2025-8-28

This commit is contained in:
2025-08-28 11:42:21 +08:00
parent 32b140f3ca
commit d4f0ae39a8
4 changed files with 969 additions and 35 deletions

View File

@@ -204,7 +204,7 @@
<combatLogRules>Damage_Bomb</combatLogRules>
</DamageDef>
<DamageDef ParentName="Wula_Dark_Matter_Beam_DMG">
<DamageDef Name="Damage_WULA_Melta" ParentName="Wula_Dark_Matter_Beam_DMG">
<defName>Damage_WULA_Melta</defName>
<ignoreShields>true</ignoreShields>
<igniteChanceByTargetFlammability>
@@ -239,4 +239,8 @@
</li>
</additionalHediffs> -->
</DamageDef>
</Defs>
<DamageDef ParentName="Damage_WULA_Melta">
<defName>Damage_WULA_Melta_Small</defName>
<defaultDamage>5</defaultDamage>
</DamageDef>
</Defs>

View File

@@ -1,19 +1,19 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="MoteBase">
<defName>ExcaliburBeam</defName>
<thingClass>WulaFallenEmpire.Thing_ExcaliburBeam</thingClass>
<label>Excalibur Beam</label>
<altitudeLayer>MoteOverhead</altitudeLayer>
<graphicData>
<texPath>Things/Mote/PowerBeam</texPath>
<shaderType>MoteGlow</shaderType>
</graphicData>
<drawOffscreen>true</drawOffscreen>
<mote>
<fadeInTime>0.5</fadeInTime>
<solidTime>9.3</solidTime>
<fadeOutTime>1.0</fadeOutTime>
</mote>
</ThingDef>
<ThingDef ParentName="MoteBase">
<defName>ExcaliburBeam</defName>
<thingClass>WulaFallenEmpire.Thing_ExcaliburBeam</thingClass>
<label>Excalibur Beam</label>
<altitudeLayer>MoteOverhead</altitudeLayer>
<graphicData>
<texPath>Things/Mote/PowerBeam</texPath>
<shaderType>MoteGlow</shaderType>
</graphicData>
<drawOffscreen>true</drawOffscreen>
<mote>
<fadeInTime>0.5</fadeInTime>
<solidTime>9.3</solidTime>
<fadeOutTime>1.0</fadeOutTime>
</mote>
</ThingDef>
</Defs>

View File

@@ -3,7 +3,7 @@
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>WULA_RW_Unlimit_Penetrating_Beam_Cannon</defName>
<label>XXx-00 "贯杀炮"</label>
<description>乌拉帝国军械部在黄金时期所设计的暗物质武器,时至今日仍未被确认其实际代号。这种武器装填缓慢、体积巨大,只能由最庞大的机械体所配备,所发射的切割束几乎可以横跨战场,并抹除落点上所有的敌人。</description>
<description>乌拉帝国军械部在黄金时期所设计的武器,时至今日仍未被确认其实际代号。这种武器装填缓慢、体积巨大,只能由最庞大的战争平台所配备,所发射的切割束几乎可以横跨战场,并抹除路径上所有的敌人。</description>
<techLevel>Archotech</techLevel>
<graphicData>
<texPath>Wula/Weapon/WULA_RW_Unlimit_Penetrating_Beam_Cannon</texPath>
@@ -38,6 +38,7 @@
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<soundCast>ChargeLance_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<requireLineOfSight>false</requireLineOfSight>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
@@ -52,7 +53,7 @@
</weaponTags>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<ThingDef Name="Wula_CR_Mobile_Factory_Turret" ParentName="BaseWeaponTurret">
<defName>Wula_CR_Mobile_Factory_Turret</defName>
<label>CRt-91"铱锇"</label>
<description>由乌拉帝国的MFm-87"天秤"陆行舰所配备的炮塔之一,能够喷射穿透装甲的热熔束,处理靠近陆行舰的威胁。</description>
@@ -80,7 +81,7 @@
<defaultCooldownTime>6</defaultCooldownTime>
<burstShotCount>20</burstShotCount>
<showBurstShotStats>false</showBurstShotStats>
<requireLineOfSight>true</requireLineOfSight>
<requireLineOfSight>false</requireLineOfSight>
<beamWidth>6</beamWidth>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<beamDamageDef>Damage_WULA_Melta</beamDamageDef>
@@ -124,10 +125,124 @@
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="Wula_CR_Mobile_Factory_Turret">
<defName>Wula_CR_Mobile_Factory_Turret_MK2</defName>
<label>CRt-92"铱锇MK2"</label>
<description>由乌拉帝国的MFm-87"天秤"陆行舰所配备的炮塔之一,此改进版比起其原型可以将热熔束喷到更远的地方,但是无法处理过近的目标。</description>
<verbs Inherit="False">
<li>
<verbClass>Verb_ArcSprayIncinerator</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>26</range>
<beamFullWidthRange>15</beamFullWidthRange>
<defaultCooldownTime>6</defaultCooldownTime>
<burstShotCount>25</burstShotCount>
<showBurstShotStats>false</showBurstShotStats>
<requireLineOfSight>false</requireLineOfSight>
