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The project.xml file is created by the game and holds all the data for the world that is not included as terrain. It is in xml format and can be read and modified using many different tools, such as a text editor.

This file holds data specific to the world, not to the game itself. For instance, it holds the design of any furnitures used in the world. Any other furniture imported into the game's "content" but not added in the world will NOT be included in the project file.


Opening the world file

To edit the project.xml file, you need to be able to do 3 things.

First you must be able to locate the world file. This is the worldname.scworld file that the world is saved as. It is just a 'zip' collection of several files the game creates for the world. This is found inside the folder Survivalcraft makes for itself.

Second you must be able to extract the project file from inside the world file, and then replace the file with the modified version. Many file browsers let you extract the file without 'unzipping' the entire .scworld file.

Third you have to be able to edit the project file. This only requires a basic text editor. A basic editor may be better than a full-featured one because the file MUST be saved as a text-only file. It cannot be in rtf, doc, or any other format.


Opening it in Android

If you are android user, you can easily edit the project.xml with your device. There are several apps that will be helpful. The first is a file browser that lets you open zip files. A good one is X-Plore and another is called File Manager made by Cheetah Mobile.

  1. Upload the world that you want to edit to sd card.
  2. Open the file browser and find the folder named "Survivalcraft", in the internal memory. It's usually at the top of the file tree.
  3. Open the folder. There will be the list of all worlds you had uploaded to SD.
  4. Select the file you just saved (the most recent one) then change the extention to ".zip".
  5. Open the zip file (You can open it without unzipping it if you use the recommended apps). You will see at least three files: chunks.dat, project.bak, project.xml. Chunks.dat contains the data about chunks (duh). The project.bak file is a backup for the project.xml file.
  6. EDIT THE "project.xml" FILE.
    1. You should copy this file to another location while editing it.
    2. Use a text editor to make the changes. Be sure to resave it in plain text format.
    3. When finished, copy the file back into the original 'zip' file.
  7. Change the world file's extention back to ".scworld".


Opening it in windows

Opening it in a desktop or mobile windows machine is very similar to using android. The process is the same, only the location of the world files are different.

One user reports that this is the common location for the world files: C:\Users\"username"\AppData\Local\Packages\20961CandyRufusGames.Survivalcraft2_c7jxg4av36ap6\LocalState\Worlds\World (0-20}.


Opening it in iOS

Apple users have a different 'problem'. iOS does not allow you to save to SD memory, so the world has to be uploaded to dropbox first.

Then you must access the world as a zip file. This may be easiest by using another system. At this point, the procedure is the same.

Once you're finished editing it and changed the extention back to ".scworld", it must be resaved to dropbox so Survivalcraft can access it again.


Project file description

The file is arranged into several main sections with sub-sections inside them.

  • The first main section is "Subsystems". This holds most of the useful information.
    • Inside of "Subsystems" are the following entries. Some may not be present in your world and they may have different orders. Some sections may be very large if you have a lot of that particular item in your world.

"PlayerStats", "Players", "TruthTableCircuitrBlockBehavior", "Spawn" (which may be HUGE), "Pickables", "MemoryBankBlockBehavior", "ExplosivesBlockBehavior", "WoodBlockBehavior", "Camera", "Weather", "SignBlockBehavior", "Projectiles", "MovingBlocks", "GameInfo", "FurnitureBlockBehavior", "Intro", "Electricity", "Gui", "SaplingBlockBehavior", "BlocksScanner", "RotBlockBehavior", "MagnetBlockBehavior", "TimeOfDay", "CollapsingBlockBehavior".

  • The next main section is "Entities". This can be huge, too. It holds the individual information for each entity - that is each player, chest, crafting table, furnace, dispenser and every 'active' animal. These are not in any specific order but the parts for players will generally be first in this section.

The first line for each entity has a unique identifying number (GUID) and the name of the type of entity. The next lines depend on what that entry is. Some may be short and some are long.


•below it there will be certain blocks behavior e.g. signs or weather. You can edit weather start/ending time to make a rain season or a drought.

      • •below it there will be Gameinfo section - this section is VERY USEFUL. Most things in this section can be understood very easily so i will only write about certain things;

-game seed:you can figure out the seed of a randomly generated world but for some reason using that seed to another world brings different result.

