This commit is contained in:
2025-08-11 21:22:41 +08:00
parent f8154ca5c1
commit 75561a846a
901 changed files with 22639 additions and 4 deletions

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="Wall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒</label>
<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量伤害,并且拥有气密性,可以用在飞船外壳上。</description>
<uiOrder>1800</uiOrder>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<color>(0.5, 0.5, 0.5)</color>
</graphicData>
<designationCategory>Structure</designationCategory>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<statBases>
<MarketValue>2</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>10000</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costStuffCount>15</costStuffCount>
<building>
<isAirtight>true</isAirtight>
</building>
<stuffCategories Inherit="False">
<li>Metallic</li>
</stuffCategories>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<!-- <placeWorkers>
<li>PlaceWorker_OnSubstructure</li>
</placeWorkers> -->
<damageMultipliers Inherit="False">
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.1</multiplier>
</li>
</damageMultipliers>
<comps Inherit="False">
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Minimal</li>
</focusTypes>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<description>乌拉帝国堡垒的大门,不仅能够抵御大量爆炸和震荡伤害,还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
<thingClass>Building_Door</thingClass>
<category>Building</category>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<damageData>
<!-- no damage marks because they don't move with the door
<rect>(0,0.12,1,0.76)</rect>-->
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<MarketValue>2</MarketValue>
<MaxHitPoints>7500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3000</WorkToBuild>
<Beauty>20</Beauty>
<DoorOpenSpeed>2</DoorOpenSpeed>
</statBases>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<!-- <rotatable>false</rotatable> -->
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>0</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Forbiddable">
<allowNonPlayer>true</allowNonPlayer>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
<blueprintClass>Blueprint_Door</blueprintClass>
<blueprintGraphicData>
<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
</blueprintGraphicData>
<ai_chillDestination>false</ai_chillDestination>
</building>
<uiOrder>2505</uiOrder>
<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
<designationHotKey>Misc2</designationHotKey>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
</ThingDef>
<TerrainDef ParentName="FloorBase">
<defName>WulaFloor</defName>
<label>乌拉帝国地板</label>
<description>乌拉帝国堡垒中使用的地板,美观易清洁的同时也做了防火处理。</description>
<texturePath>Wula/Building/WULA_Floor</texturePath>
<uiIconPath>Wula/Building/WULA_Floor_Icon</uiIconPath>
<color>(140,140,140)</color>
<edgeType>Hard</edgeType>
<renderPrecedence>70</renderPrecedence>
<isPaintable>true</isPaintable>
<statBases>
<Beauty>3</Beauty>
<WorkToBuild>100</WorkToBuild>
<CleaningTimeFactor>0.5</CleaningTimeFactor>
<Flammability>0</Flammability>
</statBases>
<!-- <costStuffCount>3</costStuffCount> -->
<!-- <stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories> -->
<costList>
<Steel>3</Steel>
</costList>
<designationHotKey>Misc6</designationHotKey>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<uiOrder>1138</uiOrder>
</TerrainDef>
</Defs>

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@@ -1,893 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 服务器 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Synth_Server</defName>
<label>乌拉帝国服务器系统</label>
<description>一台大型服务器,可以从乌拉帝国的上行链路接收关于各种技能的数据,并以实体数据包的形式封装储存起来,供那些新生代合成人使用。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Server</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_New_Synth_Skill_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(2,2)</size>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>乌拉帝国编织体(生物能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,不仅要消耗大量木头用以提供生物能,还只能生产基础的衣物和能源核心用以维持生存——不过它很轻,可以随探险队一起移动。</description>
<thingClass>Building_WorkTable_HeatPush</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<Mass>5</Mass>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Recharge_WULA_Charge_Cube</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>300.0</fuelConsumptionRate>
<fuelCapacity>150.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
<label>乌拉帝国编织体(电能)</label>
<description>一台仿制乌拉帝国科技而建造的塑性构造体,可制造乌拉帝国所有的物品。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<researchPrerequisites>
<li>WULA_Adv_WorkTable_Technology</li>
</researchPrerequisites>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
