmlessly into the air.
+
+ InstallTenebralHygieneEnhancer
+
+
+ 10
+ 3
+
+
+ 30000
+ 30000
+ 2
+
+ 2
+
+
+
+
+
+
+ (227, 151, 116)
+ MedicalRibSolar
+
+ a solar medical rib
+ An installed solar medical rib implant.
+
+ MedicalRibSolar
+
+ MedicalRibSolar
+ Hediff_Implant
+
+
+
+
+ BloodFiltration
+ 0.1
+
+
+
+
+
+
MedicalRib
+
+
+
+
+ MedicalRibSolar
+
+ An artificial solar rib, equipped with little blood filters and antibiotics-dispensers to keep the user healthy.
+
+ InstallMedicalRibSolar
+
+
+ 10
+ 1
+ 3
+ 10
+
+
+ 0.3
+
+
+
+
+ InstallMedicalRibSolar
+
+ Installs a solar medical rib implant.
+
+ MedicalRibSolar
+ MedicalRibSolar
+
+ Installing a solar medical rib.
+
+
+
+
+
MedicalRibSolar
+
+
+ 1
+
+
+
+
+
MedicalRibSolar
+
+
+
+
Ribcage
+
+ MedicalRibSolar
+ MedicalRibSolar
+
+
MedicalRib
+
LuciferiumRib
+
+
+
+
+ RemoveMedicalRibSolar
+
+ Remove a solar medical rib implant.
+
+ MedicalRibSolar
+ MedicalRibSolar
+
+ Removing solar rib implant.
+ MedicalRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ DruggedRibSolar
+
+ a drugged solar rib
+ An installed drugged solar rib implant.
+
+ DruggedRibSolar
+
+ DruggedRibSolar
+ Hediff_Implant
+
+
+
+
+ Consciousness
+ -0.15
+
+
+
+
+
+
DruggedRib
+
+
+
+
+ DruggedRibSolar
+
+ An artificial solar rib, equipped with little flake-dispensers to keep the user happy. Side effects of feeling high and unfocused.
+
+ InstallDruggedRib
+
+
+ 10
+ 1
+ 3
+ 10
+
+
+ 0.3
+
+
+
+
+ InstallDruggedRibSolar
+
+ Installs a drugged solar rib implant.
+
+ DruggedRibSolar
+ DruggedRibSolar
+
+ Installing a solar drugged rib.
+
+
+
+
+
DruggedRibSolar
+
+
+ 1
+
+
+
+
+
DruggedRibSolar
+
+
+
+
Ribcage
+
+ DruggedRibSolar
+ DruggedRibSolar
+
+
DruggedRib
+
LuciferiumRib
+
+
+
+
+ RemoveDruggedRibSolar
+
+ Remove a drugged solar rib implant.
+
+ DruggedRibSolar
+ DruggedRibSolar
+
+ Removing solar rib implant.
+ DruggedRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ AdrenalineRibSolar
+
+ a solar adrenaline rib
+ An installed solar adrenaline rib implant.
+
+ AdrenalineRibSolar
+
+ AdrenalineRibSolar
+ Hediff_Implant
+
+
+
+
+ Moving
+ 0.15
+
+
+
+
+
+
AdrenalineRib
+
+
+
+
+ AdrenalineRibSolar
+
+ An artificial solar rib, equipped with little adrenaline-dispensers to keep the user fit and awake.
+
+ InstallAdrenalineRibSolar
+
+
+ 10
+ 1
+ 3
+ 5
+
+
+ 0.3
+
+
+
+
+ InstallAdrenalineRibSolar
+
+ Installs a a solar adrenaline rib implant.
+
+ AdrenalineRibSolar
+ AdrenalineRibSolar
+
+ Installing a solar adrenaline rib.
+
+
+
+
+
AdrenalineRibSolar
+
+
+ 1
+
+
+
+
+
AdrenalineRibSolar
+
+
+
+
Ribcage
+
+ AdrenalineRibSolar
+ AdrenalineRibSolar
+
+
AdrenalineRib
+
LuciferiumRib
+
+
+
+
+ RemoveAdrenalineRibSolar
+
+ Remove a solar adrenaline rib implant.
+
+ AdrenalineRibSolar
+ AdrenalineRibSolar
+
+ Removing a solar rib implant.
+ AdrenalineRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ PainkillerRibSolar
+
+ a solar painkiller rib
+ An installed solar painkiller rib implant.
+
+ PainkillerRibSolar
+
+ PainkillerRibSolar
+ Hediff_Implant
+
+
+ -0.16
+ 0.8
+
+
+
+
PainkillerRib
+
+
+
+
+ PainkillerRibSolar
+
+ An artificial solar rib, equipped with little morphine-dispensers to numb the user's pain.
+
+ InstallPainkillerRibSolar
+
+
+ 10
+ 1
+ 3
+ 5
+
+
+ 0.3
+
+
+
+
+ InstallPainkillerRibSolar
+
+ Installs a solar painkiller rib implant.
+
+ PainkillerRibSolar
+ PainkillerRibSolar
+
+ Installing a solar painkiller rib.
+
+
+
+
+
PainkillerRibSolar
+
+
+ 1
+
+
+
+
+
PainkillerRibSolar
+
+
+
+
Ribcage
+
+ PainkillerRibSolar
+ PainkillerRibSolar
+
+
PainkillerRib
+
LuciferiumRib
+
+
+
+
+ RemovePainkillerRibSolar
+
+ Remove a solar painkiller rib implant.
+
+ PainkillerRibSolar
+ PainkillerRibSolar
+
+ Removing a solar rib implant.
+ PainkillerRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ HeaterRibSolar
+
+ An installed solar heater rib implant.
+
+ HeaterRibSolar
+
+ HeaterRibSolar
+ Hediff_Implant
+
+
+
+ -2
+ -16
+
+
+
+
+
HeaterRib
+
+
+
+
+ HeaterRibSolar
+
+ An artificial solar rib, containing a micro-reactor powered, heat inducing spiral to warm the body from the inside.
+
+ InstallHeaterRibSolar
+
+
+ 10
+ 10
+ 1
+
+
+ 0.3
+
+
+
+
+ InstallHeaterRibSolar
+
+ Installs a solar heating rib implant.
+
+ HeaterRibSolar
+ HeaterRibSolar
+
+ Installing a solar heating rib.
+
+
+
+
+
+
+ CoolerRibSolar
+
+ An artificial solar rib with a micro coolant system, increasing the effectiveness of heat exchange via dermal exhausts.
+
+ InstallCoolerRibSolar
+
+
+ 10
+ 10
+ 1
+
+
+ 0.3
+
+
+
+
+
+ InstallCoolerRibSolar
+
+ Installs a solar cooling rib implant.
+
+ CoolerRibSolar
+ CoolerRibSolar
+
+ Installing a solar cooling rib.
+
+
+
+
+
CoolerRibSolar
+
+
+ 1
+
+
+
+
+
CoolerRibSolar
+
+
+
+
Ribcage
+
+ CoolerRibSolar
+ CoolerRibSolar
+
+
CoolerRib
+
LuciferiumRib
+
+
+
+
+ RemoveCoolerRibSolar
+
+ Remove a solar cooling rib implant.
+
+ CoolerRibSolar
+ CoolerRibSolar
+
+ Removing a solar rib implant.
+ CoolerRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ CoagulatorRibSolar
+
+ An installed solar coagulator rib implant.
+
+ CoagulatorRibSolar
+
+ CoagulatorRibSolar
+ Hediff_Implant
+
+
+ 0.75
+
+
+
+
CoagulatorRib
+
+
+
+
+ CoagulatorRibSolar
+
+ An artificial solar rib, equipped with little coagulator-dispensers that responds to blood loss, which will make the blood clot easier, in an effort to reduce bleeding.
+
+ InstallCoagulatorRibSolar
+
+
+ 10
+ 1
+ 3
+ 5
+
+
+ 0.3
+
+
+
+
+ InstallCoagulatorRibSolar
+
+ Installs a solar coagulator rib implant.
+
+ CoagulatorRibSolar
+ CoagulatorRibSolar
+
+ Installing a solar coagulator rib.
+
+
+
+
+
CoagulatorRibSolar
+
+
+ 1
+
+
+
+
+
CoagulatorRibSolar
+
+
+
+
Ribcage
+
+ CoagulatorRibSolar
+ CoagulatorRibSolar
+
+
CoagulatorRib
+
LuciferiumRib
+
+
+
+
+ RemoveCoagulatorRibSolar
+
+ Remove a solar coagulator rib implant.
+
+ CoagulatorRibSolar
+ CoagulatorRibSolar
+
+ Removing a solar rib implant.
+ CoagulatorRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ RespirationRibSolar
+
+ An installed solar respiration rib implant.
+
+ RespirationRibSolar
+
+ RespirationRibSolar
+ Hediff_Implant
+
+
+
+ -0.12
+
+
+
+ Breathing
+ 0.15
+
+
+
+
+
+
RespirationRib
+
+
+
+
+ RespirationRibSolar
+
+ An artificial solar rib, that works with the diaphragm to assist with regulating breathing pattern for increased efficiency and coping with stress.
+
+ InstallRespirationRibSolar
+
+
+ 20
+ 3
+
+
+ 0.6
+
+
+
+
+
+ InstallRespirationRibSolar
+
+ Installs a solar respiration rib implant.
+
+ RespirationRibSolar
+ RespirationRibSolar
+
+ Installing a solar respiration rib.
+
+
+
+
+
RespirationRibSolar
+
+
+ 1
+
+
+
+
+
RespirationRibSolar
+
+
+
+
Ribcage
+
+ RespirationRibSolar
+ RespirationRibSolar
+
+
RespirationRib
+
LuciferiumRib
+
+
+
+
+ RemoveRespirationRibSolar
+
+ Remove a solar respiration rib implant.
+
+ RespirationRibSolar
+ RespirationRibSolar
+
+ Removing a solar rib implant.
+ RespirationRibSolar
+
+
+
+
+
+ (227, 151, 116)
+ WakeUpRibSolar
+
+ An installed solar STIM-IV rib implant.
+
+ WakeUpRibSolar
+
+ WakeUpRibSolar
+ Hediff_Implant
+
+
+ 0.8
+
+ 0.03
+
+
+
+ Consciousness
+ 0.1
+
+
+
+
+
+
WakeUpRib
+
+
+
+
+ WakeUpRibSolar
+
+ An artificial solar rib, equipped with little STIM-IV-dispensers to keep the user awake and focused.
+
+ InstallWakeUpRibSolar
+
+
+ 10
+ 1
+ 3
+ 5
+
+
+ 0.6
+
+
+
+
+ InstallWakeUpRibSolar
+
+ Installs a solar STIM-IV rib implant.
+
+ WakeUpRibSolar
+ WakeUpRibSolar
+
+ Installing a solar STIM-IV rib.
+
+
+
+
+
WakeUpRibSolar
+
+
+ 1
+
+
+
+
+
WakeUpRibSolar
+
+
+
+
Ribcage
+
+ WakeUpRibSolar
+ WakeUpRibSolar
+
+
WakeUpRib
+
LuciferiumRib
+
+
+
+
+ RemoveWakeUpRibSolar
+
+ Remove a solar STIM-IV rib implant.
+
+ WakeUpRibSolar
+ WakeUpRibSolar
+
+ Removing a solar rib implant.
+ WakeUpRibSolar
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml b/1.6/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml
new file mode 100644
index 00000000..333f822e
--- /dev/null
+++ b/1.6/Mods/FireControlComputers/Patches/fccdesignatordropdown.xml
@@ -0,0 +1,18 @@
+
+
+
+
+ BOR_Setting_FireControlComputers
+
+ Defs
+
+
+
+ BOR_FCC
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml b/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml
new file mode 100644
index 00000000..c56dc717
--- /dev/null
+++ b/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerdefs.xml
@@ -0,0 +1,104 @@
+
+
+
+
+ BOR_Setting_FireControlComputers
+
+ Defs
+
+
+
+ FC_FireControl_Tenebral
+
+ Spiting the archotechs, we can build our own autonomous fire control computers.
+ (5,5)
+ false
+
+ Graphic_Single
+ BOR/Retextures/firecontrol3
+ (6,6)
+ (0,3,0.25)
+
+
+ 1000
+ 15000
+ 1000
+ 100000
+
+
+ 500
+ 100
+ 1000
+ 5
+ 1
+
+
+
BOR_Research_Tenebral_FCC
+
+ Heavy
+ 15
+ false
+
+
+ CompPowerTrader
+ 5000
+ 2500
+
+
+ true
+ 0.8
+ 25
+
+
+
+
+ FC_FireControl_Quasar
+
+ The remote control tower designed with quasar alloy is an unparalleled feat of technological advancement. This revolutionary material imbues the tower with extreme durability, heat resistance, and advanced electromagnetic capabilities. The tower's sleek, metallic exterior is smooth to the touch and its unique alloy composition is a closely guarded secret. The tower's advanced capabilities allow it to remotely control weapon emplacements with unprecedented precision and speed. The tower is fully autonomous, capable of detecting threats and activating defense mechanisms without any human intervention. Its sophisticated sensors and computing systems can analyze and process vast amounts of data in real-time, allowing for quick and accurate responses.
+
+ (5,5)
+
+ 2000
+ 8000
+ 0
+ 500
+
+ false
+ false
+
+ Graphic_Single
+ BOR/Retextures/firecontrol2
+ (5.5,5.5)
+
+
+ 500
+ 200
+ 20
+ 1
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml b/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml
new file mode 100644
index 00000000..4eeaeda3
--- /dev/null
+++ b/1.6/Mods/FireControlComputers/Patches/firecontrolcomputerresearch.xml
@@ -0,0 +1,70 @@
+
+
+
+
+ BOR_Setting_FireControlComputers
+
+ Defs
+
+
+
+ BOR_Research_Tenebral_FCC
+
+ Tenebral components allow us to create a fire control computer analogous to the archotech creation, fighting our battles for what.
+ 150000
+ Archotech
+
+
BOR_Research_Weapons_III
+
+ 13.00
+ 2.40
+
+
+
+ BOR_Research_Quasar_FCC
+
+ Applying the neutronium in the circuits of a fire control station allows us to create computers that can control multiple turrets without a human. It is inferior to Archotech Fire Control but it is autonomous.
+ 100000
+ Ultra
+
+
BOR_Research_Weapons_II
+
+ 8.00
+ 2.50
+
+
+
+ SuperFireControl
+
+ Automated systems similar to the ones present in the spaceships will allow us to make the ultimate human-made fire control tower, with greatest efficiency and bandwidth possible for a Rimworld colony.
+ 15000
+ Ultra
+
+
ShipBasics
+
AdvancedFireControl
+
BOR_Research_Weapons_I
+
+ 4.00
+ 3.50
+
+
+
+
+ ArchotechFireControl
+
+ Through mastery of the tiniest machinery we are able to build archotech fire control towers. These towers allow to control multiple turrets without any human input. Truly a wonder of automated destruction!
+ 500000
+ Archotech
+
+
ArchotechMimicry
+
+ 18.00
+ 0.20
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Holograms/Patches/holodesignatordropdown.xml b/1.6/Mods/Holograms/Patches/holodesignatordropdown.xml
new file mode 100644
index 00000000..fdddb580
--- /dev/null
+++ b/1.6/Mods/Holograms/Patches/holodesignatordropdown.xml
@@ -0,0 +1,18 @@
+
+
+
+
+ BOR_Setting_Holograms
+
+ Defs
+
+
+
+ BOR_Holo
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Holograms/Patches/hologramresearch.xml b/1.6/Mods/Holograms/Patches/hologramresearch.xml
new file mode 100644
index 00000000..9c53c8d6
--- /dev/null
+++ b/1.6/Mods/Holograms/Patches/hologramresearch.xml
@@ -0,0 +1,65 @@
+
+
+
+
+ BOR_Setting_Holograms
+
+ Defs
+
+
+
+
+
+
+
+
+
+ BOR_SmallProjectors
+
+ Super advanced technology enabled by Sunsteel allows us to create beautiful and useful holographic projectors.
+ 15000
+ Ultra
+
+
BOR_Research_Joy_I
+
+ 3.00
+ 4.25
+
+
+
+ BOR_LargeProjectors
+
+ Ultra advanced technology enabled by kwazaari alloys allows us to create beautiful and useful holographic projectors and even mount them on Royal thrones.
+ 25000
+ Archotech
+
+
BOR_Research_Joy_II
+
+
+
BOR_SmallProjectors
+
+ 8.00
+ 4.50
+
+
+
+ BOR_GrandProjectors
+
+ Hyper advanced technology enabled by tenebrite allows us to create beautiful and useful holographic projectors and even mount them on Royal thrones.