-game mode:You can switch creative mode to cruel mode and vice versa. Useful when you want to create survival map or had died in cruel mode.

-terrain/ocean block index:you can fill the ocean with other blocks or create infinite ocean by editing this. Only works on flat worlds.

•below it there will be certain blocks behavior. If you type in coordinates in the magnet behavior, you can get an invisible magnet at that location.

•a little below it there will be Entity section - the last one. This section is also INCREDIBLY USEFUL. I might write a Entity section tutorial in a different thread because there are so many things that can be done by editing this section.

This is a list of things that can be done by editing entity section;

-teleport player/animals (by editing position)

-make player/animals immortal (by editing health in vital stats)

-make animals fly in creative (by enabling creative flying mode)

-spawn rare animals(by putting in their data)

-despawn animals. they just disappear, like dead animals do.(by adding DespawnTime value)

-bring animals from the dead. Only works when the body still exists. (by modifying health and deathtime?)

-make indestructable boat(by editing hitpoint of the boat) - with this, you can travel in magma! Sadly the heat will kill you.


Individual Entry Descriptions


--Player Specific--


There are three sections devoted to information about the player(s). "PlayerStats" holds the details of what the player has done in the past. "Players" holds the system-related specifications for that player (see below). Player (entity) holds all the current data for the player, such as current location, hunger, inventory, etc.

Player Stats

Since 2.0, the game keeps track of more information about the characters (players). Most of these stats are shown on the pause screen. There is little point in modifying them since they represent past 'achievements'.

Here is a typical entry for this section:

    <Values Name="PlayerStats">
      <Values Name="Stats">
        <Values Name="1">
          <Value Name="DistanceTravelled" Type="double" Value="153106.8052464803" />
          <Value Name="DistanceWalked" Type="double" Value="106555.81852962566" />
          <Value Name="DistanceFallen" Type="double" Value="44113.418842129344" />
          <Value Name="DistanceClimbed" Type="double" Value="0" />
          <Value Name="DistanceFlown" Type="double" Value="0" />
          <Value Name="DistanceSwam" Type="double" Value="43.043845433596289" />
          <Value Name="DistanceRidden" Type="double" Value="2394.508053181893" />
          <Value Name="LowestAltitude" Type="double" Value="3.9999997615814209" />
          <Value Name="HighestAltitude" Type="double" Value="112.225341796875" />
          <Value Name="DeepestDive" Type="double" Value="1.7996444702148438" />
          <Value Name="Jumps" Type="long" Value="14119" />
          <Value Name="BlocksDug" Type="long" Value="12762" />
          <Value Name="BlocksPlaced" Type="long" Value="3493" />
          <Value Name="BlocksInteracted" Type="long" Value="2391" />
          <Value Name="PlayerKills" Type="long" Value="0" />
          <Value Name="LandCreatureKills" Type="long" Value="282" />
          <Value Name="WaterCreatureKills" Type="long" Value="2" />
          <Value Name="AirCreatureKills" Type="long" Value="93" />
          <Value Name="MeleeAttacks" Type="long" Value="1163" />
          <Value Name="MeleeHits" Type="long" Value="1132" />
          <Value Name="RangedAttacks" Type="long" Value="177" />
          <Value Name="RangedHits" Type="long" Value="104" />
          <Value Name="HitsReceived" Type="long" Value="224" />
          <Value Name="StruckByLightning" Type="long" Value="1" />
          <Value Name="TotalHealthLost" Type="double" Value="28.515389336273074" />
          <Value Name="FoodItemsEaten" Type="long" Value="172" />
          <Value Name="TimesWasSick" Type="long" Value="0" />
          <Value Name="TimesHadFlu" Type="long" Value="0" />
          <Value Name="TimesPuked" Type="long" Value="0" />
          <Value Name="TimesWentToSleep" Type="long" Value="123" />
          <Value Name="TimeSlept" Type="double" Value="36491.68495955877" />
          <Value Name="ItemsCrafted" Type="long" Value="2765" />
          <Value Name="FurnitureItemsMade" Type="long" Value="0" />
          <Value Name="EasiestModeUsed" Type="Game.GameMode" Value="Challenging" />
          <Value Name="HighestLevel" Type="float" Value="20.736208" />
          <Value Name="DeathRecordsString" Type="string" Value="3.4306013577994112,306.019684,64.0674744,206.587173,mauled by a brown bear;3.6007763302632765,287.9308,70,235.494766,eaten by a tiger;3.8898525715188588,277.25,68,227.37735,killed by a gray wolf;3.9328444410181449,277.25,68,227.25,eaten by a tiger;3.9428967006151407,280.078247,68,225.25,killed by a gray wolf;3.9488655914439974,277.25,68,227.6128,eaten by a tiger;3.9585034276215203,297.888336,63,226.031967,killed by a gray wolf;3.9786212078512957,298.178345,63.8456535,226.291183,eaten by a tiger;4.002468587159334,281.2605,67,226.9267,dismembered by a tiger;4.017181015595173,277.25,68,227.25,dismembered by a tiger;" />
        </Values>
      </Values>
    </Values>


