<?xml version="1.0" encoding="utf-8" ?> <Defs> <!--포탄 베이스--> <ThingCategoryDef> <defName>PN_Shell</defName> <label>PnL Shell</label> <parent>PN_AutomatonCatagory</parent> <iconPath>UI/Icons/PNCT_PNShell</iconPath> </ThingCategoryDef> <ThingDef ParentName="ResourceBase" Name="PN_ShellBase" Abstract="True"> <graphicData> <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> <thingCategories> <li>PN_Shell</li> </thingCategories> <tradeability>Buyable</tradeability> <tickerType>Normal</tickerType> <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="PN_BaseBullet" Name="PN_BaseBullet_Shell" Abstract="True"> <projectile> <flyOverhead>true</flyOverhead> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell" Name="PN_Cl_Shell" Abstract="True"> <thingClass>TorgueAnty.Projectile_Torgue_Rocket</thingClass> <projectile Class="TorgueAnty.TorgueProjectileProps"> <damageDef>PN_CLbomb</damageDef> <speed>205</speed> <explosionRadius>0.9</explosionRadius> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>MortarBomb_Explode</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <!--<subProjectile></subProjectile> <clusterCount></clusterCount> <clusterRadius></clusterRadius>--> </projectile> </ThingDef> <DamageDef ParentName="Bomb"> <defName>PN_CLbomb</defName> <defaultDamage>10</defaultDamage> <defaultStoppingPower>5.0</defaultStoppingPower> <defaultArmorPenetration>1.30</defaultArmorPenetration> <buildingDamageFactorImpassable>1</buildingDamageFactorImpassable> <buildingDamageFactorPassable>1</buildingDamageFactorPassable> <plantDamageFactor>1</plantDamageFactor> </DamageDef> <!--확산 고폭탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_HE</defName> <label>PnL cluster HE shell</label> <description>A high explosion cluster bomb that scatters submunitions when it hits a target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellHE</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_HE</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <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> <costList> <Shell_HighExplosive>10</Shell_HighExplosive> <Chemfuel>20</Chemfuel> </costList> </ThingDef> <ThingDef ParentName="PN_Cl_Shell"> <defName>PN_Bullet_Shell_HE</defName> <label>cluster HE shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile Class="TorgueAnty.TorgueProjectileProps"> <subProjectile>PN_Bullet_Shell_HE_Sub</subProjectile> <clusterCount>16</clusterCount> <clusterRadius>6.9</clusterRadius> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_HE_Sub</defName> <label>cluster HE 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>6.5</speed> <explosionRadius>1.9</explosionRadius> <arcHeightFactor>60</arcHeightFactor> <shadowSize>0.6</shadowSize> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>MortarIncendiary_Explode</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <ai_IsIncendiary>true</ai_IsIncendiary> </projectile> </ThingDef> <DamageDef ParentName="Bomb"> <defName>PN_CL_Bomb</defName> <!---<workerClass>TorgueAnty.TorgueAnty_DamageWorker_AddInjury</workerClass>--> </DamageDef> <!--관통탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_AP</defName> <label>PnL AP shell</label> <description>A special shell that hits a single target with huge damaged. Difficult to hit against moving enemies. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellAP</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_AP</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <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> <costList> <Uranium>15</Uranium> <Steel>25</Steel> <Chemfuel>30</Chemfuel> </costList> <costListForDifficulty> <difficultyVar>classicMortars</difficultyVar> <costList> <Uranium>25</Uranium> <Steel>25</Steel> <Chemfuel>30</Chemfuel> </costList> </costListForDifficulty> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_AP</defName> <label>AP shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>PN_APbomb</damageDef> <speed>205</speed> <explosionRadius>0.9</explosionRadius> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>MortarBomb_Explode</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> <DamageDef ParentName="Bomb"> <defName>PN_APbomb</defName> <workerClass>DamageWorker_Stab</workerClass> <stabChanceOfForcedInternal>1.0</stabChanceOfForcedInternal> <overkillPctToDestroyPart>0.6~1.0</overkillPctToDestroyPart> <armorCategory>Sharp</armorCategory> <defaultDamage>125</defaultDamage> <minDamageToFragment>200</minDamageToFragment> <defaultStoppingPower>5.0</defaultStoppingPower> <defaultArmorPenetration>1.20</defaultArmorPenetration> <buildingDamageFactorImpassable>0.2</buildingDamageFactorImpassable> <buildingDamageFactorPassable>0.2</buildingDamageFactorPassable> <plantDamageFactor>1</plantDamageFactor> <explosionAffectOutsidePartsOnly>true</explosionAffectOutsidePartsOnly> </DamageDef> <!