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@@ -24,6 +24,12 @@
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<!-- 易燃性 -->
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<Flammability>0.05</Flammability>
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</statFactors>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>0.25</offset>
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</li>
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</capMods>
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<!-- 免疫非纳米机械疾病 -->
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<makeImmuneTo>
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<li>Flu</li>
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@@ -38,6 +44,7 @@
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</makeImmuneTo>
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<enablesNeeds>
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<li>WULA_Energy</li>
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<li>WULA_MaintenanceNeed</li>
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</enablesNeeds>
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<disablesNeeds>
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<li>Food</li>
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@@ -45,6 +52,11 @@
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</disablesNeeds>
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</li>
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</stages>
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceDamage">
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<damageToMaintenanceFactor>0.0025</damageToMaintenanceFactor> <!-- 1点伤害 = 0.25%维护度减少 -->
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</li>
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</comps>
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</HediffDef>
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<HediffDef>
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<defName>WULA_ChargingHediff</defName>
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@@ -68,73 +80,67 @@
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>WULA_Maintenance_Neglect</defName>
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<defName>WULA_Maintenance_MinorBreakdown</defName>
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<label>维护</label>
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<description>乌拉帝国的合成人因为设计的过于繁琐,导致需要频繁维护。当她们处于良好维护状态时,各方面的能力都会有所上升,反之如果常年得不到维护或是短时间受到大量伤害,则其将变得难以自主运行甚至直接停机!</description>
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<description>这台乌拉帝国合成人已经在环境恶劣的边缘世界活跃了一段时间,尽管总体状态良好但是已经有了一些小瑕疵。</description>
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<hediffClass>Hediff_High</hediffClass>
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<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
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<isBad>false</isBad>
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<initialSeverity>0</initialSeverity>
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<minSeverity>0</minSeverity>
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<maxSeverity>2.0</maxSeverity>
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<!--<lethalSeverity>2</lethalSeverity>-->
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<comps>
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<li Class="WulaFallenEmpire.HediffCompProperties_MaintenanceNeed">
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<thresholdDays>60</thresholdDays>
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<!-- 60天内严重性达到1.0 (1.0 / 60 = 0.0166) -->
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<severityPerDayBeforeThreshold>0.0166</severityPerDayBeforeThreshold>
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<!-- 达到阈值后,在30天内从1.0增长到2.0 (1.0 / 30 ≈ 0.03333) -->
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<severityPerDayAfterThreshold>0.03333</severityPerDayAfterThreshold>
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</li>
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<li Class="WulaFallenEmpire.HediffCompProperties_DamageResponse">
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<severityIncreasePerDamage>0.005</severityIncreasePerDamage>
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</li>
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</comps>
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<minSeverity>0.1</minSeverity>
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<initialSeverity>0.5</initialSeverity>
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<maxSeverity>1.0</maxSeverity>
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<stages>
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<li>
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<label>极佳</label>
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<label>轻微损坏</label>
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<minSeverity>0</minSeverity>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>0.1</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>稳定</label>
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<minSeverity>0.5</minSeverity>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>0</offset>
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</li>
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</capMods>
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</li>
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<li>
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<label>需要</label>
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<minSeverity>0.75</minSeverity>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<offset>-0.20</offset>
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<offset>-0.25</offset>
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</li>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>WULA_Maintenance_MajorBreakdown</defName>
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<label>维护</label>
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<description>这台乌拉帝国合成人有一段时间没有进行维护了,运行起来相当吃力。</description>
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<hediffClass>Hediff_High</hediffClass>
