Add mine equipment shed placeable scaffold
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*.zip
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*.log
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*.tmp
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Thumbs.db
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desktop.ini
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# Changelog
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## 0.1.0.0
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- Initial placeable mod scaffold.
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- Added large mine equipment shed XML.
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- Added placeholder i3d with lights, door animation nodes, clear areas and AutoDrive markers.
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- Added AutoDrive layout notes.
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# FS25 Mine Equipment Shed
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Placeable prototype for a large mine-style equipment shed in Farming Simulator 25.
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## Concept
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- Large industrial shed for tractors, loaders, trailers and mine equipment.
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- Wide front access for AutoDrive routes and manual turning.
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- Warm work lights, rugged corrugated metal, concrete, timber and steel look.
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- Prepared marker transforms for AutoDrive-friendly parking points.
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## Target Dimensions
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- Footprint: about 42 m wide x 32 m deep
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- Entry width: about 28 m
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- Entry height: about 8 m
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- Internal driving lane: about 10 m wide
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- Parking bays: 4 large bays by default, expandable to 6 or 8
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## AutoDrive Plan
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AutoDrive routes are usually stored in the savegame/map network, so a placeable cannot reliably include final connected routes when the building may be placed anywhere.
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This mod prepares named transform markers in the i3d:
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- `AD_Entrance`
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- `AD_Exit`
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- `AD_Parking_01`
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- `AD_Parking_02`
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- `AD_Parking_03`
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- `AD_Parking_04`
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After placing the shed, create or import the AutoDrive nodes at those marker positions and connect `AD_Entrance` / `AD_Exit` to your existing route network.
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## Current Status
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This is an initial code and structure prototype. The i3d contains placeholder geometry and marker nodes. Replace the placeholder meshes/materials in Giants Editor or Blender with the final model.
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<?xml version="1.0" encoding="utf-8" standalone="no"?>
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<modDesc descVersion="92">
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<author>Dystroyer8 / Codex</author>
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<version>0.1.0.0</version>
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<title>
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<en>Mine Equipment Shed</en>
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<de>Minen-Geraeteschuppen</de>
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</title>
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<description>
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<en>Large mine-style equipment shed with work lights and AutoDrive-friendly parking markers.</en>
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<de>Grosser Geraeteschuppen im Minen-Stil mit Arbeitslicht und AutoDrive-freundlichen Parkmarkern.</de>
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</description>
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<iconFilename>icon_mineEquipmentShed.png</iconFilename>
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<storeItems>
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<storeItem xmlFilename="placeables/mineEquipmentShed/mineEquipmentShed.xml"/>
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</storeItems>
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</modDesc>
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# AutoDrive Layout Notes
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The shed is designed around a simple one-way AutoDrive flow:
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1. Existing network enters at `AD_Entrance`.
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2. Route continues through the wide front opening to `AD_Exit`.
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3. Parking branches lead from the inner lane to `AD_Parking_01` through `AD_Parking_04`.
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4. Vehicles leave parking spots by reversing or looping back to `AD_Exit`, depending on your vehicle size and route style.
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## Recommended In-Game Setup
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- Use a straight connector from your yard road to `AD_Entrance`.
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- Add a slow-speed node just before the shed opening.
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- Create one destination per parking marker:
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- `Mine Shed P1`
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- `Mine Shed P2`
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- `Mine Shed P3`
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- `Mine Shed P4`
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- Keep the entrance lane about 10 m wide.
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- Avoid placing decorative props or collision pillars inside the middle lane.
