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@@ -532,4 +532,27 @@
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>ARA_Scavenger_Production_InsectJelly</defName>
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<label>虫蜜腔室</label>
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<description>这只阿拉克涅食腐种正在产出虫蜜,以滋养虫群。</description>
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<descriptionHyperlinks>
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<ThingDef>ARA_InsectJelly</ThingDef>
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</descriptionHyperlinks>
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<hediffClass>HediffWithComps</hediffClass>
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<defaultLabelColor>(0.6, 0.4, 0.8)</defaultLabelColor>
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<isBad>false</isBad>
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<scenarioCanAdd>false</scenarioCanAdd>
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<maxSeverity>1.0</maxSeverity>
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<stages>
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<li>
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<enablesNeeds>
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<li>ARA_HoneyProduction</li>
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</enablesNeeds>
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</li>
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</stages>
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</HediffDef>
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</Defs>
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@@ -2,6 +2,7 @@
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<Defs>
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<ThingDef Name="ArachnaeBase_Race" ParentName="BaseInsect" Abstract="True">
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<statBases>
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<MaxNutrition>0.3</MaxNutrition>
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<MoveSpeed>8</MoveSpeed>
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<MarketValue>0</MarketValue>
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<LeatherAmount>0</LeatherAmount>
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@@ -101,7 +102,7 @@
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<label>阿拉克涅幼虫种</label>
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<description>阿拉克涅辅虫之一,是虫族的根基。</description>
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<race>
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<thinkTreeMain>ARA_Larva_Thinktree</thinkTreeMain>
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<thinkTreeMain>ARA_Insect_Larva_Thinktree</thinkTreeMain>
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<deathAction Class="DeathActionProperties_Vanish">
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<workerClass>DeathActionWorker_Vanish</workerClass>
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<filth>Filth_Slime</filth>
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@@ -152,7 +153,13 @@
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<defName>ArachnaeBase_Race_Scavenger</defName>
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<label>阿拉克涅食腐种</label>
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<description>阿拉克涅辅虫之一,智力低下,可以执行种植、收割、搬运、清洁和挖掘工作,注定在度过短暂的时光后死亡。</description>
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<statBases>
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<MaxNutrition>1.25</MaxNutrition>
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</statBases>
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<race>
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<thinkTreeMain>ARA_Insect_Scavenger_Thinktree</thinkTreeMain>
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<foodType>OmnivoreHuman,CarnivoreAnimal,OvivoreAnimal,VegetarianRoughAnimal</foodType>
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<baseHungerRate>1</baseHungerRate>
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<specialTrainables>
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<li MayRequire="Ludeon.RimWorld.Odyssey">AttackTarget</li>
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<li>ARA_Sowing</li>
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@@ -219,6 +226,7 @@
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<li Class="ArachnaeSwarm.CompProperties_HediffGiver">
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<hediffs>
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<li>ARA_HiveMindWorker</li>
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<li>ARA_Scavenger_Production_InsectJelly</li>
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</hediffs>
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<addChance>1.0</addChance>
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<allowDuplicates>false</allowDuplicates>
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@@ -231,8 +239,8 @@
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<description>阿拉克涅辅虫之一,拥有一对相较于其体型来说过于巨大的颚部,可以执行搬运、挖掘工作,如果其监管者督虫处于征召状态,则会跟随督虫一起行动。</description>
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<statBases>
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<MoveSpeed>5.5</MoveSpeed>
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<ArmorRating_Blunt>0.35</ArmorRating_Blunt>
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<ArmorRating_Sharp>0.35</ArmorRating_Sharp>
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<ArmorRating_Blunt>0.45</ArmorRating_Blunt>
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<ArmorRating_Sharp>0.45</ArmorRating_Sharp>
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</statBases>
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<race>
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<thinkTreeMain>ARA_Insect_Longpincer_Thinktree</thinkTreeMain>
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@@ -246,6 +254,18 @@
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<filthCountRange>1~3</filthCountRange>
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</deathAction>
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</race>
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<tools Inherit="False">
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<li>
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<label>巨颚</label>
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<capacities>
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<li>Cut</li>
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</capacities>
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<power>7</power>
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<cooldownTime>2.8</cooldownTime>
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<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
