2021-12-31 01:42:00 +09:00

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingCategoryDef>
<defName>PN_AutomatonCatagory</defName>
<label>PnL Industry</label>
<parent>Manufactured</parent>
<iconPath>UI/Icons/PNCT_PnL</iconPath>
</ThingCategoryDef>
<!--==================================== 미완성 오토마톤 ====================================-->
<ThingDef ParentName="UnfinishedBase">
<defName>UnfinishedAutomaton</defName>
<label>unfinished automaton</label>
<description>An unfinished automaton.</description>
<statBases>
<Flammability>0.5</Flammability>
</statBases>
<graphicData>
<texPath>Things/Item/UnfinishedAutomaton</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<stuffCategories Inherit="false" />
</ThingDef>
<!--==================================== 오토마톤 가죽 ====================================-->
<ThingDef ParentName="LeatherBase">
<defName>Leather_Automaton</defName>
<label>automaton skin</label>
<description>leather made for automaton production. looks like human leather.</description>
<graphicData>
<color>(255,240,227)</color>
</graphicData>
<statBases>
<MarketValue>4.2</MarketValue>
<StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
<StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
<StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<stuffProps>
<color>(255,240,227)</color>
<commonality>0.0025</commonality>
</stuffProps>
</ThingDef>
<!--==================================== 브레인 코어 ====================================-->
<ThingCategoryDef>
<defName>PN_BrainCoreCatagory</defName>
<label>automaton core</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>Things/Item/PNBrainCore</iconPath>
</ThingCategoryDef>
<!--중추신경케이스-->
<ThingDef ParentName="ResourceBase">
<defName>PN_BrainEmpty</defName>
<label>Empty case</label>
<description>A case specially designed to contain the central nervous system.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous_empty</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_AutomatonCatagory</li>
</thingCategories>
<statBases>
<Mass>1</Mass>
<WorkToMake>700</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<stackLimit>10</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<drawGUIOverlay>true</drawGUIOverlay>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>5</Steel>
<PN_AutomatonFuel>1</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
<skillRequirements>
<Crafting>6</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_Brain</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
<comps>
</comps>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_Brain</defName>
<label>central nervous</label>
<description>A biological human central nervous. It doesn't look like it can be stored for long.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNCentralnervous</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<statBases>
<MarketValue>548</MarketValue>
<Mass>1</Mass>
<Flammability>0.7</Flammability>
</statBases>
<isTechHediff>false</isTechHediff>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Lifespan">
<lifespanTicks>240000</lifespanTicks>
<expireEffect>RaisedRock_Collapse</expireEffect>
</li>
</comps>
<tradeability>Buyable</tradeability>
<tickerType>Normal</tickerType>
</ThingDef>
<ThingDef ParentName="BodyPartBase">
<defName>PN_BrainCasing</defName>
<label>Automaton brain core</label>
<description>A brain core used to make automata.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNBrainCore</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1</drawSize>
</graphicData>
<isTechHediff>false</isTechHediff>
<thingCategories Inherit="false">
<li>PN_BrainCoreCatagory</li>
</thingCategories>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<statBases>
<Mass>1</Mass>
<WorkToMake>13000</WorkToMake>
<Flammability>0.7</Flammability>
</statBases>
<costList>
<PN_Brain>1</PN_Brain>
<ComponentSpacer>1</ComponentSpacer>
<Steel>15</Steel>
<PN_AutomatonFuel>2</PN_AutomatonFuel>
</costList>
<tradeTags Inherit="false">
</tradeTags>
<tradeability>Buyable</tradeability>
<comps>
</comps>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<!--==================================== 수리키트 ====================================-->
<ThingCategoryDef>
<defName>PNKit</defName>
<label>Repair kit</label>
<parent>PN_AutomatonCatagory</parent>
<iconPath>UI/Icons/PNCT_PNRepairkit</iconPath>
</ThingCategoryDef>
<ThingDef ParentName="ResourceBase">
<defName>PN_RepairKit</defName>
<label>automaton repair kit</label>
<description>A kit containing various materials to repair the automaton.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>2</Mass>
<Flammability>0.7</Flammability>