<li>Make_WULA_Charge_Cube_Group</li>
<li>Recharge_WULA_Charge_Cube_Energy</li>
<li>Recharge_WULA_Charge_Cube_Energy_Group</li>
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>WULA_Cube_Productor_Component</li>
</linkableFacilities>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Component</defName>
<label>乌拉帝国外置编织单元</label>
<description>用于辅助乌拉帝国编织体工作的特殊设备,可以加快其工作速度。每个乌拉帝国编织体最多连接一个此类设备。</description>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Component</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.35</staticSunShadowHeight>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>42</pathCost>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>30000</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(2,2)</size>
<costList>
<Steel>200</Steel>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
<designationCategory>WULA_Buildings</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<constructionSkillPrerequisite>4</constructionSkillPrerequisite>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
<li Class="CompProperties_Facility">
<statOffsets>
<WorkTableWorkSpeedFactor>2</WorkTableWorkSpeedFactor>
</statOffsets>
<maxSimultaneous>1</maxSimultaneous>
</li>
</comps>
<designationHotKey>Misc6</designationHotKey>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
</ThingDef>
<!---->
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人修复站</label>
<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<Comfort>0.75</Comfort>
<MaxHitPoints>140</MaxHitPoints>
<Beauty>1</Beauty>
<WorkToBuild>800</WorkToBuild>
<Mass>30</Mass>
<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
</statBases>
<size>(1,2)</size>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<designationHotKey>Misc2</designationHotKey>
<uiOrder>2010</uiOrder>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<staticSunShadowHeight>0</staticSunShadowHeight>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<stuffCategories Inherit="False" IsNull="True" />
<building>
<paintable>false</paintable>
<bed_showSleeperBody>true</bed_showSleeperBody>
<bed_healPerDay>0</bed_healPerDay>
</building>
<placeWorkers>
<li>PlaceWorker_GlowRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>30</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<!--<glowColor>(105,204,204,0)</glowColor>-->
<!-- 蓝色 -->
<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
<!-- 红色 -->
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
</comps>
</ThingDef>
<!-- 机械工厂 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Large_Mechine_proudctor</defName>
<label>乌拉帝国机械工厂</label>
<description>乌拉帝国所建造的一种机械工厂,能构建各种乌拉帝国机械体,包括机械乌拉。</description>
<thingClass>Building_MechGestator</thingClass>
<containedPawnsSelectable>true</containedPawnsSelectable>
<tickerType>Normal</tickerType>
<drawerType>MapMeshAndRealTime</drawerType>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<hasInteractionCell>true</hasInteractionCell>
<castEdgeShadows>true</castEdgeShadows>
<pathCost>42</pathCost>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2400</uiOrder>
<defaultPlacingRot>South</defaultPlacingRot>
<placeWorkers>
<li>PlaceWorker_MechGestatorTop</li>
</placeWorkers>
<graphicData>
<texPath>Wula/Building/WULA_Heavy_War_Machine_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4, 4)</drawSize>
</graphicData>
<interactionCellOffset>(1,0,3)</interactionCellOffset>
<statBases>
<MaxHitPoints>1250</MaxHitPoints>
<WorkToBuild>16000</WorkToBuild>
<Mass>35</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(4,4)</size>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>6</ComponentIndustrial>
<WULA_Charge_Cube>5</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<building>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<buildingTags>
<li>Production</li>
<li>Biotech</li>
</buildingTags>
<barDrawData>
<north>
<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
<size>(0, 0)</size>
</north>
<south>
<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
<size>(0, 0)</size>
</south>
<east>
<preRotationOffset>(1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</east>
<west>
<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
<size>(0, 0)</size>
</west>
</barDrawData>
<formingGraphicData>
<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(0,0)</drawSize>
</formingGraphicData>
<formingMechPerRotationOffset>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
<li>(0, 0, 0.45)</li>
</formingMechPerRotationOffset>
<mechGestatorCylinderGraphic>
<texPath>Things/Building/Production/MechGestatorStandardGlass</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