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## Marker Coordinates
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These coordinates are local to the placeable root and must be converted by placement position in the savegame:
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| Marker | Local X | Local Y | Local Z | Purpose |
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| --- | ---: | ---: | ---: | --- |
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| AD_Entrance | 0 | 0 | -24 | Connection from yard network |
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| AD_Exit | 0 | 0 | -19 | Inner front lane node |
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| AD_Parking_01 | -14 | 0 | 6 | Large left bay |
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| AD_Parking_02 | -5 | 0 | 6 | Inner left bay |
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| AD_Parking_03 | 5 | 0 | 6 | Inner right bay |
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| AD_Parking_04 | 14 | 0 | 6 | Large right bay |
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<?xml version="1.0" encoding="iso-8859-1"?>
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<i3D name="mineEquipmentShed" version="1.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<Asset>
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<Export program="Codex placeholder" version="0.1"/>
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</Asset>
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<Files/>
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<Materials>
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<Material name="mat_corrugated_dark_metal" materialId="1" diffuseColor="0.09 0.10 0.10 1" specularColor="0.35 0.35 0.35" shininess="20"/>
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<Material name="mat_weathered_timber" materialId="2" diffuseColor="0.23 0.17 0.11 1" specularColor="0.08 0.07 0.06" shininess="6"/>
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<Material name="mat_concrete" materialId="3" diffuseColor="0.35 0.34 0.32 1" specularColor="0.12 0.12 0.12" shininess="8"/>
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<Material name="mat_warm_lamp" materialId="4" diffuseColor="1.00 0.72 0.28 1" emissiveColor="1.00 0.55 0.12 1"/>
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<Material name="mat_parking_lines" materialId="5" diffuseColor="0.95 0.76 0.25 1" specularColor="0.15 0.12 0.04" shininess="4"/>
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</Materials>
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<Shapes>
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<!-- Placeholder geometry. Replace with final meshes from Blender/Giants Editor. -->
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</Shapes>
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<Scene>
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<TransformGroup name="mineEquipmentShed" nodeId="1">
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<TransformGroup name="visuals" nodeId="2">
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<TransformGroup name="mainStructure_placeholder" nodeId="3" translation="0 0 0"/>
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<TransformGroup name="roof_placeholder" nodeId="4" translation="0 8.5 0"/>
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<TransformGroup name="leftWall_placeholder" nodeId="5" translation="-21 3.5 0"/>
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<TransformGroup name="rightWall_placeholder" nodeId="6" translation="21 3.5 0"/>
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<TransformGroup name="rearWall_placeholder" nodeId="7" translation="0 3.5 16"/>
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<TransformGroup name="frontDoorLeft" nodeId="8" translation="-7 0 -16"/>
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<TransformGroup name="frontDoorRight" nodeId="9" translation="7 0 -16"/>
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<TransformGroup name="parkingLine_01_placeholder" nodeId="10" translation="-14 0.03 -2"/>
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<TransformGroup name="parkingLine_02_placeholder" nodeId="11" translation="-5 0.03 -2"/>
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<TransformGroup name="parkingLine_03_placeholder" nodeId="12" translation="5 0.03 -2"/>
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<TransformGroup name="parkingLine_04_placeholder" nodeId="13" translation="14 0.03 -2"/>
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</TransformGroup>
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<TransformGroup name="lights" nodeId="20">
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<TransformGroup name="lightExteriorLeft" nodeId="21" translation="-13 6.5 -16.3" rotation="-30 0 0"/>
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<TransformGroup name="lightExteriorRight" nodeId="22" translation="13 6.5 -16.3" rotation="-30 0 0"/>
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<TransformGroup name="lightInterior01" nodeId="23" translation="-14 7.2 -8"/>
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<TransformGroup name="lightInterior02" nodeId="24" translation="-5 7.2 2"/>
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<TransformGroup name="lightInterior03" nodeId="25" translation="5 7.2 2"/>
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<TransformGroup name="lightInterior04" nodeId="26" translation="14 7.2 -8"/>
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</TransformGroup>
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<TransformGroup name="gameplay" nodeId="40">
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<TransformGroup name="doorTrigger" nodeId="41" translation="0 1 -18"/>
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<TransformGroup name="teleportNode" nodeId="42" translation="0 0 -22"/>
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<TransformGroup name="clearAreaStart" nodeId="43" translation="-23 0 -18"/>
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<TransformGroup name="clearAreaWidth" nodeId="44" translation="23 0 -18"/>
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<TransformGroup name="clearAreaHeight" nodeId="45" translation="-23 0 18"/>
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<TransformGroup name="indoorAreaStart" nodeId="46" translation="-20 0 -15"/>
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<TransformGroup name="indoorAreaWidth" nodeId="47" translation="20 0 -15"/>
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<TransformGroup name="indoorAreaHeight" nodeId="48" translation="-20 0 15"/>
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<TransformGroup name="tipOcclusionStart" nodeId="49" translation="-22 0 -17"/>
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<TransformGroup name="tipOcclusionWidth" nodeId="50" translation="22 0 -17"/>
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<TransformGroup name="tipOcclusionHeight" nodeId="51" translation="-22 0 17"/>
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</TransformGroup>
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<TransformGroup name="autoDriveMarkers" nodeId="70">
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<TransformGroup name="AD_Entrance" nodeId="71" translation="0 0 -24"/>