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<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
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<isBad>false</isBad>
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<minSeverity>0.1</minSeverity>
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<initialSeverity>0.5</initialSeverity>
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<maxSeverity>1.0</maxSeverity>
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<stages>
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<li>
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<label>损坏</label>
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<minSeverity>1.0</minSeverity>
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<minSeverity>0</minSeverity>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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<setMax>0.5</setMax>
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<offset>-0.25</offset>
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</li>
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</capMods>
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</li>
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</stages>
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</HediffDef>
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<HediffDef>
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<defName>WULA_Maintenance_CriticalFailuren</defName>
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<label>维护</label>
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<description>这台乌拉帝国合成人几乎无法运作了,需要立刻进行维护,否则就只是一堆废铁。</description>
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<hediffClass>Hediff_High</hediffClass>
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<defaultLabelColor>(0.8, 0.35, 0.35)</defaultLabelColor>
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<isBad>false</isBad>
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<minSeverity>0.1</minSeverity>
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<initialSeverity>0.5</initialSeverity>
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<maxSeverity>1.0</maxSeverity>
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<stages>
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<li>
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<label>崩坏</label>
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<minSeverity>2.0</minSeverity>
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<minSeverity>0</minSeverity>
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<capMods>
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<li>
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<capacity>Consciousness</capacity>
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@@ -321,9 +327,9 @@
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<activeSeverity>0.5</activeSeverity>
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<inactiveSeverity>1.5</inactiveSeverity>
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<minEnergyThreshold>0.1</minEnergyThreshold>
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<repairCostPerHP>0.01</repairCostPerHP>
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<repairCooldownAfterDamage>1200</repairCooldownAfterDamage>
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<repairCostPerHP>0.02</repairCostPerHP>
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<repairCooldownAfterDamage>600</repairCooldownAfterDamage>
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</li>
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</comps>
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</comps>
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</HediffDef>
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</Defs>
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@@ -29,5 +29,4 @@
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<allowOpportunisticPrefix>true</allowOpportunisticPrefix>
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<casualInterruptible>false</casualInterruptible>
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</JobDef>
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</Defs>
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@@ -23,4 +23,28 @@
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</li>
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</modExtensions>
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</NeedDef>
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<!-- 维护需求定义 -->
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<NeedDef>
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<defName>WULA_MaintenanceNeed</defName>
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<label>维护</label>
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<needClass>WulaFallenEmpire.Need_Maintenance</needClass>
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<description>乌拉帝国的合成人因为设计的过于繁琐,导致需要频繁维护。当她们处于良好维护状态时,各方面的能力都会有所上升,反之如果常年得不到维护或是短时间受到大量伤害,则其将变得难以自主运行甚至直接停机!</description>
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<major>true</major>
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<onlyIfCausedByHediff>true</onlyIfCausedByHediff>
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<listPriority>799</listPriority>
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<showOnNeedList>true</showOnNeedList>
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<freezeWhileSleeping>false</freezeWhileSleeping>
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<freezeInMentalState>false</freezeInMentalState>
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<modExtensions>
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<li Class="WulaFallenEmpire.MaintenanceNeedExtension">
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<severityPerDayBeforeThreshold>0.05</severityPerDayBeforeThreshold> <!-- 严重退化前的速率 -->
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<severityPerDayAfterThreshold>0.1</severityPerDayAfterThreshold> <!-- 严重退化前的速率 -->
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<thresholdDays>5</thresholdDays> <!-- 严重退化预期天数 -->
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<maintenanceWorkType>PatientBedRest</maintenanceWorkType>
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<minorBreakdownHediff>WULA_Maintenance_MinorBreakdown</minorBreakdownHediff>
