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Here is the whole working thing def:
<ThingDef Name="Base30x165mmSovietBullet" ParentName="BaseBulletCE" Abstract="true">
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>Bullet</damageDef>
<speed>204</speed>
<dropsCasings>true</dropsCasings>
<casingMoteDefname>Fleck_RifleAmmoCasings_HighCal</casingMoteDefname>
<casingFilthDefname>Filth_RifleAmmoCasings_HighCal</casingFilthDefname>
</projectile>
</ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ContentFinder`1<UnityEngine.Texture2D>:Get (string,bool)
Verse.Graphic_Single:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Single> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__349_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
<ThingDef Name="Base30x165mmSovietBullet" ParentName="BaseBulletCE" Abstract="true">
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>Bullet</damageDef>
<speed>204</speed>
<dropsCasings>true</dropsCasings>
// These 2 lines
<casingMoteDefname>Fleck_RifleAmmoCasings_HighCal</casingMoteDefname>
<casingFilthDefname>Filth_RifleAmmoCasings_HighCal</casingFilthDefname>
//
</projectile>
</ThingDef>