+ 35000
+ Archotech
+
+
BOR_Research_Joy_III
+
+
+
BOR_LargeProjectors
+
+ 13.00
+ 4.50
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Holograms/Patches/holopatches.xml b/1.6/Mods/Holograms/Patches/holopatches.xml
new file mode 100644
index 00000000..aa5747ae
--- /dev/null
+++ b/1.6/Mods/Holograms/Patches/holopatches.xml
@@ -0,0 +1,190 @@
+
+
+
+
+ BOR_Setting_Holograms
+
+
+
+
+
+ Defs/ThingDef[defName="SmallProjector" or defName="LargeProjector" or defName="GrandProjector" or defName="ProjectorThrone" or defName="GrandProjectorThrone" ]
+
+ BOR
+
+
+
+
+ Defs/ThingDef[defName="SmallProjector" or defName="LargeProjector" or defName="GrandProjector" or defName="ProjectorThrone" or defName="GrandProjectorThrone" ]
+
+ BOR_Holo
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Ideology/Patches/tier1.xml b/1.6/Mods/Ideology/Patches/tier1.xml
new file mode 100644
index 00000000..a16b798a
--- /dev/null
+++ b/1.6/Mods/Ideology/Patches/tier1.xml
@@ -0,0 +1,88 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Solar_SleepAccelerator
+
+ A solarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier1/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Ideology/Patches/tier2.xml b/1.6/Mods/Ideology/Patches/tier2.xml
new file mode 100644
index 00000000..61a2f4dd
--- /dev/null
+++ b/1.6/Mods/Ideology/Patches/tier2.xml
@@ -0,0 +1,88 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Quasar_SleepAccelerator
+
+ A quasarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier2/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Ideology/Patches/tier3.xml b/1.6/Mods/Ideology/Patches/tier3.xml
new file mode 100644
index 00000000..2bdd7c07
--- /dev/null
+++ b/1.6/Mods/Ideology/Patches/tier3.xml
@@ -0,0 +1,89 @@
+
+
+
+
+ BOR_Setting_Ideology_TODO
+
+ Defs
+
+
+
+ BOR_Tenebral_SleepAccelerator
+
+ A tenebral bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
+
+ Ideo/Tier3/SleepAccelerator
+ Graphic_Multi
+ CutoutComplex
+
+ (0.55, 0.30, 0.40)
+
+
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.078125,0.46875,0.859375,0.53125)
+ (0.125,0.46875,0.625,0.296875)
+ (0.25,0.46875,0.625,0.296875)
+ Damage/Corner
+
+
+ BOR_Sleep
+ 0.7
+ South
+
+
+
+
+ 250
+
+ KralTechFabrication
+
+
+
+ BOR_Make_SuperSteel_Weave
+
+ Special fabrication process in which super steel is shaved into weave-like material.
+
+
+
+
+ 10
+
+ KralTechFabrication
+
+
+ BOR_Make_SuperSteel_Weave_Bulk
+
+ Special fabrication process in which super steel is shaved into weave-like material.
+
+
+
+
+ 25
+
+ KralTechFabrication
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml
new file mode 100644
index 00000000..c08fce1a
--- /dev/null
+++ b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier1/HediffDefs.xml
@@ -0,0 +1,216 @@
+
+
+
+
+ (0.36, 0.62, 0.68)
+ false
+
+
+
+ BOR_MechanoidChip_I
+
+ Part of the microcircuit connected to the AI center. Mechanoid seems to have scrapped it off some Solarite tech.
+
+
+
+
+ 2.25
+
+
+
+
+ 0.25
+
+ 2.25
+
+
+
+
+ 0.5
+
+ 2.25
+
+
+
+
+ 0.75
+
+ 0
+
+
+
+
+
+
+ BOR_MechanoidMicrocircuit_I
+
+ Microchip for a robotic brain. Expands the possibilities of control and consciousness. Seems to have been taken off some Solarite bionic.
+
+
+
+
+
+ Consciousness
+ 2.25
+
+
+
+
+
+ 0.35
+
+
+ Consciousness
+ 1.95
+
+
+
+
+
+ 0.65
+
+
+ Consciousness
+ 2.25
+
+
+
+
+
+
+
+ BOR_MechanoidEquipmentModule_I
+
+ Equipment not included in the standard assembly scheme. These seem to have been sourced from Solarite remains.
+
+
+
+
+ 2.25
+
+
+
+
+ 0.35
+
+ 2.25
+
+
+
+
+ 0.7
+
+ 1.875
+
+
+
+
+
+
+ BOR_MechanoidSensor_I
+
+ Additional ultra-advanced sensor for faster environmental response. Might have been scavenged from a Solarite vehicle.
+
+
+
+
+ 1.875
+ 1.875
+
+
+
+
+ 0.5
+
+ 1.875
+
+
+
+
+
+
+ BOR_MechanoidLaserEye_I
+
+ A powerful technological eyepiece that assists the mechanoid through laser guidance. These lasers seem to be Neutronium-based.
+
+
+
+
+ Sight
+ 4.5
+
+
+
+
+
+
+
+ BOR_MechanoidAntennaModule_I
+
+ Antenna module reinforced with sunsteel for capturing the slightest auditory vibrations.
+
+
+
+
+ Hearing
+ 4.5
+
+
+
+
+
+
+
+ BOR_MechanoidShieldModule_I
+
+ A large EMP shield module that enhances protection for surrounding mechanoids by using Neutronium.
+ HediffWithComps
+
+
+
+
+ false
+
+
+
+ BOR_MechanoidShieldModuleBuff_I
+
+ A mechanoid with a neutronium shield module nearby grants a bonus.
+ HediffWithComps
+
+
+ false
+
+
+
+ false
+ 15
+ Mote_ShieldModuleLinkLine
+
+
+ false
+
+
+
+ 2.25
+ 2.25
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml
new file mode 100644
index 00000000..fa94bd99
--- /dev/null
+++ b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier2/HediffDefs.xml
@@ -0,0 +1,216 @@
+
+
+
+
+ (0.36, 0.5, 0.7)
+ false
+
+
+
+ BOR_MechanoidChip_II
+
+ Part of the microcircuit connected to the AI center. Mechanoid seems to have scrapped it off some Kwazaari tech.
+
+
+
+
+ 3.375
+
+
+
+
+ 0.25
+
+ 3.375
+
+
+
+
+ 0.5
+
+ 3.375
+
+
+
+
+ 0.75
+
+ 0
+
+
+
+
+
+
+ BOR_MechanoidMicrocircuit_II
+
+ Microchip for a robotic brain. Expands the possibilities of control and consciousness. Seems to have been taken off some Kwazaari bionic.
+
+
+
+
+
+ Consciousness
+ 3.375
+
+
+
+
+
+ 0.35
+
+
+ Consciousness
+ 2.925
+
+
+
+
+
+ 0.65
+
+
+ Consciousness
+ 3.375
+
+
+
+
+
+
+
+ BOR_MechanoidEquipmentModule_II
+
+ Equipment not included in the standard assembly scheme. These seem to have been sourced from Kwazaari remains.
+
+
+
+
+ 3.375
+
+
+
+
+ 0.35
+
+ 3.375
+
+
+
+
+ 0.7
+
+ 2.8125
+
+
+
+
+
+
+ BOR_MechanoidSensor_II
+
+ Additional ultra-advanced sensor for faster environmental response. Might have been scavenged from a Kwazaari vehicle.
+
+
+
+
+ 2.8125
+ 2.8125
+
+
+
+
+ 0.5
+
+ 2.8125
+
+
+
+
+
+
+ BOR_MechanoidLaserEye_II
+
+ A powerful technological eyepiece that assists the mechanoid through quaser guidance. These quasers seem to be Neutronium-based.
+
+
+
+
+ Sight
+ 6.75
+
+
+
+
+
+
+
+ BOR_MechanoidAntennaModule_II
+
+ Antenna module reinforced with quasar alloy for capturing the slightest auditory vibrations.
+
+
+
+
+ Hearing
+ 6.75
+
+
+
+
+
+
+
+ BOR_MechanoidShieldModule_II
+
+ A large EMP quashield module that enhances protection for surrounding mechanoids by using Neutronium.
+ HediffWithComps
+
+
+
+
+ false
+
+
+
+ BOR_MechanoidShieldModuleBuff_II
+
+ A mechanoid with a neutronium quashield module nearby grants a bonus.
+ HediffWithComps
+
+
+ false
+
+
+
+ false
+ 22
+ Mote_ShieldModuleLinkLine
+
+
+ false
+
+
+
+ 3.375
+ 3.375
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml
new file mode 100644
index 00000000..87173209
--- /dev/null
+++ b/1.6/Mods/MechanoidHediffs/Defs/HediffDefs/Tier3/HediffDefs.xml
@@ -0,0 +1,216 @@
+
+
+
+
+ (0.36, 0.5, 0.7)
+ false
+
+
+
+ BOR_MechanoidChip_III
+
+ Part of the microcircuit connected to the AI center. Mechanoid seems to have scrapped it off some Tenebral tech.
+
+
+
+
+ 5.0625
+
+
+
+
+ 0.25
+
+ 5.0625
+
+
+
+
+ 0.5
+
+ 5.0625
+
+
+
+
+ 0.75
+
+ 0
+
+
+
+
+
+
+ BOR_MechanoidMicrocircuit_III
+
+ Microchip for a robotic brain. Expands the possibilities of control and consciousness. Seems to have been taken off some Tenebral bionic.
+
+
+
+
+
+ Consciousness
+ 5.0625
+
+
+
+
+
+ 0.35
+
+
+ Consciousness
+ 4.3875
+
+
+
+
+
+ 0.65
+
+
+ Consciousness
+ 5.0625
+
+
+
+
+
+
+
+ BOR_MechanoidEquipmentModule_III
+
+ Equipment not included in the standard assembly scheme. These seem to have been sourced from Tenebral remains.
+
+
+
+
+ 5.0625
+
+
+
+
+ 0.35
+
+ 5.0625
+
+
+
+
+ 0.7
+
+ 4.21875
+
+
+
+
+
+
+ BOR_MechanoidSensor_III
+
+ Additional ultra-advanced sensor for faster environmental response. Might have been scavenged from a Tenebral vehicle.
+
+
+
+
+ 4.21875
+ 4.21875
+
+
+
+
+ 0.5
+
+ 4.21875
+
+
+
+
+
+
+ BOR_MechanoidLaserEye_III
+
+ A powerful technological eyepiece that assists the mechanoid through quaser guidance. These quasers seem to be Neutronium-based.
+
+
+
+
+ Sight
+ 10.125
+
+
+
+
+
+
+
+ BOR_MechanoidAntennaModule_III
+
+ Antenna module reinforced with tenebrite for capturing the slightest auditory vibrations.
+
+
+
+
+ Hearing
+ 10.125
+
+
+
+
+
+
+
+ BOR_MechanoidShieldModule_III
+
+ A large EMP teneshield module that enhances protection for surrounding mechanoids by using Neutronium.
+ HediffWithComps
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml b/1.6/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml
new file mode 100644
index 00000000..7132fb7b
--- /dev/null
+++ b/1.6/Mods/OmniCoreDrill/Patches/omnicoredrillresearch.xml
@@ -0,0 +1,27 @@
+
+
+
+
+ BOR_Setting_IntegrateOmniCoreDrill
+
+ Defs
+
+
+
+ BOR_Research_Core_Drill
+
+ Sunsteel allows us to achieve what most thought impossible up until now. We can invent machines that will extract materials we need from deep beneath the planetary mantle.
+ 75000
+ Ultra
+
+
BOR_Research_Production_I
+
+ 2.00
+ 0.75
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml b/1.6/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml
new file mode 100644
index 00000000..3934966c
--- /dev/null
+++ b/1.6/Mods/QuantumCoolingRedux/Patches/qcrdesignatordropdown.xml
@@ -0,0 +1,18 @@
+
+
+
+
+ BOR_Setting_QuantumCoolingRedux
+
+ Defs
+
+
+
+ BOR_QuantumTemp
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml b/1.6/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml
new file mode 100644
index 00000000..ab572840
--- /dev/null
+++ b/1.6/Mods/QuantumCoolingRedux/Patches/qcrproxyheat.xml
@@ -0,0 +1,100 @@
+
+
+
+
+ BOR_Setting_QuantumCoolingRedux
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml b/1.6/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml
new file mode 100644
index 00000000..75bb18aa
--- /dev/null
+++ b/1.6/Mods/QuantumCoolingRedux/Patches/qcrrebalancepatch.xml
@@ -0,0 +1,137 @@
+
+
+
+
+ BOR_Setting_QuantumCoolingRedux
+
+
+
+
+ Defs/ThingDef[defName="QC_QuantumHeater" or defName="QC_QuantumHeater_Large" or defName="QC_QuantumHeater_erator" or defName="QC_QuantumCooler_Proto" or defName="QC_QuantumCooler" or defName="QC_QuantumCooler_Large" or defName="QC_QuantumCooler_erator"]
+
+ BOR_QuantumTemp
+
+
+
+ Defs/ThingDef[defName="QC_QuantumHeater" or defName="QC_QuantumHeater_Large" or defName="QC_QuantumHeater_erator" or defName="QC_QuantumCooler_Proto" or defName="QC_QuantumCooler" or defName="QC_QuantumCooler_Large" or defName="QC_QuantumCooler_erator"]/designationCategory
+
+ BOR
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml b/1.6/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml
new file mode 100644
index 00000000..4863e3c8
--- /dev/null
+++ b/1.6/Mods/RimsenalFederation/Patches/tier1_apparel_ad.xml
@@ -0,0 +1,528 @@
+
+
+
+
+ BOR_Setting_RimsenalFederationApparelVariants
+
+ Defs
+
+
+
+ BOR_Solar_FedSuit
+
+ Spacer
+ A carbon crystalline fiber solar jumpsuit for military personnel. It is light and thin, but surprisingly sturdy. It is the uniform of the Federation.
+
+ Things/Apparel/FedSuit
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ 1.0
+ 525
+ 0.225
+ 0.3
+ 23
+ 8
+ 2
+
+
+ 20
+ 30
+
+
+
BOR_Apparel
+
+ 0.05
+
+
+
ADJS
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/FedSuit
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
+
+
+
+
BOR_Tech_I
+
+
+
+
+ BOR_Solar_Apparel_Judicator
+
+ Spacer
+ A "Judicator" solar riot gear was produced by Arms Dynamics for Federation human commanders. This is a really great personal armor if you can withstand from scornful eyes of the people.
+
+ Things/Apparel/Judicator
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ UnfinishedTechArmor
+
+
+
+
+ Spacer
+ It is a solar helmet of the FPC riot gear. If you wear this, you will be an eyesore of your colony.
+
+ Things/Apparel/JudicatorH
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_UGCloak
+
+ Spacer
+ Solar cloak that usually worn by the federation unity guards. It's more like to ornament than practical outfit.
