暂存
This commit is contained in:
@@ -596,8 +596,8 @@
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<comps>
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<li Class="ArachnaeSwarm.CompProperties_MilkableArachnae">
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<milkDef>ARA_InsectJelly</milkDef>
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<milkIntervalDays>2</milkIntervalDays>
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<milkAmount>14</milkAmount>
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<milkIntervalDays>3</milkIntervalDays>
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<milkAmount>4</milkAmount>
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</li>
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<li Class="ArachnaeSwarm.CompProperties_AutoMechCarrier">
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<freeProduction>true</freeProduction>
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@@ -1,444 +0,0 @@
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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_InsectWorker</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">
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<treeDef>BurningResponse</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateCritical</treeDef>
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</li>
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<!-- React to close melee threat -->
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<li Class="JobGiver_ReactToCloseMeleeThreat"/>
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<!-- Do a queued job -->
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<li Class="ThinkNode_QueuedJob"/>
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<!-- Wild insects dig out if no path to map edge and starving -->
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<li Class="ThinkNode_ConditionalHasFaction">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_ConditionalStarving">
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<subNodes>
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<li Class="ThinkNode_ConditionalBodySize">
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<min>0.7</min>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>DigOutIfCannotReachMapEdge</treeDef>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Leave if timed out -->
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<li Class="ThinkNode_ConditionalExitTimedOut">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapRandom">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Mental state non critical -->
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateNonCritical</treeDef>
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</li>
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<!-- Forced goto -->
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<li Class="ThinkNode_ConditionalForcedGoto">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ForcedGoto"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Behavior when roped -->
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<li Class="ThinkNode_Subtree">
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<treeDef>RopedPawn</treeDef>
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</li>
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<!-- Lord directives -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Animal_PreMain</insertTag>
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</li>
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Insect_PreMain</insertTag>
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</li>
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<li Class="ThinkNode_ConditionalHasFaction">
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<invert>true</invert>
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<subNodes>
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<!-- Wild insects with no lord will fight nearby enemies -->
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<li Class="JobGiver_AIFightEnemies">
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<targetAcquireRadius>30</targetAcquireRadius> <!-- Same as DefendAndExpandHive -->
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<targetKeepRadius>35</targetKeepRadius>
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</li>
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<!-- Wild insects leave map in some conditions -->
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<li Class="ThinkNode_Subtree">
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<treeDef>LeaveIfWrongSeason</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>LeaveIfStarving</treeDef>
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</li>
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<!-- Wild insects randomly leave map -->
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbDays>60</mtbDays>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapRandom">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Insects of a faction that's not the players without a lord leave randomly -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_ConditionalHasFaction">
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<subNodes>
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<li Class="ThinkNode_ConditionalNoLord">
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<subNodes>
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbDays>60</mtbDays>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapRandom">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Tame insects -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<!-- Trained behavior: obedience: Follow and defend master -->
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<li Class="ThinkNode_ConditionalTrainableCompleted">
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<trainable>Obedience</trainable>
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<subNodes>
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<li Class="ThinkNode_ConditionalShouldFollowMaster">
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<subNodes>
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<li Class="JobGiver_AIDefendMaster">
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<attackMeleeThreatEvenIfNotHostile>true</attackMeleeThreatEvenIfNotHostile>
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</li>
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<li Class="JobGiver_AIFollowMaster"/>
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<li Class="JobGiver_WanderNearMaster"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Trained behavior: Rescue-->
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<li Class="ThinkNode_ConditionalTrainableCompleted">
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<trainable>Rescue</trainable>
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<subNodes>
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<li Class="JobGiver_RescueNearby">
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<radius>75</radius>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Take care of critical needs (below rescue - so heroic!)-->
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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed"/>
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</subNodes>
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</li>
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<li Class="JobGiver_SeekAllowedArea"/>
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<li Class="JobGiver_SeekSafeTemperature"/>
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</subNodes>
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</li>
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<!-- Eat random things out of curiosity -->
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbDays>60</mtbDays>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="JobGiver_EatRandom"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Satisfy basic needs -->
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<li Class="ThinkNode_Subtree">
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<treeDef>SatisfyBasicNeeds</treeDef>
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</li>
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<!-- Tame insect: do useful things for the colony-->
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<li Class="ThinkNode_ConditionalHasFaction">
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<subNodes>
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<!-- Do a queued job -->
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<li Class="ThinkNode_QueuedJob" />
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<li Class="JobGiver_SeekAllowedArea" />
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<li Class="JobGiver_Work">
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<emergency>true</emergency>
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</li>
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<li Class="JobGiver_Work" />
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<!-- Try to mate -->
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<li Class="ThinkNode_ChancePerHour_Mate">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="JobGiver_Mate"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Nuzzle randoms -->
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<li Class="ThinkNode_ChancePerHour_Nuzzle">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_Nuzzle"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Roamers gonna roam -->
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<li Class="ThinkNode_ChancePerDay_Roam">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_StartRoaming"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Trained behavior: Haul-->
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<li Class="ThinkNode_ChancePerHour_Constant">
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<mtbHours>1.5</mtbHours>
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<subNodes>
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<li Class="ThinkNode_ConditionalRequireCapacities">
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<requiredCapacities>
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<li>Manipulation</li>
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</requiredCapacities>
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<subNodes>
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<li Class="ThinkNode_ConditionalTrainableCompleted">
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<trainable>Haul</trainable>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>TrainedAnimalBehavior</tagToGive>
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<subNodes>
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<li Class="JobGiver_Haul"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Trained behavior: Forage -->
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<li Class="ThinkNode_ConditionalTrainableCompleted" MayRequire="Ludeon.RimWorld.Odyssey">
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<trainable>Forage</trainable>
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<subNodes>
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<li Class="ThinkNode_ChancePerHour_Forage">
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<subNodes>
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<li Class="ThinkNode_ConditionalAnimalShouldForage">
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<subNodes>
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<li Class="JobGiver_Forage" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Trained behavior: Mine -->
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<li Class="ThinkNode_ConditionalTrainableCompleted" MayRequire="Ludeon.RimWorld.Odyssey">
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<trainable>Dig</trainable>
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<subNodes>
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<li Class="ThinkNode_ConditionalAnimalShouldDig">
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<subNodes>
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<li Class="JobGiver_Mine" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Animal_PreWander</insertTag>
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</li>
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Insect_PreWander</insertTag>
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</li>
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<!-- Tame insect: wander near colony if possible -->
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<li Class="ThinkNode_ConditionalOfPlayerFaction">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<!-- Wander near your current position if in hostile map -->
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<li Class="ThinkNode_ConditionalAnyEnemyInHostileMap">
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<subNodes>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<li Class="ThinkNode_ConditionalRoamer">
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<subNodes>
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<li Class="JobGiver_WanderInRoofedCellsInPen">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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<expiryInterval>500</expiryInterval>
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</li>
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<!-- tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time -->
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<li Class="ThinkNode_ConditionalRandom">
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<chance>0.1</chance>
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<subNodes>
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<li Class="JobGiver_WanderInPen">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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<expiryInterval>500</expiryInterval>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<!-- Wander near colony -->
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<li Class="JobGiver_WanderColony">
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<maxDanger>None</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Of neutral faction: rest and then exit the map -->
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<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed"/>
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapBest">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Wander -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="ThinkNode_ConditionalHerdAnimal">
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<subNodes>
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<li Class="JobGiver_WanderHerd">
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<maxDanger>Deadly</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>Deadly</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_IdleError"/>
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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</Defs>
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Reference in New Issue
Block a user