2025-6-26
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@@ -1,78 +1,152 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<!-- 能源核心制造机 -->
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<ThingDef ParentName="BenchBase">
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<defName>WULA_Cube_Productor_BIO</defName>
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<label>能源核心冲压机(生物能)</label>
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<description>一台仿制乌拉帝国科技而建造的能源核心制造机,用于在没有电力的情况下,通过燃烧木材输入生物能以制造可维持机械乌拉正常运转的能源核心。</description>
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<thingClass>Building_WorkTable_HeatPush</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<ThingDef ParentName="MechGestatorBase">
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<defName>WULA_Mech_Constructor_Small</defName>
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<label>乌拉帝国构造体</label>
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<description>一台用于构造乌拉帝国的合成人和机械体的小型设备,功能类似于机械培育器,但是不能生产常规的机械体。</description>
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<graphicData>
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<texPath>Things/Building/Production/TableStoveFueled</texPath>
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<texPath>Things/Building/Production/MechGestatorLarge</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(3.5,1.5)</drawSize>
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<damageData>
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<cornerTL>Damage/Corner</cornerTL>
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<cornerTR>Damage/Corner</cornerTR>
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<cornerBL>Damage/Corner</cornerBL>
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<cornerBR>Damage/Corner</cornerBR>
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</damageData>
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<drawSize>(6, 5)</drawSize>
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<shadowData>
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<volume>(3.8, 3, 2.7)</volume>
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</shadowData>
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</graphicData>
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<castEdgeShadows>true</castEdgeShadows>
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<staticSunShadowHeight>0.20</staticSunShadowHeight>
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<constructEffect>ConstructMetal</constructEffect>
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<costList>
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<Steel>80</Steel>
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</costList>
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<altitudeLayer>Building</altitudeLayer>
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<fillPercent>0.5</fillPercent>
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<useHitPoints>True</useHitPoints>
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<uiIconPath>Things/Building/Production/MechGestatorLarge_MenuIcon</uiIconPath>
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<uiIconScale>1.5</uiIconScale>
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<interactionCellOffset>(2,0,2)</interactionCellOffset>
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<statBases>
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<WorkToBuild>2000</WorkToBuild>
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<MaxHitPoints>180</MaxHitPoints>
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<Flammability>1.0</Flammability>
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<MaxHitPoints>350</MaxHitPoints>
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<WorkToBuild>16000</WorkToBuild>
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<Mass>35</Mass>
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<Flammability>0.5</Flammability>
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</statBases>
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<size>(3,1)</size>
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<designationCategory>Production</designationCategory>
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<uiOrder>2120</uiOrder>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-1)</interactionCellOffset>
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<surfaceType>Item</surfaceType>
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<!-- 可用配方 -->
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<size>(4,3)</size>
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<costList>
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<Steel>300</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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</costList>
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<researchPrerequisites>
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<li>BasicMechtech</li>
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</researchPrerequisites>
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<building>
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<!-- <barDrawData>
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<north>
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<preRotationOffset>(-1.59, 1.4)</preRotationOffset>
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<size>(0.72, 0.12)</size>
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</north>
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<south>
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<preRotationOffset>(-1.59, 1.33)</preRotationOffset>
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<size>(0.72, 0.12)</size>
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</south>
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<east>
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<preRotationOffset>(1.59, -1.4)</preRotationOffset>
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<size>(0.72, 0.12)</size>
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</east>
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<west>
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<preRotationOffset>(-1.59, -1.4)</preRotationOffset>
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<size>(0.72, 0.12)</size>
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</west>
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</barDrawData>
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<formingGraphicData>
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<texPath>Things/Pawn/Mechanoid/HalfGestatedMechLarge</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1.65,1.65)</drawSize>
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</formingGraphicData>
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<formingMechBobSpeed>0.0005</formingMechBobSpeed>
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<formingMechYBobDistance>0.08</formingMechYBobDistance>
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<formingMechPerRotationOffset>
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<li>(0, 0, 0.225)</li>
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<li>(-0.15, 0, 0.225)</li>
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<li>(0, 0, 0.225)</li>
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<li>(0.15, 0, 0.225)</li>
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</formingMechPerRotationOffset>
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<mechGestatorCylinderGraphic>
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<texPath>Things/Building/Production/MechGestatorLargeGlass</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(6, 5)</drawSize>
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<shaderType>Transparent</shaderType>
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</mechGestatorCylinderGraphic>