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<majorBreakdownHediff>WULA_Maintenance_MajorBreakdown</majorBreakdownHediff>
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<criticalFailureHediff>WULA_Maintenance_CriticalFailuren</criticalFailureHediff>
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</li>
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</modExtensions>
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</NeedDef>
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</Defs>
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@@ -147,9 +147,6 @@
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<destroySound>BuildingDestroyed_Metal_Small</destroySound>
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<turretBurstCooldownTime>3.5</turretBurstCooldownTime>
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</building>
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<thingCategories>
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<li>BuildingsMisc</li>
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</thingCategories>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_MechanoidRecycler">
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<maxStorageCapacity>6</maxStorageCapacity>
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@@ -230,4 +227,84 @@
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</li>
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</verbs>
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</ThingDef>
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<!-- 制造机 -->
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<ThingDef ParentName="BenchBase">
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<defName>WULA_Cube_Productor_BIO</defName>
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<label>乌拉帝国编织体(生物能)</label>
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<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>
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<thingClass>WulaFallenEmpire.Building_GlobalWorkTable</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(1,1)</drawSize>
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<damageData>
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<enabled>false</enabled>
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</damageData>
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<shadowData>
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<volume>(0.75, 0.75, 0.5)</volume>
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</shadowData>
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</graphicData>
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<constructEffect>ConstructMetal</constructEffect>
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<costList>
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<Steel>50</Steel>
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</costList>
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<altitudeLayer>Building</altitudeLayer>
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<castEdgeShadows>false</castEdgeShadows>
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<fillPercent>0.5</fillPercent>
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<useHitPoints>True</useHitPoints>
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<statBases>
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<Mass>5</Mass>
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<WorkToBuild>2000</WorkToBuild>
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<MaxHitPoints>180</MaxHitPoints>
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<Flammability>1.0</Flammability>
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<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
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</statBases>
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<size>(1,1)</size>
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<designationCategory>WULA_Buildings</designationCategory>
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<uiOrder>2120</uiOrder>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<hasInteractionCell>True</hasInteractionCell>
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<interactionCellOffset>(0,0,-1)</interactionCellOffset>
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||||
<surfaceType>Item</surfaceType>
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<researchPrerequisites>
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<li>WULA_Base_Technology</li>
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||||
</researchPrerequisites>
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<!-- 可用配方 -->
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<recipes>
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<li>Make_WULA_Charge_Cube</li>
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<li>Recharge_WULA_Charge_Cube</li>
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<li MayRequire="Ludeon.RimWorld.Anomaly">Wula_Make_Zro</li>
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</recipes>
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<inspectorTabs>
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<li>WulaFallenEmpire.ITab_GlobalBills</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Refuelable">
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<fuelConsumptionRate>300.0</fuelConsumptionRate>
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<fuelCapacity>150.0</fuelCapacity>
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||||
<fuelFilter>
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<thingDefs>
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||||
<li>WoodLog</li>
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</thingDefs>
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</fuelFilter>
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||||
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
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<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
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</li>
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<li Class="CompProperties_HeatPusher">
