############################################################
##          Component Sets: Auxiliary components          ##
############################################################

# repair drones
component_set = {
	key = ESC_REPAIR_DRONES
	icon = GFX_esc_repair_drones
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_REPAIR_DRONES
	icon = GFX_esc_bio_repair_drones
	icon_frame = 1
}

# advanced shield capacitor
component_set = {
	key = ESC_ADV_SHIELD_CAPACITOR
	icon = GFX_esc_shield_capacitors_2
	icon_frame = 1
}

# crystal-infused shield capacitor
component_set = {
	key = ESC_BLUE_CRYSTAL_CAPACITOR
	icon = GFX_esc_shield_capacitors_crystal_1
	icon_frame = 1
}

# crystal-forged shield capacitor
component_set = {
	key = ESC_RED_CRYSTAL_CAPACITOR
	icon = GFX_esc_shield_capacitors_crystal_2
	icon_frame = 1
}

# stellarite power core
component_set = {
	key = ESC_STELLARITE_POWER_CORE
	icon = GFX_esc_stellarite_core
	icon_frame = 1
}

# standardized warheads
component_set = {
	key = ESC_STANDARDIZED_WARHEADS
	icon = GFX_esc_standardized_warheads
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_STANDARDIZED_WARHEADS
	icon = GFX_esc_bio_standardized_warheads
	icon_frame = 1
}

# temporal displacer
component_set = {
	key = ESC_TEMPORAL_DISPLACER
	icon = GFX_esc_temporal_displacer
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_TEMPORAL_DISPLACER
	icon = GFX_esc_bio_temporal_displacer
	icon_frame = 1
}

# bioship low-tier afterburners
component_set = {
	key = ESC_BIO_AFTERBURNER_1
	icon = GFX_esc_bio_afterburners_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AFTERBURNER_2
	icon = GFX_esc_bio_afterburners_2
	icon_frame = 1
}

# pulsed plasma afterburners
component_set = {
	key = ESC_AFTERBURNER_3
	icon = GFX_esc_afterburners_3
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AFTERBURNER_3
	icon = GFX_esc_bio_afterburners_3
	icon_frame = 1
}

# auxiliary maneuver thrusters
component_set = {
	key = ESC_AUX_THRUSTERS
	icon = GFX_esc_aux_thrusters
	icon_frame = 1
}

# auxiliary zero-point reactor
component_set = {
	key = ESC_REACTOR_BOOSTER_4
	icon = GFX_esc_aux_reactor_4
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_REACTOR_BOOSTER_4
	icon = GFX_esc_aux_bio_reactor_4
	icon_frame = 1
}

# auxiliary singularity reactor
component_set = {
	key = ESC_REACTOR_BOOSTER_5
	icon = GFX_esc_aux_reactor_5
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_REACTOR_BOOSTER_5
	icon = GFX_esc_aux_bio_reactor_5
	icon_frame = 1
}

# structural reinforcement
component_set = {
	key = ESC_STRUCTURAL_REINFORCEMENT
	icon = GFX_esc_armor_reinforcement
	icon_frame = 1
}

# psionic reinforcement
component_set = {
	key = ESC_PSIONIC_REINFORCEMENT
	icon = GFX_esc_psionic_reinforcement
	icon_frame = 1
}

# basic bio fire control system
component_set = {
	key = ESC_BIO_AUX_FIRE_CONTROL
	icon = GFX_esc_bio_fire_control_1
	icon_frame = 1
}

# advanced fire control systems
component_set = {
	key = ESC_ADV_AUX_FIRE_CONTROL
	icon = GFX_esc_fire_control_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_ADV_AUX_FIRE_CONTROL
	icon = GFX_esc_bio_fire_control_2
	icon_frame = 1
}

# precursor armaments enhancer
component_set = {
	key = ESC_PRECURSOR_ARMS_ENHANCER
	icon = GFX_esc_precursor_enchancer
	icon_frame = 1
}

# nanite reactive armor
component_set = {
	key = ESC_NANITE_ARMOR_HARDENER
	icon = GFX_esc_armor_hardening_3
	icon_frame = 1
}

# living absorption plating
component_set = {
	key = ESC_ARMOR_HARDENER_LMETAL_2
	icon = GFX_esc_armor_hardening_lm_2
	icon_frame = 1
}

# citadel shield hardener
component_set = {
	key = ESC_SHIELD_HARDENER_3
	icon = GFX_esc_shield_hardening_3
	icon_frame = 1
}

# shroud-enhanced shield hardener
component_set = {
	key = ESC_SHIELD_HARDENER_PSI_2
	icon = GFX_esc_shield_hardening_psi_2
	icon_frame = 1
}

# dead hand switch : kill command
component_set = {
	key = ESC_AUX_DEAD_HAND_KILL_CMD_1
	icon = GFX_esc_dead_hand_kill_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_1
	icon = GFX_esc_bio_dead_hand_kill_1
	icon_frame = 1
}

# dead hand switch : annihilate command
component_set = {
	key = ESC_AUX_DEAD_HAND_KILL_CMD_2
	icon = GFX_esc_dead_hand_kill_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUX_DEAD_HAND_KILL_CMD_2
	icon = GFX_esc_bio_dead_hand_kill_2
	icon_frame = 1
}

# dead hand switch : repair command
component_set = {
	key = ESC_AUX_DEAD_HAND_HEAL_CMD_1
	icon = GFX_esc_dead_hand_heal_1
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_1
	icon = GFX_esc_bio_dead_hand_heal_1
	icon_frame = 1
}

# dead hand switch : support command
component_set = {
	key = ESC_AUX_DEAD_HAND_HEAL_CMD_2
	icon = GFX_esc_dead_hand_heal_2
	icon_frame = 1
}

component_set = {
	key = ESC_BIO_AUX_DEAD_HAND_HEAL_CMD_2
	icon = GFX_esc_bio_dead_hand_heal_2
	icon_frame = 1
}