--확산 소이탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_CI</defName> <label>PnL cluster incendiary shell</label> <description>A cluster incendiary bomb that scatters submunitions when it hits a target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellIN</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_CI</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <comps> <li Class="CompProperties_Explosive"> <explosiveRadius>3.9</explosiveRadius> <explosiveDamageType>Flame</explosiveDamageType> <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount> <startWickHitPointsPercent>0.7</startWickHitPointsPercent> <wickTicks>30~60</wickTicks> </li> </comps> <costList> <Shell_Incendiary>10</Shell_Incendiary> <Chemfuel>20</Chemfuel> </costList> </ThingDef> <ThingDef ParentName="PN_Cl_Shell"> <defName>PN_Bullet_Shell_CI</defName> <label>cluster incendiary shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile Class="TorgueAnty.TorgueProjectileProps"> <subProjectile>PN_Bullet_Shell_CI_Sub</subProjectile> <clusterCount>16</clusterCount> <clusterRadius>8.1</clusterRadius> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_CI_Sub</defName> <label>cluster incendiary shell</label> <graphicData> <texPath>Things/Projectile/ShellIncendiary</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>Flame</damageDef> <speed>6.5</speed> <explosionRadius>2.4</explosionRadius> <arcHeightFactor>60</arcHeightFactor> <shadowSize>0.6</shadowSize> <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef> <preExplosionSpawnChance>0.27</preExplosionSpawnChance> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>MortarIncendiary_Explode</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <ai_IsIncendiary>true</ai_IsIncendiary> </projectile> </ThingDef> <!--확산 전자기탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_EMP</defName> <label>PnL cluster EMP shell</label> <description>A cluster EMP bomb that scatters submunitions when it hits a target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellEM</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_EMP</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <comps> <li Class="CompProperties_Explosive"> <explosiveRadius>12.9</explosiveRadius> <explosiveDamageType>EMP</explosiveDamageType> <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount> <startWickHitPointsPercent>0.7</startWickHitPointsPercent> <wickTicks>30~60</wickTicks> </li> </comps> <costList> <Shell_EMP>5</Shell_EMP> <Chemfuel>20</Chemfuel> </costList> </ThingDef> <ThingDef ParentName="PN_Cl_Shell"> <defName>PN_Bullet_Shell_EMP</defName> <label>cluster EMP shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile Class="TorgueAnty.TorgueProjectileProps"> <damageDef>EMP</damageDef> <subProjectile>PN_Bullet_Shell_EMP_Sub</subProjectile> <clusterCount>10</clusterCount> <clusterRadius>14.9</clusterRadius> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_EMP</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_EMP_Sub</defName> <label>cluster EMP shell</label> <graphicData> <texPath>Things/Projectile/ShellEMP</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>EMP</damageDef> <speed>6.5</speed> <explosionRadius>5.9</explosionRadius> <arcHeightFactor>60</arcHeightFactor> <shadowSize>0.6</shadowSize> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_EMP</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <ai_IsIncendiary>true</ai_IsIncendiary> </projectile> </ThingDef> <!--확산 소방거품탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_FF</defName> <label>PnL cluster Firefoam shell</label> <description>A cluster firefoam bomb that scatters submunitions when it hits a target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellFF</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_FF</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <comps> <li Class="CompProperties_Explosive"> <explosiveRadius>10.9</explosiveRadius> <explosiveDamageType>Extinguish</explosiveDamageType> <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount> <startWickHitPointsPercent>0.7</startWickHitPointsPercent> <postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef> <postExplosionSpawnChance>1</postExplosionSpawnChance> <postExplosionSpawnThingCount>3</postExplosionSpawnThingCount> <applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors> <explosionEffect>ExtinguisherExplosion</explosionEffect> <wickTicks>30~60</wickTicks> </li> </comps> <costList> <Shell_Firefoam>5</Shell_Firefoam> <Chemfuel>20</Chemfuel> </costList> </ThingDef> <ThingDef ParentName="PN_Cl_Shell"> <defName>PN_Bullet_Shell_FF</defName> <label>cluster Firefoam shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile Class="TorgueAnty.TorgueProjectileProps"> <damageDef>Extinguish</damageDef> <subProjectile>PN_Bullet_Shell_FF_Sub</subProjectile> <clusterCount>10</clusterCount> <clusterRadius>14.9</clusterRadius> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_EMP</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_FF_Sub</defName> <label>cluster