This commit is contained in:
Tourswen
2025-11-04 00:45:25 +08:00
parent 0c02135040
commit 9905782298
36 changed files with 1851 additions and 1238 deletions

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@@ -1,6 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<JobDef>
<defName>WULA_EnterMaintenancePod</defName>
<driverClass>WulaFallenEmpire.JobDriver_EnterMaintenancePod</driverClass>
@@ -29,4 +28,10 @@
<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
<casualInterruptible>false</casualInterruptible>
</JobDef>
<JobDef>
<defName>WULA_RecycleMechanoid</defName>
<driverClass>WulaFallenEmpire.JobDriver_RecycleMechanoid</driverClass>
<reportString>正在准备进入猫猫地堡。</reportString>
</JobDef>
</Defs>

View File

@@ -1,11 +1,364 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 工作定义 -->
<JobDef>
<defName>WULA_RecycleMechanoid</defName>
<driverClass>WulaFallenEmpire.JobDriver_RecycleMechanoid</driverClass>
<reportString>正在准备进入猫猫地堡。</reportString>
</JobDef>
<!-- 墙和门 -->
<ThingDef ParentName="Wall">
<defName>WulaWall_Cleanzone</defName>
<label>乌拉帝国堡垒墙</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者后勤舰在上空才能投送建筑。\n\n乌拉帝国用于建造堡垒的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>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<color>(73,185,254,155)</color>
</graphicData>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False"/>
<costStuffCount>0</costStuffCount>
<costList>
<Steel>15</Steel>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WulaWall_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WulaWall_Incoming</defName>
<label>乌拉帝国堡垒墙(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WulaWall</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wall" Name="WulaWall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒墙</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>
<statBases>
<MarketValue>20</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>1200</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costList>
<Steel>15</Steel>
</costList>
<stuffCategories Inherit="False"/>
<costStuffCount>0</costStuffCount>
<building>
<isAirtight>true</isAirtight>
</building>
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Metallic</li>
</categories>
</defaultIngredientFilter>
</recipeMaker>
<stuffCategories Inherit="False"/>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<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="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<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_Cleanzone</defName>
<label>乌拉帝国大门</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者后勤舰在上空才能投送建筑。\n\n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>
<color>(73,185,254,155)</color>
</graphicData>
<statBases>
<MarketValue>1</MarketValue>
<MaxHitPoints>1</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>1</WorkToBuild>
</statBases>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<drawerType>RealtimeOnly</drawerType>
<designationCategory>WULA_Buildings</designationCategory>
<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>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WulaDoor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WulaDoor_Incoming</defName>
<label>乌拉帝国大门(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WulaDoor</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</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>1000</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="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<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>
</ThingDef>
<!-- 猫猫地堡 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cat_Bunker_Cleanzone</defName>
<label>乌拉猫猫地堡</label>
@@ -32,10 +385,10 @@
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<statBases>
@@ -49,6 +402,7 @@
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>300</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
@@ -134,7 +488,7 @@
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<statBases>
<MaxHitPoints>2500</MaxHitPoints>
<MaxHitPoints>500</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>20</Mass>
<Flammability>0</Flammability>
@@ -148,6 +502,11 @@
<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="WulaFallenEmpire.CompProperties_MechanoidRecycler">
<maxStorageCapacity>6</maxStorageCapacity>
@@ -228,11 +587,194 @@
</verbs>
</ThingDef>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod_Cleanzone</defName>
<label>合成人维护舱</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国母舰可以向此处投放建筑。建造好的信标可以收起或移至他处,但是必须要有母舰或者后勤舰在上空才能投送建筑。\n\n合成人维护舱是为乌拉帝国合成人设计的设施机械乌拉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。维护需要消耗零部件同时会修理所有的伤口。</description>
<uiIconPath>Wula/Building/WULA_MaintenancePod_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>1</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_MaintenancePod_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<requiredFlyOverType>WULA_Flyover_BaseBuilder</requiredFlyOverType>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
<requiredFlyOverLabel>乌拉帝国母舰或后勤舰</requiredFlyOverLabel> <!-- 新增显示标签 -->
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_MaintenancePod_Incoming</defName>
<label>合成人维护舱(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_MaintenancePod</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod</defName>
<label>合成人维护舱</label>
<description>一个为乌拉帝国合成人设计的全自动维护舱,机械乌拉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。维护需要消耗零部件,同时会修理所有的伤口。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
<shadowData>
<volume>(1.5, 1.5, 1.7)</volume>
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</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,-2)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<costList>
<Steel>150</Steel>
<ComponentIndustrial>10</ComponentIndustrial>
<!-- <ComponentSpacer>2</ComponentSpacer> -->
</costList>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<uninstallWork>1800</uninstallWork>
</building>
<tickerType>Normal</tickerType>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<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">
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
<baseDurationTicks>30000</baseDurationTicks> <!-- 1天 -->
<ticksPerNeedLevel>150000</ticksPerNeedLevel> <!-- 每降低1点需求需要2天 -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<componentCostPerNeedLevel>2</componentCostPerNeedLevel>
<baseComponentCost>1</baseComponentCost>
<minNeedLevelToMaintain>0.3</minNeedLevelToMaintain>
<needLevelAfterCycle>1.0</needLevelAfterCycle>
<healInjuries>true</healInjuries>
<healMissingParts>true</healMissingParts>
<maxInjuriesHealedPerCycle>5</maxInjuriesHealedPerCycle>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
</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>
<defName>WULA_WeaponArmor_Productor</defName>
<label>乌拉帝国作业通讯台</label>
<description>一台用于联络乌拉帝国母舰和后勤舰并下达武器、装备订单的特殊通讯台。这些武器装备的生产不需要殖民地参与,只需要使用乌拉帝国物资交换舱将材料发送给帝国舰队,然后根据材料数量下单即可</description>
<thingClass>WulaFallenEmpire.Building_GlobalWorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<tickerType>Normal</tickerType>
@@ -280,12 +822,6 @@
<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>WulaFallenEmpire.ITab_GlobalBills</li>
</inspectorTabs>
@@ -328,21 +864,14 @@
<costList>
<Steel>20</Steel>
</costList>
<!-- <comps>
<li Class="CompProperties_Transporter">
<massCapacity>300</massCapacity>
<restEffectiveness>0.8</restEffectiveness>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
<max1PerGroup>true</max1PerGroup>
<comps>
<li Class="WulaFallenEmpire.CompProperties_ResourceSubmitter">
<massCapacity>500</massCapacity>
</li>
<li Class="CompProperties_Launchable_TransportPod">
<skyfallerLeaving>ARA_DropPodLeaving</skyfallerLeaving>
<requiresFuelingPort>false</requiresFuelingPort>
<fixedLaunchDistanceMax>53</fixedLaunchDistanceMax>
</li>
</comps> -->
</comps>
<inspectorTabs>
<li>WulaFallenEmpire.ITab_ResourceSubmitterContents</li>
<li>ITab_Storage</li>
<!-- <li>WulaFallenEmpire.ITab_ResourceSubmitterContents</li> -->
</inspectorTabs>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>