Players

This will show certain details for each player in the world. There will be an entry for each player.

Here is a typical entry for one player:

    <Values Name="Players">
      <Value Name="NextPlayerIndex" Type="int" Value="2" />
      <Value Name="GlobalSpawnPosition" Type="Vector3" Value="-44.8986778,65.35824,18" />
      <Values Name="Players">
        <Values Name="1">
          <Value Name="SpawnPosition" Type="Vector3" Value="466.25,64.1,-8.25" />
          <Value Name="FirstSpawnTime" Type="double" Value="0.016241099685430527" />
          <Value Name="LastSpawnTime" Type="double" Value="4462.9115594206378" />
          <Value Name="SpawnsCount" Type="int" Value="11" />
          <Value Name="Name" Type="string" Value="Explorer" />
          <Value Name="PlayerClass" Type="Game.PlayerClass" Value="Male" />
          <Value Name="Level" Type="float" Value="20.736208" />
          <Value Name="CharacterSkinName" Type="string" Value="Explorer.scskin" />
          <Value Name="InputDevice" Type="Game.WidgetInputDevice" Value="None" />
        </Values>
      </Values>
    </Values>

Player (Entity)

Here is a typical entry:

  <Entities>
    <Entity Id="1" Guid="bef1b918-6418-41c9-a598-95e8ffd39ab3" Name="MalePlayer">
      <Values Name="Player">
        <Value Name="ConstantSpawn" Type="bool" Value="False" />
        <Value Name="PlayerIndex" Type="int" Value="1" />
      </Values>
      <Values Name="Locomotion">
        <Value Name="IsCreativeFlyEnabled" Type="bool" Value="False" />
      </Values>
      <Values Name="Health">
        <Value Name="Health" Type="float" Value="1" />
        <Value Name="Air" Type="float" Value="1" />
      </Values>
      <Values Name="Intro">
        <Value Name="PlayIntro" Type="bool" Value="False" />
      </Values>
      <Values Name="Sickness">
        <Value Name="SicknessDuration" Type="float" Value="0" />
      </Values>
      <Values Name="Body">
        <Value Name="Position" Type="Vector3" Value="340.25,54,236.20903" />
        <Value Name="Rotation" Type="Quaternion" Value="0,-0.342197448,0,0.939628065" />
        <Value Name="Velocity" Type="Vector3" Value="0,0,5.20547039E-13" />
      </Values>
      <Values Name="Gui">
        <Value Name="KeyboardHelpMessageShown" Type="bool" Value="False" />
        <Value Name="GamepadHelpMessageShown" Type="bool" Value="False" />
      </Values>
      <Values Name="FurnitureInventory">
        <Value Name="FurnitureSet" Type="string" Value="" />
      </Values>
      <Values Name="Spawn">
        <Value Name="SpawnTime" Type="double" Value="4462.9115594206378" />
      </Values>
      <Values Name="Inventory">
        <Values Name="Slots">
          <Values Name="Slot0">
            <Value Name="Contents" Type="int" Value="38" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot1">
            <Value Name="Contents" Type="int" Value="36" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot2">
            <Value Name="Contents" Type="int" Value="3932197" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot3">
            <Value Name="Contents" Type="int" Value="31" />
            <Value Name="Count" Type="int" Value="39" />
          </Values>
          <Values Name="Slot4">
            <Value Name="Contents" Type="int" Value="67633343" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot5">
            <Value Name="Contents" Type="int" Value="2359421" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot6">
            <Value Name="Contents" Type="int" Value="50512075" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot7">
            <Value Name="Contents" Type="int" Value="262233" />
            <Value Name="Count" Type="int" Value="2" />
          </Values>
          <Values Name="Slot9">