+
+ Things/Apparel/UGCloak
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ 0.417
+ 150
+ 225
+ 0.075
+ 0.075
+ 0.075
+ 8
+ 5
+ 2
+
+
+ 5
+ 20
+
+
+
BOR_Apparel
+
+ 0.05
+
+
+
ADJS
+
FedUnity
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/UGCloak
+
+
Shell
+
+
+
Shoulders
+
Arms
+
+
+
+
+
BOR_Tech_I
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml b/1.6/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml
new file mode 100644
index 00000000..0386f9b5
--- /dev/null
+++ b/1.6/Mods/RimsenalFederation/Patches/tier2_apparel_ad.xml
@@ -0,0 +1,544 @@
+
+
+
+
+ BOR_Setting_RimsenalFederationApparelVariants
+
+ Defs
+
+
+
+ BOR_Quasar_FedSuit
+
+ Spacer
+ A carbon crystalline fiber kwazaari jumpsuit for military personnel. It is light and thin, but surprisingly sturdy. It is the uniform of the Federation.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/FedSuit
+ Graphic_Single
+
+
+ 0
+ 788
+ 0.338
+ 0.45
+ 35
+ 12
+ 1
+
+ 3
+
+
+ 20
+ 30
+
+
+
BOR_Apparel
+
+ 0.03
+
+
+
ADJS
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/FedSuit
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
+
+
+
+
BOR_Tech_II
+
+
+
+
+ BOR_Quasar_Apparel_Judicator
+
+ Spacer
+ A "Judicator" kwazaari riot gear was produced by Arms Dynamics for Federation human commanders. This is a really great personal armor if you can withstand from scornful eyes of the people.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Judicator
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+ Spacer
+ It is a kwazaari helmet of the FPC riot gear. If you wear this, you will be an eyesore of your colony.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/JudicatorH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_UGCloak
+
+ Spacer
+ Quasar cloak that usually worn by the federation unity guards. It's more like to ornament than practical outfit.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/UGCloak
+ Graphic_Single
+
+
+ 0.347
+ 225
+ 338
+ 0.112
+ 0.112
+ 0.112
+ 12
+ 8
+ 1
+
+ 3
+
+
+ 5
+ 20
+
+
+
BOR_Apparel
+
+ 0.03
+
+
+
ADJS
+
FedUnity
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/UGCloak
+
+
Shell
+
+
+
Shoulders
+
Arms
+
+
+
+
+
BOR_Tech_II
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml b/1.6/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml
new file mode 100644
index 00000000..a066512c
--- /dev/null
+++ b/1.6/Mods/RimsenalFederation/Patches/tier3_apparel_ad.xml
@@ -0,0 +1,544 @@
+
+
+
+
+ BOR_Setting_RimsenalFederationApparelVariants
+
+ Defs
+
+
+
+ BOR_Tenebral_FedSuit
+
+ Spacer
+ A carbon crystalline fiber tenebral jumpsuit for military personnel. It is light and thin, but surprisingly sturdy. It is the uniform of the Federation.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/FedSuit
+ Graphic_Single
+
+
+ 0
+ 1182
+ 0.507
+ 0.675
+ 53
+ 18
+ 0
+
+ 6
+
+
+ 20
+ 30
+
+
+
BOR_Apparel
+
+ 0.01
+
+
+
ADJS
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/FedSuit
+
+
OnSkin
+
+
+
Neck
+
Shoulders
+
Torso
+
Arms
+
Legs
+
+
+
+
+
BOR_Tech_III
+
+
+
+
+ BOR_Tenebral_Apparel_Judicator
+
+ Spacer
+ A "Judicator" tenebral riot gear was produced by Arms Dynamics for Federation human commanders. This is a really great personal armor if you can withstand from scornful eyes of the people.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/Judicator
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+ Spacer
+ It is a tenebral helmet of the FPC riot gear. If you wear this, you will be an eyesore of your colony.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/JudicatorH
+ Graphic_Single
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_UGCloak
+
+ Spacer
+ Tenebral cloak that usually worn by the federation unity guards. It's more like to ornament than practical outfit.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/UGCloak
+ Graphic_Single
+
+
+ 0.289
+ 338
+ 507
+ 0.168
+ 0.168
+ 0.168
+ 18
+ 12
+ 0
+
+ 6
+
+
+ 5
+ 20
+
+
+
BOR_Apparel
+
+ 0.01
+
+
+
ADJS
+
FedUnity
+
+
+
Worker
+
Soldier
+
+ Things/Apparel/UGCloak
+
+
Shell
+
+
+
Shoulders
+
Arms
+
+
+
+
+
BOR_Tech_III
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RoyalArsenal/Patches/tier1royalarmor.xml b/1.6/Mods/RoyalArsenal/Patches/tier1royalarmor.xml
new file mode 100644
index 00000000..65139602
--- /dev/null
+++ b/1.6/Mods/RoyalArsenal/Patches/tier1royalarmor.xml
@@ -0,0 +1,2171 @@
+
+
+
+
+ BOR_Setting_RoyalArsenalVariants
+
+
+
+
+
+ Defs
+
+
+
+
+
+
BOR_Armor_Headgear_I
+
+
+
+
+ BOR_Solar_RA_RanseurArmor
+
+ A highly specialized suit of light solar power-armor. Solar anseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Ultra
+
+ 1.26
+ 0.48
+ 0.60
+ 120000
+ 420
+ 7
+ 0.3
+ 48
+ 13.5
+ 9
+
+
+ 1.5
+ -0.35
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_RA_RanseurArmorHelmet
+
+ A high-tech armored helmet designed for use with a set of solar ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.
+ Ultra
+
+
+
+
+
+
+ BOR_Solar_RA_StealthBelt
+
+ An solar cloaking system worn on the belt. It is less efficient than a suit of solar ranseur armor, and it can only hold enough nuclear fuel for one charge at a time.
+ Ultra
+
+
+
+
+
+
+
+ BOR_Solar_RA_GuardianArmorBase
+
+ A suit of specialty solar power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Solar_RA_GuardianArmorHelmet
+
+ A modified solar marine helmet with an added armor plate in the front. It offers improved protection over a standard solar marine helmet.
+ Ultra
+
+
+
+
+
+
+ BOR_Solar_RA_PhalanxArmor
+
+ A suit of heavy powered armor based on the standard Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+
+ BOR_Solar_RA_PhalanxArmorHelmet
+
+ A heavy solar Phalanx helmet. It offers better protection than a standard solar Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.
+ Ultra
+
+
+
+
+
+
+ BOR_Solar_RA_RanseurArmor_Prestige
+
+ A highly specialized suit of light solar power-armor. Solar ranseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Ultra
+
+ 1.26
+ 0.48
+ 0.60
+ 240000
+ 420
+ 7
+ 0.3
+ 48
+ 13.5
+ 8
+
+
+ 1.5
+ 0.075
+ 0.05
+ -0.3
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Solar_RA_RanseurArmorHelmet_Prestige
+
+ A high-tech armored solar helmet designed for use with a set of solar ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Solar_RA_GuardianArmorBase_Prestige
+
+ A suit of specialty solar power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields. \n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_RA_GuardianArmorHelmet_Prestige
+
+ A modified solar marine helmet with an added armor plate in the front. It offers improved protection over a standard solar marine helmet.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+
+
+
+
+
+ BOR_Solar_RA_PhalanxArmor_Prestige
+
+ A suit of heavy solar powered armor based on the standard solar Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Solar_RA_PhalanxArmorHelmet_Prestige
+
+ A heavy solar Phalanx helmet. It offers better protection than a standard solar Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RoyalArsenal/Patches/tier2royalarmor.xml b/1.6/Mods/RoyalArsenal/Patches/tier2royalarmor.xml
new file mode 100644
index 00000000..3de09cb3
--- /dev/null
+++ b/1.6/Mods/RoyalArsenal/Patches/tier2royalarmor.xml
@@ -0,0 +1,2181 @@
+
+
+
+
+ BOR_Setting_RoyalArsenalVariants
+
+
+
+
+
+ Defs
+
+
+
+
+
+
BOR_Armor_Headgear_II
+
+
+
+
+ BOR_Quasar_RA_RanseurArmor
+
+ A highly specialized suit of light kwazaari power-armor. Quasar anseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Ultra
+
+ 1.89
+ 0.72
+ 0.9
+ 180000
+ 630
+ 5
+ 0.25
+ 72
+ 20.25
+ 7
+
+ 3.5
+
+
+ 2.25
+ -0.35
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_RA_RanseurArmorHelmet
+
+ A high-tech armored helmet designed for use with a set of kwazaari ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_StealthBelt
+
+ An kwazaari cloaking system worn on the belt. It is less efficient than a suit of kwazaari ranseur armor, and it can only hold enough nuclear fuel for one charge at a time.
+ Ultra
+
+
+
+
+
+
+
+ BOR_Quasar_RA_GuardianArmorBase
+
+ A suit of specialty kwazaari power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_GuardianArmorHelmet
+
+ A modified kwazaari marine helmet with an added armor plate in the front. It offers improved protection over a standard kwazaari marine helmet.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_PhalanxArmor
+
+ A suit of heavy powered armor based on the standard Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+
+ BOR_Quasar_RA_PhalanxArmorHelmet
+
+ A heavy kwazaari Phalanx helmet. It offers better protection than a standard kwazaari Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_RanseurArmor_Prestige
+
+ A highly specialized suit of light kwazaari power-armor. Quasar ranseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Ultra
+
+ 1.89
+ 0.72
+ 0.9
+ 360000
+ 630
+ 5
+ 0.25
+ 72
+ 20.25
+ 6
+
+ 3.5
+
+
+ 2.25
+ 0.112
+ 0.075
+ -0.3
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_RanseurArmorHelmet_Prestige
+
+ A high-tech armored kwazaari helmet designed for use with a set of kwazaari ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_GuardianArmorBase_Prestige
+
+ A suit of specialty kwazaari power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields. \n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_RA_GuardianArmorHelmet_Prestige
+
+ A modified kwazaari marine helmet with an added armor plate in the front. It offers improved protection over a standard kwazaari marine helmet.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_PhalanxArmor_Prestige
+
+ A suit of heavy kwazaari powered armor based on the standard kwazaari Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Quasar_RA_PhalanxArmorHelmet_Prestige
+
+ A heavy kwazaari Phalanx helmet. It offers better protection than a standard kwazaari Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/RoyalArsenal/Patches/tier3royalarmor.xml b/1.6/Mods/RoyalArsenal/Patches/tier3royalarmor.xml
new file mode 100644
index 00000000..6d4502bd
--- /dev/null
+++ b/1.6/Mods/RoyalArsenal/Patches/tier3royalarmor.xml
@@ -0,0 +1,2182 @@
+
+
+
+
+ BOR_Setting_RoyalArsenalVariants
+
+
+
+
+
+ Defs
+
+
+
+
+
+
BOR_Armor_Headgear_III
+
+
+
+
+ BOR_Tenebral_RA_RanseurArmor
+
+ A highly specialized suit of light tenebral power-armor. Tenebral anseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Archotech
+
+ 2.835
+ 1.08
+ 1.35
+ 270000
+ 945
+ 4
+ 0.208
+ 108
+ 30.375
+ 5
+
+ 7
+
+
+ 3.375
+ -0.35
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_RA_RanseurArmorHelmet
+
+ A high-tech armored helmet designed for use with a set of tenebral ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_StealthBelt
+
+ An tenebral cloaking system worn on the belt. It is less efficient than a suit of tenebral ranseur armor, and it can only hold enough nuclear fuel for one charge at a time.
+ Archotech
+
+
+
+
+
+
+
+ BOR_Tenebral_RA_GuardianArmorBase
+
+ A suit of specialty tenebral power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_GuardianArmorHelmet
+
+ A modified tenebral marine helmet with an added armor plate in the front. It offers improved protection over a standard tenebral marine helmet.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_PhalanxArmor
+
+ A suit of heavy powered armor based on the standard Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+
+ BOR_Tenebral_RA_PhalanxArmorHelmet
+
+ A heavy tenebral Phalanx helmet. It offers better protection than a standard tenebral Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_RanseurArmor_Prestige
+
+ A highly specialized suit of light tenebral power-armor. Tenebral ranseur armor cannot protect as well as standard Recon armor, but it is highly optimized for stealth and reconissance operations. It features an advanced cloaking device in its core that can render its wearer invisible for extended periods of time.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nRanseur armor requires excessive power when its cloaking device is active, and its reactor must be resupplied with uranium after sufficient use.
+ Archotech
+
+ 2.835
+ 1.08
+ 1.35
+ 540000
+ 945
+ 4
+ 0.208
+ 108
+ 30.375
+ 5
+
+ 7
+
+
+ 3.375
+ 0.168
+ 0.112
+ -0.3
+
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_RanseurArmorHelmet_Prestige
+
+ A high-tech armored tenebral helmet designed for use with a set of tenebral ranseur armor. It features an internal heads-up display with a targeting computer similar to those found in Gunlinks.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_GuardianArmorBase_Prestige
+
+ A suit of specialty tenebral power armor designed with extra defensive measures. A personal countermeasure system is mounted on the back, capable of rapidly launching EMP grenades to disrupt turrets and energy shields. \n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_RA_GuardianArmorHelmet_Prestige
+
+ A modified tenebral marine helmet with an added armor plate in the front. It offers improved protection over a standard tenebral marine helmet.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_PhalanxArmor_Prestige
+
+ A suit of heavy tenebral powered armor based on the standard tenebral Cataphract design. It features defensive improvements, including stronger armor plating and a reusable low-shield deployer.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity. \nMechanites within the low-shield deployer can replicate the shield core in-between uses, but the unit must be resupplied with advanced components.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_Tenebral_RA_PhalanxArmorHelmet_Prestige
+
+ A heavy tenebral Phalanx helmet. It offers better protection than a standard tenebral Cataphract helmet, and it has a built-in filter that removes most toxins and other harmful chemicals from the air before the wearer can breathe them.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Apparel/Tier1.xml b/1.6/Mods/Royalty/Patches/Apparel/Tier1.xml
new file mode 100644
index 00000000..8ec1b083
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Apparel/Tier1.xml
@@ -0,0 +1,1318 @@
+
+
+
+
+ BOR_Setting_RoyaltyPrestigeBORArmor
+
+
+
+
+
+ Defs
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorReconPrestige
+
+ A suit of light partially-powered solar armor, designed to permit quick movement. Starsteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+
+ 135000
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 15
+ 100
+ 2
+
+
+
+
BOR_Royal_I
+
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ true
+
+
+ 145
+
+
+
+
+ BOR_Solar_Apparel_ArmorHelmetReconPrestige
+
+ A high-tech armored helmet with a built-in status computer and a protective starsteel-weave plate.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconHelmet/PrestigeReconHelmet
+ CutoutComplex
+ (0.9, 0.9)
+ (0.36, 0.62, 0.68)
+
+
+ 31500
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 6
+ 40
+ 2
+
+
+
+
+
+
+ 140
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorHelmetReconPrestige
+
+ A high-tech armored helmet with a built-in status computer and a protective starsteel-weave plate.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconHelmet/PrestigeReconHelmet
+ CutoutComplex
+ (0.9, 0.9)
+ (0.36, 0.62, 0.68)
+
+
+ 31500
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 6
+ 40
+ 2
+
+
+
+
+
+
+ 140
+
+
+
+
+ BOR_Solar_Apparel_ArmorMarinePrestige
+
+ A suit of powered armor. Layered starsteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeMarineArmor/PrestigeMarineArmor
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+
+ 180000
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 10
+ 120
+ 2
+
+
+
+
+
+ true
+
+
+ 155
+
+
+
+
+ BOR_Solar_Apparel_ArmorMarineHelmetPrestige
+
+ A marine armor helmet, with a built-in status computer and layered starsteel-weave plates.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeMarineHelmet/PrestigeMarineHelmet
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+
+ 42000
+
+
+ 0.6
+ 0.05
+ 0.033
+
+
+ 5
+ 50
+ 2
+
+ 0.5
+
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorCataphract
+
+ A suit of heavy powered solar armor, built for maximum protection at the cost of mobility. Heavy layered starsteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
BOR_Tech_I
+
BOR_Armor_I
+
+
+ 125
+
+
+
+
+ BOR_Solar_Apparel_ArmorHelmetCataphract
+
+ A heavily-armored solar-tech helmet, with a solid starsteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+ 120
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorCataphractPrestige
+
+ A suit of heavy powered solar armor, built for maximum protection at the cost of mobility. Heavy layered starsteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractArmor/PrestigeCataphractArmor
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+
+ 225000
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 27
+ 190
+ 2
+
+
+
+
+
+
+ 165
+
+
+
+
+ BOR_Solar_Apparel_ArmorHelmetCataphractPrestige
+
+ A heavily-armored solar-tech helmet, with a solid starsteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ CutoutComplex
+ (0.9, 0.9)
+ (0.36, 0.62, 0.68)
+
+
+ 78750
+
+
+ 0.6
+ 0.075
+ 0.05
+
+
+ 14
+ 75
+ 2
+
+
+
+
BOR_Royal_I
+
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ true
+
+
+ 160
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorLocust
+
+ A variant of solar recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.\n\nUnlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
+
+ 1.305
+ 0.525
+ 0.615
+ 35.85
+
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_ArmorMarineGrenadier
+
+ A variant of solar marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.\n\nGrenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.
+
+ 75
+ 4
+
+
+ 1.5
+ 0.60
+ 0.75
+
+
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ 6
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+
+
+
+
+
+ 130
+
+
+
+ BOR_Solar_Proj_GrenadierGrenade
+
+
+ 24
+
+
+
+
+ BOR_Solar_Apparel_ArmorCataphractPhoenix
+
+ A variant of solar cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.\n\nPhoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.
