428 lines
14 KiB
XML
428 lines
14 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingCategoryDef>
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<defName>PN_AutomatonCatagory</defName>
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<label>PnL Industry</label>
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<parent>Manufactured</parent>
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<iconPath>UI/Icons/ThingCategories/Manufactured</iconPath>
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</ThingCategoryDef>
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<!--==================================== 미완성 오토마톤 ====================================-->
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<ThingDef ParentName="UnfinishedBase">
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<defName>UnfinishedAutomaton</defName>
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<label>unfinished automaton</label>
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<description>An unfinished automaton.</description>
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<statBases>
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<Flammability>0.5</Flammability>
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</statBases>
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<graphicData>
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<texPath>Things/Item/UnfinishedAutomaton</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<stuffCategories Inherit="false" />
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</ThingDef>
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<!--==================================== 오토마톤 가죽 ====================================-->
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<ThingDef ParentName="LeatherBase">
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<defName>Leather_Automaton</defName>
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<label>automaton skin</label>
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<description>leather made for automaton production. looks like human leather.</description>
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<graphicData>
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<color>(255,240,227)</color>
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</graphicData>
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<statBases>
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<MarketValue>4.2</MarketValue>
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<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
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<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
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<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
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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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<tradeTags Inherit="false">
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</tradeTags>
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<tradeability>Buyable</tradeability>
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<stuffProps>
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<color>(255,240,227)</color>
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<commonality>0.0025</commonality>
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</stuffProps>
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</ThingDef>
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<!--==================================== 브레인 코어 ====================================-->
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<ThingCategoryDef>
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<defName>PN_BrainCoreCatagory</defName>
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<label>automaton core</label>
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<parent>PN_AutomatonCatagory</parent>
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<iconPath>Things/Item/PNBrainCore</iconPath>
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</ThingCategoryDef>
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<!--중추신경케이스-->
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<ThingDef ParentName="ResourceBase">
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<defName>PN_BrainEmpty</defName>
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<label>Empty case</label>
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<description>A case specially designed to contain the central nervous system.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNCentralnervous_empty</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1</drawSize>
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</graphicData>
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<isTechHediff>false</isTechHediff>
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<thingCategories Inherit="false">
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<li>PN_AutomatonCatagory</li>
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</thingCategories>
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<statBases>
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<Mass>1</Mass>
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<WorkToMake>700</WorkToMake>
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<Flammability>0.7</Flammability>
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</statBases>
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<stackLimit>10</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<drawGUIOverlay>true</drawGUIOverlay>
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<costList>
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<ComponentIndustrial>1</ComponentIndustrial>
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<Steel>5</Steel>
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<PN_AutomatonFuel>1</PN_AutomatonFuel>
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</costList>
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<tradeTags Inherit="false">
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</tradeTags>
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<tradeability>Buyable</tradeability>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<workSkill>Crafting</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
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<skillRequirements>
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<Crafting>6</Crafting>
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</skillRequirements>
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<researchPrerequisite>PNRP_Brain</researchPrerequisite>
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<recipeUsers>
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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</recipeMaker>
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<comps>
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</comps>
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</ThingDef>
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<ThingDef ParentName="BodyPartBase">
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<defName>PN_Brain</defName>
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<label>central nervous</label>
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<description>A biological human central nervous. It doesn't look like it can be stored for long.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNCentralnervous</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1</drawSize>
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</graphicData>
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<thingCategories Inherit="false">
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<li>PN_BrainCoreCatagory</li>
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</thingCategories>
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<statBases>
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<MarketValue>548</MarketValue>
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<Mass>1</Mass>
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<Flammability>0.7</Flammability>
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</statBases>
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<isTechHediff>false</isTechHediff>
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<tradeTags Inherit="false">
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</tradeTags>
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<comps>
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<li Class="CompProperties_Lifespan">
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<lifespanTicks>240000</lifespanTicks>
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<expireEffect>RaisedRock_Collapse</expireEffect>
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</li>
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</comps>
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<tradeability>Buyable</tradeability>
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<tickerType>Normal</tickerType>
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</ThingDef>
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<ThingDef ParentName="BodyPartBase">