<shaderType>Transparent</shaderType>
</mechGestatorCylinderGraphic>
<mechGestatorTopGraphic>
<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(0,0)</drawSize>
</mechGestatorTopGraphic>
<gestatorFormingMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormingMote>
<gestatorCycleCompleteMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorCycleCompleteMote>
<gestatorFormedMote>
<north></north>
<east></east>
<west></west>
<south></south>
</gestatorFormedMote>
</building>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<recipes>
<li>WULA_Build_Wula_Synth</li>
<li>WULA_Build_Mech_Cat</li>
<li>WULA_Build_Mech_Cat_Constructor</li>
<li>WULA_Build_Mech_Cat_EMP</li>
<li>WULA_Build_Mech_Cat_Fire</li>
<li>WULA_Build_Mech_Cat_Assault</li>
<li>WULA_Build_Mech_Cat_DM</li>
<li>WULA_Build_AI_Heavy_Panzer</li>
<li>WULA_Build_AI_Heavy_Panzer_Gunnery</li>
<li>WULA_Build_AI_Engineer_Mother</li>
<li>WULA_Build_AI_Engineer_Mother_Attack</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">WULA_Build_Psi_Titan</li>
</recipes>
<comps>
<li Class="CompProperties_WasteProducer" />
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
<idlePowerDraw>50</idlePowerDraw>
</li>
</comps>
</ThingDef>
<!-- 充电器 -->
<ThingDef ParentName="BaseMechCharger">
<defName>WULA_War_Machine_Recharger</defName>
<label>乌拉帝国充电站</label>
<description>一个允许所有大小类型的乌拉帝国机械体进行充电的充电站,不支持合成人的充能。</description>
<graphicData>
<texPath>Things/Building/Production/StandardRecharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<shadowData>
<volume>(2.9, 0.5, 1.9)</volume>
</shadowData>
</graphicData>
<interactionCellOffset>(0,0,2)</interactionCellOffset>
<passability>PassThroughOnly</passability>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild>
<Mass>25</Mass>
<Flammability>0.5</Flammability>
</statBases>
<size>(3,3)</size>
<building>
<requiredMechWeightClasses>
<li>Light</li>
<li>Medium</li>
<li>Heavy</li>
<li>UltraHeavy</li>
</requiredMechWeightClasses>
<barDrawData>
<north>
<preRotationOffset>(0.002166748,-0.3722534)</preRotationOffset>
<size>(0.4398041,0.1365509)</size>
</north>
<south>
<preRotationOffset>(-0.002609305,-0.6002655)</preRotationOffset>
<size>(0.4398041,0.121376)</size>
</south>
<east>
<preRotationOffset>(0.04148867,0.6301422)</preRotationOffset>
<size>(0.4066238,0.1425552)</size>
</east>
<west>
<preRotationOffset>(-0.02767944,0.6171188)</preRotationOffset>
<size>(0.397522,0.1395264)</size>
</west>
</barDrawData>
</building>
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
<costList>
<Steel>250</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
<WULA_Charge_Cube>1</WULA_Charge_Cube>
</costList>
<researchPrerequisites>
<li>WULA_Machine_Productor_Technology</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_ThingContainer">
<compClass>CompThingContainer</compClass>
<stackLimit>10</stackLimit>
<drawContainedThing>false</drawContainedThing>
<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>400</basePowerConsumption>
</li>
</comps>
</ThingDef>
<!-- 飞船暗物质引擎 -->
<ThingDef ParentName="FuelTankBase" MayRequire="Ludeon.RimWorld.Odyssey">
<defName>Wula_DarkEnergy_FuelTank</defName>
<label>乌拉帝国暗物质引擎</label>
<description>乌拉帝国用于进行湮灭反应释放巨量能源并将其转化为逆重飞船飞行所需燃料的设备——它可以储存无限的能源,并且在真空环境下还能释放大量的电力。\n\n如果是想进入地表请提前规划电源储存非真空环境下内部的湮灭反应保险将启动以防止意外发生这意味着在地表上该设施只生产燃料</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_FuelTank</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3.2)</drawSize>
<drawOffset>(0,0,0.2)</drawOffset>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<Mass>70</Mass>
<Flammability>1</Flammability>
<Beauty>-10</Beauty>
<WorkToBuild>3000</WorkToBuild>
</statBases>
<size>(3, 3)</size>
<costList>
<Steel>400</Steel>
<ComponentSpacer>8</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<designationCategory>WULA_Buildings</designationCategory>
<costList>
<Steel>100</Steel>
<ComponentSpacer>2</ComponentSpacer>
<WULA_Dark_Matter_Item>1</WULA_Dark_Matter_Item>
</costList>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>-36000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>
<li Class="CompProperties_LowPowerUnlessVacuum">
<lowPowerConsumptionFactor>0</lowPowerConsumptionFactor>
<checkRoomVacuum>false</checkRoomVacuum>
</li>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>-30</fuelConsumptionRate>
<fuelCapacity>1000</fuelCapacity>
<targetFuelLevelConfigurable>false</targetFuelLevelConfigurable>
<fuelFilter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</fuelFilter>
<fuelLabel>暗物质燃料</fuelLabel>
<fuelGizmoLabel>暗物质燃料</fuelGizmoLabel>
<consumeFuelOnlyWhenUsed>false</consumeFuelOnlyWhenUsed>
<autoRefuelPercent>1</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