View File

@@ -1,64 +1,5 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="Wall" Name="WulaWall">
<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="WulaWall">
<defName>WulaWall_Indoor</defName>
@@ -66,92 +7,6 @@
<description>乌拉帝国非承重墙体,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>
</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>

View File

@@ -655,98 +655,4 @@
</li>
</verbs>
</ThingDef>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod</defName>
<label>维护舱</label>
<description>一个为乌拉帝国合成人设计的全自动维护舱,机械乌拉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。维护需要消耗零部件,同时会修理所有的伤口。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_Synth_Maintainer_south</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
<shadowData>
<volume>(1.5, 1.5, 1.7)</volume>
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</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,-2)</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">
<enterSound>BiosculpterPod_Enter</enterSound>
<exitSound>BiosculpterPod_Exit</exitSound>
<operatingEffecter>BiosculpterPod_Operating</operatingEffecter>
<baseDurationTicks>30000</baseDurationTicks> <!-- 1天 -->
<ticksPerNeedLevel>150000</ticksPerNeedLevel> <!-- 每降低1点需求需要2天 -->
<powerConsumptionRunning>500</powerConsumptionRunning>
<powerConsumptionIdle>25</powerConsumptionIdle>
<componentCostPerNeedLevel>2</componentCostPerNeedLevel>
<baseComponentCost>1</baseComponentCost>
<minNeedLevelToMaintain>0.3</minNeedLevelToMaintain>
<needLevelAfterCycle>1.0</needLevelAfterCycle>
<healInjuries>true</healInjuries>
<healMissingParts>true</healMissingParts>
<maxInjuriesHealedPerCycle>5</maxInjuriesHealedPerCycle>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
</ThingDef>
</Defs>

View File

@@ -30,6 +30,10 @@
<minShadowScale>0</minShadowScale>
<maxShadowScale>0</maxShadowScale>
<!-- 淡入淡出开关 -->
<useFadeEffects>false</useFadeEffects> <!-- 完全禁用淡入淡出 -->
<useFadeIn>false</useFadeIn> <!-- 仅禁用淡入 -->
<useFadeOut>false</useFadeOut> <!-- 仅禁用淡出 -->
<useApproachAnimation>true</useApproachAnimation>
<approachDuration>1</approachDuration>
<approachOffsetDistance>50</approachOffsetDistance>

