'Distant Worlds Components - 1.9.5.0 - Modded by the Distant Worlds Mod Editor by Sabranan


'each line defines a single component with comma-separated data, up to a maximum of 500 components (0-499)
' - ID: numeric ID value of component
' - Name: text of component name
' - PictureRef: index value mapping to image used to display component (images\ui\components folder)
' - Special Image Index: index value mapping to special image set for component type, as specified below:
'     EngineMainThrust - engine thrust image index (images\effects\enginethrusters folder)
'     HyperDrive - hyperjump enter/exit animation image index (images\effects\hyperenter and images\effects\hyperexit folders)
'     WeaponAreaDestruction - area weapon image index (images\effects\weapons folder)
'     WeaponBeam - beam weapon image index (images\effects\weapons folder)
'     WeaponBombard - torpedo weapon image index (images\effects\weapons folder)
'     WeaponIonCannon - beam weapon image index (images\effects\weapons folder)
'     WeaponIonPulse - area weapon image index (images\effects\weapons folder)
'     WeaponMissile - torpedo weapon image index (images\effects\weapons folder)
'     WeaponPointDefense - beam weapon image index (images\effects\weapons folder)
'     WeaponRailGun - beam weapon image index (images\effects\weapons folder)
'     WeaponSuperArea - area weapon image index (images\effects\weapons folder)
'     WeaponSuperBeam - beam weapon image index (images\effects\weapons folder)
'     WeaponTorpedo - torpedo weapon image index (images\effects\weapons folder)
' - SoundEffectFilename: filename of sound effect used when weapon fired (applies only to weapon components)
' - Type: numeric code specifying the type of component as specified in the following list (Category and Industry inferred from Type):
'     0=AreaShieldRecharge
'     1=Armor
'     2=AssaultPod
'     3=CargoBay
'     4=ColonizationModule
'     5=CommandCenter
'     6=CommerceCenter
'     7=ConstructionYard
'     8=Countermeasures
'     9=CountermeasuresFleet
'     10=DamageControl
'     11=DockingBay
'     12=EnergyCollector
'     13=EnergyToFuel
'     14=EngineMainThrust
'     15=EngineVectoring
'     16=ExtractorGasExtractor
'     17=ExtractorLuxury
'     18=ExtractorMine
'     19=FighterBay
'     20=FuelCell
'     21=HabModule
'     22=HyperDeny
'     23=HyperDrive
'     24=HyperStop
'     25=LifeSupport
'     26=LongRangeScanner
'     27=ManufacturerEnergyPlant
'     28=ManufacturerHighTechPlant
'     29=ManufacturerWeaponsPlant
'     30=MedicalCenter
'     31=PassengerCompartment
'     32=ProximityArray
'     33=Reactor
'     34=RecreationCenter
'     35=ResearchLabEnergy
'     36=ResearchLabHighTech
'     37=ResearchLabWeapons
'     38=ResourceProfileSensor
'     39=ScannerJammer
'     40=Shields
'     41=Stealth
'     42=Targetting
'     43=TargettingFleet
'     44=TraceScanner
'     45=TroopCompartment
'     46=WeaponAreaDestruction
'     47=WeaponAreaGravity
'     48=WeaponBeam
'     49=WeaponBombard
'     50=WeaponGravityBeam
'     51=WeaponIonCannon
'     52=WeaponIonDefense
'     53=WeaponIonPulse
'     54=WeaponMissile
'     55=WeaponPhaser
'     56=WeaponPointDefense
'     57=WeaponRailGun
'     58=WeaponSuperArea
'     59=WeaponSuperBeam
'     60=WeaponTorpedo
'     61=WeaponTractorBeam
'     62=WeaponSuperTorpedo
'     63=WeaponSuperMissile
'     64=WeaponSuperRailGun
'     65=WeaponSuperPhaser
' - Size: numeric value of component size. The size of a ship or base is determined by the total size of all components in the ship or base.
' - EnergyUsed: static energy used by component per second
' - Value1: numeric value with unique meaning for each component type as detailed below
' - Value2: numeric value with unique meaning for each component type as detailed below
' - Value3: numeric value with unique meaning for each component type as detailed below
' - Value4: numeric value with unique meaning for each component type as detailed below
' - Value5: numeric value with unique meaning for each component type as detailed below
' - Value6: numeric value with unique meaning for each component type as detailed below
' - Value7: numeric value with unique meaning for each component type as detailed below