+
+ 0.08
+ 1.725
+ 0.675
+ 1.125
+ 150
+
+
+ 0.6
+ -0.8
+
+
+ 75
+ 4
+ 40
+
+
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ 6
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_ArmorHelmetCataphract"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_ArmorHelmetReconPrestige"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_ArmorMarineHelmetPrestige"]/description
+
+ A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Solar_Apparel_ArmorHelmetCataphractPrestige"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Apparel/Tier2.xml b/1.6/Mods/Royalty/Patches/Apparel/Tier2.xml
new file mode 100644
index 00000000..def4f725
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Apparel/Tier2.xml
@@ -0,0 +1,1322 @@
+
+
+
+
+ BOR_Setting_RoyaltyPrestigeBORArmor
+
+
+
+
+
+ Defs
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorReconPrestige
+
+ A suit of light partially-powered quasar armor, designed to permit quick movement. Quasar Alloy-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ CutoutComplex
+
+
+ 202500
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 22
+ 100
+ 4
+
+
+
+
BOR_Royal_II
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ true
+
+
+ 145
+
+
+
+
+ BOR_Quasar_Apparel_ArmorHelmetReconPrestige
+
+ A high-tech armored helmet with a built-in status computer and a protective quasar alloy-weave plate.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeReconHelmet/PrestigeReconHelmet
+ CutoutComplex
+ (0.9, 0.9)
+
+
+ 47250
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 9
+ 40
+ 4
+
+
+
+
+
+
+ 140
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorMarinePrestige
+
+ A suit of powered armor. Layered quasar alloy-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeMarineArmor/PrestigeMarineArmor
+ CutoutComplex
+
+
+ 270000
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 15
+ 120
+ 4
+
+
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorCataphract
+
+ A suit of heavy powered quasar armor, built for maximum protection at the cost of mobility. Heavy layered quasar alloy-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
Armor
+
+
+ 125
+
+
+
+
+ BOR_Quasar_Apparel_ArmorHelmetCataphract
+
+ A heavily-armored quasar-tech helmet, with a solid quasar alloy-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+ 120
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorCataphractPrestige
+
+ A suit of heavy powered quasar armor, built for maximum protection at the cost of mobility. Heavy layered quasar alloy-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractArmor/PrestigeCataphractArmor
+ CutoutComplex
+
+
+ 337500
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 40
+ 190
+ 4
+
+
+
+
+
+
+ 165
+
+
+
+
+ BOR_Quasar_Apparel_ArmorHelmetCataphractPrestige
+
+ A heavily-armored quasar-tech helmet, with a solid quasar alloy-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ CutoutComplex
+ (0.9, 0.9)
+
+
+ 118125
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 21
+ 75
+ 4
+
+
+
+
BOR_Royal_II
+
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ true
+
+
+ 160
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorHelmetCataphractPrestige
+
+ A heavily-armored quasar-tech helmet, with a solid quasar alloy-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ CutoutComplex
+ (0.9, 0.9)
+
+
+ 118125
+
+ 3
+
+
+ 0.8
+ 0.1125
+ 0.075
+
+
+ 21
+ 75
+ 4
+
+
+
+
BOR_Royal_II
+
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ true
+
+
+ 160
+
+
+
+
+ BOR_Quasar_Apparel_ArmorLocust
+
+ A variant of quasar recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.\n\nUnlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
+
+ 1.95
+ 0.7875
+ 0.9225
+ 53.775
+
+ 3
+
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_ArmorMarineGrenadier
+
+ A variant of quasar marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.\n\nGrenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.
+
+ 75
+ 4
+
+
+ 2.25
+ 0.90
+ 1.125
+
+ 3
+
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+ Graphic_Single
+
+
+ 9
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+
+
+
+
+
+ 130
+
+
+
+ BOR_Quasar_Proj_GrenadierGrenade
+
+
+ 36
+
+
+
+
+ BOR_Quasar_Apparel_ArmorCataphractPhoenix
+
+ A variant of quasar cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.\n\nPhoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.
+
+ 0.04
+ 2.5875
+ 1.0125
+ 1.6
+ 225
+
+ 3
+
+
+ 0.8
+ -0.9
+
+
+ 75
+ 4
+ 40
+
+
+ (0.36, 0.5, 0.7)
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+ Graphic_Single
+
+
+ 8
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_ArmorHelmetCataphract"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_ArmorHelmetReconPrestige"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_ArmorMarineHelmetPrestige"]/description
+
+ A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Quasar_Apparel_ArmorHelmetCataphractPrestige"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Apparel/Tier3.xml b/1.6/Mods/Royalty/Patches/Apparel/Tier3.xml
new file mode 100644
index 00000000..5603977a
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Apparel/Tier3.xml
@@ -0,0 +1,1285 @@
+
+
+
+
+ BOR_Setting_RoyaltyPrestigeBORArmor
+
+
+
+
+
+ Defs
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorReconPrestige
+
+ A suit of light partially-powered tenebral armor, designed to permit quick movement. Tenebrite-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ CutoutComplex
+
+
+ 303750
+
+ 7
+
+
+ 1.0
+ 0.1687
+ 0.1125
+
+
+ 33
+ 100
+ 8
+
+
+
+
BOR_Royal_III
+
+ Things/Pawn/Humanlike/Apparel/PrestigeReconArmor/PrestigeReconArmor
+ true
+
+
+ 145
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorHelmetReconPrestige
+
+ A high-tech armored helmet with a built-in status computer and a protective tenebral alloy-weave plate.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PrestigeReconHelmet/PrestigeReconHelmet
+ CutoutComplex
+ (0.9, 0.9)
+
+
+ 70875
+
+ 7
+
+
+ 1.0
+ 0.16875
+ 0.1125
+
+
+ 13
+ 40
+ 8
+
+
+
+
+
+
+ 140
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorMarinePrestige
+
+ A suit of powered armor. Layered tenebral alloy-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PrestigeMarineArmor/PrestigeMarineArmor
+ CutoutComplex
+
+
+ 400000
+
+ 7
+
+
+ 1.0
+ 0.1687
+ 0.1125
+
+
+ 21
+ 120
+ 8
+
+
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorCataphract
+
+ A suit of heavy powered tenebral armor, built for maximum protection at the cost of mobility. Heavy layered tenebral alloy-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
BOR_Tech_III
+
BOR_Armor_III
+
+
+ 125
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorHelmetCataphract
+
+ A heavily-armored tenebral-tech helmet, with a solid tenebral alloy-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+ 120
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorCataphractPrestige
+
+ A suit of heavy powered tenebral armor, built for maximum protection at the cost of mobility. Heavy layered tenebral alloy-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractArmor/PrestigeCataphractArmor
+ CutoutComplex
+
+
+ 506250
+
+ 7
+
+
+ 1.0
+ 0.1687
+ 0.1125
+
+
+ 60
+ 190
+ 8
+
+
+
+
+
+
+ 165
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorHelmetCataphractPrestige
+
+ A heavily-armored tenebral-tech helmet, with a solid tenebral alloy-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ CutoutComplex
+ (0.9, 0.9)
+
+
+ 177187
+
+ 7
+
+
+ 1.0
+ 0.1625
+ 0.1125
+
+
+ 32
+ 75
+ 8
+
+
+
+
BOR_Royal_III
+
+ Things/Pawn/Humanlike/Apparel/PrestigeCataphractHelmet/PrestigeCataphractHelmet
+ true
+
+
+ 160
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorLocust
+
+ A variant of tenebral recon armor with an integrated burst rocket for short-ranged flight. Locust armor is slightly less protective than standard recon armor. Each jump consumes a burst of fuel, so the armor must be reloaded after several uses.\n\nUnlike most ultratech military units, locusts train primarily with melee weapons. They usually avoid static shootouts, preferring to jump straight into enemy fortifications and fight hand-to-hand. They do poorly in static defense or confined quarters, but excel in mixed cover or shipcracking operations.
+
+ 2.925
+ 1.1812
+ 1.3875
+ 80.662
+
+ 7
+
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorMarineGrenadier
+
+ A variant of tenebral marine armor with an integrated frag launcher on the shoulder. The armor is slightly less protective than standard marine armor. The launcher can only hold a limited amount of ammo and must be reloaded after use.\n\nGrenadiers usually specialize in breaching buildings or internal ship bulkheads. While not effective at very long range, grenadiers can be surprisingly deadly in confined quarters.
+
+ 75
+ 4
+
+
+ 3.375
+ 1.35
+ 1.6875
+
+ 7
+
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+ Graphic_Single
+
+
+ 12
+ Things/Pawn/Humanlike/Apparel/GrenadierArmor/GrenadierArmor
+
+
+
+
+
+ 130
+
+
+
+ BOR_Tenebral_Proj_GrenadierGrenade
+
+
+ 54
+
+
+
+
+ BOR_Tenebral_Apparel_ArmorCataphractPhoenix
+
+ A variant of tenebral cataphract armor with a shoulder-mounted flamebolt launcher. This armor is slightly less protective than standard cataphract armor against normal damage, but is especially flame-resistant. The flamebolt launcher has very limited ammo and must be reloaded after use.\n\nPhoenixes specialize in clearing out very confined spaces full of enemies, as in underground or shipborne operations. They can absorb hits while moving down a corridor, fill rooms with flame, and emerge from the smoke unscathed.
+
+ 0.02
+ 3.8812
+ 1.51875
+ 2.4
+ 337.5
+
+ 7
+
+
+ 1.0
+ -1.0
+
+
+ 75
+ 4
+ 40
+
+
+ (0.2, 0.2, 0.2)
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+ Graphic_Single
+
+
+ 12
+ Things/Pawn/Humanlike/Apparel/PhoenixArmor/PhoenixArmor
+
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_ArmorHelmetCataphract"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nArmor like this is used by imperial cataphracts to break heavily fortified positions in frontal assaults when no other option is available.
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_ArmorHelmetReconPrestige"]/description
+
+ A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_ArmorMarineHelmetPrestige"]/description
+
+ A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+ Defs/ThingDef[defName="BOR_Tenebral_Apparel_ArmorHelmetCataphractPrestige"]/description
+
+ A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nBuilt-in servo-motors assist the wearer's muscles in holding the weight of the helmet while the integrated combat HUD improves weapon accuracy.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Permits/CorpoPermits.xml b/1.6/Mods/Royalty/Patches/Permits/CorpoPermits.xml
new file mode 100644
index 00000000..fc8368d1
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Permits/CorpoPermits.xml
@@ -0,0 +1,410 @@
+
+
+
+ BOR_Setting_KwazaariRoyaltyPermits
+
+ Defs
+
+
+
+
+
+ BOR_TradeSettlement_II
+
+
+
+
+ BOR_TradeOrbital_II
+
+
+
+
+ BOR_TradeCaravan_II
+
+
+
+
+
+
+
+ RoyalTitlePermitWorker_DropResources
+ BOR_KwazaarBazaar
+ 1
+ 45
+ true
+
+ 39.9
+
+
+
+
+ BOR_SunsteelDrop
+
+ Call for a drop of 500 sunsteel.
+ BOR_Junior
+ BOR_KwazaarBazaar
+ 1
+ (0,0)
+
+
+ 500
+
+ 3
+
+
+
+
+ BOR_AlloyDrop
+
+ Call for a drop of 500 quasar alloy.
+ BOR_Associate
+ BOR_KwazaarBazaar
+ 2
+ (1,0)
+ BOR_SunsteelDrop
+
+
+ 500
+
+ 5
+
+
+
+
+ BOR_SunweaveDrop
+
+ Call for a drop of 500 sunweave.
+ BOR_Junior
+ BOR_KwazaarBazaar
+ 1
+ (0,1)
+
+
+ 500
+
+ 3
+
+
+
+
+ BOR_WeaveDrop
+
+ Call for a drop of 500 quasar weave.
+ BOR_Associate
+ BOR_KwazaarBazaar
+ 2
+ (1,1)
+ BOR_SunweaveDrop
+
+
+ 500
+
+ 5
+
+
+
+
+ BOR_FoodDrop
+
+ Call for a drop of 200 packaged survival meals.
+ BOR_Junior
+ (0,2)
+
+
+ 200
+
+ 3
+
+
+
+
+ BOR_MedDropI
+
+ Call for a drop of 50 solar medicine kits.
+ BOR_Junior
+ (1,2)
+ BOR_FoodDrop
+
+
+ 50
+
+ 18
+
+
+
+
+ BOR_MedDropII
+
+ Call for a drop of 50 first kwaed kits.
+ BOR_Associate
+ (2,2)
+ BOR_MedDropI
+
+
+ 50
+
+ 18
+
+
+
+
+ BOR_NeutroniumDropI
+
+ Call for a drop of 500 000 neutronium.
+ BOR_Junior
+ (0,3)
+
+
+ 5000000
+
+ 1
+
+
+
+
+ BOR_NeutroniumDropII
+
+ Call for a drop of 1 000 000 neutronium.
+ BOR_Associate
+ (1,3)
+ BOR_NeutroniumDropI
+
+
+ 1000000
+
+ 2
+
+
+
+
+ BOR_NeutroniumDropIII
+
+ Call for a drop of 10 000 000 neutronium.
+ BOR_Senior
+ (2,3)
+ BOR_NeutroniumDropII
+
+
+ 10000000
+
+ 8
+
+
+
+
+ BOR_CallLaborerTeam
+
+ Call a group of 4 laborers to assist you for 4 days. These workers can do a lot of specialist tasks. You can control them as though they were your own colonists. You are required to keep them safe.
+ RoyalTitlePermitWorker_CallLaborers
+ BOR_Senior
+ BOR_KwazaarBazaar
+ 1
+ (0,4)
+
+ 8
+ BOR_Laborer_II
+ 4
+ 4
+ 44.9
+ false
+
+ 60
+
+
+
+ BOR_CallLaborerGang
+
+ Call a group of 8 laborers to assist you for 4 days. These workers can do a lot of specialist tasks. You can control them as though they were your own colonists. You are required to keep them safe.
+ RoyalTitlePermitWorker_CallLaborers
+ BOR_TeamLeader
+ BOR_KwazaarBazaar
+ 1
+ BOR_CallLaborerTeam
+ (1,4)
+
+ 16
+ BOR_Laborer_II
+ 8
+ 4
+ 44.9
+ false
+
+ 60
+
+
+
+ BOR_CallLaborerCompany
+
+ Call a group of 16 laborers to assist you for 15 days. These workers can do a lot of specialist tasks. You can control them as though they were your own colonists. You are required to keep them safe.
+ RoyalTitlePermitWorker_CallLaborers
+ BOR_BranchManager
+ BOR_KwazaarBazaar
+ 1
+ BOR_CallLaborerGang
+ (2,4)
+
+ 60
+ BOR_Laborer_II
+ 16
+ 15
+ 44.9
+ false
+
+ 60
+
+
+
+ BOR_CallMilitaryAidSmall
+
+ Call a group of 4 kwazaari guardsmen to aid you in battle.
+ RoyalTitlePermitWorker_CallAid
+ BOR_Junior
+ BOR_KwazaarBazaar
+ 1
+ (0,5)
+
+ 15
+ BOR_Kwazaari_Guardsman
+ 4
+ 39.9
+
+ 40
+
+
+
+ BOR_CallMilitaryAidLarge
+
+ Call a group of 6 kwazaari marines to aid you in battle.
+ RoyalTitlePermitWorker_CallAid
+ BOR_Senior
+ BOR_KwazaarBazaar
+ 1
+ (1,5)
+ BOR_CallMilitaryAidSmall
+
+ 25
+ BOR_Kwazaari_Marine
+ 6
+ 39.9
+
+ 50
+
+
+
+ BOR_CallMilitaryAidGrand
+
+ Call a group of 4 kwazaari heavy marines to aid you in battle.
+ RoyalTitlePermitWorker_CallAid
+ BOR_TeamLeader
+ BOR_KwazaarBazaar
+ 1
+ BOR_CallMilitaryAidLarge
+ (2,5)
+
+ 35
+ BOR_Kwazaari_Heavy_Marine
+ 4
+ 39.9
+
+ 60
+
+
+
+ BOR_CallTransportShuttle
+
+ Call a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles.
+ RoyalTitlePermitWorker_CallShuttle
+ BOR_TeamLeader
+ BOR_KwazaarBazaar
+ 1
+ 5
+ true
+ (0,6)
+
+ 10
+ 44.9
+ false
+
+
+
+
+ BOR_CallOrbitalStrike
+
+ Call a single-impact aerodrone strike at a target position.
+ RoyalTitlePermitWorker_OrbitalStrike
+ BOR_TeamLeader
+ BOR_KwazaarBazaar
+ 1
+ 15
+ (1,6)
+
+ 15
+ 44.9
+ 2.9
+ 7.9
+ 1
+ 60
+ 120
+
+
+
+
+ BOR_CallOrbitalSalvo
+
+ Call a salvo of aerodrone strikes around a target position.
+ RoyalTitlePermitWorker_OrbitalStrike
+ BOR_BranchManager
+ BOR_KwazaarBazaar
+ 1
+ 30
+ (2,6)
+
+ 12
+ 44.9
+ 7.9
+ 5.9
+ 6
+ 60
+ 120
+
+
+
+
+ BOR_AnalyzerDropII
+
+ Call for a drop of a sigma-class sagittary autoscope.