<beamWidth>6</beamWidth>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<beamDamageDef>Damage_WULA_Melta</beamDamageDef>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<soundCastBeam>Flamethrower_Firing</soundCastBeam>
<beamGroundFleckDef>Fleck_IncineratorBeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMaxDeviation>0.5</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamEndEffecterDef>IncineratorBeam_End</beamEndEffecterDef>
<beamChanceToStartFire>0.85</beamChanceToStartFire>
<beamFireSizeRange>0.55~0.85</beamFireSizeRange>
<beamStartOffset>.5</beamStartOffset>
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamCantHitWithinMinRange>true</beamCantHitWithinMinRange>
<beamHitsNeighborCellsRequiresLOS>true</beamHitsNeighborCellsRequiresLOS>
<beamSetsGroundOnFire>true</beamSetsGroundOnFire>
<ai_BeamIsIncendiary>true</ai_BeamIsIncendiary>
<beamLineFleckDef>Fleck_IncineratorBeamSmoke</beamLineFleckDef>
<highlightColor>(58, 225, 225)</highlightColor>
<secondaryHighlightColor>(102, 200, 200)</secondaryHighlightColor>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.02)</li>
<li>(1, .5)</li>
</points>
</beamLineFleckChanceCurve>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<flammabilityAttachFireChanceCurve>
<points>
<li>(0.6, 0)</li>
<li>(0.7, 0.2)</li>
<li>(1.2, 0.8)</li>
</points>
</flammabilityAttachFireChanceCurve>
<rangedFireRulepack>Combat_RangedFlamethrower</rangedFireRulepack>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="Wula_CR_Mobile_Factory_Turret">
<defName>WULA_MechFlyerTurretGun_Melta</defName>
<label>CRt-93"铱锇MK3"</label>
<description>由乌拉帝国的CRm-51"兵蚁"机械体所配备的武装,替换了常规的磁力光束,可以在近距离上灼烧敌军。</description>
<verbs Inherit="False">
<li>
<verbClass>Verb_ArcSprayIncinerator</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<range>3</range>
<beamFullWidthRange>6</beamFullWidthRange>
<defaultCooldownTime>4</defaultCooldownTime>
<burstShotCount>25</burstShotCount>
<showBurstShotStats>false</showBurstShotStats>
<requireLineOfSight>false</requireLineOfSight>
<beamWidth>3</beamWidth>
<ticksBetweenBurstShots>2</ticksBetweenBurstShots>
<beamDamageDef>Damage_WULA_Melta_Small</beamDamageDef>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<soundCastBeam>Flamethrower_Firing</soundCastBeam>
<beamGroundFleckDef>Fleck_IncineratorBeamBurn</beamGroundFleckDef>
<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
<beamMaxDeviation>0.5</beamMaxDeviation>
<beamCurvature>0</beamCurvature>
<beamEndEffecterDef>IncineratorBeam_End</beamEndEffecterDef>
<beamChanceToStartFire>0.85</beamChanceToStartFire>
<beamFireSizeRange>0.55~0.85</beamFireSizeRange>
<beamStartOffset>.5</beamStartOffset>
<beamHitsNeighborCells>true</beamHitsNeighborCells>
<beamCantHitWithinMinRange>true</beamCantHitWithinMinRange>
<beamHitsNeighborCellsRequiresLOS>true</beamHitsNeighborCellsRequiresLOS>
<beamSetsGroundOnFire>true</beamSetsGroundOnFire>
<ai_BeamIsIncendiary>true</ai_BeamIsIncendiary>
<beamLineFleckDef>Fleck_IncineratorBeamSmoke</beamLineFleckDef>
<highlightColor>(58, 225, 225)</highlightColor>
<secondaryHighlightColor>(102, 200, 200)</secondaryHighlightColor>
<beamLineFleckChanceCurve>
<points>
<li>(0, 0)</li>
<li>(0.65, 0.02)</li>
<li>(1, .5)</li>
</points>
</beamLineFleckChanceCurve>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<flammabilityAttachFireChanceCurve>
<points>
<li>(0.6, 0)</li>
<li>(0.7, 0.2)</li>
<li>(1.2, 0.8)</li>
</points>
</flammabilityAttachFireChanceCurve>
<rangedFireRulepack>Combat_RangedFlamethrower</rangedFireRulepack>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Wula_MR_Mobile_Factory_Turret</defName>
<label>CRt-60"陨磷"</label>
<description>由乌拉帝国的MFm-87"天秤"陆行舰所配备的炮塔之一,可以射出两道交叉扫射的暗物质射流以引发爆炸毁灭中等范围内的敌军。</description>
