This commit is contained in:
gguake 2021-08-08 08:59:39 +09:00
commit 94abae8570
18 changed files with 416 additions and 33 deletions

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@ -3,8 +3,6 @@
<AutomataRace.AutomataRaceSettings>
<defName>Paniel_Race</defName>
<needBlacklists> <!--Need def-->
<li>Beauty</li>
<li>Comfort</li>
<li>Outdoors</li>
<li>DrugDesire</li>
<li>RoomSize</li>

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@ -19,11 +19,14 @@
<drawSize>1.0</drawSize>
</graphicData>
<uiIconForStackCount>1</uiIconForStackCount>
<stackLimit>100</stackLimit>
<stackLimit>150</stackLimit>
<rotatable>false</rotatable>
<statBases>
<MarketValue>60</MarketValue>
<Mass>0.01</Mass>
<MaxHitPoints>50</MaxHitPoints>
<MarketValue>4.2</MarketValue>
<Mass>0.05</Mass>
<Flammability>2.0</Flammability>
<DeteriorationRate>1.0</DeteriorationRate>
</statBases>
<techLevel>Neolithic</techLevel>
<ingestible>

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@ -8,6 +8,7 @@
<maxSeverity>1</maxSeverity>
<initialSeverity>1</initialSeverity>
<isBad>false</isBad>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
</HediffDef>
<HediffDef ParentName="PanielSynchroBase">

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@ -8,6 +8,7 @@
<description>...</description>
<causesNeed>PN_Need_Maintenance</causesNeed>
<scenarioCanAdd>false</scenarioCanAdd>
<countsAsAddedPartOrImplant>true</countsAsAddedPartOrImplant>
<stages>
<li>
<label>urgent</label>

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@ -99,4 +99,37 @@
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
<RecipeDef>
<defName>PN_Drum_Subdivision</defName>
<label>subdivide drum can</label>
<description>...</description>
<jobString>Making automaton skin.</jobString>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<allowMixingIngredients>true</allowMixingIngredients>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_Fueldrumcan</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PN_AutomatonFuel>10</PN_AutomatonFuel>
<Steel>5</Steel>
</products>
<skillRequirements>
</skillRequirements>
<workSkill>Crafting</workSkill>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
</RecipeDef>
</Defs>

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@ -92,6 +92,18 @@
<thingDef>PN_AutomatonFuel</thingDef>
<count>30</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Fueldrumcan</thingDef>
<count>75</count>
</li>
<li Class="ScenPart_StartingThing_Defined">
<def>StartingThing_Defined</def>
<thingDef>PN_Shell_HighExplosive</thingDef>
<count>75</count>
</li>
</parts>
</scenario>
</ScenarioDef>

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@ -97,6 +97,7 @@
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<altitudeLayer>Building</altitudeLayer>
<minifiedDef>MinifiedThing</minifiedDef>
<drawerType>MapMeshAndRealTime</drawerType>
<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>
@ -160,7 +161,9 @@
<turretTopOffset>(0, 0.35)</turretTopOffset>
</building>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
@ -198,7 +201,6 @@
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<soundInteract>Interact_Rifle</soundInteract>
<menuHidden>true</menuHidden>
<destroyOnDrop>true</destroyOnDrop>
<tradeability>None</tradeability>
<useHitPoints>false</useHitPoints>
@ -221,7 +223,7 @@
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<defaultProjectile>PN_Bullet_Shell_HighExplosive</defaultProjectile>
<warmupTime>5.0</warmupTime>
<forcedMissRadius>3</forcedMissRadius>
<forcedMissRadius>8</forcedMissRadius>
<requireLineOfSight>false</requireLineOfSight>
<minRange>29.9</minRange>
<range>500</range>

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@ -332,4 +332,63 @@
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 연료 드럼 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_Fueldrumcan</defName>
<label>PnL fuel drum can</label>
<description>...</description>
<graphicData Inherit="false">
<texPath>Things/Item/PN_fueldrum</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<MarketValue>51.5</MarketValue>
<Mass>5.5</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<costList>
<PN_AutomatonFuel>10</PN_AutomatonFuel>
<Steel>5</Steel>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<skillRequirements>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>1.1</explosiveRadius>
<explosiveDamageType>Flame</explosiveDamageType>
<explosiveExpandPerStackcount>0.37</explosiveExpandPerStackcount>
<startWickOnDamageTaken>
<li>Flame</li>
</startWickOnDamageTaken>
<startWickHitPointsPercent>0.333</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
</ThingDef>
</Defs>