+ BOR_TeamLeader
+ BOR_KwazaarBazaar
+ 1
+ (3,7)
+ 50
+
+
+ 1
+
+ 20
+
+
+
+
+ BOR_AnalyzerDropIII
+
+ Call for a drop of resources needed to construct a dark mirror. Manual not attached.
+ BOR_BranchManager
+ BOR_KwazaarBazaar
+ 1
+ 150
+ (5,7)
+
+
+ 40
+ 50
+ 8
+
+ 50
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Permits/CorpoTitles.xml b/1.6/Mods/Royalty/Patches/Permits/CorpoTitles.xml
new file mode 100644
index 00000000..233d1978
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Permits/CorpoTitles.xml
@@ -0,0 +1,212 @@
+
+
+
+ BOR_Setting_KwazaariRoyaltyPermits
+
+ Defs
+
+
+
+
+
+
+
BOR_CorporateTitle
+
+ BOR_GainedTitle
+ BOR_LostTitle
+ RoyalTitleAwardWorker_Instant
+ False
+
+
+
+ BOR_Candidate
+
+ A candidate for the position of an intern.
+ 0
+ 1
+ 1000
+
+
+
+
+
+
+
+ BOR_Intern
+
+ A kwazaari intern, not yet an employee, but not a stranger anymore.
+ 100
+ 12
+ 1000
+ 1
+
+
+
+ BOR_Junior
+
+ Recently-onboarded trader with some perks, but few expectations.
+ 200
+ 18
+ Moderate
+ 1200
+ 10
+ 1
+ True
+ 1
+
+
+
+ BOR_Associate
+
+ associate
+ An associate of the Kwazaari is a honorable position which mainly serves as the gateway to trade with the Kwazaari.
+ 300
+ 27
+ High
+ 1600
+ 25
+ 1
+ True
+ -1
+ 2
+ 1
+
+
All
+
+
+
BOR_TradeSettlement_II
+
BOR_TradeCaravan_II
+
+
+ MealFine
+ Processed, Liquor
+
+
Ambrosia
+
Milk
+
RawBerries
+
+
+
+
+
+ BOR_Senior
+
+ A senior trader is defined by the kwazaari as a trader who defines the tradee and the trade on their own and can fulfil it.
+ 400
+ 40
+ SkyHigh
+ Normal
+ 2200
+ 40
+ 1
+ True
+ -1
+ 4
+ 2
+
+
All
+
+
+
BOR_TradeSettlement_II
+
BOR_TradeCaravan_II
+
+
+ MealFine
+ Processed, Liquor
+
+
Ambrosia
+
Milk
+
RawBerries
+
+
+
+
Speech
+
+ 1200000
+
+
+
+ BOR_TeamLeader
+
+ team leader
+ A team leader is a lower administrative position, which governs over multiple kwazaari households.
+ 500
+ 60
+ Noble
+ Normal
+ 2800
+ 60
+ 1
+ True
+ true
+ -1
+ 8
+ 2
+
+
All
+
+
+
BOR_TradeSettlement_II
+
BOR_TradeCaravan_II
+
BOR_TradeOrbital_II
+
+
+ MealLavish
+ Processed, Liquor
+
+
Ambrosia
+
Milk
+
RawBerries
+
InsectJelly
+
+
+
+
Speech
+
+ 900000
+
+
+
+ BOR_BranchManager
+
+ girlboss
+ A branch manager is the kwazaari equivalent of a governor. They command and help in the day-to-day activities of a colony - what they call "a branch".
+ 600
+ 90
+ Royal
+ Normal
+ 3500
+ 75
+ 1
+ True
+ true
+ -1
+ 12
+ 2
+
+
All
+
+
+
BOR_TradeSettlement_II
+
BOR_TradeCaravan_II
+
BOR_TradeOrbital_II
+
+
+ MealLavish
+ Processed, Liquor
+
+
Ambrosia
+
Milk
+
RawBerries
+
InsectJelly
+
+
+
+
Speech
+
+ 600000
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml b/1.6/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml
new file mode 100644
index 00000000..3cf3bab7
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/Permits/Thoughts_CorpoTitles.xml
@@ -0,0 +1,142 @@
+
+
+
+ BOR_Setting_KwazaariRoyaltyPermits
+
+ Defs
+
+
+
+
+
+ BOR_GainedTitle
+ 3
+ Thought_MemoryRoyalTitle
+
+
Ascetic
+
+
+
+
+ I have been given the position of a {TITLE}. I love the recognition!
+ 5
+
+
+ A {TITLE_indefinite} should have a personal bedroom.
+ -3
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/hediffs_implants_tier1.xml b/1.6/Mods/Royalty/Patches/hediffs_implants_tier1.xml
new file mode 100644
index 00000000..93ee9d58
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/hediffs_implants_tier1.xml
@@ -0,0 +1,2452 @@
+
+
+
+
+ BOR_Setting_RoyaltyImplantsVariants
+
+
+
+
+
+ Defs
+
+
+
+
+
+
+ (227, 151, 116)
+ MindscrewSolar
+
+ a solar mindscrew
+ An installed solar mindscrew.
+
+ MindscrewSolar
+
+ MindscrewSolar
+ -220
+
+
+ 0.4
+
+
+
+
+
+ MindscrewSolar
+
+ Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.
+
+ InstallMindscrewSolar
+
+
+
+
+ DrillArmSolar
+
+
+
+ DrillArmSolar
+
+ A mechanical arm replacement for speeding up mining. It has a built-in snake drill, which allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
+
+ InstallDrillArmSolar
+
+
+
+
+
+ FieldHandSolar
+
+
+
+ FieldHandSolar
+
+ This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
+
+ InstallFieldHandSolar
+
+
+
+
FieldHand
+
+
+
+
BOR_Tech_I
+
+
+
+
+ InstallFieldHandSolar
+
+ Install a field hand.
+
+ FieldHandSolar
+ FieldHandSolar
+
+ Installing solar field hand.
+
+
+
+
+
FieldHandSolar
+
+
+ 1
+
+
+
+
+
FieldHandSolar
+
+
+
+
Hand
+
+ FieldHandSolar
+
+
+
+
+
+ (227, 151, 116)
+ HandTalonSolar
+
+ a solar hand talon
+ An installed solar hand talon.
+
+ HandTalonSolar
+
+
+ true
+
+
+
+
+ HandTalonSolar
+
+
+
+ HandTalonSolar
+
+ A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.
+
+ InstallHandTalonSolar
+
+
+ true
+
+
AdvancedWeapon
+
+
+
+
BOR_Tech_I
+
+
+
+
+ InstallHandTalonSolar
+
+ Install a hand talon.
+
+ HandTalonSolar
+ HandTalonSolar
+
+ Installing solar hand talon.
+
+
+
+
+
HandTalonSolar
+
+
+ 1
+
+
+
+
+
HandTalonSolar
+
+
+
+
Hand
+
+ HandTalonSolar
+
+
+
+ RemoveHandTalonSolar
+
+ Remove hand talon.
+
+ HandTalonSolar
+ HandTalonSolar
+
+ Removing solar hand talon.
+ HandTalonSolar
+
+
+
+
+
+ (227, 151, 116)
+ ElbowBladeSolar
+
+ a solarn elbow blade
+ An installed solar elbow blade.
+
+ ElbowBladeSolar
+
+
+ true
+
+
+
+
+ ElbowBladeSolar
+
+
+
+ ElbowBladeSolar
+
+ A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
+
+ InstallElbowBladeSolar
+
+
+ true
+
+
+
+ KneeSpikeSolar
+
+
+
+ KneeSpikeSolar
+
+ A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
+
+ InstallKneeSpikeSolar
+
+
+ true
+
+
+
+ KneeSpikeSolar
+
+
+
+ RemoveKneeSpikeSolar
+
+ Remove knee spike.
+
+ KneeSpikeSolar
+ KneeSpikeSolar
+
+ Removing solar knee spike.
+ KneeSpikeSolar
+
+
+
+
+
+ (227, 151, 116)
+ VenomFangsSolar
+
+ a solar set of venom fangs
+ An installed solar set of venom fangs.
+
+ VenomFangsSolar
+
+
+ true
+
+
+
+
+
+
+
+
ToxicBite
+
+ 30
+ 2
+ true
+
+
+
+
+ VenomFangsSolar
+
+
+
+ VenomFangsSolar
+
+ A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.
+
+ InstallVenomFangsSolar
+
+
+ true
+
+
+
+ VenomTalonSolar
+
+
+
+ VenomTalonSolar
+
+ A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor.
+
+ InstallVenomTalonSolar
+
+
+ true
+
+
+
+
+
+
+ NeurocalculatorSolar
+
+ A non-intelligent microcomputer controlled by a visual/tactile neural interface. It assists with memory and calculation, like a calculator and notepad embedded in the brain.
+
+ InstallNeurocalculatorSolar
+
+
+ Things/Item/Health/HealthItem
+ Graphic_Single
+ 0.80
+ (104, 160, 168)
+
+
+
+
+
+
+
+
+ LearningAssistantSolar
+
+ A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.
+
+ InstallLearningAssistantSolar
+
+
+
+
+
+
+
+
+ GastroAnalyzerSolar
+
+ This bionic nose implant enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance.
+
+ InstallGastroAnalyzerSolar
+
+
+
+
+
+
+
+
+ ImmunoenhancerSolar
+
+ An analysis computer inspects the bloodstream, classifies pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly.
+
+ InstallImmunoenhancerSolar
+
+
+
+
+
+
+
+
+ HealingEnhancerSolar
+
+ Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems.
+
+ InstallHealingEnhancerSolar
+
+
+
+
+
+
+
+
+ ToughskinGlandSolar
+
+ This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.
+
+ InstallToughskinGlandSolar
+
+
+
+
+
+
+
+
+ ArmorskinGlandSolar
+
+ This bionic gland releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, these changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly.
+
+ InstallArmorskinGlandSolar
+
+
+
+
+
+
+
+
+ StoneskinGlandSolar
+
+ This bionic gland releases chemical and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.
+
+ InstallStoneskinGlandSolar
+
+
+
+
+
+
+
+
+
+ AestheticShaperSolar
+
+ A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. This implant can be configured to form various body shapes according to the user's taste - or that of their partner.
+
+ InstallAestheticShaperSolar
+
+
+
+
+
+
+
+
+
+ ReprocessorStomachSolar
+
+ An advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency.
+
+ InstallReprocessorStomachSolar
+
+
+
+
+
+
+
+
+
+ CircadianHalfCyclerSolar
+
+ A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working with half a brain causes a reduction in consciousness.
+
+ InstallCircadianHalfCyclerSolar
+
+
+
+
+
+
+
+
+
+ PsychicSensitizerSolar
+
+ This brain implant stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity.
+
+ InstallPsychicSensitizerSolar
+
+
+
+
+
+ The psychic harmonizer implant makes me feel some of the emotions of the person using it as long as we're close together.
+ 12
+
+
+
+
+
+ (227, 151, 116)
+ PsychicHarmonizerSolar
+
+ a solar psychic harmonizer
+ An installed solar psychic harmonizer implant.
+
+ PsychicHarmonizerSolar
+
+ PsychicHarmonizerSolar
+
+
+ 45
+ PsychicHarmonization
+
+
+
+
+
+ PsychicHarmonizerSolar
+
+ This brain implant projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be a powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster.
+
+ InstallPsychicHarmonizerSolar
+
+
+
+
+
+
+
+
+ PsychicReaderSolar
+
+ Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.
+
+ InstallPsychicReaderSolar
+
+
+
+
+
+
+
+
+ MindscrewQuasar
+
+ Inflicts continuous pain on the user. Mindscrews are used by some authorities as a long-term punishment. Some even install them voluntarily as a demonstration of ideological or religious devotion.
+
+ InstallMindscrewQuasar
+
+
+
+
+ DrillArmQuasar
+
+
+
+ DrillArmQuasar
+
+ A mechanical arm replacement for speeding up mining. It has a built-in snake drill, which allows the miner to rapidly find and exploit weak lines in the rock. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
+
+ InstallDrillArmQuasar
+
+
+
+
+
+ FieldHandQuasar
+
+
+
+ FieldHandQuasar
+
+ This mechanical hand replacement is made to speed up the sowing and harvesting tasks of a farmer. Multiple telescoping finger-like protrusions can simultaneously harvest from several points on the same plant, or precisely sow several holes at once. It also has a general-purpose manipulator. It is somewhat ungainly, which slows down movement slightly.
+
+ InstallFieldHandQuasar
+
+
+
+
FieldHand
+
+
+
+ 1
+
+
+
BOR_Tech_II
+
+
+
+
+ InstallFieldHandQuasar
+
+ Install a field hand.
+
+ FieldHandQuasar
+ FieldHandQuasar
+
+ Installing quasar field hand.
+
+
+
+
+
FieldHandQuasar
+
+
+ 1
+
+
+
+
+
FieldHandQuasar
+
+
+
+
Hand
+
+ FieldHandQuasar
+
+
+
+
+
+ (106, 123, 206)
+ HandTalonQuasar
+
+ a quasar hand talon
+ An installed quasar hand talon.
+
+ HandTalonQuasar
+
+
+ true
+
+
+
+
+ HandTalonQuasar
+
+
+
+ HandTalonQuasar
+
+ A razor-sharp talon which extends from a hidden opening between the middle and ring fingers. The talon is longer than the palm, but it becomes flexible upon retracting, allowing the user to curl it up and conceal it inside the hand. It can perform rapid slashing attacks, but is poor at penetrating armor.
+
+ InstallHandTalonQuasar
+
+
+ true
+
+
AdvancedWeapon
+
+
+
+ 1
+
+
+
BOR_Tech_II
+
+
+
+
+ InstallHandTalonQuasar
+
+ Install a hand talon.
+
+ HandTalonQuasar
+ HandTalonQuasar
+
+ Installing quasar hand talon.
+
+
+
+ ElbowBladeQuasar
+
+
+
+ ElbowBladeQuasar
+
+ A razor-sharp blade that extends at will from a hidden opening at the end of the ulna. Appearing without warning, it can be used for devastating slice attacks.
+
+ InstallElbowBladeQuasar
+
+
+ true
+
+
+
+ KneeSpikeQuasar
+
+
+
+ KneeSpikeQuasar
+
+ A spike that extends at will from a hidden opening on the front of the knee. Appearing without warning, it can be used for devastating stabbing attacks which penetrate even thick armor.
+
+ InstallKneeSpikeQuasar
+
+
+ true
+
+
+
+ VenomFangsQuasar
+
+
+
+ VenomFangsQuasar
+
+ A pair of injectors implanted through the canine teeth, connected to a venom pump. The user can bite an enemy, extend the injectors, and pump venom into the target.
+
+ InstallVenomFangsQuasar
+
+
+ true
+
+
+
+ VenomTalonQuasar
+
+
+
+ VenomTalonQuasar
+
+ A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor.
+
+ InstallVenomTalonQuasar
+
+
+ true
+
+
+
+
+
+
+ LearningAssistantQuasar
+
+ A sensory recording system that replays important experiences during sleep, strengthening the formation of new memories.
+
+ InstallLearningAssistantQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ GastroAnalyzerQuasar
+
+ This bionic nose implant enhances the sense of smell, with a focus towards food-related smells. A multi-layered ultrafine absorption mesh detects compounds in the air. A microprocessor formats the readings into an olfactory nerve signal to send to the brain through a nerve-link interface. The result is that the user can smell foods with a depth, richness, and precision unknown among unenhanced humans, allowing them to cook more effectively. The whole unit is small enough to be installed in the nose without affecting the user's appearance.
+
+ InstallGastroAnalyzerQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ ImmunoenhancerQuasar
+
+ An analysis computer inspects the bloodstream, classifies pathogens, and rapidly prompts the body's natural immune system to respond to them faster than it could alone. This speeds immunity gain significantly.
+
+ InstallImmunoenhancerQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ HealingEnhancerQuasar
+
+ Releases nanomachines and healing factors that speed up wound healing. This implant only helps with physical wounds, and does nothing to combat disease or other health problems.
+
+ InstallHealingEnhancerQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ ToughskinGlandQuasar
+
+ This bionic gland releases chemicals and nanomachines that toughen the skin, making it somewhat more resistant to damage. While it doesn't add as much protection as some other skin-hardening glands, the toughskin gland has the advantage of not noticeably altering the user's appearance.
+
+ InstallToughskinGlandQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ ArmorskinGlandQuasar
+
+ This bionic gland releases chemicals and nanomachines that toughen the skin and add flexible subdermal keratin plates at strategic points. This makes the user more resistant to damage across their whole body. Unfortunately, these changes make the skin appear leathery, with wrinkles across the whole body and face, which is generally considered ugly.