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<ensureLinkedBodyPartsGroupAlwaysUsable>true</ensureLinkedBodyPartsGroupAlwaysUsable>
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</li>
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</tools>
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
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<trainables>
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@@ -306,6 +326,77 @@
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="ArachnaeBase_Race">
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<defName>ArachnaeBase_Race_Hivekeeping</defName>
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<label>阿拉克涅家政种</label>
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<description>阿拉克涅辅虫之一,智力低下,可以执行搬运、清洁和虫群建筑的维护工作,是虫巢中不可或缺的维护者集群的一员。</description>
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<race>
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<thinkTreeMain>ARA_Insect_Hivekeeping_Thinktree</thinkTreeMain>
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<specialTrainables>
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<li>ARA_Cleaning</li>
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</specialTrainables>
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<deathAction Class="DeathActionProperties_Vanish">
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<workerClass>DeathActionWorker_Vanish</workerClass>
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<filth>Filth_Slime</filth>
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<filthCountRange>1~3</filthCountRange>
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</deathAction>
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</race>
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_SwarmMaintainer">
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<showDebugInfo>false</showDebugInfo>
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<relevantSkill>Crafting</relevantSkill>
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<minimumSkillLevel>0</minimumSkillLevel>
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<requiresHiveMind>true</requiresHiveMind>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
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<trainables>
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<li>
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<trainable>Obedience</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Release</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Rescue</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Tameness</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>AttackTarget</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>ARA_Cleaning</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Haul</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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</trainables>
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<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
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</li>
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<li Class="ArachnaeSwarm.CompProperties_HediffGiver">
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<hediffs>
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<li>ARA_HiveMindWorker</li>
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</hediffs>
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<addChance>1.0</addChance>
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<allowDuplicates>false</allowDuplicates>
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="ArachnaeBase_Race">
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<defName>ArachnaeBase_Race_Acidcut</defName>
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<label>阿拉克涅酸噬种</label>
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@@ -378,75 +469,4 @@
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</li>
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</comps>
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</ThingDef>
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<ThingDef ParentName="ArachnaeBase_Race">
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<defName>ArachnaeBase_Race_Hivekeeping</defName>
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<label>阿拉克涅家政种</label>
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<description>阿拉克涅辅虫之一,智力低下,可以执行搬运、清洁和虫群建筑的维护工作,是虫巢中不可或缺的维护者集群的一员。</description>
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<race>
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<thinkTreeMain>ARA_Insect_Hivekeeping_Thinktree</thinkTreeMain>
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<specialTrainables>
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<li>ARA_Cleaning</li>
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</specialTrainables>
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<deathAction Class="DeathActionProperties_Vanish">
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<workerClass>DeathActionWorker_Vanish</workerClass>
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<filth>Filth_Slime</filth>
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<filthCountRange>1~3</filthCountRange>
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</deathAction>
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</race>
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_SwarmMaintainer">
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<showDebugInfo>false</showDebugInfo>
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<relevantSkill>Crafting</relevantSkill>
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<minimumSkillLevel>0</minimumSkillLevel>
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<requiresHiveMind>true</requiresHiveMind>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_AdvancedTraining">
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<trainables>
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<li>
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<trainable>Obedience</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Release</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Rescue</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Tameness</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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||||
<trainable>AttackTarget</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>ARA_Cleaning</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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<li>
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<trainable>Haul</trainable>
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<trainInstantly>true</trainInstantly>
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<setWanted>true</setWanted>
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</li>
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</trainables>
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<disableAllSkillDecay>true</disableAllSkillDecay> <!-- 阻止这个动物的所有技能衰减 -->
