# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes.

utility_component_template = {
	key = "GUARDIAN_DRIVE"
	hidden = yes
	size = small
	icon = "GFX_ship_part_warp_drive_3"
	icon_frame = 1
	power = 0
	ftl = yes
	jumpdrive = yes

	ship_modifier = {
		ship_windup_mult = -0.8
	}

	component_set = "ftl_components"
}

utility_component_template = {
	key = "GUARDIAN_PROPULSION"
	hidden = yes
	size = small
	icon = "GFX_ship_part_thruster_4"
	icon_frame = 1
	power = 0
	
	triggered_ship_modifier = {
 		potential = {
			has_global_flag = sustained_ship_acceleration
			is_in_combat = no
 		}
 		modifier = {
			ship_base_speed_mult = 6.00
		}
	}
	
	triggered_ship_modifier = {
 		potential = {
			NOT = { has_global_flag = sustained_ship_acceleration }
			is_in_combat = no
 		}
 		modifier = {
			ship_base_speed_mult = 4.25
		}
	}
	
	triggered_ship_modifier = {
 		potential = {
			is_in_combat = yes
 		}
 		modifier = {
			ship_speed_reduction = 0.5
		}
	}

	component_set = "thruster_components"
}

utility_component_template = {
	key = "GUARDIAN_SENSORS"
	hidden = yes
	size = small
	icon = "GFX_ship_part_sensor_4"
	icon_frame = 1
	power = 0
	sensor_range = 4
	hyperlane_range = 8

	component_set = "sensor_components"
}

utility_component_template = {
	key = "BIO_DETECTOR"
	hidden = yes
	size = small
	icon = "GFX_ship_part_aura_snare"
	icon_frame = 1
	power = 0

	sensor_range = 2
	hyperlane_range = 4

	ship_modifier = {
		ship_cloaking_detection_add = 4
	}

	component_set = "sensor_components"
}

#############################
# Regenerative Hull Tissue #
#############################

utility_component_template = {
	key = "BIO_AUTO_REPAIR"
	size = aux
	icon = "GFX_ship_part_auto_repair"
	icon_frame = 1
	power = 0
	resources = {
		category = ship_components
		inline_script = {
			script = "grand_archive/mutations/component_dynamic_cost"
			COST = 80
		}
		upkeep = {
			energy = 0.13
			minerals = 0.12
		}
	}

	modifier = {
		ship_hull_regen_add_perc = 0.05
		ship_armor_regen_add_perc = 0.1
	}

	component_set = "BIO_AUTO_REPAIR"

	ai_weight = {
		weight = 10
		modifier = {
			factor = 2.0
			is_preferred_weapons = weapon_type_explosive
		}
	}
}