+
+ InstallArmorskinGlandQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ StoneskinGlandQuasar
+
+ This bionic gland releases chemical and nanomachines that transform the user's skin into a built-in suit of armor. The whole epidermis thickens and hardens to resist burns, while jointed exterior keratin plates form everywhere they can - including the head and face. While it's very difficult to physically hurt someone using this implant, the plates and hard skin significantly reduces the user's physical attractiveness.
+
+ InstallStoneskinGlandQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ AestheticShaperQuasar
+
+ A sophisticated package of hormonal and mechanite influences shapes the muscles and fat on the body, adding non-functional aesthetic tissue where needed to achieve a desired appearance. This implant can be configured to form various body shapes according to the user's taste - or that of their partner.
+
+ InstallAestheticShaperQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ ReprocessorStomachQuasar
+
+ An advanced chemical processing system breaks down nutrients the body could normally never use, leading to increased efficiency.
+
+ InstallReprocessorStomachQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ CircadianHalfCyclerQuasar
+
+ A signal redirector which isolates half of the brain, allowing the other half to sleep while the user remains outwardly awake. By alternating brain halves, the user never needs to sleep. Unfortunately, two hemispheres are better than one - working with half a brain causes a reduction in consciousness.
+
+ InstallCircadianHalfCyclerQuasar
+
+
+
+
+ 1
+
+
+
+
+
+
+
+ PsychicSensitizerQuasar
+
+ This brain implant stimulates growth in the regions of the brain related to psychic interaction, thus increasing psychic sensitivity.
+
+ InstallPsychicSensitizerQuasar
+
+
+
+ 1
+
+
+
+
+
+
+
+ PsychicHarmonizerQuasar
+
+ This brain implant projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be a powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster.
+
+ InstallPsychicHarmonizerQuasar
+
+
+
+ 1
+
+
+
+
+
+
+
+ PsychicReaderQuasar
+
+ Gives limited mind-reading ability, improving the user's ability to get the upper hand in negotiations and social situations. The effect is proportional to the user's psychic sensitivity.
+
+ InstallPsychicReaderQuasar
+
+
+
+ 1
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/Royalty/Patches/royalgear.xml b/1.6/Mods/Royalty/Patches/royalgear.xml
new file mode 100644
index 00000000..0c2bde85
--- /dev/null
+++ b/1.6/Mods/Royalty/Patches/royalgear.xml
@@ -0,0 +1,14 @@
+
+
+
+ BOR_Setting_RoyaltyPrestigeBORArmor
+
+ Defs/RoyalTitleDef/requiredApparel/li/requiredTags/li[contains(., "RoyalTier")]
+
+
BOR_Royal_I
+
BOR_Royal_II
+
BOR_Royal_III
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml b/1.6/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml
new file mode 100644
index 00000000..e44de977
--- /dev/null
+++ b/1.6/Mods/SaveOurShip/Patches/QuasarEVAPatches.xml
@@ -0,0 +1,96 @@
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase" or @ParentName="ApparelArmorHelmetPowerQuasarBase"][not(equippedStatOffsets)]
+
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconQuasarBase" or @ParentName="ApparelArmorPowerQuasarBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ 0.9
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml b/1.6/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml
new file mode 100644
index 00000000..c181cf9e
--- /dev/null
+++ b/1.6/Mods/SaveOurShip/Patches/Royalty/QuasarEVAPatches.xml
@@ -0,0 +1,102 @@
+
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+
+
+
Royalty
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractQuasarBase" or @ParentName="ApparelArmorHelmetCataphractQuasarBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml b/1.6/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml
new file mode 100644
index 00000000..d7960a90
--- /dev/null
+++ b/1.6/Mods/SaveOurShip/Patches/Royalty/SolarEVAPatches.xml
@@ -0,0 +1,103 @@
+
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+
+
+
Royalty
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractSolarBase" or @ParentName="ApparelArmorHelmetCataphractSolarBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml b/1.6/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml
new file mode 100644
index 00000000..d046e29b
--- /dev/null
+++ b/1.6/Mods/SaveOurShip/Patches/Royalty/TenebralEVAPatches.xml
@@ -0,0 +1,102 @@
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+
+
+
Royalty
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorCataphractTenebralBase" or @ParentName="ApparelArmorHelmetCataphractTenebralBase" or defName="Apparel_ArmorLocust"][not(equippedStatOffsets)]
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase" or @ParentName="ApparelArmorHelmetPowerSolarBase"][not(equippedStatOffsets)]
+
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconSolarBase" or @ParentName="ApparelArmorPowerSolarBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ 0.85
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml b/1.6/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml
new file mode 100644
index 00000000..0f3a9ef5
--- /dev/null
+++ b/1.6/Mods/SaveOurShip/Patches/TenebralEVAPatches.xml
@@ -0,0 +1,95 @@
+
+
+
+ BOR_Setting_AddSOS2EVAToBORArmors
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"][not(comps)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"][not(comps)]
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"]/comps[not(li/compClass="SaveOurShip2.CompEVA")]
+
+
+ SaveOurShip2.CompEVA
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"][not(equippedStatOffsets)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase" or @ParentName="ApparelArmorHelmetPowerTenebralBase"][not(equippedStatOffsets)]
+
+
+
+
+
+
+
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ Defs/ThingDef[@ParentName="ApparelArmorReconTenebralBase" or @ParentName="ApparelArmorPowerTenebralBase"]/equippedStatOffsets[not(DecompressionResistance)]
+
+ 0.95
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml
new file mode 100644
index 00000000..d77492af
--- /dev/null
+++ b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier1.xml
@@ -0,0 +1,238 @@
+
+
+
+
+ BOR_Setting_SimpleLearning
+
+ Defs
+
+
+
+ Research
+ 6
+ 800
+ BOR_SolarDesk
+
+
BOR_PC_I
+
+
+
+
+ Solar_Learn_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Solar_Learn_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Solar_Learn_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Solar_Learn_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Solar_Learn_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Solar_Learn_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Solar_Learn_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Solar_Learn_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Solar_Learn_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Solar_Learn_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Solar_Learn_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Solar_Learn_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+ Research
+ 12
+ 1000
+ BOR_SolarDesk
+
+
+
+
+
Fox_DataCore
+
+
+ 1
+
+
+
+
BOR_PC_I
+
+
+
+
+ Solar_Learn_Book_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Solar_Learn_Book_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Solar_Learn_Book_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Solar_Learn_Book_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Solar_Learn_Book_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Solar_Learn_Book_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Solar_Learn_Book_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Solar_Learn_Book_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Solar_Learn_Book_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Solar_Learn_Book_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Solar_Learn_Book_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Solar_Learn_Book_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml
new file mode 100644
index 00000000..ad723ea4
--- /dev/null
+++ b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier2.xml
@@ -0,0 +1,238 @@
+
+
+
+
+ BOR_Setting_SimpleLearning
+
+ Defs
+
+
+
+ Research
+ 10
+ 1000
+ BOR_QuasarDesk
+
+
BOR_PC_II
+
+
+
+
+ Quasar_Learn_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Quasar_Learn_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Quasar_Learn_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Quasar_Learn_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Quasar_Learn_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Quasar_Learn_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Quasar_Learn_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Quasar_Learn_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Quasar_Learn_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Quasar_Learn_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Quasar_Learn_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Quasar_Learn_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+ Research
+ 16
+ 1400
+ BOR_QuasarDesk
+
+
+
+
+
Fox_DataCore
+
+
+ 1
+
+
+
+
BOR_PC_II
+
+
+
+
+ Quasar_Learn_Book_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Quasar_Learn_Book_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Quasar_Learn_Book_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Quasar_Learn_Book_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Quasar_Learn_Book_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Quasar_Learn_Book_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Quasar_Learn_Book_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Quasar_Learn_Book_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Quasar_Learn_Book_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Quasar_Learn_Book_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Quasar_Learn_Book_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Quasar_Learn_Book_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml
new file mode 100644
index 00000000..c74b5983
--- /dev/null
+++ b/1.6/Mods/SimpleLearning/Patches/Defs/recipes_learning_tier3.xml
@@ -0,0 +1,238 @@
+
+
+
+
+ BOR_Setting_SimpleLearning
+
+ Defs
+
+
+
+ Research
+ 15
+ 1200
+ BOR_TenebralDesk
+
+
BOR_PC_III
+
+
+
+
+ Tenebral_Learn_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Tenebral_Learn_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Tenebral_Learn_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Tenebral_Learn_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Tenebral_Learn_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Tenebral_Learn_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Tenebral_Learn_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Tenebral_Learn_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Tenebral_Learn_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Tenebral_Learn_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Tenebral_Learn_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Tenebral_Learn_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+ Research
+ 25
+ 1500
+ BOR_TenebralDesk
+
+
+
+
+
Fox_DataCore
+
+
+ 1
+
+
+
+
BOR_PC_III
+
+
+
+
+ Tenebral_Learn_Book_Animals
+
+ training in animals.
+ Training in animals.
+ Animals
+
+
+
+ Tenebral_Learn_Book_Artistic
+
+ training in art.
+ Training in art.
+ Artistic
+
+
+
+ Tenebral_Learn_Book_Construction
+
+ training in construction.
+ Training in construction.
+ Construction
+
+
+
+ Tenebral_Learn_Book_Cooking
+
+ training in cooking.
+ Training in cooking.
+ Cooking
+ CookSpeed
+
+
+
+ Tenebral_Learn_Book_Crafting
+
+ training in crafting.
+ Training in crafting.
+ Crafting
+
+
+
+ Tenebral_Learn_Book_Growing
+
+ training in growing.
+ Training in growing.
+ Plants
+
+
+
+ Tenebral_Learn_Book_Medicine
+
+ training in medicine.
+ Training in medicine.
+ Medicine
+
+
+
+ Tenebral_Learn_Book_Melee
+
+ training in melee.
+ Training in melee.
+ Melee
+
+
+
+ Tenebral_Learn_Book_Mining
+
+ training in mining.
+ Training in mining.
+ Mining
+
+
+
+ Tenebral_Learn_Book_Intellectual
+
+ training in intellect.
+ Training in intellect.
+ Intellectual
+
+
+
+ Tenebral_Learn_Book_Shooting
+
+ training in shooting.
+ Training in shooting.
+ Shooting
+
+
+
+ Tenebral_Learn_Book_Social
+
+ training in social.
+ Training in social.
+ Social
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml b/1.6/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml
new file mode 100644
index 00000000..7fcd7030
--- /dev/null
+++ b/1.6/Mods/SimpleLearning/Patches/Defs/slresearchprojects.xml
@@ -0,0 +1,59 @@
+
+
+
+
+ BOR_Setting_SimpleLearning
+
+ Defs
+
+
+
+ Simple_Learning
+ BOR_SolarDesk
+
+ Learn to use Solar PC as learning station.
+ 10000
+ Ultra
+
+
Spacer_Desk_Build
+
BOR_Research_Joy_I
+
+ 7
+ 3
+
+
+
+ Simple_Learning
+ BOR_QuasarDesk
+
+ Learn to use Quasar PC as learning station.
+ 20000
+ Ultra
+
+
BOR_SolarDesk
+
BOR_Research_Joy_II
+
+ 8
+ 3
+
+
+
+ Simple_Learning
+ BOR_TenebralDesk
+
+ Learn to use Tenebral PC as learning station.
+ 30000
+ Archotech
+
+
BOR_Research_Joy_III
+
BOR_QuasarDesk
+
+ 9
+ 3
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SimpleLearning/Patches/slpatches.xml b/1.6/Mods/SimpleLearning/Patches/slpatches.xml
new file mode 100644
index 00000000..f1b33dbd
--- /dev/null
+++ b/1.6/Mods/SimpleLearning/Patches/slpatches.xml
@@ -0,0 +1,37 @@
+
+
+
+
+ BOR_Setting_SimpleLearning
+
+
+
+
+ Defs/ThingDef[defName="BOR_PC_I" or defName="BOR_PC_II" or defName="BOR_PC_III"]
+
+ Building_WorkTable
+
+
+
+ Defs/ThingDef[defName="BOR_PC_I" or defName="BOR_PC_II" or defName="BOR_PC_III"]
+
+
+
+
+
+
+
+
+ Building_RTMagneticShield_III
+
+ Considerably drains the power network when not in use, but when the solar flare hits, it intercepts the radiation and fuels it instead.
+ BOR
+ BOR_SolarShield
+ Normal
+
+ Building
+ Building
+ MinifiedThing
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml b/1.6/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml
new file mode 100644
index 00000000..6c4f0db9
--- /dev/null
+++ b/1.6/Mods/SolarFlareShield/Patches/Defs/solarflareshieldresearch.xml
@@ -0,0 +1,57 @@
+
+
+
+
+ BOR_Setting_RTSolarFlareShield_NewShields
+
+ Defs
+
+
+
+ BOR_Research_Solar_Flare_Shield_I
+
+ Sunsteel allows us to create machines that would repel a solar flare around our settlements. A pesky star will not be allowed to interfere with progress.
+ 35000
+ Ultra
+
+
BOR_Research_Power_I
+
+ 4.00
+ 1.25
+
+
+
+ BOR_Research_Solar_Flare_Shield_III
+
+ Our advancements into the very fabric of universe allow us to intercept the solar particles and turn them to our advantage. While this process produces enormous heat, it will also be a useful spike for our batteries.
+ 150000
+ Archotech
+
+
+ Defs/ResearchProjectDef[defName="ResearchProject_RTMagneticShield"]/description
+
+ Thanks to our advancements with Quasar Alloy, we are able to build more efficient version of the solar radiation shielding.
+
+
+
+ 9
+
+
+
+ BOR_DeepWaterPump_I
+
+ Very slowly brings groundwater to the surface, converting shallow water into deep water. Does not work on rivers. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier1/TerrainPumpDeepWet
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+ 9
+
+
+
+ BOR_ShallowerPump_I
+
+ Very slowly raises lake-beds and sea-beds, converting deep water into shallow water. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier1/TerrainPumpDeepDry
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+ 14
+
+
+
+ BOR_DeepWaterPump_II
+
+ Very slowly brings groundwater to the surface, converting shallow water into deep water. Does not work on rivers. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier2/TerrainPumpDeepWet
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+ 14
+
+
+
+ BOR_ShallowerPump_II
+
+ Very slowly raises lake-beds and sea-beds, converting deep water into shallow water. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier2/TerrainPumpDeepDry
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+ 17
+
+
+
+ BOR_DeepWaterPump_III
+
+ Very slowly brings groundwater to the surface, converting shallow water into deep water. Does not work on rivers. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier3/TerrainPumpDeepWet
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+ 16
+
+
+
+ BOR_ShallowerPump_III
+
+ Very slowly raises lake-beds and sea-beds, converting deep water into shallow water. Has a smaller area of effect than other pumps due to the limitations of this process.
+
+ BOR/Tier3/TerrainPumpDeepDry
+ Graphic_Single
+
+ (0.58, 0.35, 0.25)
+ (0,0,-0.1)
+
+
+ (0.2,0.2,0.6,0.6)
+
+
+
+
+
+
+
+
+
+ BOR_VSEWW_ExcellentProstheticsDropIII
+ UI/Rewards/RewardProsthethicsDrop_Excellent
+
+ Cargo pod drops 1 random tenebral bionic part
+ Excellent
+
+
+
+
BOR_Bionics_III
+
+ 1
+ Excellent
+
+
+
+
+
+ BOR_VSEWW_ExcellentGearDrop
+ UI/Rewards/RewardGear_Excellent
+
+ Cargo pods 2 random solar weapons and 2 random solar armors drop, quality is Excellent
+ Excellent
+
+
+
+
BOR_Weapons_I
+
+
+
Ammo
+
+ Excellent
+ 2
+
+
+
+
BOR_Armor_I
+
+ Excellent
+ 2
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/WW/Patches/LegendaryRewards.xml b/1.6/Mods/WW/Patches/LegendaryRewards.xml
new file mode 100644
index 00000000..5107a360
--- /dev/null
+++ b/1.6/Mods/WW/Patches/LegendaryRewards.xml
@@ -0,0 +1,235 @@
+
+
+
+
+ BOR_Setting_WinstonWaves_ALL
+
+ Defs
+
+
+
+ BOR_VSEWW_LegendaryResourceDropII
+ UI/Rewards/RewardResourceDrop_Legendary
+
+ Cargo pods drop 15000 neutronium, 600 quasar alloy, 24 kwazaari universal parts.
