오토마톤 동면관 예비 작성
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1313259bca
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@ -76,240 +76,72 @@
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</researchPrerequisites>
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</researchPrerequisites>
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</ThingDef>
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</ThingDef>
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<!--==================================== 오토캐논 ====================================-->
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<!--==================================== 오토마톤 동면관 ====================================-->
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<!--<DesignatorDropdownGroupDef>
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<defName>PN_Artillery_Dropdown</defName>
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<label>PnL Auto Artillery</label>
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</DesignatorDropdownGroupDef>
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<ThingDef Abstract="True" Name="PN_Artillery_Base" ParentName="BuildingBase">
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<!--<ThingDef ParentName="BuildingBase">
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<designatorDropdown>PN_Artillery_Dropdown</designatorDropdown>
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<defName>PN_CryptosleepCasket</defName>
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<thingClass>Building_TurretGun</thingClass>
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<label>Automaton cryptosleep casket</label>
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<graphicData>
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<description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</description>
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<texPath>Things/Building/PN_Artillery_Base</texPath>
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<thingClass>Building_CryptosleepCasket</thingClass>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(3,3)</drawSize>
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<damageData>
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<rect>(0.2,0.2,0.6,0.6)</rect>
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</damageData>
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</graphicData>
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<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
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<altitudeLayer>Building</altitudeLayer>
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<minifiedDef>MinifiedThing</minifiedDef>
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<drawerType>MapMeshAndRealTime</drawerType>
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<drawerType>MapMeshAndRealTime</drawerType>
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<thingCategories>
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<graphicData>
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<li>BuildingsSecurity</li>
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<texPath>Things/Building/Ship/ShipCryptosleepCasket</texPath>
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</thingCategories>
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<graphicClass>Graphic_Multi</graphicClass>
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<stealable>false</stealable>
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<drawSize>(1, 2)</drawSize>
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<size>(3,3)</size>
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<shadowData>
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<volume>(0.83, 0.3, 1.7)</volume>
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</shadowData>
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</graphicData>
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<researchPrerequisites>
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<li>Cryptosleep</li>
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</researchPrerequisites>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<pathCost>42</pathCost>
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<blockWind>true</blockWind>
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<fillPercent>0.5</fillPercent>
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<canOverlapZones>false</canOverlapZones>
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<statBases>
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<statBases>
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<MaxHitPoints>220</MaxHitPoints>
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<WorkToBuild>3200</WorkToBuild>
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<Flammability>0.7</Flammability>
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<MaxHitPoints>250</MaxHitPoints>
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<WorkToBuild>15000</WorkToBuild>
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<Flammability>0.5</Flammability>
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<Mass>100</Mass>
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<Beauty>-20</Beauty>
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<ShootingAccuracyTurret>0.996</ShootingAccuracyTurret>
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</statBases>
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</statBases>
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<tickerType>Normal</tickerType>
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<tickerType>Normal</tickerType>
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<size>(1,2)</size>
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<designationCategory>Misc</designationCategory>
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<hasInteractionCell>true</hasInteractionCell>
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<interactionCellOffset>(1,0,0)</interactionCellOffset>
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<defaultPlacingRot>South</defaultPlacingRot>
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<building>
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<ai_chillDestination>false</ai_chillDestination>
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<destroySound>BuildingDestroyed_Metal_Small</destroySound>
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</building>
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<costList>
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<Steel>180</Steel>
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<Uranium>5</Uranium>
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<ComponentIndustrial>4</ComponentIndustrial>
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<ComponentSpacer>1</ComponentSpacer>
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</costList>
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<comps>
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<comps>
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<li Class="CompProperties_Explosive">
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<li Class="CompProperties_Explosive">
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<explosiveRadius>5.9</explosiveRadius>
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<explosiveRadius>2.66</explosiveRadius>
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<explosiveDamageType>Bomb</explosiveDamageType>
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<explosiveDamageType>Flame</explosiveDamageType>
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<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
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</li>
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</li>
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<li Class="CompProperties_Refuelable">
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<li Class="CompProperties_EmptyStateGraphic">
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<fuelLabel>Shells Remaining</fuelLabel>
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<graphicData>
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<fuelGizmoLabel>Shell</fuelGizmoLabel>
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<texPath>Things/Building/Ship/ShipCryptosleepCasketOpenDoor</texPath>
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<fuelFilter>
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<graphicClass>Graphic_Multi</graphicClass>
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<thingDefs>
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<drawSize>(1, 2)</drawSize>
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<li>PN_Shell_HighExplosive</li>
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</graphicData>
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</thingDefs>
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</fuelFilter>
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<fuelCapacity>5</fuelCapacity>
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<initialFuelPercent>0</initialFuelPercent>
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<autoRefuelPercent>1</autoRefuelPercent>
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<showFuelGizmo>true</showFuelGizmo>
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<minimumFueledThreshold>1</minimumFueledThreshold>
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<fuelMultiplier>1</fuelMultiplier>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<outOfFuelMessage>Cannot shoot: No PnL shells</outOfFuelMessage>
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<fuelIconPath>Things/Building/PN_shellfuel</fuelIconPath>
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</li>
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</li>
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</comps>
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</comps>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<fillPercent>0.5</fillPercent>
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<hasTooltip>true</hasTooltip>
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<stuffCategories>
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<li>Metallic</li>
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</stuffCategories>
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<costStuffCount>50</costStuffCount>
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<costList>
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<Steel>250</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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</costList>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<designationCategory>Security</designationCategory>
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<specialDisplayRadius>29.9</specialDisplayRadius>
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<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
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<building>
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<ai_combatDangerous>true</ai_combatDangerous>
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<turretGunDef>PN_Artillery_Turret</turretGunDef>
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<turretBurstCooldownTime>10</turretBurstCooldownTime>
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<turretTopDrawSize>3.0</turretTopDrawSize>
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<turretTopOffset>(0, 0.35)</turretTopOffset>