<description>由乌拉帝国的MFm-87"天秤"陆行舰所配备的炮塔之一,可以射出连续短促的穿透性激光,贯穿路径上的敌军。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<graphicData>
@@ -277,4 +392,89 @@
</li>
</modExtensions>
</ThingDef>
<ThingDef ParentName="BaseWeaponTurret">
<defName>Wula_MIS_Mobile_Factory_Turret</defName>
<label>CRt-60"陨磷"</label>
<description>由乌拉帝国的MFm-87"天秤"陆行舰所配备的炮塔之一,可以射出两道交叉扫射的暗物质射流以引发爆炸毁灭中等范围内的敌军。</description>
<tradeability>None</tradeability>
<destroyOnDrop>true</destroyOnDrop>
<graphicData>
<texPath>Wula/Weapon/Wula_Mobile_Factory_Turret</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>0.5</drawSize>
</graphicData>
<uiIconScale>2</uiIconScale>
<statBases>
<Mass>2.6</Mass>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
<AccuracyLong>1</AccuracyLong>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Wula_MIS_Mobile_Factory_Turret</defaultProjectile>
<forcedMissRadius>0.1</forcedMissRadius>
<burstShotCount>2</burstShotCount>
<defaultCooldownTime>4</defaultCooldownTime>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<isMortar>true</isMortar>
<requireLineOfSight>false</requireLineOfSight>
<minRange>16</minRange>
<range>500</range>
<soundCast>RocketswarmLauncher_Fire</soundCast>
<muzzleFlashScale>4</muzzleFlashScale>
<!-- <aimingLineMote>Mote_FleshmelterBolt_Aim</aimingLineMote>
<aimingChargeMote>Mote_FleshmelterBolt_Charge</aimingChargeMote>
<aimingChargeMoteOffset>1.07</aimingChargeMoteOffset>
<aimingLineMoteFixedLength>15.9</aimingLineMoteFixedLength>
<aimingTargetMote>Mote_FleshmelterBolt_Target</aimingTargetMote> -->
<!-- <soundAiming>FleshmelterBolt_Charging</soundAiming> -->
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
</li>
</verbs>
</ThingDef>
<ThingDef ParentName="BaseBullet">
<defName>Bullet_Wula_MIS_Mobile_Factory_Turret</defName>
<label>灵能星光</label>
<graphicData>
<texPath>Things/Projectile/Rocket_Swarm</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>1.2</drawSize>
</graphicData>
<thingClass>WulaFallenEmpire.Projectile_CruiseMissile</thingClass>
<modExtensions>
<li Class="WulaFallenEmpire.ExplosiveTrackingBulletDef">
<explosionRadius>3.5</explosionRadius>
<damageDef>Bomb</damageDef>
</li>
<li Class="WulaFallenEmpire.TrackingBulletDef">
<homingSpeed>0.1</homingSpeed>
<initRotateAngle>60</initRotateAngle>
<destroyTicksAfterLosingTrack>
<min>60</min>
<max>120</max>
</destroyTicksAfterLosingTrack>
<tailFleckDef>WULA_GunTail_Blue</tailFleckDef>
<impactThreshold>1</impactThreshold>
</li>
</modExtensions>
<projectile>
<damageDef>Bomb</damageDef>
<damageAmountBase>50</damageAmountBase>
<speed>15</speed>
<explosionRadius>3.5</explosionRadius>
<armorPenetrationBase>1</armorPenetrationBase>
<flyOverhead>true</flyOverhead>
<arcHeightFactor>0.4</arcHeightFactor>
<soundExplode>Explosion_Rocket</soundExplode>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>
</Defs>

View File

@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BaseMechanoidWalker">
<ThingDef Name="WULA_Mech_Flyer" ParentName="BaseMechanoidWalker">
<defName>WULA_Mech_Flyer</defName>
<label>CRm-51"兵蚁"</label>
<description>乌拉帝国图书馆所制造的最小型的机械体,它们通常由更高一级的机械作战节点自行制造,拥有飞行能力可以快速接近敌方单位,同时使用装备的磁力射线从敌人身上窃取武器。</description>
@@ -124,8 +124,58 @@
<PawnKindDef ParentName="WULA_Mech_Flyer_PawnKind">
<defName>WULA_Mech_Flyer_Slow</defName>
</PawnKindDef>
<ThingDef ParentName="WULA_Mech_Flyer">
<defName>WULA_Mech_Flyer_Melta</defName>
<label>CRm-75"红火蚁"</label>
<description>乌拉帝国图书馆所制造的最小型的机械体,它们通常由更高一级的机械作战节点自行制造,拥有飞行能力可以快速接近敌方单位,同时使用装备的热熔喷射器向敌方喷射可以融化装甲的热熔束。</description>
<comps Inherit="False">
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<!--加上这个组件的机械体可以更换武器-->
<li Class="WulaFallenEmpire.CompProperties_MechWeapon" />
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpOnDamage>true</wakeUpOnDamage>