+ Legendary
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/lts_i/Patches/lti_patch.xml b/1.6/Mods/lts_i/Patches/lti_patch.xml
new file mode 100644
index 00000000..3297bbe0
--- /dev/null
+++ b/1.6/Mods/lts_i/Patches/lti_patch.xml
@@ -0,0 +1,72 @@
+
+
+
+
+ BOR_Setting_LTSIntegratedImplants
+
+
+
+
+
+
+ Defs/HediffDef[defName="BOR_SolarBionicEye" or defName="BOR_QuasarBionicEye" or defName="BOR_TenebralBionicEye" or defName="BOR_UmbralBionicEye"]
+
+ AthenaFramework.Hediff_ModularAddedPart
+
+
+
+
+ LTS_EyeModuleSlot
+ eye module slot
+ -1
+
+
+
+
+
+
+
+ Defs/HediffDef[defName="BOR_SolarBionicArm" or defName="BOR_QuasarBionicArm" or defName="BOR_TenebralBionicArm" or defName="BOR_UmbralBionicArm"]
+
+ AthenaFramework.Hediff_ModularAddedPart
+
+
+
+ Defs/HediffDef[defName="BOR_SolarBionicArm" or defName="BOR_QuasarBionicArm" or defName="BOR_TenebralBionicArm" or defName="BOR_UmbralBionicArm"]/comps
+
+
+
+
+ LTS_ArmModuleSlot
+ arm module slot
+ -1
+
+
+
+
+
+
+ Defs/HediffDef[defName="BOR_SolarBionicLeg" or defName="BOR_QuasarBionicLeg" or defName="BOR_TenebralBionicLeg" or defName="BOR_UmbralBionicLeg"]
+
+ AthenaFramework.Hediff_ModularAddedPart
+
+
+
+
+ LTS_LegModuleSlot
+ leg module slot
+ -1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml b/1.6/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml
new file mode 100644
index 00000000..70d786e7
--- /dev/null
+++ b/1.6/Mods/rimsenalavp/Patches/tier1_apparel_rsav.xml
@@ -0,0 +1,793 @@
+
+
+
+
+ BOR_Setting_RimsenalAugmentedVanillaPackApparelVariants
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_Apparel_TacVest
+
+ An ergonomically designed solar body armor. This type of solar armor increase wearer's combat efficiency.
+ Ultra
+
+ Things/Apparel/TacVest
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+
+ 2
+ 22500
+ 435
+ 0.45
+ 1.65
+ 0.225
+ 1
+ 3
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_Exoframe
+
+ A solar exoframe is a mobile machine that is powered by a system of motors, pneumatics, levers or hydraulics that allow for limb movement and assists the wearer by boosting their strength and endurance.
+ Ultra
+
+ Things/Apparel/Exo
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+ Normal
+
+ 0.15
+ 0.45
+ 0.225
+ 27
+ 5
+ 82500
+ 675
+ 12
+
+
+ 0.10
+ 1.8
+
+
+
BOR_Apparel
+
+
+ 2
+ 45
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_I
+
PoweredArmor
+
+
+
BOR_Bench_I
+
BOR_Bench_IV
+
+
+ 12
+
+
+ 0.25
+
+ Things/Apparel/Exo
+
+
Shell
+
+
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
Soldier
+
+
+
+
+
BOR_Tech_I
+
+
+
+
+
+ BOR_Solar_Apparel_ProtectiveGear
+
+ A heavy, non-power assisted solar protective gear. While it doesn't have defensive strength of power armor, this armor covers your whole body.
+ Ultra
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_Exoframe
+
+ Archotech
+ A kwazaari exoframe is a mobile machine that is powered by a system of motors, pneumatics, levers or hydraulics that allow for limb movement and assists the wearer by boosting their strength and endurance.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/Exo
+ Graphic_Single
+
+ Normal
+
+ 0.225
+ 0.675
+ 0.338
+ 40
+ 4
+ 123750
+ 1012
+ 10
+
+ 3
+
+
+ 0.10
+ 2.7
+
+
+
BOR_Apparel
+
+
+ 2
+ 45
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_II
+
PoweredArmor
+
+
+
BOR_Bench_II
+
BOR_Bench_IV
+
+
+ 18
+
+
+ 0.12
+
+ Things/Apparel/Exo
+
+
Shell
+
+
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
Soldier
+
+
+
+
+
BOR_Tech_II
+
+
+
+
+
+ BOR_Quasar_Apparel_ProtectiveGear
+
+ A heavy, non-power assisted kwazaari protective gear. While it doesn't have defensive strength of power armor, this armor covers your whole body.
+ Industrial
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_Exoframe
+
+ Archotech
+ A tenebral exoframe is a mobile machine that is powered by a system of motors, pneumatics, levers or hydraulics that allow for limb movement and assists the wearer by boosting their strength and endurance.
+
+ Things/Apparel/Exo
+ Graphic_Single
+
+ Normal
+
+ 0.338
+ 1.013
+ 0.507
+ 60
+ 3
+ 185625
+ 1518
+ 8
+
+ 6
+
+
+ 0.10
+ 4.05
+
+
+
BOR_Apparel
+
+
+ 2
+ 45
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_III
+
PoweredArmor
+
+
+
BOR_Bench_III
+
BOR_Bench_IV
+
+
+ 20
+
+
+ 0.06
+
+ Things/Apparel/Exo
+
+
Shell
+
+
+
Torso
+
Arms
+
Legs
+
Hands
+
Feet
+
+
+
Soldier
+
+
+
+
+
BOR_Tech_III
+
+
+
+
+
+ BOR_Tenebral_Apparel_ProtectiveGear
+
+ A heavy, non-power assisted tenebral protective gear. While it doesn't have defensive strength of power armor, this armor covers your whole body.
+
+ Archotech
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/scarmory/Patches/Defs/sctier1_apparel.xml b/1.6/Mods/scarmory/Patches/Defs/sctier1_apparel.xml
new file mode 100644
index 00000000..54141ccc
--- /dev/null
+++ b/1.6/Mods/scarmory/Patches/Defs/sctier1_apparel.xml
@@ -0,0 +1,1241 @@
+
+
+
+
+ BOR_Setting_Scarmory
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_PPSa
+
+ A powerful power armor stylized to resemble the old Pressurized Power Suits, made with sunsteel.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC500a
+
+ New generation version of CMC-300 power armour, this made with more modern techniques and utilizing solar materials.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC605a
+
+ A lighter and more agile version of the CMC-500, the CMC-605, often called as "Solar Valkyries" affectionately by troopers in the Koprulu sector, is a utility version of the armor designed to keep key medical staff safe even in the direct frontlines while they assist injured troops. As such, the armor itself is weaker than their combat counterpart but have several integrated toolkits and systems designed to help medical procedures. However, the armor itself only contributes towards mending of wounds and stabilization of serious injuries, the clumbersomeness of it actually detracts from precision surgeries.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Solar_PPSH
+
+ An older prototype version of the CMC series of power armor, the PPS was designed to give solid bulky protection and a rudimentary life support sistem in dangerous or low O2 battle situation.
+ Ultra
+
+
+
+
+
+
+ BOR_CMC500Ha
+
+ CMC-300 helmet improved with solar technology. This Model has seen plenty of combat, or at least it is designed to give that look.
+ Ultra
+
+
+
+
+
+
+ BOR_CMC500Hb
+
+ Improvement over CMC-300, using solar technologies. This Model has it's visor covered with Carbon Fiber optics, no tactical advantage at all, but looks less orange.
+ Ultra
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/scarmory/Patches/Defs/sctier2_apparel.xml b/1.6/Mods/scarmory/Patches/Defs/sctier2_apparel.xml
new file mode 100644
index 00000000..2498f311
--- /dev/null
+++ b/1.6/Mods/scarmory/Patches/Defs/sctier2_apparel.xml
@@ -0,0 +1,1262 @@
+
+
+
+
+ BOR_Setting_Scarmory
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Quasar_PPSa
+
+ A powerful power armor stylized to resemble the old Pressurized Power Suits, made with kwazaari alloys.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC700a
+
+ New generation version of CMC-500 power armour, this made with more modern techniques and utilizing kwazaari materials.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC805a
+
+ A lighter and more agile version of the CMC-700, the CMC-805, often called as "Quasar Valkyries" affectionately by troopers in the Koprulu sector, is a utility version of the armor designed to keep key medical staff safe even in the direct frontlines while they assist injured troops. As such, the armor itself is weaker than their combat counterpart but have several integrated toolkits and systems designed to help medical procedures. However, the armor itself only contributes towards mending of wounds and stabilization of serious injuries, the clumbersomeness of it actually detracts from precision surgeries.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Quasar_PPSH
+
+ An older prototype version of the CMC series of power armor, the PPS was designed to give solid bulky protection and a rudimentary life support sistem in dangerous or low O2 battle situation.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_CMC700Ha
+
+ CMC-500 helmet improved with kwazaari technology. This Model has seen plenty of combat, or at least it is designed to give that look.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_CMC700Hb
+
+ Improvement over CMC-500, using kwazaari technologies. This Model has it's visor covered with Carbon Fiber optics, no tactical advantage at all, but looks less orange.
+ Ultra
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/scarmory/Patches/Defs/sctier3_apparel.xml b/1.6/Mods/scarmory/Patches/Defs/sctier3_apparel.xml
new file mode 100644
index 00000000..c79276ce
--- /dev/null
+++ b/1.6/Mods/scarmory/Patches/Defs/sctier3_apparel.xml
@@ -0,0 +1,1238 @@
+
+
+
+
+ BOR_Setting_Scarmory
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Tenebral_PPSa
+
+ A powerful power armor stylized to resemble the old Pressurized Power Suits, made with tenebral alloys.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC900a
+
+ New generation version of CMC-700 power armour, this made with more modern techniques and utilizing tenebral materials.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_CMC1005a
+
+ A lighter and more agile version of the CMC-900, the CMC-1005, often called as "Tenebral Valkyries" affectionately by troopers in the Koprulu sector, is a utility version of the armor designed to keep key medical staff safe even in the direct frontlines while they assist injured troops. As such, the armor itself is weaker than their combat counterpart but have several integrated toolkits and systems designed to help medical procedures. However, the armor itself only contributes towards mending of wounds and stabilization of serious injuries, the clumbersomeness of it actually detracts from precision surgeries.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
+ BOR_Tenebral_PPSH
+
+ An older prototype version of the CMC series of power armor, the PPS was designed to give solid bulky protection and a rudimentary life support sistem in dangerous or low O2 battle situation.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_CMC900Ha
+
+ CMC-700 helmet improved with tenebral technology. This Model has seen plenty of combat, or at least it is designed to give that look.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+ BOR_CMC900Hb
+
+ Improvement over CMC-700, using tenebral technologies. This Model has it's visor covered with Carbon Fiber optics, no tactical advantage at all, but looks less orange.
+ Archotech
+
+ UnfinishedTechArmor
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/scarmory/Patches/fixtoxic.xml b/1.6/Mods/scarmory/Patches/fixtoxic.xml
new file mode 100644
index 00000000..ac468660
--- /dev/null
+++ b/1.6/Mods/scarmory/Patches/fixtoxic.xml
@@ -0,0 +1,33 @@
+
+
+
+
+ BOR_Setting_Scarmory
+
+ Defs/ThingDef[defName="CMC300a" or defName="CMC405a" or defName="CMC300H" or defName="CMC300Ha" or defName="CMC300Hb" or defName="CMC405a" or defName="PPSa" or defName="PPSH"]/equippedStatOffsets/ToxicSensitivity
+
+ Defs/ThingDef[defName="CMC300a" or defName="CMC405a" or defName="CMC300H" or defName="CMC300Ha" or defName="CMC300Hb" or defName="CMC405a" or defName="PPSa" or defName="PPSH"]/equippedStatOffsets/ToxicSensitivity
+
+
+
+
+
+ BOR_Setting_Scarmory
+
+ Defs/ThingDef[defName="CMC300a" or defName="CMC405a" or defName="CMC300H" or defName="CMC300Ha" or defName="CMC300Hb" or defName="CMC405a" or defName="PPSa" or defName="PPSH"]/equippedStatOffsets/ToxicEnvironmentResistance
+
+ Defs/ThingDef[defName="CMC300a" or defName="CMC405a" or defName="CMC300H" or defName="CMC300Ha" or defName="CMC300Hb" or defName="CMC405a" or defName="PPSa" or defName="PPSH"]/equippedStatOffsets/ToxicEnvironmentResistance
+
+ 0.5
+
+
+
+ Defs/ThingDef[defName="CMC300a" or defName="CMC405a" or defName="CMC300H" or defName="CMC300Ha" or defName="CMC300Hb" or defName="CMC405a" or defName="PPSa" or defName="PPSH"]/equippedStatOffsets
+
+ 0.5
+
+
+
+
+
+
\ No newline at end of file
diff --git a/1.6/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml b/1.6/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml
new file mode 100644
index 00000000..b83a36e3
--- /dev/null
+++ b/1.6/Mods/vae/Patches/royalty/Tier1_Royal_Armour.xml
@@ -0,0 +1,748 @@
+
+
+
+
+ BOR_Setting_VAE_Armours
+
+
+
+
+
+ Defs
+
+
+
+
+ BOR_Solar_Headgear_RoyalTrooperHelmet
+
+ A Solar-tech and lightweight armored helmet with a protective sunsteel-weave plate.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+ Ultra
+ Sellable
+
+ Things/Headgear/RoyalTrooperHelmet/RoyalTrooperHelmet
+ Graphic_Single
+ CutoutComplex
+ 0.85
+ (0.36, 0.62, 0.68)
+
+
+ 1
+ 35
+ 4
+ 2
+
+
+ 21750
+ 172
+ 0.75
+ 0.333
+ 1.14
+ 0.51
+ 0.84
+ 3
+ 6
+ 3
+
+
+ 0.6
+ -0.05
+ 0.075
+ 0.05
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_RoyalTrooperArmor
+
+ A suit of light minimally-powered Solar armor. Lightweight sunsteel-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Apparel/RoyalTrooperArmor/RoyalTrooperArmor
+ Graphic_Single
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+ Ultra
+ Sellable
+
+ 2
+ 90
+ 7
+ 12
+ 2
+
+
+ 360
+ 57000
+ 6.25
+ 0.333
+ 0.975
+ 0.525
+ 0.57
+ 30
+ 15
+ 8
+
+
+ 0.6
+ -0.05
+ 0.075
+ 0.05
+ 0.75
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_RoyalSiegeArmor
+
+ A suit of heavy powered Solar armor, built for increased protection while still maintaining mobility. Heavy layered sunsteel-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ Things/Apparel/RoyalSiegebreakerArmor/RoyalSiegebreakerArmor
+ Graphic_Single
+ CutoutComplex
+ (0.36, 0.62, 0.68)
+
+ 1.25
+ Ultra
+ Sellable
+
+ 8
+ 200
+ 60
+ 27
+ 2
+
+ Normal
+
+ 237000
+ 570
+ 14
+ 0.333
+ 1.77
+ 0.705
+ 0.72
+ 52
+ 16
+ 16
+ 0.03
+ 0.6
+
+
+ 0.6
+ 0.075
+ 0.075
+ 0.05
+ -0.733
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_RoyalTrooperArmor
+
+ A suit of light minimally-powered Quasar armor. Lightweight Quasar alloy-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/RoyalTrooperArmor/RoyalTrooperArmor
+ Graphic_Single
+ CutoutComplex
+
+ Ultra
+ Sellable
+
+ 2
+ 90
+ 10
+ 18
+ 4
+
+
+ 540
+ 85500
+ 5.208
+ 0.278
+ 1.462
+ 0.788
+ 0.855
+ 45
+ 22
+ 6
+
+ 3.5
+
+
+ 0.8
+ -0.05
+ 0.112
+ 0.075
+ 1.125
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_RoyalSiegeArmor
+
+ A suit of heavy powered Quasar armor, built for increased protection while still maintaining mobility. Heavy layered Quasar alloy-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/RoyalSiegebreakerArmor/RoyalSiegebreakerArmor
+ Graphic_Single
+ CutoutComplex
+
+ 1.25
+ Ultra
+ Sellable
+
+ 8
+ 200
+ 90
+ 40
+ 4
+
+ Normal
+
+ 355500
+ 855
+ 11
+ 0.278
+ 2.655
+ 1.057
+ 1.08
+ 78
+ 24
+ 13
+ 0.045
+ 0.9
+
+ 3.5
+
+
+ 0.8
+ 0.112
+ 0.112
+ 0.075
+ -0.489
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_RoyalTrooperArmor
+
+ A suit of light minimally-powered Tenebral armor. Lightweight tenebrite-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/RoyalTrooperArmor/RoyalTrooperArmor
+ Graphic_Single
+ CutoutComplex
+
+ Archotech
+ Sellable
+
+ 2
+ 90
+ 15
+ 27
+ 8
+
+
+ 810
+ 128250
+ 4.34
+ 0.232
+ 2.193
+ 1.182
+ 1.282
+ 67
+ 33
+ 5
+
+ 7
+
+
+ 1.0
+ -0.05
+ 0.168
+ 0.112
+ 1.688
+
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_RoyalSiegeArmor
+
+ A suit of heavy powered Tenebral armor, built for increased protection while still maintaining mobility. Heavy layered tenebrite-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nExpensive and beautiful, prestige armor like this is usually made for those of high status. Embedded eltex threads also enhance the wearer's psychic sensitivity.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/RoyalSiegebreakerArmor/RoyalSiegebreakerArmor
+ Graphic_Single
+ CutoutComplex
+
+ 1.25
+ Archotech
+ Sellable
+
+ 6
+ 200
+ 135
+ 60
+ 8
+
+ Normal
+
+ 533250
+ 1282
+ 9
+ 0.232
+ 3.982
+ 1.585
+ 1.62
+ 117
+ 36
+ 10
+ 0.068
+ 1.35
+
+ 7
+
+
+ 1.0
+ 0.168
+ 0.168
+ 0.112
+ -0.326
+
+
+
+
+
+
+ BOR_Solar_Apparel_TrooperArmor
+
+ A suit of light minimally-powered armor. Lightweight sunsteel-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nArmor like this is often used by imperial conscripts and late-midworld military forces.