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<mechGestatorTopGraphic>
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<texPath>Things/Building/Production/MechGestatorLargeTop</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(6, 5)</drawSize>
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</mechGestatorTopGraphic>
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<gestatorFormingMote>
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<north>MechGestatorFormingLarge_North</north>
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<east>MechGestatorFormingLarge_East</east>
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<west>MechGestatorFormingLarge_West</west>
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<south>MechGestatorFormingLarge_South</south>
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</gestatorFormingMote>
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<gestatorCycleCompleteMote>
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<north>MechGestatorCycleCompleteLarge_North</north>
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<east>MechGestatorCycleCompleteLarge_East</east>
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<west>MechGestatorCycleCompleteLarge_West</west>
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<south>MechGestatorCycleCompleteLarge_South</south>
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</gestatorCycleCompleteMote>
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<gestatorFormedMote>
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<north>MechGestatorFormedLarge_North</north>
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<east>MechGestatorFormedLarge_East</east>
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<west>MechGestatorFormedLarge_West</west>
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<south>MechGestatorFormedLarge_South</south>
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</gestatorFormedMote> -->
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</building>
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<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
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<recipes>
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<li>Make_WULA_Charge_Cube</li>
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<li>WULA_make_new_synth</li>
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</recipes>
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<inspectorTabs>
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<li>ITab_Bills</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Refuelable">
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<fuelConsumptionRate>500.0</fuelConsumptionRate>
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<fuelCapacity>150.0</fuelCapacity>
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<fuelFilter>
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<thingDefs>
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<li>WoodLog</li>
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</thingDefs>
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</fuelFilter>
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<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
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</li>
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<li Class="CompProperties_HeatPusher">
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<compClass>CompHeatPusherPowered</compClass>
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<heatPerSecond>4</heatPerSecond>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>500</basePowerConsumption>
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<idlePowerDraw>50</idlePowerDraw>
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</li>
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</comps>
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<placeWorkers>
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<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
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<building>
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<!-- <isMealSource>true</isMealSource> -->
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<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
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</building>
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</ThingDef>
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</Defs>
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<ThingDef ParentName="BasicBedBase">
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<defName>WULA_Charging_Station_Synth</defName>
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<label>合成人充电站</label>
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<description>一台用于给乌拉帝国合成人进行充电的充电站,效率比自机充电高很多。</description>
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<graphicData>
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<texPath>Things/Building/Furniture/Bed/Bed</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<shaderType>CutoutComplex</shaderType>
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<drawSize>(2,2)</drawSize>
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<damageData>
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<rect>(0,0.05,1,1.95)</rect>
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</damageData>
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</graphicData>
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<statBases>
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<MaxHitPoints>140</MaxHitPoints>
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<Beauty>1</Beauty>
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<WorkToBuild>800</WorkToBuild>
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<Mass>30</Mass>
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<BedRestEffectiveness>5</BedRestEffectiveness>
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</statBases>
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<size>(1,2)</size>
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<costStuffCount>45</costStuffCount>
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<designationHotKey>Misc2</designationHotKey>
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<uiOrder>2010</uiOrder>
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<building>
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<paintable>true</paintable>
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</building>
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<comps>
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<li Class="CompProperties_Flickable"/>
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<li Class="CompProperties_Forbiddable"/>
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<li Class="CompProperties_WasteProducer">
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<li Class="CompProperties_ThingContainer">
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<compClass>CompThingContainer</compClass>
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<stackLimit>5</stackLimit>
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<drawContainedThing>false</drawContainedThing>
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<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
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</li>
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<showContentsInInspectPane>false</showContentsInInspectPane>
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</li>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>300</basePowerConsumption>
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</li>
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</comps>
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</ThingDef>
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</Defs>
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