Editing Crashed ship parts

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Upon landing a group of [[mechanoids]] will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see [[raid points]] for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.
 
Upon landing a group of [[mechanoids]] will spawn surrounding the ship, to defend it. The size of the group is dependent on colony wealth and storyteller difficulty - see [[raid points]] for further details. They will spawn in a "sleeping" state, and will awaken only if they or the ship take damage, or if a player-built structure is placed too close to the sleeping mechanoids. Unless pursuing nearby targets, they will only move about 30 tiles away before returning to the ship part, and not all will move as a unit to chase a threat. Once the ship part's health drops too low, however, all mechanoids will simply charge your colonists like a normal raid.
  
As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them. Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken.  
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As long as nothing is damaged or built too close to the ship (see next), colonists can freely move, work, and even fight fires among the sleeping mechanoids. Note that mechanoids are immune to fire that open areas support, so these initial fires will not damage or wake them.  
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Pawns set to [[File:ReactUndraftedFlee.png|16px]] [[Flee]] from danger will flee from sleeping mechanoids, but those set to [[File:ReactUndraftedAttack.png|16px]] Attack will not do so until they awaken.  
  
 
The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening.  
 
The "no build" zone is 5x5 square centered on each sleeping mechanoid. Objects placed or built outside of this radius will not affect it, so, if the threat is not immediate (i.e. the negative mood or plant-killing can be endured for the time being), the colony can build defenses prior to triggering the ship. [[IED trap|IED]]s and [[spike trap]]s can also be placed around the mechanoids and ship part to deal damage to them upon awakening.  

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