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<compClass>CompHeatPusherPowered</compClass>
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<heatPerSecond>4</heatPerSecond>
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||||
</li>
|
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</comps>
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||||
<placeWorkers>
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||||
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
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</placeWorkers>
|
||||
<building>
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||||
<!-- <isMealSource>true</isMealSource> -->
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||||
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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||||
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
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||||
</building>
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</ThingDef>
|
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</Defs>
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@@ -807,18 +807,20 @@
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<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
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||||
</li>
|
||||
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
|
||||
<baseDurationTicks>30000</baseDurationTicks> <!-- Merged from user feedback -->
|
||||
<ticksPerSeverity>150000</ticksPerSeverity> <!-- Kept from previous change -->
|
||||
<powerConsumptionRunning>500</powerConsumptionRunning>
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<powerConsumptionIdle>25</powerConsumptionIdle>
|
||||
<hediffToRemove>WULA_Maintenance_Neglect</hediffToRemove>
|
||||
<componentCostPerSeverity>2</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>
|
||||
<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>
|
||||
|
||||
@@ -664,7 +664,7 @@
|
||||
<!-- 血液,不流血 -->
|
||||
<bloodDef>Filth_MachineBits</bloodDef>
|
||||
<!-- 基础血量 -->
|
||||
<baseHealthScale>1</baseHealthScale>
|
||||
<baseHealthScale>1.2</baseHealthScale>
|
||||
<!-- 解剖产物 -->
|
||||
<leatherDef>Steel</leatherDef>
|
||||
<specificMeatDef>Steel</specificMeatDef>
|
||||
|
||||
@@ -110,4 +110,16 @@
|
||||
</modExtensions>
|
||||
</WorkGiverDef>
|
||||
|
||||
<!-- 维护工作 -->
|
||||
<WorkGiverDef>
|
||||
<defName>WULA_DoMaintenanceWork</defName>
|
||||
<workType>PatientBedRest</workType>
|
||||
<giverClass>WulaFallenEmpire.WorkGiver_DoMaintenance</giverClass>
|
||||
<priorityInType>100</priorityInType>
|
||||
<verb>接受维护于</verb>
|
||||
<gerund>接受维护于</gerund>
|
||||
<emergency>false</emergency>
|
||||
<scanCells>true</scanCells>
|
||||
<directOrderable>true</directOrderable>
|
||||
</WorkGiverDef>
|
||||
</Defs>
|
||||
@@ -92,4 +92,68 @@
|
||||
<WULA_RoofBlockingDesc>该空投地点顶部有屋顶,无法进行空投</WULA_RoofBlockingDesc>
|
||||
<WULA_BlockedByThickRoof>被厚岩顶阻挡</WULA_BlockedByThickRoof>
|
||||
<WULA_BlockedByRoof>被屋顶阻挡</WULA_BlockedByRoof>
|
||||
|
||||
<!-- 维护舱状态 -->
|
||||
<WULA_MaintenancePod_Status>维护舱状态</WULA_MaintenancePod_Status>
|
||||
<WULA_MaintenancePod_State_Idle>空闲</WULA_MaintenancePod_State_Idle>
|
||||
<WULA_MaintenancePod_State_Running>运行中</WULA_MaintenancePod_State_Running>
|
||||
|
||||
<!-- 维护舱交互 -->
|
||||
<WULA_MaintenancePod_Enter>进入维护舱</WULA_MaintenancePod_Enter>
|
||||
<WULA_MaintenancePod_EnterDesc>选择需要维护的合成人</WULA_MaintenancePod_EnterDesc>
|
||||
<WULA_MaintenancePod_CancelDesc>取消当前维护周期</WULA_MaintenancePod_CancelDesc>
|
||||
<WULA_MaintenancePod_NoOneNeeds>没有合成人需要维护</WULA_MaintenancePod_NoOneNeeds>
|
||||
<WULA_MaintenancePod_NotEnoughComponents>需要 {0} 个零部件</WULA_MaintenancePod_NotEnoughComponents>
|
||||
|
||||
<!-- 维护效果消息 -->
|
||||
<WULA_MaintenanceLevel>维护水平</WULA_MaintenanceLevel>
|
||||
<WULA_MaintenanceCycleStarted>{0} 开始维护周期</WULA_MaintenanceCycleStarted>
|
||||
<WULA_MaintenanceCycleComplete>{0} 维护完成</WULA_MaintenanceCycleComplete>
|
||||
<WULA_MaintenanceHealedInjuries>修复了 {0} 的 {1} 处损伤</WULA_MaintenanceHealedInjuries>
|
||||
<WULA_MaintenanceHealedParts>修复了 {0} 的缺失部位</WULA_MaintenanceHealedParts>
|
||||
<WULA_MaintenanceCanceled>维护已取消</WULA_MaintenanceCanceled>
|
||||
<WULA_NoHaulerAvailable>没有可用的搬运者</WULA_NoHaulerAvailable>
|
||||
<WULA_NoMaintenanceNeed>无维护需求</WULA_NoMaintenanceNeed>
|
||||
|
||||
<!-- 维护需求相关 -->
|
||||
<WULA_MaintenanceNeed>维护需求</WULA_MaintenanceNeed>
|
||||
<WULA_MaintenanceStatus>状态: {0} (上次维护: {1}天前)</WULA_MaintenanceStatus>
|
||||
<WULA_DegradationRate>退化速率: {0}/天</WULA_DegradationRate>
|
||||
<WULA_MaintenanceCompleted>{0} 的维护已完成</WULA_MaintenanceCompleted>
|
||||
|
||||
<!-- 维护状态 -->
|
||||
<WULA_Operational>运行正常</WULA_Operational>
|
||||
<WULA_MinorBreakdown>轻微故障</WULA_MinorBreakdown>
|
||||
<WULA_MajorBreakdown>严重故障</WULA_MajorBreakdown>
|
||||
<WULA_CriticalFailure>完全故障</WULA_CriticalFailure>
|
||||
|
||||
<WULA_OperationalDesc>合成人运行在最佳状态</WULA_OperationalDesc>
|
||||
<WULA_MinorBreakdownDesc>合成人出现轻微故障,工作效率降低</WULA_MinorBreakdownDesc>
|
||||
<WULA_MajorBreakdownDesc>合成人出现严重故障,需要立即维护</WULA_MajorBreakdownDesc>
|
||||
<WULA_CriticalFailureDesc>合成人完全故障,无法工作</WULA_CriticalFailureDesc>
|
||||
|
||||
<!-- 工作相关 -->
|
||||
<WULA_SynthMaintenance>合成人维护</WULA_SynthMaintenance>
|
||||
<WULA_DoMaintenance>执行维护</WULA_DoMaintenance>
|
||||
|
||||
<!-- 伤害相关翻译 -->
|
||||
<WULA_DamageAffectsMaintenance>伤害会影响维护度({0}/点伤害)</WULA_DamageAffectsMaintenance>
|
||||
<WULA_DamagePenalty>损伤惩罚</WULA_DamagePenalty>
|
||||
<WULA_RecentDamageEvents>近期损伤事件</WULA_RecentDamageEvents>
|
||||
<WULA_MaintenanceCompletedWithDamage>{0} 维护完成(修复了 {1} 损伤)</WULA_MaintenanceCompletedWithDamage>
|
||||
<WULA_MaintenanceRepairedDamage>修复了 {0} 的结构损伤</WULA_MaintenanceRepairedDamage>
|
||||
<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_AddProductionOrder>添加生产订单</WULA_AddProductionOrder>
|
||||
<WULA_Resume>Resume</WULA_Resume>
|
||||
<WULA_Pause>Pause</WULA_Pause>
|
||||
<WULA_Delete>Delete</WULA_Delete>
|
||||
<WULA_WaitingForResources>等待资源</WULA_WaitingForResources>
|
||||
<WULA_Completed>Completed</WULA_Completed>
|
||||
<WULA_Unknown>Unknown</WULA_Unknown>
|
||||
<WULA_InsufficientResources>全球存储中的资源不足</WULA_InsufficientResources>
|
||||
<WULA_NoAvailableRecipes>无可用配方</WULA_NoAvailableRecipes>
|
||||
</LanguageData>
|
||||
Reference in New Issue
Block a user