2025-6-28

This commit is contained in:
Tourswen
2025-06-28 13:36:03 +08:00
parent 061daf52f0
commit 818863d139
36 changed files with 531 additions and 248 deletions

View File

@@ -1,110 +1,179 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MechGestatorBase">
<ThingDef ParentName="BuildingBase">
<defName>WULA_Mech_Constructor_Small</defName>
<label>乌拉帝国构造体</label>
<description>一台用于构造乌拉帝国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>
<description>一台用于构造乌拉帝国合成人的一次性特殊设备自备电源建造完成后将自动启用工作12天后建造一个新的乌拉帝国合成人</description>
<graphicData>
<texPath>Things/Building/Production/MechGestatorStandard</texPath>
<texPath>Wula/Building/WULA_Mech_Constructor_Small</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5.6,4)</drawSize>
<shadowData>
<volume>(3, 2, 1.9)</volume>
</shadowData>
<drawSize>(2,2)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<uiIconPath>Things/Building/Production/MechGestatorStandard_MenuIcon</uiIconPath>
<uiIconScale>1.85</uiIconScale>
<interactionCellOffset>(1,0,2)</interactionCellOffset>
<recipes>
<li>WULA_Make_New_Synth</li>
</recipes>
<castEdgeShadows>false</castEdgeShadows>
<size>(2,2)</size>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<canOverlapZones>false</canOverlapZones>
<fillPercent>0.8</fillPercent>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild>
<Mass>25</Mass>
<Flammability>0.5</Flammability>
<MaxHitPoints>12800</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>12000</WorkToBuild>
</statBases>
<size>(3,2)</size>
<tickerType>Normal</tickerType>
<building>
<!--<soundAmbient>EMIDynamo_Ambience</soundAmbient>-->
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<soundAmbient>GeothermalPlant_Ambience</soundAmbient>
<ai_chillDestination>false</ai_chillDestination>
</building>
<damageMultipliers>
<li>
<damageDef>Flame</damageDef>
<multiplier>0</multiplier>
</li>
</damageMultipliers>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<constructEffect>ConstructMetal</constructEffect>
<repairEffect>ConstructMetal</repairEffect>
<designationCategory>Biotech</designationCategory>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
<WULA_Antenna_Base>1</WULA_Antenna_Base>
<WULA_Energy_Furnace_Base>1</WULA_Energy_Furnace_Base>
<WULA_Alloy_Framework_Base>1</WULA_Alloy_Framework_Base>
<ComponentIndustrial>4</ComponentIndustrial>
<Steel>100</Steel>
<Chemfuel>100</Chemfuel>
</costList>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
<ThingDef>WULA_Antenna_Base</ThingDef>
<ThingDef>WULA_Energy_Furnace_Base</ThingDef>
<ThingDef>WULA_Alloy_Framework_Base</ThingDef>
</descriptionHyperlinks>
<researchPrerequisites>
<li>BasicMechtech</li>
</researchPrerequisites>
<building>
<barDrawData>
<north>
<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
<size>(0.7, 0.13)</size>
</north>
<south>
<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
<size>(0.7, 0.13)</size>
</south>
<east>
<preRotationOffset>(1.06, -0.97)</preRotationOffset>
<size>(0.7, 0.13)</size>
</east>
<west>
<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
<size>(0.7, 0.13)</size>
</west>
</barDrawData>
<formingGraphicData>
<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1,1)</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>(5.6,4)</drawSize>
<shaderType>Transparent</shaderType>
</mechGestatorCylinderGraphic>
<mechGestatorTopGraphic>
<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5.6,4)</drawSize>
</mechGestatorTopGraphic>
<gestatorFormingMote>
<north>MechGestatorForming_North</north>
<east>MechGestatorForming_East</east>
<west>MechGestatorForming_East</west>
<south>MechGestatorForming_South</south>
</gestatorFormingMote>
<gestatorCycleCompleteMote>
<north>MechGestatorCycleComplete_North</north>
<east>MechGestatorCycleComplete_East</east>
<west>MechGestatorCycleComplete_East</west>
<south>MechGestatorCycleComplete_South</south>
</gestatorCycleCompleteMote>
<gestatorFormedMote>
<north>MechGestatorFormed_North</north>
<east>MechGestatorFormed_East</east>
<west>MechGestatorFormed_East</west>
<south>MechGestatorFormed_South</south>
</gestatorFormedMote>
</building>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>350</basePowerConsumption>
<idlePowerDraw>50</idlePowerDraw>
<li Class="CompProperties_SpawnerPawn">
<spawnablePawnKinds>
<li>Wula_PawnKind_Ingame</li>
</spawnablePawnKinds>
<maxPawnsToSpawn>1</maxPawnsToSpawn>
<pawnSpawnIntervalDays>12</pawnSpawnIntervalDays>
<shouldJoinParentLord>True</shouldJoinParentLord>
<chooseSingleTypeToSpawn>True</chooseSingleTypeToSpawn>
<spawnMessageKey>MessageMechanoidsAssembled</spawnMessageKey>
<pawnsLeftToSpawnKey>MessageMechanoidsLeftToAssemble</pawnsLeftToSpawnKey>
<noPawnsLeftToSpawnKey>ShutDown</noPawnsLeftToSpawnKey>
<nextSpawnInspectStringKey>MechAssemblyCompleteIn</nextSpawnInspectStringKey>
<nextSpawnInspectStringKeyDormant>MechAssemblyNextType</nextSpawnInspectStringKeyDormant>
<spawnSound>MechAssembler_Spawn</spawnSound>
<showNextSpawnInInspect>true</showNextSpawnInInspect>
<lordJob>LordJob_MechanoidsDefend</lordJob>
<shouldJoinParentLord>True</shouldJoinParentLord>
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</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>
<!-- 能源核心制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>能源核心冲压机(生物能)</label>
<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>
<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>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</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>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>500.0</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="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人充电</label>
<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>
<label>合成人修复</label>
<description>一台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>
@@ -119,7 +188,7 @@
<Beauty>1</Beauty>
<WorkToBuild>800</WorkToBuild>
<Mass>30</Mass>
<BedRestEffectiveness>5</BedRestEffectiveness>
<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
</statBases>
<size>(1,2)</size>
<stuffCategories>