+
+ Things/Apparel/TrooperArmor/TrooperArmor
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+ Ultra
+ Sellable
+ 1.25
+
+ 2
+ 65
+ 5
+
+
+ 360
+ 57000
+ 5.5
+ 0.3
+ 1.05
+ 0.55
+ 0.57
+ 30
+ 15
+ 8
+
+
+ -0.07
+ 0.65
+
+
+
BOR_Armor_I
+
+
+
RewardSpecial
+
+
+
+
Neck
+
Torso
+
Shoulders
+
Arms
+
Legs
+
+ Things/Apparel/TrooperArmor/TrooperArmor
+
+
Middle
+
+
+
BOR_Military_I
+
TrooperArmorSet
+
+
+
Soldier
+
+ true
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_I
+
VAE_TrooperArmor
+
+
+ 9
+
+
+
BOR_Bench_I
+
BOR_Bench_IV
+
+
+
+
+
BOR_Tech_I
+
+
+
+
+ BOR_Solar_Headgear_HeavyMarineHelmet
+
+ A heavily-armored solar-tech helmet, with a solid sunsteel-weave shell and omni-spectrum camera.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+ Ultra
+ Sellable
+ 0.2
+
+ Things/Headgear/SiegebreakerHelmet/SiegebreakerHelmet
+ Graphic_Single
+ 0.85
+ (0.36, 0.62, 0.68)
+
+
+ 2
+ 45
+
+
+ 42375
+ 255
+ 2
+ 0.3
+ 1.77
+ 0.705
+ 0.72
+ 6
+ 3
+ 5
+
+
+ 0.1
+
+
+
+
+
+
+
+ BOR_Solar_Apparel_HeavyMarineArmor
+
+ A suit of heavy powered solar armor, built for increased protection while still maintaining mobility. Heavy layered sunsteel-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+
+ Things/Apparel/SiegebreakerArmor/SiegebreakerArmor
+ Graphic_Single
+ (0.36, 0.62, 0.68)
+
+ 1.25
+ Ultra
+ Sellable
+ 0.05
+
+
+ 8
+ 160
+ 40
+
+ Normal
+
+ 105000
+ 570
+ 14
+ 0.3
+ 1.77
+ 0.75
+ 0.75
+ 46
+ 15
+ 17
+ 0.04
+ 0.6
+
+
+ 0.075
+ -1.1
+
+
+
+
+
+
+ BOR_Quasar_Apparel_TrooperArmor
+
+ A suit of light minimally-powered armor. Lightweight kwazaari alloy-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nArmor like this is often used by imperial conscripts and late-midworld military forces.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/TrooperArmor/TrooperArmor
+ Graphic_Single
+
+ Ultra
+ Sellable
+ 0.75
+
+ 2
+ 65
+ 5
+
+
+ 540
+ 85500
+ 4.5
+ 0.2
+ 1.575
+ 0.825
+ 0.855
+ 45
+ 22
+ 6
+
+ 3
+
+
+ -0.09
+ 0.75
+
+
+
BOR_Armor_II
+
+
+
RewardSpecial
+
+
+
+
Neck
+
Torso
+
Shoulders
+
Arms
+
Legs
+
+ Things/Apparel/TrooperArmor/TrooperArmor
+
+
Middle
+
+
+
BOR_Military_II
+
TrooperArmorSet
+
+
+
Soldier
+
+ true
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_II
+
VAE_TrooperArmor
+
+
+ 14
+
+
+
BOR_Bench_II
+
BOR_Bench_IV
+
+
+
+
+
BOR_Tech_II
+
+
+
+
+ BOR_Quasar_Headgear_HeavyMarineHelmet
+
+ A heavily-armored kwazaari-tech helmet, with a solid kwazaari alloy-weave shell and omni-spectrum camera.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+ Ultra
+ Sellable
+ 0.1
+
+ (0.36, 0.5, 0.7)
+ Things/Headgear/SiegebreakerHelmet/SiegebreakerHelmet
+ Graphic_Single
+ 0.85
+
+
+ 2
+ 45
+
+
+ 63562
+ 382
+ 1.5
+ 0.2
+ 2.655
+ 1.5075
+ 1.08
+ 9
+ 4.5
+ 4
+
+ 3
+
+
+ 0.15
+
+
+
+
+
+
+
+ BOR_Quasar_Apparel_HeavyMarineArmor
+
+ A suit of heavy powered kwazaari armor, built for increased protection while still maintaining mobility. Heavy layered kwazaari alloy-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+
+ (0.36, 0.5, 0.7)
+ Things/Apparel/SiegebreakerArmor/SiegebreakerArmor
+ Graphic_Single
+
+ 1.25
+ Ultra
+ Sellable
+ 0.05
+
+
+ 8
+ 160
+ 40
+
+ Normal
+
+ 157500
+ 855
+ 12
+ 0.2
+ 2.655
+ 1.125
+ 1.125
+ 69
+ 22.5
+ 14
+ 0.06
+ 0.9
+
+ 3
+
+
+ 0.112
+ -0.9
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_TrooperArmor
+
+ A suit of light minimally-powered armor. Lightweight tenebrite-weave plates block attacks, and neuro-memetic assistors in the lower body redistribute weight carried by its user. It is slimmer than other powered armor and can fit under clothes.\n\nArmor like this is often used by imperial conscripts and late-midworld military forces.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/TrooperArmor/TrooperArmor
+ Graphic_Single
+
+ Archotech
+ Sellable
+ 0.25
+
+ 2
+ 65
+ 5
+
+
+ 810
+ 128250
+ 3.5
+ 0.15
+ 2.3625
+ 1.2375
+ 1.2825
+ 67.5
+ 3
+ 5
+
+ 6
+
+
+ -0.14
+ 0.85
+
+
+
BOR_Armor_III
+
+
+
RewardSpecial
+
+
+
+
Neck
+
Torso
+
Shoulders
+
Arms
+
Legs
+
+ Things/Apparel/TrooperArmor/TrooperArmor
+
+
Middle
+
+
+
BOR_Military_III
+
TrooperArmorSet
+
+
+
Soldier
+
+ true
+
+
+ UnfinishedTechArmor
+
+
BOR_Research_Armor_III
+
VAE_TrooperArmor
+
+
+ 20
+
+
+
BOR_Bench_III
+
BOR_Bench_IV
+
+
+
+
+
BOR_Tech_III
+
+
+
+
+ BOR_Tenebral_Headgear_HeavyMarineHelmet
+
+ A heavily-armored tenebral-tech helmet, with a solid tenebrite-weave shell and omni-spectrum camera.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+ Archotech
+ Sellable
+ 0.01
+
+ (0.2, 0.2, 0.2)
+ Things/Headgear/SiegebreakerHelmet/SiegebreakerHelmet
+ Graphic_Single
+ 0.85
+
+
+ 2
+ 45
+
+
+ 95343
+ 573
+ 1.25
+ 0.1
+ 3.9825
+ 2.261
+ 1.62
+ 13.5
+ 6.75
+ 3
+
+ 6
+
+
+ 0.225
+
+
+
+
+
+
+ BOR_Tenebral_Apparel_HeavyMarineArmor
+
+ A suit of heavy powered tenebral armor, built for increased protection while still maintaining mobility. Heavy layered tenebrite-weave plates paired with a built-in energy shield emitter stop most attacks. Neuro-memetic assistors allow a human to wear this armor without immobilizing them entirely.\n\nArmor like this is often used by imperial stormtroopers and glitterworld peacekeepers.
+
+ (0.2, 0.2, 0.2)
+ Things/Apparel/SiegebreakerArmor/SiegebreakerArmor
+ Graphic_Single
+
+ 1.25
+ Archotech
+ Sellable
+ 0.05
+
+
+ 8
+ 160
+ 40
+
+ Normal
+
+ 236250
+ 1282
+ 10
+ 0.1
+ 3.982
+ 1.6875
+ 1.6875
+ 103
+ 33
+ 11
+ 0.09
+ 1.35
+
+ 6
+
+
+ 0.150
+ -0.75
+
+
+
+
\ No newline at end of file
diff --git a/Mods/Ideology/Patches/tier1.xml b/Mods/Ideology/Patches/tier1.xml
deleted file mode 100644
index 4efb6ca2..00000000
--- a/Mods/Ideology/Patches/tier1.xml
+++ /dev/null
@@ -1,272 +0,0 @@
-
-
-
-
- BOR_Setting_Ideology_TODO
-
- Defs
-
-
-
- BOR_Solar_SleepAccelerator
-
- A solarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
-
- Ideo/Tier1/SleepAccelerator
- Graphic_Multi
- CutoutComplex
-
- (0.55, 0.30, 0.40)
-
-
- (0.078125,0.46875,0.859375,0.53125)
- (0.078125,0.46875,0.859375,0.53125)
- (0.125,0.46875,0.625,0.296875)
- (0.25,0.46875,0.625,0.296875)
- Damage/Corner
-
-
- BOR_Sleep
- 0.7
- South
-
-
-
-
-
-
- BOR_Solar_BiosculpterPod
-
- A solarite immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving.\n\nThe pod biotunes to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.\n\nThe pod consumess 200W of power while working, but only 50W on standby.
- true
- BOR_Sculpt
-
- Ideo/Tier1/BiosculpterPod
- Graphic_Multi
-
- (2.9,0.6,1.9)
-
- (3, 2)
-
- RealtimeOnly
- true
- South
-
-
- CompBiosculpterPod_MedicCycle
- medic
-
- Heal all fresh wounds, blood loss, and one random infectious disease.
- UI/Gizmos/BiosculpterCycleHealing
- 5
- (0.554,0.887,1.000)
-
-
Malaria
-
SleepingSickness
-
Flu
-
Plague
-
GutWorms
-
MuscleParasites
-
WoundInfection
-
FibrousMechanites
-
SensoryMechanites
-
-
-
- CompBiosculpterPod_RegenerationCycle
- bioregeneration
-
- Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.
- UI/Gizmos/BiosculpterCycleBioregeneration
- 20
- (0.554,0.887,1.000)
-
- 2
-
-
-
- pleasure
-
- Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.
- UI/Gizmos/BiosculpterCyclePleasure
- 5
- (1.000,0.918,0.000)
-
-
-
-
PlaceWorker_PreventInteractionSpotOverlap
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/Mods/Ideology/Patches/tier2.xml b/Mods/Ideology/Patches/tier2.xml
deleted file mode 100644
index 4493b732..00000000
--- a/Mods/Ideology/Patches/tier2.xml
+++ /dev/null
@@ -1,278 +0,0 @@
-
-
-
-
- BOR_Setting_Ideology_TODO
-
- Defs
-
-
-
- BOR_Quasar_SleepAccelerator
-
- A quasarite bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
-
- Ideo/Tier2/SleepAccelerator
- Graphic_Multi
- CutoutComplex
-
- (0.55, 0.30, 0.40)
-
-
- (0.078125,0.46875,0.859375,0.53125)
- (0.078125,0.46875,0.859375,0.53125)
- (0.125,0.46875,0.625,0.296875)
- (0.25,0.46875,0.625,0.296875)
- Damage/Corner
-
-
- BOR_Sleep
- 0.7
- South
-
-
-
-
-
-
- BOR_Quasar_BiosculpterPod
-
- A quasarite immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving.\n\nThe pod biotunes to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.\n\nThe pod consumess 200W of power while working, but only 50W on standby.
- true
-
- Ideo/Tier2/BiosculpterPod
- Graphic_Multi
-
- (2.9,0.6,1.9)
-
- (3, 2)
-
- RealtimeOnly
- true
- South
- BOR_Sculpt
-
-
- CompBiosculpterPod_MedicCycle
- medic
-
- Heal all fresh wounds, blood loss, and one random infectious disease.
- UI/Gizmos/BiosculpterCycleHealing
- 4
- (0.554,0.887,1.000)
-
-
Malaria
-
SleepingSickness
-
Flu
-
Plague
-
GutWorms
-
MuscleParasites
-
WoundInfection
-
FibrousMechanites
-
SensoryMechanites
-
FoodPoisoning
-
ToxicBuildup
-
WoundInfection
-
-
-
- CompBiosculpterPod_RegenerationCycle
- bioregeneration
-
- Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.
- UI/Gizmos/BiosculpterCycleBioregeneration
- 16
- (0.554,0.887,1.000)
-
- 2
-
-
-
- pleasure
-
- Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.
- UI/Gizmos/BiosculpterCyclePleasure
- 4
- (1.000,0.918,0.000)
-
-
-
-
PlaceWorker_PreventInteractionSpotOverlap
-
-
-
-
-
-
-
-
\ No newline at end of file
diff --git a/Mods/Ideology/Patches/tier3.xml b/Mods/Ideology/Patches/tier3.xml
deleted file mode 100644
index 29e0ccba..00000000
--- a/Mods/Ideology/Patches/tier3.xml
+++ /dev/null
@@ -1,278 +0,0 @@
-
-
-
-
- BOR_Setting_Ideology_TODO
-
- Defs
-
-
-
- BOR_Tenebral_SleepAccelerator
-
- A tenebral bedside device that accelerates the sleeper's circadian rhythm. This speeds up sleep, but consumes a lot of electricity and also causes increased hunger. It must be placed directly adjacent to and facing the head of the bed. Placing more than one sleep accelerator near the same bed has no effect.
-
- Ideo/Tier3/SleepAccelerator
- Graphic_Multi
- CutoutComplex
-
- (0.55, 0.30, 0.40)
-
-
- (0.078125,0.46875,0.859375,0.53125)
- (0.078125,0.46875,0.859375,0.53125)
- (0.125,0.46875,0.625,0.296875)
- (0.25,0.46875,0.625,0.296875)
- Damage/Corner
-
-
- BOR_Sleep
- 0.7
- South
-
-
-
-
-
-
- BOR_Tenebral_BiosculpterPod
-
- A tenebralite immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving.\n\nThe pod biotunes to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.\n\nThe pod consumess 200W of power while working, but only 50W on standby.
- true
-
- Ideo/Tier3/BiosculpterPod
- Graphic_Multi
-
- (2.9,0.6,1.9)
-
- (3, 2)
-
- RealtimeOnly
- true
- South
- BOR_Sculpt
-
-
- CompBiosculpterPod_MedicCycle
- medic
-
- Heal all fresh wounds, blood loss, and one random infectious disease.
- UI/Gizmos/BiosculpterCycleHealing
- 3
- (0.554,0.887,1.000)
-
-
Malaria
-
SleepingSickness
-
Flu
-
Plague
-
GutWorms
-
MuscleParasites
-
WoundInfection
-
FibrousMechanites
-
SensoryMechanites
-
FoodPoisoning
-
ToxicBuildup
-
WoundInfection
-
-
-
- CompBiosculpterPod_RegenerationCycle
- bioregeneration
-
- Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.
- UI/Gizmos/BiosculpterCycleBioregeneration
- 12
- (0.554,0.887,1.000)
-
- 2
-
-
-
- pleasure
-
- Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.
- UI/Gizmos/BiosculpterCyclePleasure
- 3
- (1.000,0.918,0.000)
-