'Meanings of Value1-7 for component types:
' - Area Shield Recharge: Value1=recharge range, Value2=maximum recharge amount, Value3=energy required for full recharge to maximum amount, Value4-7 unused
' - Armor: Value1=rating, Value2=reactive rating, Value3-7 unused
' - Assault Pod: Value1=Assault strength, Value2=Boarding range, Value3=energy consumed per launch, Value4=movement speed, Value5=shield penetration, Value6=launch rate in milliseconds, Value7 unused
' - Cargo Bay: Value1=cargo storage capacity, Value2-7 unused
' - Colonization Module: Value1=population amount for new colony in millions, Value2-7 unused
' - Command Center: Value1=maintenance savings percentage, Value2-7 unused
' - Commerce Center: Value1=Trade bonus percentage, Value2-7 unused
' - Construction Yard: Value1=construction speed, Value2-7 unused
' - Countermeasures: Value1=countermeasures bonus percentage, Value2-7 unused
' - Damage Control: Value1=damage reduction percentage, Value2=seconds to repair one damaged component, Value3-7 unused
' - Docking Bay: Value1=cargo throughput capacity, Value2-7 unused
' - Energy Collector: Value1=energy collection rate, Value2-7 unused
' - Energy To Fuel: Value1=fuel production rate, Value2-7 unused
' - Engine - Main Thrust: Value1=maximum thrust, Value2=energy usage per second at maximum thrust, Value3=cruise thrust, Value4=energy usage per second at cruise thrust, Value5-7 unused
' - Engine - Vectoring: Value1=thrust, Value2=energy usage per second, Value3-7 unused
' - Extractors: Value1=extraction rate, Value2-7 unused
' - Fighter Bay: Value1=fighter storage capacity, Value2=fighter repair rate (in percentage points per second, manufacture rate is half repair rate), Value3-7 unused
' - Fleet Countermeasures: Value1=countermeasures bonus percentage for fleet, Value2-7 unused
' - Fleet Targeting: Value1=targeting bonus percentage for fleet, Value2-7 unused
' - Fuel Cell: Value1=fuel storage capacity, Value2-7 unused
' - HyperStop / Gravity Well Projector: Value1=unused, Value2=hyper stopping range, Value3-7 unused
' - Hab Module: Value1=ship/base support size, Value2-7 unused
' - Hyper Deny: Value1=unused, Value2=hyper deny range, Value3=energy used when operational, Value4-7 unused
' - Hyper Drive: Value1=top speed, Value2=energy usage per second, Value3=typical jump initiation time in seconds, Value4-7 unused
' - Ion Defense: Value1=ion defense strength, Value2-7 unused
' - Life Support: Value1=ship/base support size, Value2-7 unused
' - Long Range Scanner: Value1=scan range, Value2-7 unused
' - Manufacturer: Value1=manufacturing speed, Value2-7 unused
' - Medical Center: Value1=effectiveness, Value2-7 unused
' - Passenger Compartment: Value1=passenger capacity, Value2-7 unused
' - Proximity Array: Value1=scan range, Value2=hyperjump tracking chance percentage, Value3-7 unused
' - Reactor: Value1=energy output per second, Value2=energy storage capacity, Value3=fuel units required to charge to full capacity, Value4=fuel resource Id, Value5-7 unused
' - Recreation Center: Value1=recreation value, Value2-7 unused
' - Research Labs: Value1=research output, Value2-7 unused
' - Resource Profile Sensor: Value1=scan range, Value2-7 unused
' - Scanner Jammer: Value1=jamming power, Value2-7 unused
' - Shields: Value1=maximum strength, Value2=recharge rate per second, Value3-7 unused
' - Stealth: Value1=stealth rating, Value2-7 unused
' - Targeting: Value1=targeting bonus percentage, Value2-7 unused
' - Trace Scanner: Value1=scan range, Value2=scan power, Value3-7 unused
' - Tractor Beam: Value1=pulling/pushing power, Value2=range, Value3=energy consumed per firing, Value4=projection speed, Value5=power loss per 100 units range, Value6=fire rate in milliseconds, Value7 unused
' - Troop Compartment: Value1=troop size capacity, Value2-7 unused
' - Weapons: Value1=damage amount, Value2=range, Value3=energy consumed per firing, Value4=movement speed, Value5=damage loss per 100 units range, Value6=fire rate in milliseconds, Value7=bombard damage amount
' - Weapons - Area Gravity: Value1=damage amount, Value2=firing range (to epicenter), Value3=energy consumed per firing, Value4=expansion speed (Value2 / Value4 = firing duration), Value5=pull range from epicenter, Value6=fire rate in milliseconds, Value7=damage range from epicenter

'Resources Required - list of up to 5 resources and their amounts required to manufacture the component
' - Resource ID: Id value of required resource
' - Amount: numeric amount of resource needed for manufacturing