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</li>
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<li Class="ArachnaeSwarm.CompProperties_HediffGiver">
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<hediffs>
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<li>ARA_HiveMindWorker</li>
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</hediffs>
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<addChance>1.0</addChance>
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<allowDuplicates>false</allowDuplicates>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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@@ -769,7 +769,6 @@
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<race>
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<baseHungerRate>6</baseHungerRate>
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<foodType>OmnivoreHuman,CarnivoreAnimal,OvivoreAnimal,VegetarianRoughAnimal</foodType>
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<!-- 身体类型 -->
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<body>ArachnaeMyrmecocystus_Body</body>
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<!-- 血量上限 -->
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@@ -1,142 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThinkTreeDef>
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||||
<defName>ARA_Larva_Thinktree</defName>
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||||
<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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||||
<!-- Keep lying down if we have to -->
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<li Class="ThinkNode_ConditionalMustKeepLyingDown">
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<subNodes>
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<!-- Do a queued job if possible -->
|
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<!-- <li Class="ThinkNode_QueuedJob">
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||||
<inBedOnly>true</inBedOnly>
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</li> -->
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||||
|
||||
<!-- Keep lying down -->
|
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<li Class="JobGiver_KeepLyingDown"/>
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</subNodes>
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||||
</li>
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||||
|
||||
<li Class="ThinkNode_Subtree">
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||||
<treeDef>Downed</treeDef>
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||||
</li>
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||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>BurningResponse</treeDef>
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||||
</li>
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||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob"/>
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||||
|
||||
<!-- Wait if drafted -->
|
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>DraftedOrder</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_MoveToStandable" />
|
||||
<li Class="JobGiver_Orders" />
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Mental state non critical -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateNonCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Forced goto -->
|
||||
<li Class="ThinkNode_ConditionalForcedGoto">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ForcedGoto"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Tame animal: wander near colony if possible -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander near your current position if in hostile map -->
|
||||
<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalRoamer">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>500</expiryInterval>
|
||||
</li>
|
||||
|
||||
<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
|
||||
<li Class="ThinkNode_ConditionalRandom">
|
||||
<chance>0.1</chance>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>500</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHerdAnimal">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderHerd">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError"/>
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Beast</defName>
|
||||
@@ -893,6 +756,230 @@
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Larva_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
<!-- Keep lying down if we have to -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
<!-- Do a queued job if possible -->
|
||||
<li Class="ThinkNode_QueuedJob">
|
||||
<inBedOnly>true</inBedOnly>
|
||||
</li>
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Downed</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>BurningResponse</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat"/>
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob"/>
|
||||
|
||||
<!-- Mental state non critical -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateNonCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Forced goto -->
|
||||
<li Class="ThinkNode_ConditionalForcedGoto">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ForcedGoto"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Behavior when roped -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>RopedPawn</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Lord directives -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<!-- Wild insects with no lord will fight nearby enemies -->
|
||||
<li Class="JobGiver_AIFightEnemies">
|
||||
<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
|
||||
<targetKeepRadius>35</targetKeepRadius>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects leave map in some conditions -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfWrongSeason</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfStarving</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects randomly leave map -->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insects of a faction that's not the players without a lord leave randomly -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalNoLord">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
<!-- Satisfy basic needs -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>SatisfyBasicNeeds</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Tame animal: wander near colony if possible -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander near your current position if in hostile map -->
|
||||
<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalRoamer">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
|
||||
<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
|
||||
<li Class="ThinkNode_ConditionalRandom">
|
||||
<chance>0.1</chance>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Of neutral faction: rest and then exit the map -->
