[TexturePanels] file = solar\asteroids\rock_shapes.ini [Field] cube_size = 400 fill_dist = 3300 tint_field = 255, 255, 255 empty_cube_frequency = 0.6 [Exclusion Zones] exclusion = Zone_Br05_05 [Cube] asteroid = mineable2_asteroid30, 0.6, 0.2, -0.2, 35, 10, 20 asteroid = mineable2_asteroid60, 0.4, -0.7, -0.2, 15, 90, 120 asteroid = mine_spike_mineable, -0.2, -0.1, -0.6, 105, 160, 25, mine asteroid = mine_spike_mineable, 0.5, -0.2, -0.6, 75, 30, 70, mine asteroid = mineable2_asteroid60, -0.7, 0.4, -0.4, 75, 30, 70 asteroid = mine_spike_mineable, -0.9, 0.6, -0.8, 75, 30, 70, mine [properties] flag = rock_objects flag = Object_density_med flag = DANGER_DENSITY_MED [Band] render_parts = 6 shape = asteroid_belt_04 height = 3000 offset_dist = 2000 fade = 1, 1.35, 15, 17 texture_aspect = 1 color_shift = 0.8, 0.8, 0.8 ambient_intensity = 1 vert_increase = 2 [AsteroidBillboards] count = 400 start_dist = 2000 fade_dist_percent = 0.35 shape = mine_rock_tri color_shift = 0.7, 0.7, 0.7 ambient_intensity = 1 size = 60, 70 [DynamicAsteroids] asteroid = DAsteroid_gold count = 10 placement_radius = 150 placement_offset = 90 max_velocity = 15 max_angular_velocity = 3 color_shift = 1, 1, 1 [LootableZone] asteroid_loot_container = lootcrate_ast_loot_gold asteroid_loot_commodity = commodity_gold dynamic_loot_container = lootcrate_ast_loot_gold dynamic_loot_commodity = commodity_gold asteroid_loot_count = 0, 0 dynamic_loot_count = 1, 1 asteroid_loot_difficulty = 40 dynamic_loot_difficulty = 2