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<TransformGroup name="AD_Exit" nodeId="72" translation="0 0 -19"/>
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<TransformGroup name="AD_Parking_01" nodeId="73" translation="-14 0 6" rotation="0 180 0"/>
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<TransformGroup name="AD_Parking_02" nodeId="74" translation="-5 0 6" rotation="0 180 0"/>
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<TransformGroup name="AD_Parking_03" nodeId="75" translation="5 0 6" rotation="0 180 0"/>
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<TransformGroup name="AD_Parking_04" nodeId="76" translation="14 0 6" rotation="0 180 0"/>
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</TransformGroup>
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</TransformGroup>
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</Scene>
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</i3D>
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<?xml version="1.0" encoding="utf-8" standalone="no"?>
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<placeable type="placeable" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<storeData>
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<name>
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<en>Mine Equipment Shed</en>
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<de>Minen-Geraeteschuppen</de>
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</name>
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<image>store_mineEquipmentShed.png</image>
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<price>85000</price>
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<dailyUpkeep>35</dailyUpkeep>
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<rotation>0</rotation>
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<brand>NONE</brand>
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<species>placeable</species>
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<category>buildings</category>
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<brush>
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<type>placeable</type>
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<category>buildings</category>
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<tab> sheds </tab>
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</brush>
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<canBeSold>true</canBeSold>
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<showInStore>true</showInStore>
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</storeData>
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<base>
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<filename>mineEquipmentShed.i3d</filename>
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<canBeRenamed>true</canBeRenamed>
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<boughtWithFarmland>false</boughtWithFarmland>
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</base>
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<placement testSizeX="46" testSizeZ="36" sizeX="46" sizeZ="36" useRandomYRotation="false" useManualYRotation="true">
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<leveling requireLeveling="true" maxSmoothDistance="4" maxSlope="12" maxEdgeAngle="30"/>
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<clearAreas>
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<clearArea startNode="clearAreaStart" widthNode="clearAreaWidth" heightNode="clearAreaHeight"/>
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</clearAreas>
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</placement>
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<hotspots>
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<hotspot type="SHOP" teleportNode="teleportNode"/>
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</hotspots>
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<animatedObjects>
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<animatedObject saveId="frontSlidingDoors">
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<animation duration="4">
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<part node="frontDoorLeft">
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<keyFrame time="0" translation="0 0 0"/>
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<keyFrame time="1" translation="-7 0 0"/>
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</part>
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<part node="frontDoorRight">
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<keyFrame time="0" translation="0 0 0"/>
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<keyFrame time="1" translation="7 0 0"/>
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</part>
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</animation>
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<controls triggerNode="doorTrigger" posText="action_openGate" negText="action_closeGate"/>
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</animatedObject>
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</animatedObjects>
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<lights>
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<sharedLight filename="$data/shared/assets/lights/lizard/wallLight01.xml" linkNode="lightExteriorLeft"/>
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<sharedLight filename="$data/shared/assets/lights/lizard/wallLight01.xml" linkNode="lightExteriorRight"/>
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<sharedLight filename="$data/shared/assets/lights/lizard/hallLight01.xml" linkNode="lightInterior01"/>
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<sharedLight filename="$data/shared/assets/lights/lizard/hallLight01.xml" linkNode="lightInterior02"/>
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<sharedLight filename="$data/shared/assets/lights/lizard/hallLight01.xml" linkNode="lightInterior03"/>
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<sharedLight filename="$data/shared/assets/lights/lizard/hallLight01.xml" linkNode="lightInterior04"/>
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</lights>
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<indoorAreas>
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<indoorArea startNode="indoorAreaStart" widthNode="indoorAreaWidth" heightNode="indoorAreaHeight"/>
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</indoorAreas>
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<tipOcclusionUpdateAreas>
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<tipOcclusionUpdateArea startNode="tipOcclusionStart" widthNode="tipOcclusionWidth" heightNode="tipOcclusionHeight"/>
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</tipOcclusionUpdateAreas>
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<clearAreas>
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<clearArea startNode="clearAreaStart" widthNode="clearAreaWidth" heightNode="clearAreaHeight"/>
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</clearAreas>
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<leveling requireLeveling="true" maxSmoothDistance="4" maxSlope="12" maxEdgeAngle="30"/>
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</placeable>
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