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@ -151,7 +151,7 @@
<additionalTraits>0</additionalTraits>
<immuneToXenophobia>true</immuneToXenophobia>
<alienPartGenerator>
<atlasScale>2</atlasScale>
<atlasScale>4</atlasScale>
<aliencrowntypes>
<li>PNHead1</li>
<li>PNHead2</li>
@ -167,6 +167,7 @@
</alienbodytypes>
<headOffset>(-0.09, 0.0)</headOffset>
<useGenderedHeads>false</useGenderedHeads>
<useGenderedBodies>false</useGenderedBodies>
<customDrawSize>(1, 1)</customDrawSize>
<customPortraitDrawSize>(1, 1)</customPortraitDrawSize>
<headBodyPartDef>PNHead</headBodyPartDef>
@ -206,6 +207,7 @@
<colorChannel>skin</colorChannel>
<drawnInBed>false</drawnInBed>
<defaultOffset>Tail</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<offsets>
<south>
<layerOffset>-0.268</layerOffset>
@ -237,6 +239,7 @@
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<defaultOffset>Tail</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<angle>0</angle>
<offsets>
<south>
@ -269,6 +272,7 @@
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<defaultOffset>Tail</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<angle>0</angle>
<offsets>
<south>
@ -301,6 +305,7 @@
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<defaultOffset>Tail</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<angle>0</angle>
<offsets>
<south>
@ -333,6 +338,7 @@
<colorChannel>skin</colorChannel>
<drawnInBed>true</drawnInBed>
<defaultOffset>Tail</defaultOffset>
<drawnDesiccated>false</drawnDesiccated>
<angle>0</angle>
<offsets>
<south>
@ -491,19 +497,12 @@
<!--memory death-->
<li>KnowGuestExecuted</li>
<li>KnowPrisonerDiedInnocent</li>
<li>BondedAnimalDied</li>
<!--memory eating-->
<li>AteLavishMeal</li>
<li>AteFineMeal</li>
<li>AteRawFood</li>
<li>AteHumanlikeMeatDirect</li>
<li>AteHumanlikeMeatDirectCannibal</li>
<li>AteHumanlikeMeatAsIngredient</li>
<li>AteHumanlikeMeatAsIngredientCannibal</li>
<li>AteInsectMeatDirect</li>
<li>AteInsectMeatAsIngredient</li>
<!--memory lost-->
<li>BondedAnimalLost</li>
<!--memory misc-->
<li>AteWithoutTable</li>
<li>SleepDisturbed</li>
@ -512,38 +511,25 @@
<li>SleptInCold</li>
<li>SleptInHeat</li>
<li>KnowPrisonerSold</li>
<li>FreedFromSlavery</li>
<li>ReleasedHealthyPrisoner</li>
<li>KnowGuestOrganHarvested</li>
<li>MyOrganHarvested</li>
<li>SoakingWet</li>
<li>ButcheredHumanlikeCorpse</li>
<li>KnowButcheredHumanlikeCorpse</li>
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>ObservedLayingCorpse</li>
<li>ObservedLayingRottingCorpse</li>
