structures.yaml split into faction-specific structure and defense yamls
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218
mods/ts/rules/player-structures.yaml
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218
mods/ts/rules/player-structures.yaml
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GACNST:
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Inherits: ^Building
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Building:
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Footprint: xxx xxx xxx
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BuildSounds: facbld1.aud
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Dimensions: 3,3
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Buildable:
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Queue: Building
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BuildPaletteOrder: 1000
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Prerequisites: ~disabled
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Health:
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HP: 1500
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 5c0
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Production:
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Produces: Building,Defense
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Valued:
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Cost: 2500
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Tooltip:
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Name: Construction Yard
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Description: Builds base structures.
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CustomSellValue:
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Value: 2500
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BaseBuilding:
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Transforms:
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IntoActor: mcv
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Offset: 1,1
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Facing: 96
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ProductionBar@Building:
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ProductionType: Building
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ProductionBar@Defense:
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ProductionType: Defense
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WithIdleOverlay@TOP:
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Sequence: idle-top
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WithIdleOverlay@SIDE:
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Sequence: idle-side
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WithIdleOverlay@FRONT:
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Sequence: idle-front
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WithBuildingPlacedOverlay:
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Power:
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Amount: 0
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Selectable:
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Bounds: 144, 80, 0, -12
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ProvidesCustomPrerequisite@gdi:
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Race: gdi
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Prerequisite: structures.gdi
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ProvidesCustomPrerequisite@nod:
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Race: nod
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Prerequisite: structures.nod
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PROC:
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Inherits: ^Building
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Valued:
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Cost: 2000
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Tooltip:
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Name: Tiberium Refinery
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Description: Processes raw Tiberium\ninto useable resources
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Buildable:
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Queue: Building
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BuildPaletteOrder: 20
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Prerequisites: anypower
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Building:
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Footprint: xxx= xx== xxx=
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Dimensions: 4,3
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Selectable:
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Bounds: 134, 122, 0, -18
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Health:
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HP: 900
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RevealsShroud:
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Range: 6c0
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TiberianSunRefinery:
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DockAngle: 160
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DockOffset: 2,1
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StoresResources:
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PipColor: Green
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PipCount: 15
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Capacity: 3000
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CustomSellValue:
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Value: 600
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FreeActor:
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Actor: HARV
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InitialActivity: FindResources
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SpawnOffset: 3,1
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Facing: 160
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WithIdleOverlay@REDLIGHTS:
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Sequence: idle-redlights
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WithIdleOverlay@BIB:
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Sequence: bib
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Power:
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Amount: -30
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GASILO:
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Inherits: ^Building
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Buildable:
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Queue: Building
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BuildPaletteOrder: 70
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Prerequisites: proc
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Valued:
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Cost: 150
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Tooltip:
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Name: Silo
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Description: Stores excess Tiberium.
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Building:
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Footprint: xx xx
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Dimensions: 2, 2
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Selectable:
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Bounds: 80, 48, -5, 0
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-GivesBuildableArea:
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Health:
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HP: 300
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 4c0
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-RenderBuilding:
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RenderBuildingSilo:
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WithIdleOverlay@UNDERLAY:
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Sequence: idle-underlay
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WithIdleOverlay@LIGHTS:
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Sequence: idle-lights
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StoresResources:
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PipCount: 5
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Capacity: 1500
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Power:
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Amount: -10
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GADPSA:
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Inherits: ^Building
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Valued:
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Cost: 950
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-AcceptsSupplies:
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Tooltip:
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Name: Deployed Sensor Array
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-GivesBuildableArea:
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Health:
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HP: 600
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Armor:
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Type: Wood
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RevealsShroud:
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Range: 8c0
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Transforms:
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IntoActor: lpst
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Offset: 1,1
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Facing: 96
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TransformSounds: place2.aud
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NoTransformSounds:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 6
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-WithDeathAnimation:
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NAPULS:
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Inherits: ^Building
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Valued:
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Cost: 1000
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Tooltip:
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Name: EMP Cannon
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Description: Disables vehicles. \nRequires power to operate.\n Strong vs all ground units\n Cannot target Aircraft
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 90
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Prerequisites: radar
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Building:
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Footprint: xx xx
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Dimensions: 2,2
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Selectable:
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Bounds: 78, 54, 0, -12
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RequiresPower:
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DisabledOverlay:
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-GivesBuildableArea:
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Health:
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HP: 500
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Armor:
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Type: Heavy
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RevealsShroud:
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Range: 8c0
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Turreted:
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ROT: 10
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InitialFacing: 300
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AttackTurreted:
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Armament:
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Weapon: EMPulseCannon
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AutoTarget:
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RenderRangeCircle:
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RenderDetectionCircle:
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DetectCloaked:
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Range: 5
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WithTurret:
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Sequence: turret
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Power:
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Amount: -150
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ANYPOWER:
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Tooltip:
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Name: Power Plant
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Description: Power Plant
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BARRACKS:
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Tooltip:
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Name: Infantry Production
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Description: Infantry Production
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FACTORY:
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Tooltip:
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Name: Vehicle Production
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Description: Vehicle Production
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RADAR:
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Tooltip:
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Name: Radar
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Description: Radar
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TECH:
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Tooltip:
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Name: Tech Center
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Description: Tech Center
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