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</building>
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<placeWorkers>
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<placeWorkers>
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<li>PlaceWorker_NotUnderRoof</li>
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<li>PlaceWorker_TurretTop</li>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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</placeWorkers>
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<researchPrerequisites>
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<inspectorTabs>
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<li>PNRP_AutoArtillery</li>
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<li>ITab_ContentsCasket</li>
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</researchPrerequisites>
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</inspectorTabs>
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<uiIconScale>0.6</uiIconScale>
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<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
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</ThingDef>
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<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
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<ThingDef ParentName="PN_Artillery_Base">
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<defName>PN_Artillery_Base_Brain</defName>
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<label>PnL Auto Artillery</label>
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<description>...</description>
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<costList>
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<PN_Brain>1</PN_Brain>
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</costList>
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</ThingDef>
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<ThingDef ParentName="PN_Artillery_Base">
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<defName>PN_Artillery_Base_Core</defName>
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<label>PnL Auto Artillery</label>
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<description>...</description>
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<costList>
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<PN_BrainCasing>1</PN_BrainCasing>
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</costList>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>PN_Artillery_Turret</defName>
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<label>PnL Auto Artillery Turret</label>
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<description>...</description>
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<graphicData>
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<texPath>Things/Building/PN_Artillery_Turret</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(6.0,6.0)</drawSize>
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</graphicData>
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<soundInteract>Interact_Rifle</soundInteract>
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<destroyOnDrop>true</destroyOnDrop>
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<tradeability>None</tradeability>
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<useHitPoints>false</useHitPoints>
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<statBases>
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<AccuracyTouch>0.20</AccuracyTouch>
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<AccuracyShort>0.30</AccuracyShort>
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<AccuracyMedium>0.40</AccuracyMedium>
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<AccuracyLong>0.95</AccuracyLong>
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<RangedWeapon_Cooldown>0</RangedWeapon_Cooldown>
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<DeteriorationRate>0</DeteriorationRate>
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<Mass>40</Mass>
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<Flammability>0</Flammability>
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</statBases>
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<weaponTags Inherit="False">
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<li>Artillery</li>
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</weaponTags>
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<verbs>
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<li>
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<verbClass>Verb_Shoot</verbClass>
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<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
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<defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile>
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<warmupTime>5.0</warmupTime>
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<forcedMissRadius>8</forcedMissRadius>
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<requireLineOfSight>false</requireLineOfSight>
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<minRange>29.9</minRange>
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<range>500</range>
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<burstShotCount>1</burstShotCount>
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<soundCast>PNCannonSound</soundCast>
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<muzzleFlashScale>16</muzzleFlashScale>
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<consumeFuelPerShot>1</consumeFuelPerShot>
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</li>
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</verbs>
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</ThingDef>
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<ThingDef ParentName="ResourceBase">
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<defName>PN_Shell_HighExplosive</defName>
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<label>PnL high-explosive shell</label>
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<description>...</description>
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<graphicData>
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<texPath>Things/Item/PNShellHE</texPath>
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<graphicClass>Graphic_StackCount</graphicClass>
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<drawSize>1.0</drawSize>
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</graphicData>
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<techLevel>Industrial</techLevel>
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<stackLimit>25</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<healthAffectsPrice>false</healthAffectsPrice>
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<soundInteract>Metal_Drop</soundInteract>
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<soundDrop>Standard_Drop</soundDrop>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<MarketValue>55</MarketValue>
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<Mass>1.25</Mass>
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<Flammability>1.0</Flammability>
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<DeteriorationRate>1.5</DeteriorationRate>
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</statBases>
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<thingCategories>
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<li>PN_AutomatonCatagory</li>
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</thingCategories>
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<tradeability>Sellable</tradeability>
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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>3.9</explosiveRadius>
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<explosiveDamageType>Bomb</explosiveDamageType>
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<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
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<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
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<wickTicks>30~60</wickTicks>
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</li>
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</comps>
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<tickerType>Normal</tickerType>
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<costList>
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<Steel>25</Steel>
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<PN_AutomatonFuel>15</PN_AutomatonFuel>
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</costList>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<effectWorking>Cook</effectWorking>
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<soundWorking>Recipe_Machining</soundWorking>
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<workAmount>800</workAmount>
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<targetCountAdjustment>5</targetCountAdjustment>
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<workSkill>Crafting</workSkill>
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<recipeUsers Inherit="false">
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
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<skillRequirements>
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<Crafting>4</Crafting>
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</skillRequirements>
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</recipeMaker>
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</ThingDef>
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<ThingDef ParentName="BaseBullet">
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<defName>PN_Bullet_Shell_HighExplosive</defName>
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<label>high-explosive shell</label>
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<graphicData>
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<texPath>Things/Projectile/ShellHighExplosive</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<shaderType>TransparentPostLight</shaderType>
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</graphicData>
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<thingClass>Projectile_Explosive</thingClass>
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<projectile>
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<damageDef>Bomb</damageDef>
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<speed>100</speed>
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<explosionRadius>3.9</explosionRadius>
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<flyOverhead>true</flyOverhead>
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<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
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<soundExplode>MortarBomb_Explode</soundExplode>
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<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
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<soundAmbient>MortarRound_Ambient</soundAmbient>
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</projectile>
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</ThingDef>-->
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</ThingDef>-->
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</Defs>
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</Defs>
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