<li>WitnessedDeathNonAlly</li>
<li>BondedAnimalBanished</li>
<li>DeniedJoining</li>
<!--memory roomstat-->
<li>SleptInBedroom</li>
<li>SleptInBarracks</li>
<!--memory social-->
<li>SoldMyBondedAnimal</li>
<li>SoldMyBondedAnimalMood</li>
<li>ForcedMeToTakeDrugs</li>
<li>ForcedMeToTakeLuciferium</li>
<li>KilledMyBondedAnimal</li>
<!--situation general-->
<li>EnvironmentDark</li>
<li>WrongApparelGender</li>
<li>DeadMansApparel</li>
<li>HumanLeatherApparelSad</li>
<li>HumanLeatherApparelHappy</li>
<li>Sick</li>
<li>EnvironmentCold</li>
<li>EnvironmentHot</li>
<!--situation need-->
<li>NeedComfort</li>
<li>NeedBeauty</li>
<li>NeedRoomSize</li>
<li>NeedOutdoors</li>
<li>DrugDesireFascination</li>
@ -551,7 +537,6 @@
<li>DrugDesireInterest</li>
<li>DrugDesireInterestSatisfied</li>
<!--situation roomstat-->
<li>PrisonCell</li>
<li>PrisonBarracks</li>
<!--situation social-->
<li>Incestuous</li>
@ -560,7 +545,6 @@
<li>TeetotalerVsChemicalInterest</li>
<li>TeetotalerVsAddict</li>
<li>ChemicalInterestVsTeetotaler</li>
<li>HoldingMePrisoner</li>
<li>Drunk</li>
<li>Pretty</li>
<li>Ugly</li>
@ -573,7 +557,6 @@
<li>ButcheredHumanlikeCorpseOpinion</li>
<li>AteRawHumanlikeMeat</li>
<li>KilledColonyAnimal</li>
<li>BondedAnimalMaster</li>
<li>NotBondedAnimalMaster</li>
<!--situation special-->
<li>SharedBed</li>
@ -599,6 +582,31 @@
<!--misc-->
<li>Expectations</li>
<li>PN_Atefuel_nopn</li>
<!--[Royalty]-->
<!--<li MayRequire="Ludeon.RimWorld.Royalty"></li>-->
<!--[Ideology]-->
<!--<li MayRequire="Ludeon.RimWorld.Ideology"></li>-->
<!--Thoughts_IdeoBuilding-->
<!--Thoughts_IdeoRaiding-->
<!--Thoughts_IdeoRole-->
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleLost</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoRoleEmpty</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentStandard</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentDisapproved</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentHorrible</li>
<li MayRequire="Ludeon.RimWorld.Ideology">IdeoLeaderResentmentAbhorrent</li>
<!--Thoughts_Memory_Social-->
<!--Thoughts_Memory_Terror-->
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedTerror</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedGibbetCage</li>
<li MayRequire="Ludeon.RimWorld.Ideology">ObservedSkullspike</li>
<!--Thoughts_Ritual-->
<!--Thoughts_Ritual_Quality-->
<!--Thoughts_Situational-->
<li MayRequire="Ludeon.RimWorld.Ideology">LookChangeDesired</li>
</cannotReceiveThoughts>
</thoughtSettings>
<raceRestriction> <!--착용 장비 관련-->