<wakeUpCheckRadius>30</wakeUpCheckRadius>
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>WULA_MechFlyerTurretGun_Melta</turretDef>
<angleOffset>-90</angleOffset>
<autoAttack>false</autoAttack>
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataWest>
<rotationOffset>180</rotationOffset>
<offset>(0, 0, 0)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_MechPowerCell">
<totalPowerTicks>10000</totalPowerTicks>
</li>
</comps>
</ThingDef>
<PawnKindDef Name="WULA_Mech_Flyer_Melta_PawnKind" ParentName="WULA_Mech_Flyer_PawnKind">
<defName>WULA_Mech_Flyer_Melta</defName>
<label>CRm-75"红火蚁"</label>
<race>WULA_Mech_Flyer_Melta</race>
</PawnKindDef>
<PawnKindDef ParentName="WULA_Mech_Flyer_Melta_PawnKind">
<defName>WULA_Mech_Flyer_Melta_Slow</defName>
</PawnKindDef>
<ThingDef ParentName="HeavyMechanoid">
<ThingDef Name="Wula_Mech_Mobile_Factory" ParentName="HeavyMechanoid">
<defName>Wula_Mech_Mobile_Factory</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-87"天秤"</label>
<description>乌拉帝国图书馆的陆行战舰——火力强大,装甲厚重,不仅拥有各种各样的副炮和威力巨大的主炮,还能生产海量的小型机械体掩护行动,是乌拉帝国图书馆战术的典型代表。</description>
@@ -398,12 +448,12 @@
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>3</count>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>3</count>
<count>4</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
@@ -421,12 +471,12 @@
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>3</count>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>3</count>
<count>4</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
@@ -444,12 +494,12 @@
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>3</count>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>3</count>
<count>4</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
@@ -467,12 +517,12 @@
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>3</count>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>3</count>
<count>4</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
@@ -481,13 +531,15 @@
</li>
</comps>
</ThingDef>
<PawnKindDef Name="Wula_Mech_Mobile_Factory" ParentName="HeavyMechanoidKind">
<PawnKindDef Name="Wula_Mech_Mobile_Factory_PawnKind" ParentName="HeavyMechanoidKind">
<defName>Wula_Mech_Mobile_Factory</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-87"天秤"</label>
<race>Wula_Mech_Mobile_Factory</race>
<combatPower>1000</combatPower>
<allowInMechClusters>false</allowInMechClusters>
<defaultFactionType>PlayerColony</defaultFactionType>
<canMeleeAttack>false</canMeleeAttack>
<isGoodBreacher>true</isGoodBreacher>
<lifeStages>
<li>
<bodyGraphicData>
@@ -514,12 +566,690 @@
<li>WULA_RemoveSwitchHediff</li> <!-- 保留“恢复生产”技能 -->
</abilities>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory">
<ThingDef ParentName="Wula_Mech_Mobile_Factory">
<defName>Wula_Mech_Mobile_Factory_CR</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-21"炽焰"</label>
<description>乌拉帝国图书馆的陆行战舰——火力强大装甲厚重比起其通用型MFm-87"天秤",以两具高压热熔喷火器替换了两具等离子炮,以追求在中近距离释放恐怖火力。除此之外,其也拥有生产"红火蚁"的能力——一种携带热熔喷火器的CRm-51"兵蚁"机械体的变种。</description>
<statBases>
<EnergyShieldEnergyMax>10</EnergyShieldEnergyMax>
</statBases>
<comps Inherit="False">
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpOnDamage>true</wakeUpOnDamage>
<wakeUpCheckRadius>30</wakeUpCheckRadius>
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_OverseerSubject">
<needsOverseerEffect>MechUncontrolled</needsOverseerEffect>
<delayUntilFeralCheck>60000</delayUntilFeralCheck>
<feralMtbDays>10</feralMtbDays>
<feralCascadeRadialDistance>25</feralCascadeRadialDistance>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_MechRepairable" />
<li Class="CompProperties_TurretGun">