<WorkToMake>700</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<costList>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>5</Chemfuel>
<Leather_Automaton>10</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_Production</researchPrerequisite>
<skillRequirements>
<Crafting>4</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
</comps>
<tradeability>Buyable</tradeability>
</ThingDef>
<!--==================================== 자가 수리 키트 ====================================-->
<ThingDef ParentName="MechSerumBase">
<defName>PN_SelfRepairKit</defName>
<label>self repair kit</label>
<description>Repair kit combined with healer mech serum. It can be used alone without an operator, and the user can self-repair.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNSelfRepairkit</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Spacer</techLevel>
<stackLimit>25</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<statBases>
<Mass>2</Mass>
<MaxHitPoints>60</MaxHitPoints>
<Flammability>0.7</Flammability>
<WorkToMake>1500</WorkToMake>
</statBases>
<thingCategories>
<li>PNKit</li>
</thingCategories>
<costList>
<MechSerumHealer>1</MechSerumHealer>
<ComponentIndustrial>1</ComponentIndustrial>
<Steel>15</Steel>
<Chemfuel>2</Chemfuel>
<Leather_Automaton>5</Leather_Automaton>
</costList>
<recipeMaker>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>PN_AutomatonBench</li>
</recipeUsers>
<researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
</recipeMaker>
<tradeTags Inherit="false">
</tradeTags>
<comps>
<li Class="CompProperties_Usable">
<useJob>UseItem</useJob>
<useLabel>Use self repair kit</useLabel>
<useDuration>600</useDuration>
</li>
<li Class="AutomataRace.CompProperties_UseEffectRepairKit">
<thingDefs>
<li>Paniel_Race</li>
</thingDefs>
<blockUnnecessaryUse>false</blockUnnecessaryUse>
</li>
<li Class="CompProperties_UseEffect">
<compClass>CompUseEffect_DestroySelf</compClass>
</li>
</comps>
<tradeability>Buyable</tradeability>
</ThingDef>
<RecipeDef>
<defName>PN_AdministerSelfRepairKit</defName>
<label>administer self repair kit</label>
<description>Administer a self repair kit.</description>
<workerClass>Recipe_AdministerUsableItem</workerClass>
<jobString>Administering self repair kit.</jobString>
<targetsBodyPart>false</targetsBodyPart>
<anesthetize>false</anesthetize>
<workAmount>600</workAmount>
<dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
<surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>PN_SelfRepairKit</li>
</thingDefs>
</fixedIngredientFilter>
<recipeUsers>
<li>Paniel_Race</li>
</recipeUsers>
</RecipeDef>
<!--==================================== 연료 드럼 ====================================-->
<!--<ThingDef ParentName="ResourceBase">
<defName>PN_Fueldrumcan</defName>
<label>PnL fuel drum can</label>
<description>A drum for efficient and safe PnL fuel storage. It has high durability and low flammability.</description>
<graphicData Inherit="false">
<texPath>Things/Item/PNFuleDrum</texPath>
<graphicClass>Graphic_StackCount</graphicClass>
<drawSize>1.0</drawSize>
</graphicData>
<techLevel>Industrial</techLevel>
<stackLimit>75</stackLimit>
<uiIconForStackCount>1</uiIconForStackCount>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<MarketValue>51.5</MarketValue>
<Mass>5.5</Mass>
<Flammability>0.4</Flammability>
</statBases>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeability>Buyable</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>0.05</startWickHitPointsPercent>
<preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
<preExplosionSpawnChance>1</preExplosionSpawnChance>
<wickTicks>70~150</wickTicks>
</li>
</comps>
</ThingDef>-->
<!--==================================== 로열 부품 ====================================-->
<ThingDef ParentName="ResourceBase">
<defName>PN_Component</defName>
<label>PnL component</label>
<description>This is a component used in special products of PnL Industry. It's tightly sealed, so reverse engineering looks difficult.</description>
<graphicData>
<texPath>Things/Item/PNComponent</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>Metal_Drop</soundInteract>
<soundDrop>Standard_Drop</soundDrop>
<stackLimit>50</stackLimit>
<healthAffectsPrice>false</healthAffectsPrice>
<statBases>
<MaxHitPoints>70</MaxHitPoints>
<MarketValue>800</MarketValue>
<Mass>0.6</Mass>
<Flammability>0.6</Flammability>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<intricate>true</intricate>
<thingCategories>
<li>PN_AutomatonCatagory</li>
</thingCategories>
<tradeTags Inherit="false">
<li>PN_RoyalComp</li>
</tradeTags>
<tradeability>Buyable</tradeability>
<thingSetMakerTags Inherit="false">
</thingSetMakerTags>
</ThingDef>
</Defs>