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<defName>PN_BrainCasing</defName>
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<label>Automaton brain core</label>
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<description>A brain core used to make automata.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNBrainCore</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>1</drawSize>
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</graphicData>
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<isTechHediff>false</isTechHediff>
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<thingCategories Inherit="false">
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<li>PN_BrainCoreCatagory</li>
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</thingCategories>
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<statBases>
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<Mass>1</Mass>
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<WorkToMake>13000</WorkToMake>
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<Flammability>0.7</Flammability>
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</statBases>
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<costList>
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<PN_Brain>1</PN_Brain>
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<ComponentSpacer>1</ComponentSpacer>
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<Steel>15</Steel>
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<PN_AutomatonFuel>2</PN_AutomatonFuel>
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</costList>
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<tradeTags Inherit="false">
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</tradeTags>
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<tradeability>Buyable</tradeability>
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<comps>
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</comps>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<workSkill>Crafting</workSkill>
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<effectWorking>Smith</effectWorking>
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<soundWorking>Recipe_Smith</soundWorking>
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<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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<researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
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<recipeUsers>
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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</recipeMaker>
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</ThingDef>
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<!--==================================== 수리키트 ====================================-->
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<ThingCategoryDef>
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<defName>PNKit</defName>
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<label>Repair kit</label>
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<parent>PN_AutomatonCatagory</parent>
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<iconPath>UI/Icons/ThingCategories/Medicine</iconPath>
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</ThingCategoryDef>
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<ThingDef ParentName="ResourceBase">
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<defName>PN_RepairKit</defName>
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<label>automaton repair kit</label>
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<description>A kit containing various materials to repair the automaton.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNRepairkit</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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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<Mass>2</Mass>
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<Flammability>0.7</Flammability>
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<WorkToMake>700</WorkToMake>
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</statBases>
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<thingCategories>
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<li>PNKit</li>
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</thingCategories>
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<costList>
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<ComponentIndustrial>1</ComponentIndustrial>
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<Steel>15</Steel>
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<Chemfuel>5</Chemfuel>
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<Leather_Automaton>10</Leather_Automaton>
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</costList>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<workSkill>Crafting</workSkill>
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<recipeUsers>
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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<researchPrerequisite>PNRP_Production</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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<tradeTags Inherit="false">
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</tradeTags>
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<comps>
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</comps>
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<tradeability>Buyable</tradeability>
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</ThingDef>
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<!--==================================== 자가 수리 키트 ====================================-->
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<ThingDef ParentName="MechSerumBase">
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<defName>PN_SelfRepairKit</defName>
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<label>self repair kit</label>
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<description>Repair kit combined with healer mech serum. It can be used alone without an operator, and the user can self-repair.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNSelfRepairkit</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>Spacer</techLevel>
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<stackLimit>25</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<statBases>
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<Mass>2</Mass>
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<MaxHitPoints>60</MaxHitPoints>
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<Flammability>0.7</Flammability>
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<WorkToMake>1500</WorkToMake>
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</statBases>
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<thingCategories>
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<li>PNKit</li>
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</thingCategories>
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<costList>
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<MechSerumHealer>1</MechSerumHealer>
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<ComponentIndustrial>1</ComponentIndustrial>
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<Steel>15</Steel>
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<Chemfuel>2</Chemfuel>
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<Leather_Automaton>5</Leather_Automaton>
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</costList>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<workSkill>Crafting</workSkill>
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<recipeUsers>
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
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<skillRequirements>
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<Crafting>8</Crafting>
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</skillRequirements>
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</recipeMaker>
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<tradeTags Inherit="false">
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</tradeTags>
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<comps>
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<li Class="CompProperties_Usable">
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<useJob>UseItem</useJob>
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<useLabel>Use self repair kit</useLabel>
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<useDuration>600</useDuration>
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</li>
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<li Class="AutomataRace.CompProperties_UseEffectRepairKit">
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<thingDefs>
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<li>Paniel_Race</li>
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</thingDefs>
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<blockUnnecessaryUse>false</blockUnnecessaryUse>
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</li>
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<li Class="CompProperties_UseEffect">