View File

@@ -61,7 +61,7 @@
</tools>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
@@ -117,7 +117,7 @@
</tools>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Melee_Technology</researchPrerequisite>
<skillRequirements>
@@ -211,7 +211,7 @@
</tools>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Stun_Technology</researchPrerequisite>
<skillRequirements>
@@ -315,8 +315,7 @@
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -444,8 +443,7 @@
<soundInteract>Interact_ChargeRifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -525,8 +523,7 @@
<recipeMaker>
<!-- <WorkToMake>60000</WorkToMake> -->
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -613,7 +610,7 @@
<soundInteract>Interact_ChargeRifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_3_Bomb_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -765,8 +762,7 @@
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_BIO</li>
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Laser_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -886,7 +882,7 @@
</costList>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Laser_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -1089,7 +1085,7 @@
<soundInteract>Interact_ChargeRifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Ranged_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -1194,7 +1190,7 @@
<tradeability>None</tradeability>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_3_Bomb_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -1571,7 +1567,7 @@
<soundInteract>Interact_Rifle</soundInteract>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_2_Missile_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
@@ -1737,7 +1733,7 @@
<uiIconScale>0.8</uiIconScale>
<recipeMaker>
<recipeUsers Inherit="False">
<li>WULA_Cube_Productor_Energy</li>
<li>WULA_WeaponArmor_Productor</li>
</recipeUsers>
<researchPrerequisite>WULA_Synth_Weapon_3_Bomb_Technology</researchPrerequisite>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>

View File

@@ -1,18 +1,13 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 这里的节点名 "WulaFallenEmpire.WulaHullDef" 必须与C#代码中的 "命名空间.类名" 完全一致 -->
<WulaFallenEmpire.WulaHullDef>
<!-- <WulaFallenEmpire.WulaHullDef>
<defName>WulaHullConfig</defName>
<label>乌拉船体斜角配置</label>
<!-- 指定这个斜角效果应用在哪个建筑上 (使用建筑的defName) -->
<targetDef>WulaWall</targetDef>
<!-- 指定渲染时使用的着色器类型。CutoutComplex是建筑和墙体很常用的选项 -->
<shaderType>CutoutWithOverlay</shaderType>
<!-- 占位符: 所有贴图路径都暂时指向原版奥德赛DLC的贴图 -->
<texPath_Corner_NW>Wula/Building/Linked/WulaWall/AngledWulaWall_northwest</texPath_Corner_NW>
<texPath_Corner_NE>Wula/Building/Linked/WulaWall/AngledWulaWall_northeast</texPath_Corner_NE>
<texPath_Corner_SW>Wula/Building/Linked/WulaWall/AngledWulaWall_southwest</texPath_Corner_SW>
@@ -21,6 +16,5 @@
<texPath_Diagonal_NE>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_northeast</texPath_Diagonal_NE>
<texPath_Diagonal_SW>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_southwest</texPath_Diagonal_SW>
<texPath_Diagonal_SE>Wula/Building/Linked/WulaWall/AngledWulaWall_Partial_southeast</texPath_Diagonal_SE>
</WulaFallenEmpire.WulaHullDef>
</WulaFallenEmpire.WulaHullDef> -->
</Defs>