<drawOutOfFuelOverlay>false</drawOutOfFuelOverlay>
<showAllowAutoRefuelToggle>false</showAllowAutoRefuelToggle>
<canEjectFuel>false</canEjectFuel>
<drawFuelGaugeInMap>false</drawFuelGaugeInMap>
<initialFuelPercent>0.000001</initialFuelPercent>
</li>
</comps>
<uiOrder>2155</uiOrder>
<researchPrerequisites>
<li>WULA_Dark_Matter_Technology</li>
</researchPrerequisites>
</ThingDef>
<!-- 乌拉族睡眠点 -->
<ThingDef ParentName="SleepingSpotBase">
<defName>Wula_SleepingSpot</defName>
<label>乌拉帝国抢修点</label>
<description>指定一块地方,供机械乌拉躺下以进行抢修。</description>
<graphicData>
<texPath>Things/Building/Furniture/Bed/SleepSpot</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,4)</drawSize>
</graphicData>
<size>(1,2)</size>
<designationHotKey>Misc1</designationHotKey>
</ThingDef>
<!-- 联络台 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Communicator_Station</defName>
<label>乌拉帝国通讯站</label>
<description>乌拉帝国内部用于联系的通讯站,可以联系到乌拉帝国的各大派系。</description>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Wula/Building/WULA_Communicator_Station</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>TransparentPostLight</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>2000</WorkToBuild>
<Mass>70</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<rotatable>false</rotatable>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites>
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<comps>
<!-- <li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>100</basePowerConsumption>
</li> -->
<li Class="CompProperties_Flickable"/>
<li Class="WulaFallenEmpire.CompProperties_OpenCustomUI">
<uiDefName>Wula_UI_Main_1</uiDefName>
<label>联络乌拉帝国</label>
<failReason>无法接触通讯站。</failReason>
</li>
</comps>
</ThingDef>
<!-- 防御炮 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_AI_Heavy_Panzer_Gunnery_Turret</defName>
<label>SRc-15"辉锑"炮塔</label>
<description>与战车型机械体SMp-38A"斯佩萨特"所装备的同款的联装机炮炮塔,火力和精准度稍逊于战车版本,并且没有额外的火箭弹可供使用,优点便是比战车要便宜的多。</description>
<thingClass>Building_TurretGun</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Turret_Component</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
<!-- <drawOffset>(0,0,-0.16)</drawOffset> -->
<damageData>
<rect>(0.3,0.3,1.4,1.4)</rect>
</damageData>
<shadowData>
<volume>(1.5,0.35,1.4)</volume>
<offset>(0,0,-0.05)</offset>
</shadowData>
</graphicData>
<receivesSignals>true</receivesSignals>
<uiIconPath>Wula/Building/Wula_AI_Heavy_Panzer_Gunnery_Turret</uiIconPath>
<uiIconScale>1.0</uiIconScale>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<rotatable>false</rotatable>
<size>(2,2)</size>
<statBases>
<MaxHitPoints>1500</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3200</WorkToBuild>
<Mass>80</Mass>
<Beauty>0</Beauty>
<ShootingAccuracyTurret>1.00</ShootingAccuracyTurret>
</statBases>
<costList>
<Steel>200</Steel>
<Plasteel>30</Plasteel>
<ComponentIndustrial>5</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_Initiatable" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_Explosive">
<wickTicks>240</wickTicks>
<explosiveRadius>5.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.5</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Stunnable">
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="CompProperties_AmbientSound">
<sound>MechTurretBig_Call</sound>
</li>
</comps>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<fillPercent>0.5</fillPercent>
<hasTooltip>true</hasTooltip>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>WULA_Buildings</designationCategory>
<building>
<combatPower>640</combatPower>
<!--<buildingTags>
<li>SRAClusterMember</li>
<li>SRAClusterCombatThreat</li>
<li>SRA_SmallCluster_SingleTurret</li>
</buildingTags>-->
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>WULA_WM_Panzer_Autocannon_Turret</turretGunDef>
<turretBurstCooldownTime>0.5</turretBurstCooldownTime>
<turretTopOffset>(0, 0.05)</turretTopOffset>
<turretTopDrawSize>2.0</turretTopDrawSize>
</building>
<placeWorkers>
<li>PlaceWorker_TurretTop</li>
<li>PlaceWorker_ShowTurretRadius</li>
</placeWorkers>
<researchPrerequisites>
<li>WULA_Structure_Technology</li>
<li>SniperTurret</li>
</researchPrerequisites>
</ThingDef>
<ThingDef ParentName="WULA_WM_Panzer_Autocannon">
<defName>WULA_WM_Panzer_Autocannon_Turret</defName>
<graphicData>
<texPath>Wula/Building/WULA_WM_Panzer_Autocannon</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<weaponTags Inherit="False" />
<statBases>
<AccuracyTouch>0.5</AccuracyTouch>
<AccuracyShort>0.5</AccuracyShort>
<AccuracyMedium>0.4</AccuracyMedium>
<AccuracyLong>0.3</AccuracyLong>
<RangedWeapon_Cooldown>0.8</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_WULA_WM_Panzer_Autocannon</defaultProjectile>