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<compClass>CompUseEffect_DestroySelf</compClass>
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</li>
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</comps>
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<tradeability>Buyable</tradeability>
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</ThingDef>
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<RecipeDef>
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<defName>PN_AdministerSelfRepairKit</defName>
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<label>administer self repair kit</label>
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<description>Administer a self repair kit.</description>
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<workerClass>Recipe_AdministerUsableItem</workerClass>
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<jobString>Administering self repair kit.</jobString>
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<targetsBodyPart>false</targetsBodyPart>
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<anesthetize>false</anesthetize>
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<workAmount>600</workAmount>
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<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
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<surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
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<ingredients>
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<li>
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<filter>
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<thingDefs>
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<li>PN_SelfRepairKit</li>
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</thingDefs>
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</filter>
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<count>1</count>
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</li>
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</ingredients>
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<fixedIngredientFilter>
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<thingDefs>
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<li>PN_SelfRepairKit</li>
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</thingDefs>
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</fixedIngredientFilter>
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<recipeUsers>
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<li>Paniel_Race</li>
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</recipeUsers>
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</RecipeDef>
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<!--==================================== 연료 드럼 ====================================-->
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<ThingDef ParentName="ResourceBase">
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<defName>PN_Fueldrumcan</defName>
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<label>PnL fuel drum can</label>
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<description>A drum for efficient and safe PnL fuel storage. It has high durability and low flammability.</description>
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<graphicData Inherit="false">
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<texPath>Things/Item/PNFuleDrum</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>75</stackLimit>
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<uiIconForStackCount>1</uiIconForStackCount>
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<healthAffectsPrice>false</healthAffectsPrice>
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<statBases>
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<MaxHitPoints>300</MaxHitPoints>
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<MarketValue>51.5</MarketValue>
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<Mass>5.5</Mass>
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<Flammability>0.4</Flammability>
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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>Buyable</tradeability>
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<costList>
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<PN_AutomatonFuel>10</PN_AutomatonFuel>
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<Steel>5</Steel>
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</costList>
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<recipeMaker>
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<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
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<workSkill>Crafting</workSkill>
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<recipeUsers>
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<li>PN_AutomatonBench</li>
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</recipeUsers>
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<researchPrerequisite>PNRP_Production</researchPrerequisite>
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<skillRequirements>
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</skillRequirements>
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</recipeMaker>
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<tradeTags Inherit="false">
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</tradeTags>
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<tickerType>Normal</tickerType>
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<comps>
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<li Class="CompProperties_Explosive">
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<explosiveRadius>1.1</explosiveRadius>
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<explosiveDamageType>Flame</explosiveDamageType>
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<explosiveExpandPerStackcount>0.37</explosiveExpandPerStackcount>
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<startWickOnDamageTaken>
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<li>Flame</li>
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</startWickOnDamageTaken>
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<startWickHitPointsPercent>0.05</startWickHitPointsPercent>
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<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
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<preExplosionSpawnChance>1</preExplosionSpawnChance>
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<wickTicks>70~150</wickTicks>
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</li>
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</comps>
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</ThingDef>
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<!--==================================== 로열 부품 ====================================-->
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<ThingDef ParentName="ResourceBase">
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<defName>PN_ComponentRoyal</defName>
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<label>PnL component</label>
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<description>This is a component used in special products of PnL Industry. It's tightly sealed, so reverse engineering looks difficult.</description>
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<graphicData>
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<texPath>Things/Item/PNComponentRoyal</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<soundInteract>Metal_Drop</soundInteract>
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<soundDrop>Standard_Drop</soundDrop>
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<stackLimit>50</stackLimit>
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<healthAffectsPrice>false</healthAffectsPrice>
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<statBases>
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<MaxHitPoints>70</MaxHitPoints>
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<MarketValue>800</MarketValue>
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<Mass>0.6</Mass>
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<Flammability>0.6</Flammability>
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<DeteriorationRate>2.0</DeteriorationRate>
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</statBases>
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<intricate>true</intricate>
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<thingCategories>
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<li>PN_AutomatonCatagory</li>
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</thingCategories>
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<tradeTags Inherit="false">
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<li>PN_RoyalComp</li>
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</tradeTags>
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<tradeability>Buyable</tradeability>
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<thingSetMakerTags Inherit="false">
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</thingSetMakerTags>
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</ThingDef>
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</Defs> |