From Data Realms Wiki
MOSRotatings are your basic gibs. They can be gibs and can be gibbed. Attachables are more or less just MOSRotatings attached to something.
The MOSRotating instance is set up in this fashion:
AddEffect = MOSRotating InstanceName = Gib Panel Dark Small A AddToGroup = Gibs Mass = 3.90 Sharpness = 1 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Effects/Gibs/PanelDarkSmallA.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -3 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepCheck = 0
AddEffect = MOSRotating InstanceName = Gib Panel Dark Small A // Naming of the MOSRot, so it can be called upon by something else. AddToGroup = Gibs // Categorization of the MOSRot, to be used in gib editor Mass = 3.90 // Mass of the MOSRot, in kilograms Sharpness = 1 // How well the MOSRot penetrates terrain HitsMOs = 1 // Boolean for if the MOSRot hits other Mass Objects GetsHitByMOs = 0 // Boolean for if the MOSRot gets hit by other Mass Objects SpriteFile = ContentFile // Defines the SpriteFile as being a ContentFile FilePath = Base.rte/Effects/Gibs/PanelDarkSmallA.bmp // Defines the FilePath of the ContentFile FrameCount = 1 // Defines the number of frames the sprite has SpriteOffset = Vector // Defines the SpriteOffset as being a vector X = -3 // Horizontal vector, usually a negative half of the sprite's horizontal dimension Y = -3 // Like X, but vertical AngularVel = 6 // How fast the MOSRot spins, in radians per second AtomGroup = AtomGroup // It's atomgroup is an atomgroup AutoGenerate = 1 // The game automatically generates the atomgroup Material = Material // The atomgroup's material is a material CopyOf = Civilian Stuff // That material is a copy of Civilian Stuff Resolution = 4 // Depth = 0 // DeepCheck = 0 //
Gibbing can also be applied to MOSRotatings.