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHerdAnimal">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderHerd">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>400~650</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError"/>
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Longpincer_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1233,7 +1320,6 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Acidcut_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1488,7 +1574,6 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Hivekeeping_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
@@ -1798,6 +1883,308 @@
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Insect_Scavenger_Thinktree</defName>
|
||||
<thinkRoot Class="ThinkNode_Priority">
|
||||
<subNodes>
|
||||
<!-- Keep lying down if we have to -->
|
||||
<li Class="ThinkNode_ConditionalMustKeepLyingDown">
|
||||
<subNodes>
|
||||
<!-- Do a queued job if possible -->
|
||||
<li Class="ThinkNode_QueuedJob">
|
||||
<inBedOnly>true</inBedOnly>
|
||||
</li>
|
||||
|
||||
<!-- Keep lying down -->
|
||||
<li Class="JobGiver_KeepLyingDown"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>Downed</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>BurningResponse</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- React to close melee threat -->
|
||||
<li Class="JobGiver_ReactToCloseMeleeThreat"/>
|
||||
|
||||
<!-- Do a queued job -->
|
||||
<li Class="ThinkNode_QueuedJob"/>
|
||||
|
||||
<!-- Mental state non critical -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>MentalStateNonCritical</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Forced goto -->
|
||||
<li Class="ThinkNode_ConditionalForcedGoto">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ForcedGoto"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Behavior when roped -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>RopedPawn</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Lord directives -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LordDuty</treeDef>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<!-- Wild insects with no lord will fight nearby enemies -->
|
||||
<li Class="JobGiver_AIFightEnemies">
|
||||
<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
|
||||
<targetKeepRadius>35</targetKeepRadius>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects leave map in some conditions -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfWrongSeason</treeDef>
|
||||
</li>
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>LeaveIfStarving</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Wild insects randomly leave map -->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Insects of a faction that's not the players without a lord leave randomly -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<invert>true</invert>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalNoLord">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbDays>60</mtbDays>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapRandom">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Satisfy basic needs -->
|
||||
<li Class="ThinkNode_Subtree">
|
||||
<treeDef>SatisfyBasicNeeds</treeDef>
|
||||
</li>
|
||||
|
||||
<!-- Tame insect: do useful things for the colony-->
|
||||
<li Class="ThinkNode_ConditionalHasFaction">
|
||||
<subNodes>
|
||||
|
||||
<!-- Try to mate -->
|
||||
<li Class="ThinkNode_ChancePerHour_Mate">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>SatisfyingNeeds</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Mate"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Nuzzle randoms -->
|
||||
<li Class="ThinkNode_ChancePerHour_Nuzzle">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Nuzzle"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Roamers gonna roam -->
|
||||
<li Class="ThinkNode_ChancePerDay_Roam">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_StartRoaming"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ArachnaeSwarm.ThinkNode_JobGiver_ExtractHoney"/>
|
||||
|
||||
<!-- OUR CUSTOM LOGIC INJECTION FOR PLANT HARVESTING -->
|
||||
<li Class="ArachnaeSwarm.ThinkNode_ConditionalAnimalShouldDoGrowingWork">
|
||||
<subNodes>
|
||||
<!-- 统一的、智能的农业 JobGiver -->
|
||||
<li Class="ArachnaeSwarm.JobGiver_Grower" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Trained behavior: Haul-->
|
||||
<li Class="ThinkNode_ChancePerHour_Constant">
|
||||
<mtbHours>0.15</mtbHours>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalRequireCapacities">
|
||||
<requiredCapacities>
|
||||
<li>Manipulation</li>
|
||||
</requiredCapacities>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalTrainableCompleted">
|
||||
<trainable>Haul</trainable>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>TrainedAnimalBehavior</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_Haul"/>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Tame animal: wander near colony if possible -->
|
||||
<li Class="ThinkNode_ConditionalOfPlayerFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<!-- Wander near your current position if in hostile map -->
|
||||
<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_ConditionalRoamer">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInRoofedCellsInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
|
||||
<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
|
||||
<li Class="ThinkNode_ConditionalRandom">
|
||||
<chance>0.1</chance>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderInPen">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
<expiryInterval>1200</expiryInterval>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander near colony -->
|
||||
<li Class="JobGiver_WanderColony">
|
||||
<maxDanger>None</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Of neutral faction: rest and then exit the map -->
|
||||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>RestingForMedicalReasons</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_PatientGoToBed" />
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Misc</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="JobGiver_ExitMapBest">
|
||||
<defaultLocomotion>Walk</defaultLocomotion>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<!-- Wander -->
|
||||
<li Class="ThinkNode_Tagger">
|
||||
<tagToGive>Idle</tagToGive>
|
||||
<subNodes>
|
||||
<li Class="ThinkNode_ConditionalHerdAnimal">
|
||||
<subNodes>
|
||||
<li Class="JobGiver_WanderHerd">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_WanderAnywhere">
|
||||
<maxDanger>Deadly</maxDanger>
|
||||
<ticksBetweenWandersRange>160~300</ticksBetweenWandersRange>
|
||||
</li>
|
||||
</subNodes>
|
||||
</li>
|
||||
|
||||
<li Class="JobGiver_IdleError"/>
|
||||
</subNodes>
|
||||
</thinkRoot>
|
||||
</ThinkTreeDef>
|
||||
|
||||
<ThinkTreeDef>
|
||||
<defName>ARA_Humanlike</defName> <!-- 更改defName以避免与原版Humanlike冲突 -->
|
||||
|
||||
Reference in New Issue
Block a user