<turretDef>Wula_CR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1, 0, -1.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(2.15, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-2.15, 0, -1)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_CR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1, 0, -1.45)</offset>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(2.15, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-2.15, 0, -1)</offset>
<layer>-5</layer>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_CR_Mobile_Factory_Turret_MK2</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.3, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(1.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1.3, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-1.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_CR_Mobile_Factory_Turret_MK2</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.3, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(1.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.3, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-1.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_MR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.25, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(0.6, 0, 0.15)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.25, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-0.6, 0, 0.15)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_MR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.25, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(0.6, 0, 0.15)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1.25, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-0.6, 0, 0.15)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_Shield">
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
<minDrawSize>4.2</minDrawSize>
<maxDrawSize>4.4</maxDrawSize>
<energyLossPerDamage>0.01</energyLossPerDamage>
<energyOnReset>4.0</energyOnReset>
<blocksRangedWeapons>false</blocksRangedWeapons>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer_Melta</pawnKind>
<count>2</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Melta_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer_Melta</pawnKind>
<count>2</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Melta_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer_Melta</pawnKind>
<count>2</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Melta_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer_Melta</pawnKind>
<count>2</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Melta_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
</comps>
</ThingDef>
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory_PawnKind">
<defName>Wula_Mech_Mobile_Factory_CR</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-21"炽焰"</label>
<race>Wula_Mech_Mobile_Factory_CR</race>
</PawnKindDef>
<ThingDef ParentName="Wula_Mech_Mobile_Factory">
<defName>Wula_Mech_Mobile_Factory_LR</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-91"公义"</label>
<description>乌拉帝国图书馆的陆行战舰——火力强大装甲厚重比起其通用型MFm-87"天秤",以等离子炮替换了所有的炮塔,用于在远距离上释放铺天盖地的火力。这个型号的陆行舰的生产能力不如其通用型,因此更加依赖其他部队的保护。</description>
<statBases>
<EnergyShieldEnergyMax>10</EnergyShieldEnergyMax>
</statBases>
<comps Inherit="False">
<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
<li Class="CompProperties_CanBeDormant" />
<li Class="CompProperties_WakeUpDormant">
<wakeUpOnDamage>true</wakeUpOnDamage>
<wakeUpCheckRadius>30</wakeUpCheckRadius>
<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_OverseerSubject">
<needsOverseerEffect>MechUncontrolled</needsOverseerEffect>
<delayUntilFeralCheck>60000</delayUntilFeralCheck>
<feralMtbDays>10</feralMtbDays>
<feralCascadeRadialDistance>25</feralCascadeRadialDistance>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_MechRepairable" />