            <Value Name="Contents" Type="int" Value="77" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot10">
            <Value Name="Contents" Type="int" Value="25247947" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot13">
            <Value Name="Contents" Type="int" Value="12" />
            <Value Name="Count" Type="int" Value="40" />
          </Values>
          <Values Name="Slot14">
            <Value Name="Contents" Type="int" Value="21168331" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot16">
            <Value Name="Contents" Type="int" Value="88" />
            <Value Name="Count" Type="int" Value="2" />
          </Values>
          <Values Name="Slot17">
            <Value Name="Contents" Type="int" Value="45" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot18">
            <Value Name="Contents" Type="int" Value="16908491" />
            <Value Name="Count" Type="int" Value="1" />
          </Values>
          <Values Name="Slot20">
            <Value Name="Contents" Type="int" Value="16576" />
            <Value Name="Count" Type="int" Value="14" />
          </Values>
          <Values Name="Slot21">
            <Value Name="Contents" Type="int" Value="65709" />
            <Value Name="Count" Type="int" Value="23" />
          </Values>
        </Values>
        <Value Name="ActiveSlotIndex" Type="int" Value="5" />
      </Values>
      <Values Name="Flu">
        <Value Name="FluDuration" Type="float" Value="0" />
        <Value Name="FluOnset" Type="float" Value="0" />
      </Values>
      <Values Name="Clothing">
        <Values Name="Clothes">
          <Value Name="Head" Type="string" Value="" />
          <Value Name="Torso" Type="string" Value="" />
          <Value Name="Legs" Type="string" Value="" />
          <Value Name="Feet" Type="string" Value="" />
        </Values>
      </Values>
      <Values Name="Sleep">
        <Value Name="SleepStartTime" Type="double" Value="0" />
        <Value Name="AllowManualWakeUp" Type="bool" Value="True" />
      </Values>
      <Values Name="CraftingTable">
        <Values Name="Slots" />
      </Values>
      <Values Name="VitalStats">
        <Value Name="Food" Type="float" Value="0.9906888" />
        <Value Name="Stamina" Type="float" Value="1" />
        <Value Name="Sleep" Type="float" Value="0.590762258" />
        <Value Name="Temperature" Type="float" Value="18.7428932" />
        <Value Name="Wetness" Type="float" Value="0" />
        <Values Name="Satiation">
          <Value Name="89" Type="float" Value="1.66374815" />
        </Values>
      </Values>
      <Values Name="OnFire">
        <Value Name="FireDuration" Type="float" Value="0" />
      </Values>
      <Values Name="CreativeInventory">
        <Value Name="ActiveSlotIndex" Type="int" Value="0" />
        <Value Name="CategoryIndex" Type="int" Value="0" />
        <Value Name="PageIndex" Type="int" Value="0" />
        <Values Name="Slots" />
      </Values>
    </Entity>

Memory Bank

This is the actual code for the MemoryBankBlockBehavior section in a sample xml file:

Values Name="[b]MemoryBankBlockBehavior[/b]"
   Values Name="[b]Blocks[/b]"
      Value Name="3405,66,5002" Type="string" Value="FEDCBA9876543210;3" /
      Value Name="3403,65,5004" Type="string" Value="000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000F;0" /
    /Values
   Values Name="[b]Items[/b]" /
   /Values

That is the code for two banks placed and programmed with data.

What that code means:

"MemoryBankBlockBehavior" has two sub-heads - "Blocks" and "Items".

The "Blocks" heading lists every bank by a unique 'Name', which is actually their location. Each bank in this list has two values. The first value is the data in that bank. The second value is the data that is currently being output by the bank.