Firefoam shell</label> <graphicData> <texPath>Things/Projectile/ShellFirefoam</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>Extinguish</damageDef> <speed>6.5</speed> <explosionRadius>5.9</explosionRadius> <arcHeightFactor>60</arcHeightFactor> <shadowSize>0.6</shadowSize> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_EMP</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <postExplosionSpawnThingDef>Filth_FireFoam</postExplosionSpawnThingDef> <postExplosionSpawnChance>1</postExplosionSpawnChance> <postExplosionSpawnThingCount>3</postExplosionSpawnThingCount> <applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors> <explosionEffect>ExtinguisherExplosion</explosionEffect> </projectile> </ThingDef> <!--확산 연막탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_Smoke</defName> <label>PnL cluster smoke shell</label> <description>A cluster smoke bomb that scatters submunitions when it hits a target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellSM</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_Smoke</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <comps> <li Class="CompProperties_Explosive"> <explosiveDamageType>Smoke</explosiveDamageType> <explosiveRadius>11</explosiveRadius> <postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef> <postExplosionSpawnChance>1</postExplosionSpawnChance> <postExplosionSpawnThingCount>1</postExplosionSpawnThingCount> <wickTicks>30~60</wickTicks> </li> </comps> <costList> <Shell_Smoke>5</Shell_Smoke> <Chemfuel>20</Chemfuel> </costList> </ThingDef> <ThingDef ParentName="PN_Cl_Shell"> <defName>PN_Bullet_Shell_Smoke</defName> <label>cluster Smoke shell</label> <graphicData> <texPath>Things/Projectile/ShellHighExplosive</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <projectile Class="TorgueAnty.TorgueProjectileProps"> <damageDef>Smoke</damageDef> <subProjectile>PN_Bullet_Shell_Smoke_Sub</subProjectile> <clusterCount>10</clusterCount> <clusterRadius>14.9</clusterRadius> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_Smoke</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_Smoke_Sub</defName> <label>cluster Smoke shell</label> <graphicData> <texPath>Things/Projectile/ShellSmoke</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>Smoke</damageDef> <speed>6.5</speed> <explosionRadius>5.9</explosionRadius> <arcHeightFactor>60</arcHeightFactor> <shadowSize>0.6</shadowSize> <flyOverhead>true</flyOverhead> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_Smoke</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> <postExplosionSpawnThingDef>Gas_Smoke</postExplosionSpawnThingDef> <postExplosionSpawnChance>1</postExplosionSpawnChance> </projectile> </ThingDef> <!--반물질탄--> <ThingDef ParentName="PN_ShellBase"> <defName>PN_Shell_AG</defName> <label>PnL antigrain shell</label> <description>An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Explodes when damaged.</description> <graphicData> <texPath>Things/Item/PNShell/PNShellAG</texPath> </graphicData> <projectileWhenLoaded>PN_Bullet_Shell_AG</projectileWhenLoaded> <statBases> <MaxHitPoints>60</MaxHitPoints> <Mass>1.25</Mass> <Flammability>1.0</Flammability> <DeteriorationRate>1.5</DeteriorationRate> </statBases> <comps> <li Class="CompProperties_Explosive"> <explosiveRadius>14.9</explosiveRadius> <explosiveDamageType>BombSuper</explosiveDamageType> <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount> <startWickHitPointsPercent>0.7</startWickHitPointsPercent> <chanceToStartFire>0.22</chanceToStartFire> <damageFalloff>true</damageFalloff> <explosionEffect>GiantExplosion</explosionEffect> <explosionSound>Explosion_GiantBomb</explosionSound> <wickTicks>60~120</wickTicks> </li> </comps> <costList> <Shell_AntigrainWarhead>1</Shell_AntigrainWarhead> <Chemfuel>20</Chemfuel> </costList> <recipeMaker> <targetCountAdjustment>1</targetCountAdjustment> </recipeMaker> </ThingDef> <ThingDef ParentName="PN_BaseBullet_Shell"> <defName>PN_Bullet_Shell_AG</defName> <label>antigrain shell</label> <graphicData> <texPath>Things/Projectile/ShellAntigrainWarhead</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>TransparentPostLight</shaderType> </graphicData> <thingClass>Projectile_Explosive</thingClass> <projectile> <damageDef>BombSuper</damageDef> <speed>205</speed> <explosionRadius>14.9</explosionRadius> <explosionChanceToStartFire>0.22</explosionChanceToStartFire> <explosionDamageFalloff>true</explosionDamageFalloff> <explosionEffect>GiantExplosion</explosionEffect> <soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof> <soundExplode>Explosion_GiantBomb</soundExplode> <soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate> <soundAmbient>MortarRound_Ambient</soundAmbient> </projectile> </ThingDef> </Defs>