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1, 0, -1.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(2.15, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-2.15, 0, -1)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1, 0, -1.45)</offset>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(2.15, 0, -1)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1, 0, -1.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-2.15, 0, -1)</offset>
<layer>-5</layer>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.3, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(1.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1.3, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-1.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.3, 0, -0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(1.4, 0, -0.35)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.3, 0, -0.45)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-1.4, 0, -0.35)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(1.25, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(0.6, 0, 0.15)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.25, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<offset>(-0.6, 0, 0.15)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_TurretGun">
<turretDef>Wula_LR_Mobile_Factory_Turret</turretDef>
<!-- <angleOffset>-90</angleOffset> -->
<renderNodeProperties>
<li>
<nodeClass>PawnRenderNode_TurretGun</nodeClass>
<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
<parentTagDef>Body</parentTagDef>
<overrideMeshSize>(1, 1)</overrideMeshSize>
<baseLayer>20</baseLayer>
<pawnType>Any</pawnType>
<drawData>
<dataNorth>
<rotationOffset>-90</rotationOffset>
<offset>(-1.25, 0, 0.45)</offset>
<flip>true</flip>
<layer>-5</layer>
</dataNorth>
<dataEast>
<rotationOffset>-90</rotationOffset>
<offset>(0.6, 0, 0.15)</offset>
</dataEast>
<dataSouth>
<rotationOffset>-90</rotationOffset>
<offset>(1.25, 0, 0.65)</offset>
</dataSouth>
<dataWest>
<rotationOffset>90</rotationOffset>
<layer>-5</layer>
<offset>(-0.6, 0, 0.15)</offset>
</dataWest>
</drawData>
</li>
</renderNodeProperties>
</li>
<li Class="CompProperties_Shield">
<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
<minDrawSize>4.2</minDrawSize>
<maxDrawSize>4.4</maxDrawSize>
<energyLossPerDamage>0.01</energyLossPerDamage>
<energyOnReset>4.0</energyOnReset>
<blocksRangedWeapons>false</blocksRangedWeapons>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
<freeProduction>true</freeProduction>
<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
<fixedIngredient>Steel</fixedIngredient>
<maxIngredientCount>500</maxIngredientCount>
<startingIngredientCount>500</startingIngredientCount>
<costPerPawn>999</costPerPawn>
<cooldownTicks>9999</cooldownTicks>
<productionQueue>
<li>
<pawnKind>WULA_Mech_Flyer</pawnKind>
<count>1</count>
<cooldownTicks>50</cooldownTicks>
</li>
<li>
<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
<count>2</count>
<cooldownTicks>600</cooldownTicks>
</li>
</productionQueue>
<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
</li>
</comps>
</ThingDef>
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory_PawnKind">
<defName>Wula_Mech_Mobile_Factory_LR</defName> <!-- 修改了defName以避免冲突 -->
<label>MFm-91"公义"</label>
<race>Wula_Mech_Mobile_Factory_LR</race>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory_PawnKind">
<defName>Wula_Mech_Mobile_Factory_1</defName> <!-- 修改了defName以避免冲突 -->
<combatPower>1</combatPower>
<maxPerGroup>1</maxPerGroup>
</PawnKindDef>
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory">
<PawnKindDef ParentName="Wula_Mech_Mobile_Factory_PawnKind">
<defName>Wula_Mech_Mobile_Factory_10</defName> <!-- 修改了defName以避免冲突 -->
<combatPower>1</combatPower>
<maxPerGroup>10</maxPerGroup>