As you can see, the programmed data assumes all trailing data are '0's. The first bank was only programmed in the first row, so the remaining data are all '0's. The second bank was only programmed in the last cell so all leading data was fillled in as '0's. The first bank has a battery connected to the AddressLow input which is supplying a steady voltage value of 'C' to the input. This causes the bank to output a '3' as indicated. The second bank has nothing connected to the address inputs and accordingly is outputting a '0'.

What the "Items" heading means for the bank behavior is yet unknown.

Note that this is NOT the block data for the memory bank so does not include the bank's orientation or connections. That information is inside the chunks file.

This means that it is possible to program every bank in a world, and set its current state outside of the game itself.


Truth Table

The xml code for a truth table entry is:

Values Name="[b]TruthTableCircuitBlockBehavior[/b]"
   Values Name="[b]Blocks[/b]"
      Value Name="3407,66,4999" Type="string" Value="0F0000000000000F" /
   /Values
   Values Name="[b]Items[/b]" /
   /Values

The structure is the same as for the Memory Bank. It has two sub-headings, "Blocks" and "Items". Each table listed in the block section is also identified by its location. There is only a single value for each table and this tells how it is programmed. Each digit in the string represents one checkbox in the table's interface. The left-most digit is the top box, etc. Where the box is checked, an 'F' is present in the file.

This shows that through the xml file, we can do something that cannot be done 'normally', however! Each input and the output are normally assumed to be binary (digital). But, the above data shows that the output may be treated as a hexadecimal (analog) value. Rather than outputting an 'F' (digital '1') the table can actually output ANY hex value. This feature gives us more flexibility in the Truth Table although it can only be utilized via editing the xml file. And it has been verified to work.


Furniture

There are two general entries for furniture use. The first is for each furniture design and the second is for furniture packs.

This is an example basic entry for a furniture design:

       <Values Name="4">
          <Value Name="Name" Type="string" Value="Stone light" />
          <Value Name="TerrainUseCount" Type="int" Value="71" />
          <Value Name="Resolution" Type="int" Value="15" />
          <Value Name="InteractionMode" Type="Game.FurnitureInteractionMode" Value="None" />
          <Value Name="Values" Type="string" Value="1582*0,1*26,14*0,1*79903,14*0,1*26,14*0,1*26,14*0,1*26,1732*0," />
        </Values>

After removing the formatting to male it more human readable:

Name = "4"
Name = "Stone light"
TerrainUseCount = "71"
Resolution = "15"
InteractionMode = "None"
Values = ". . ."

There are 6 fields in this entry. The first Name is the internal reference to this particular furniture design. The game assigns this unique number to each design. The second Name is what the player named this design. The third field, "TerrainUseCount" keeps track of how many times this design is used in the world. The fourth field records the resolution, or initial size of the design. This can be from 2 to 16. The fifth field, "InteractionMode" tells the system what 'type' of furniture this piece is. The last field holds the actual design parameters of this piece.


The valid values for the interaction mode are: "None", "ElectricButton", "ElectricSwitch", "Interactive" and "Connected". If it's a switch, interactive or connected type, there will be an additional field:

          <Value Name="LinkedDesign" Type="int" Value="56" />

or: LinkedDesign = "56"

This is how each different design for a changing piece is defined and it creates a "linked list". The value specifies the next design in this list. For a switch, there will only be two designs in the list. For others, there may be up to 9 different designs.


A linked list can usually be any length at all. The same is true of these. The reason there is a maximum of 9 different states is because of the limitation of making them in the crafting table. However, the xml file may be modified to create an interactive piece of virtually any number of states.


Furniture Packs

Here is a sample entry for a furniture pack (set):



or:

Name = "0"
Name = "Hexkeys"
ImportedFrom = "Hexkeys.scfpack"
Indices = "0;1;2;3;4;5;6;7;8;9;10;11;12;13;14;15"

As in furniture pieces, the first "Name" is assigned by the game. The second "Name" is the name given by the creator of the pack. This third field, "ImportedFrom" defines the file this pack was saved as. It will not be included if the pack was created in the current world. The last field, "Indices" specifies which individual pieces are included in this furniture pack.