<warmupTime>0.5</warmupTime>
<range>32</range>
<burstShotCount>10</burstShotCount>
<forcedMissRadius>0.1</forcedMissRadius>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<soundCast>Shot_TurretSniper</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>18</muzzleFlashScale>
<targetParams>
<canTargetPawns>true</canTargetPawns>
<canTargetLocations>true</canTargetLocations>
<canTargetBuildings>true</canTargetBuildings>
</targetParams>
</li>
</verbs>
</ThingDef>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod</defName>
<label>维护舱</label>
<description>一个为乌拉族设计的全自动维护舱。乌拉族需要定期进入其中进行身体机能的维护和校准,否则他们的身体会逐渐衰弱。维护过程需要消耗零部件。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Maintainer_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<drawerType>RealtimeOnly</drawerType>
<drawGUIOverlay>true</drawGUIOverlay>
<!-- <defaultPlacingRot>South</defaultPlacingRot> -->
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<rotatable>false</rotatable>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>20000</WorkToBuild>
<Mass>50</Mass>
<Flammability>0.5</Flammability>
<Beauty>-5</Beauty>
</statBases>
<size>(3,3)</size>
<interactionCellOffset>(0,0,0)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<researchPrerequisites Inherit="False">
<li>WULA_Base_Technology</li>
</researchPrerequisites>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
<!-- <ComponentSpacer>2</ComponentSpacer> -->
</costList>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<uninstallWork>1800</uninstallWork>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelCapacity>20.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</fuelFilter>
<fuelLabel>零部件</fuelLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
</li>
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<baseDurationTicks>180000</baseDurationTicks> <!-- Merged from user feedback -->
<ticksPerSeverity>30000</ticksPerSeverity> <!-- Kept from previous change -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
<componentCostPerSeverity>5</componentCostPerSeverity> <!-- 5 components per 100% severity -->
<baseComponentCost>1</baseComponentCost>
<!-- <minSeverityToMaintain>0.75</minSeverityToMaintain> -->
<hediffSeverityAfterCycle>0.01</hediffSeverityAfterCycle>
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
</ThingDef>
</Defs>

View File

@@ -1,86 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- <ThingDef ParentName="BuildingBase">
<defName>WULA_OfferingPedestal</defName>
<label>帝国献祭基座</label>
<description>一个用于进行灵能献祭的华丽基座。它可以作为灵能的冥想焦点,并能通过附近的灵能设施获得强化。它是启动帝国科技献祭仪式的关键建筑。</description>
<tickerType>Normal</tickerType>
<passability>Standable</passability>
<scatterableOnMapGen>false</scatterableOnMapGen>
<building>
<sowTag>SupportPlantsOnly</sowTag>
<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
<ai_chillDestination>false</ai_chillDestination>
<wakeDormantPawnsOnConstruction>false</wakeDormantPawnsOnConstruction>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
<buildingTags>
<li>Anomaly</li>
</buildingTags>
</building>
<uiOrder>200</uiOrder>
<graphicData>
<texPath>Things/Building/PsychicRitualSpot</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
</graphicData>
<size>(3, 3)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites>
<li>WULA_FE_Spiritualist_Base_Technology</li>
</researchPrerequisites>
<inspectorTabs>
<li>ITab_Entity</li>
</inspectorTabs>
<designationCategory>WULA_Buildings</designationCategory>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<selectable>true</selectable>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>0</WorkToBuild>
<MeditationFocusStrength>0.08</MeditationFocusStrength>
</statBases>
<useHitPoints>false</useHitPoints>
<placeWorkers>
<li>PlaceWorker_NeverAdjacentUnstandableRadial</li>
</placeWorkers>
<drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
<comps>
<li Class="WulaFallenEmpire.CompProperties_WulaRitualSpot">
</li>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>ShardBeacon</li>
<li>VoidSculpture</li>
</linkableFacilities>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Void</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>ShardBeacon</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>4</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
<li Class="FocusStrengthOffset_BuildingDefs">
<defs>
<li>VoidSculpture</li>
</defs>
<offsetPerBuilding>0.02</offsetPerBuilding>
<radius>9.9</radius>
<maxBuildings>6</maxBuildings>
<explanationKey>MeditationFocusPerBuilding</explanationKey>
<explanationKeyAbstract>MeditationFocusPerBuildingAbstract</explanationKeyAbstract>
</li>
</offsets>
</li>
</comps>
</ThingDef> -->
</Defs>