View File

@@ -145,8 +145,8 @@
<WULA_DaysSinceMaintenance>距上次维护</WULA_DaysSinceMaintenance>
<!-- Global Production System -->
<WULA_GlobalBillsTab>全球生产</WULA_GlobalBillsTab>
<WULA_GlobalProduction>生产订单</WULA_GlobalProduction>
<WULA_GlobalBillsTab>舰队生产</WULA_GlobalBillsTab>
<WULA_GlobalProduction>舰队生产订单</WULA_GlobalProduction>
<WULA_AddProductionOrder>添加生产订单</WULA_AddProductionOrder>
<WULA_Resume>恢复</WULA_Resume>
<WULA_Pause>暂停</WULA_Pause>
@@ -154,7 +154,7 @@
<WULA_WaitingForResources>等待资源</WULA_WaitingForResources>
<WULA_Completed>完成</WULA_Completed>
<WULA_Unknown>未知</WULA_Unknown>
<WULA_InsufficientResources>全球存储的资源不足</WULA_InsufficientResources>
<WULA_InsufficientResources>帝国舰队存储的资源不足</WULA_InsufficientResources>
<WULA_NoAvailableRecipes>无可用配方</WULA_NoAvailableRecipes>
<!-- 添加到您的语言文件中 -->
<WULA_RequiredIngredients>可用配方</WULA_RequiredIngredients>
@@ -172,18 +172,18 @@
<WULA_OutputItems>种输出物品</WULA_OutputItems>
<!-- 中文翻译 -->
<WULA_AirdropProducts>空投</WULA_AirdropProducts>
<WULA_AirdropProductsDesc>产物储存器中的所有物品通过空投舱分发到指定区域</WULA_AirdropProductsDesc>
<WULA_AirdropProducts>空投</WULA_AirdropProducts>
<WULA_AirdropProductsDesc>乌拉帝国母舰和后勤舰上完成加工的所有物品通过空投舱投放到指定区域</WULA_AirdropProductsDesc>
<WULA_CannotAirdrop>无法执行空投:工作台未就绪</WULA_CannotAirdrop>
<WULA_NoProductsToAirdrop>没有可空投的</WULA_NoProductsToAirdrop>
<WULA_NoProductsToAirdrop>没有可空投的</WULA_NoProductsToAirdrop>
<WULA_AirdropTargetTooFar>目标距离超出最大空投范围({0}</WULA_AirdropTargetTooFar>
<WULA_NoValidDropSpots>没有有效的空投落点。请选择另一个位置</WULA_NoValidDropSpots>
<WULA_FailedToDistributeItems>无法分配物品到空投舱</WULA_FailedToDistributeItems>
<WULA_AirdropSuccessful>成功空投了{0}个空投舱</WULA_AirdropSuccessful>
<WULA_ResourceSubmitter>资源提交器</WULA_ResourceSubmitter>
<WULA_SubmitToStorage>提交到储存器</WULA_SubmitToStorage>
<WULA_SubmitToStorageDesc>将所有存储物品转移到全局储</WULA_SubmitToStorageDesc>
<WULA_ResourceSubmitter>舰队资源储存</WULA_ResourceSubmitter>
<WULA_SubmitToStorage>提交到舰队贮存</WULA_SubmitToStorage>
<WULA_SubmitToStorageDesc>将所有存储物品转移到舰队贮</WULA_SubmitToStorageDesc>
<WULA_StoredItems>存储物品</WULA_StoredItems>
<WULA_ItemsSubmitted>{0}个物品已提交到储存器</WULA_ItemsSubmitted>
<WULA_SubmissionFailed>提交物品失败</WULA_SubmissionFailed>
@@ -219,16 +219,27 @@
<WULA_NoItems>无物品</WULA_NoItems>
<WULA_Value>价值</WULA_Value>
<!-- 中文翻译 -->
<WULA_Items>物品</WULA_Items>
<WULA_Stacks>堆叠</WULA_Stacks>
<WULA_ItemName>物品名称</WULA_ItemName>
<WULA_Count>数量</WULA_Count>
<WULA_NoItemsInStorage>存储中无物品</WULA_NoItemsInStorage>
<WULA_ItemTooltip>{0}\n总数: {1}\n堆叠: {2}\n价值: {3}</WULA_ItemTooltip>
<WULA_DeviceInoperative>设备不可用</WULA_DeviceInoperative>
<WULA_NoItemsToSubmitDesc>没有可提交的物品</WULA_NoItemsToSubmitDesc>
<WULA_ViewGlobalStorage>查看全局存储</WULA_ViewGlobalStorage>
<WULA_ViewGlobalStorageDesc>查看全局存储中的物品</WULA_ViewGlobalStorageDesc>
<WULA_UnknownReason>未知原因</WULA_UnknownReason>
<WULA_Value>价值</WULA_Value>
<WULA_Items>物品</WULA_Items>
<WULA_Stacks>堆叠</WULA_Stacks>
<WULA_ItemName>物品名称</WULA_ItemName>
<WULA_Count>数量</WULA_Count>
<WULA_NoItemsInStorage>存储中无物品</WULA_NoItemsInStorage>
<WULA_ItemTooltip>{0}\n总数: {1}\n堆叠: {2}\n价值: {3}</WULA_ItemTooltip>
<WULA_DeviceInoperative>设备不可用</WULA_DeviceInoperative>
<WULA_NoItemsToSubmitDesc>没有可提交的物品</WULA_NoItemsToSubmitDesc>
<WULA_ViewGlobalStorage>查看全局存储</WULA_ViewGlobalStorage>
<WULA_ViewGlobalStorageDesc>查看全局存储中的物品</WULA_ViewGlobalStorageDesc>
<WULA_UnknownReason>未知原因</WULA_UnknownReason>
<WULA_Value>价值</WULA_Value>
<WULA_LoadResourceSubmitter>Load Resource Submitter</WULA_LoadResourceSubmitter>
<WULA_NoItemsAvailable>No items available</WULA_NoItemsAvailable>
<WULA_Available>Available</WULA_Available>
<WULA_ToLoad>To Load</WULA_ToLoad>
<WULA_Max>Max</WULA_Max>
<WULA_SetLoadCount>Set load count for {0}</WULA_SetLoadCount>
<WULA_LoadAll>Load All</WULA_LoadAll>
<WULA_ClearAll>Clear All</WULA_ClearAll>
<WULA_LoadingJobsCreated>Loading jobs created</WULA_LoadingJobsCreated>
<WULA_Description>Description</WULA_Description>
</LanguageData>