Signs

Here's a typical sign entry:

(    <Values Name="SignBlockBehavior">
      <Values Name="Texts">)
--- SIGN ENTRY: ---
        <Values Name="0">
          <Value Name="Point" Type="Point3" Value="11,66,-20" />
          <Value Name="Line1" Type="string" Value="blue" />
          <Value Name="Line2" Type="string" Value="white" />
          <Value Name="Color1" Type="Color" Value="0,0,96" />
          <Value Name="Color2" Type="Color" Value="180,180,180" />
          <Value Name="Url" Type="string" Value="http:blome" />
        </Values>
      </Values>
    </Values>

The first line has the unique identified the game assigns to each sign. The next line ("Point") is the location of the sign inmthe world coordinates.

Next, each line of text is listed after "Line1", "Line2", etc. The colors of each line are listed similarly. "Color1" is the color oo=f the text in Line1, etc. The line "Url" holds the web address the sign will open if tapped in adventure mode. (See Sign.)


Custom text colors

You can make the color of the text to be any color you choose.

The three values in the 'color' fields specify an "xna frameworks" color. This is a standard way to define colors and is used throughout the internet. Each number can be from 0 to 255. The first one is the amount of red in the final color. The second is the amount of green, and the third is blue.

You can reference a standard color chart to find the color and value you wish.


World modification

Most of the entries in the project file are related to things inside the world but some entries are about the world itself.


Flatten portions of the world

You can have a world with only certain areas modified to “Flat”. These areas could be at any level you wish, from 0 to 120. The rest of the world may be generated normally with common terrain features.

How it works: The game has a terrain generator that creates the untouched world without saving any parts of it. But once any block is added, broken or changed by the player, it no longer can use the generator and the chunk that the block was in must be saved as it is. The saved chunks are in the chunks32.dat file. (We will not modify that file, here.)

The terrain generator can be affected by some settings in the project file. These changes do not affect the chunks already stored in the chunks file, only ones that were never modified.

This procedure will "lock in" only certain chunks (by modifying them) but let other chunks change according to the new settings. Then those chunks may be "locked in" at the new settings.

The Process

  1. create a random or seeded world
  2. mark any chunks you wish to keep as normal terrain (place or remove any block in that chunk)
  3. exit the world and save it to SD
  4. open that world’s xml file
  5. change terrain type to "Flat"
  6. set new terrain level
  7. set terrain block type as wanted
  8. save the xml file
  9. load the world into SC and open it
  10. mark all chunks to keep at that new level
  11. exit the world and save it to SD
  12. open that world’s xml file
  13. change back to Normal terrain and level 64
  14. save the xml file
  15. load the world into SC and open it

You now have a ‘normal’ world with deep pits or high towers of flat terrain. You can repeat this process for any other levels you wish, higher or lower than normal. These will be flat with the terrain block specified.

Other World mods

If you start with a “Flat” world, you could change it to Normal to generate terrain but it always generates infinite ocean with islands, even if you don’t modify it before making it “Normal”. As long as terrain generation is “Normal”, the terrain level doesn’t seem to matter.


Entities

Here is a part of a typical entities section:

    <Entity Id="2" Guid="c7dfa822-ba6e-4f3f-905c-0241823edf15" Name="Ray_Brown">
      <Values Name="Locomotion">
        <Value Name="IsCreativeFlyEnabled" Type="bool" Value="False" />
      </Values>
      <Values Name="Creature">
        <Value Name="ConstantSpawn" Type="bool" Value="False" />
      </Values>
      <Values Name="Spawn">
        <Value Name="SpawnTime" Type="double" Value="362.393716359511" />
      </Values>
      <Values Name="Loot">
        <Value Name="LootDropped" Type="bool" Value="False" />
      </Values>
      <Values Name="Body">
        <Value Name="Position" Type="Vector3" Value="406.512665,62.4463348,56.9966545" />
        <Value Name="Rotation" Type="Quaternion" Value="0,0.436656624,0,0.8996283" />
        <Value Name="Velocity" Type="Vector3" Value="-0.639416754,-0.09736531,-0.496444345" />
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