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@ -0,0 +1,266 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--==================================== 오토캐논 ====================================-->
<ThingDef Name="PN_BaseArtilleryBuilding" ParentName="BuildingBase" Abstract="True">
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Things/Building/PN_Artillery_Base</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<minifiedDef>MinifiedThing</minifiedDef>
<altitudeLayer>MoteOverhead</altitudeLayer>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-2)</interactionCellOffset> <!--상호작용 위치-->
<stealable>false</stealable>
<size>(3,3)</size>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.4</fillPercent>
<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<tickerType>Normal</tickerType>
<designationHotKey>Misc4</designationHotKey>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<costStuffCount>150</costStuffCount>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
</costList>
<inspectorTabs>
<li>ITab_Shells</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Mannable">
<manWorkType>Violent</manWorkType>
</li>
<li Class="CompProperties_Explosive">
<wickTicks>240</wickTicks>
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Refuelable">
<fuelLabel>PnL Fuel</fuelLabel>
<fuelGizmoLabel>Fuel capacity</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs fuel drum can</outOfFuelMessage>
<fuelFilter>
<thingDefs>
<li>PN_Fueldrumcan</li>
</thingDefs>
</fuelFilter>
<fuelIsMortarBarrel>true</fuelIsMortarBarrel>
<fuelCapacity>20</fuelCapacity>
<fuelMultiplier>10</fuelMultiplier>
<initialFuelPercent>0</initialFuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<minimumFueledThreshold>1</minimumFueledThreshold>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<initialAllowAutoRefuel>true</initialAllowAutoRefuel>
<autoRefuelPercent>0.5</autoRefuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<fuelIconPath>Things/Building/PN_cannonfuel</fuelIconPath>
</li>
</comps>
<statBases>
<MaxHitPoints>220</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>200</Mass>
<Beauty>-20</Beauty>
</statBases>
<building>
<turretGunDef>PN_Artillery_Turret</turretGunDef>
<turretTopDrawSize>3.0</turretTopDrawSize>
<turretTopOffset>(0, 0.35)</turretTopOffset>
<turretBurstWarmupTime>1.0</turretBurstWarmupTime>
<turretBurstCooldownTime>3.0</turretBurstCooldownTime>
<buildingTags Inherit="false">
</buildingTags>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<researchPrerequisites>
<li>PNRP_AutoArtillery</li>
</researchPrerequisites>
<uiIconPath>Things/Building/PN_Artillery_Ui</uiIconPath>
<uiIconScale>0.6</uiIconScale>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>PN_Artillery_Turret</defName>
<label>PnL Auto Artillery Turret</label>
<description>...</description>
<graphicData>
<texPath>Things/Building/PN_Artillery_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6.0,6.0)</drawSize>
</graphicData>
<recoilPower>10</recoilPower>
<altitudeLayer>MoteOverhead</altitudeLayer>
<weaponTags Inherit="false">
</weaponTags>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<forceNormalTimeSpeed>false</forceNormalTimeSpeed>
<warmupTime>4.0</warmupTime>
<forcedMissRadius>1</forcedMissRadius>
<forcedMissRadiusClassicMortars>1</forcedMissRadiusClassicMortars>
<isMortar>true</isMortar>
<requireLineOfSight>false</requireLineOfSight>
<minRange>11.9</minRange>
<range>500</range>
<burstShotCount>1</burstShotCount>
<soundCast>PNCannonSound</soundCast>
<muzzleFlashScale>16</muzzleFlashScale>
<consumeFuelPerShot>1</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
<comps>
<li Class="CompProperties_ChangeableProjectile" />
</comps>
<building>
<fixedStorageSettings>
<filter>
<categories>
<li>PN_Shell</li>
</categories>
</filter>
</fixedStorageSettings>
<defaultStorageSettings>
<filter>
<categories>
<li>PN_Shell</li>
</categories>
<disallowedThingDefs>
</disallowedThingDefs>
</filter>
</defaultStorageSettings>
</building>
</ThingDef>
<DesignatorDropdownGroupDef>
<defName>PN_Artillery_Dropdown</defName>
<label>PnL Auto Artillery</label>
</DesignatorDropdownGroupDef>
<ThingDef ParentName="PN_BaseArtilleryBuilding">
<defName>PN_Artillery_Base_Brain</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_Brain>1</PN_Brain>
</costList>
</ThingDef>
<ThingDef ParentName="PN_BaseArtilleryBuilding">
<defName>PN_Artillery_Base_Core</defName>
<label>PnL Auto Artillery</label>
<description>...</description>
<costList>
<PN_BrainCasing>1</PN_BrainCasing>
</costList>
</ThingDef>
<ThingCategoryDef>
<defName>PN_Shell</defName>
<label>PnL Shell</label>
<parent>PN_AutomatonCatagory</parent>
<resourceReadoutRoot>true</resourceReadoutRoot>
<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_Shell_HighExplosive</defName>
<label>PnL high-explosive shell</label>
<description>...</description>
<graphicData>
<texPath>Things/Item/PNShellHE</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<projectileWhenLoaded>PN_Bullet_Shell_HighExplosive</projectileWhenLoaded>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<MarketValue>55</MarketValue>
<Mass>1.25</Mass>
<Flammability>1.0</Flammability>
<DeteriorationRate>1.5</DeteriorationRate>
</statBases>
<thingCategories>
<li>PN_Shell</li>
</thingCategories>
<tradeability>Sellable</tradeability>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
<startWickHitPointsPercent>0.7</startWickHitPointsPercent>
<wickTicks>30~60</wickTicks>
</li>
</comps>
<tickerType>Normal</tickerType>
<costList>
<Steel>25</Steel>
<PN_AutomatonFuel>15</PN_AutomatonFuel>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<workAmount>800</workAmount>
<targetCountAdjustment>5</targetCountAdjustment>
<workSkill>Crafting</workSkill>
<recipeUsers Inherit="false">
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_AutoArtillery</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>PN_Bullet_Shell_HighExplosive</defName>
<label>high-explosive shell</label>
<graphicData>
<texPath>Things/Projectile/ShellHighExplosive</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>TransparentPostLight</shaderType>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Bomb</damageDef>
<speed>100</speed>
<explosionRadius>3.9</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
</Defs>

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