504 lines
18 KiB
XML
504 lines
18 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThinkTreeDef>
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<defName>WULA_Humanlike</defName>
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<thinkRoot Class="ThinkNode_Priority">
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<subNodes>
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<!-- Do lovin' -->
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<li Class="ThinkNode_ConditionalLyingDown">
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<subNodes>
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<li Class="ThinkNode_ChancePerHour_Lovin">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="JobGiver_DoLovin" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- If we HAVE to keep lying down... -->
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<li Class="ThinkNode_ConditionalMustKeepLyingDown">
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<subNodes>
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<!-- Do a queued job if possible (e.g. watch tv in bed) -->
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<li Class="ThinkNode_QueuedJob">
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<inBedOnly>true</inBedOnly>
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</li>
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<!-- Get joy -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="ThinkNode_PrioritySorter">
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<subNodes>
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<li Class="ThinkNode_Priority_GetJoy">
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<subNodes>
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<li Class="JobGiver_GetJoyInBed" />
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</subNodes>
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</li>
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<li Class="JobGiver_MeditateInBed"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Keep lying down -->
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<li Class="JobGiver_KeepLyingDown" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>Downed</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>BurningResponse</treeDef>
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</li>
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateCritical</treeDef>
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</li>
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<!-- Escaping threats -->
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<li Class="ThinkNode_Subtree" MayRequire="Ludeon.RimWorld.Biotech">
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<treeDef>Abilities_Escape</treeDef>
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</li>
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<!-- React to close melee threat -->
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<li Class="JobGiver_ReactToCloseMeleeThreat" />
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<!-- Mental state non critical -->
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<li Class="ThinkNode_Subtree">
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<treeDef>MentalStateNonCritical</treeDef>
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</li>
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<!-- Behavior when roped -->
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<li Class="ThinkNode_Subtree">
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<treeDef>RopedPawn</treeDef>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Humanlike_PostMentalState</insertTag>
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</li>
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<!-- Do a queued job -->
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<li Class="ThinkNode_QueuedJob" />
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<!-- Wait if drafted -->
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<li Class="ThinkNode_ConditionalColonist">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>DraftedOrder</tagToGive>
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<subNodes>
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<li Class="JobGiver_MoveToStandable" />
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<li Class="JobGiver_Orders" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Self-tend if you're an NPC -->
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<li Class="ThinkNode_ConditionalNPCCanSelfTendNow">
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<subNodes>
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<li Class="JobGiver_SelfTend" />
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</subNodes>
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</li>
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<!-- Lord directives (high priority) -->
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<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
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<dutyHook>HighPriority</dutyHook>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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</subNodes>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Humanlike_PostDuty</insertTag>
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</li>
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<!-- Prisoner -->
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<li Class="ThinkNode_ConditionalPrisoner">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<subNodes>
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<!-- If it's the player home map... -->
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<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
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<invert>true</invert>
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<subNodes>
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<!-- Wait instead of escaping if should -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerWaitInsteadOfEscaping">
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<maxDanger>Deadly</maxDanger>
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</li>
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</subNodes>
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</li>
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<!-- Escape -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Escaping</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerEscape" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Exit map if released -->
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<li Class="ThinkNode_ConditionalReleased">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapBest">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>ChangingApparel</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerGetDressed" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="ThinkNode_PrioritySorter">
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<subNodes>
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<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<minEnergyLevelPercentage>0.3</minEnergyLevelPercentage>
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<maxEnergyLevelPercentage>0.9</maxEnergyLevelPercentage>
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<emergencyPriority>9.5</emergencyPriority>
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</li>
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<li Class="JobGiver_SatisfyChemicalNeed"/>
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<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="ThinkNode_Priority_GetJoy">
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<subNodes>
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<li Class="JobGiver_GetJoy"/>
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<li Class="JobGiver_GetJoyInBed"/>
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</subNodes>
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</li>
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<li Class="JobGiver_Meditate"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- If in non-PlayerHomeMap -->
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<li Class="ThinkNode_ConditionalInNonPlayerHomeMap">
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<subNodes>
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<!-- No colonist spawned in the map -->
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<li Class="ThinkNode_ConditionalAnyUndownedColonistSpawnedNearby">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Escaping</tagToGive>
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<subNodes>
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<li Class="JobGiver_PrisonerEscape" />
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Wander -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_WanderColony">
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<maxDanger>Deadly</maxDanger>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_WanderCurrentRoom">
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<maxDanger>Deadly</maxDanger>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_IdleError" />
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</subNodes>
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</li>
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<!-- If on colonist team, do forced and emergency work -->
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<li Class="ThinkNode_ConditionalColonist">
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<subNodes>
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<!-- Seek allowed area -->
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<li Class="JobGiver_SeekAllowedArea" />
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<!-- Seek safe temperatures -->
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<li Class="JobGiver_BringBabyToSafety" />
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<li Class="JobGiver_SeekSafeTemperature" />
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<!-- Drop unnused inventory -->
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<li Class="JobGiver_DropUnusedInventory" />
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<!-- Emergency work -->
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<li Class="JobGiver_Work">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<emergency>true</emergency>
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</li>
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<!-- Satisfy Needs -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>SatisfyingNeeds</tagToGive>
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<subNodes>
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<li Class="ThinkNode_PrioritySorter">
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<subNodes>
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<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="WulaFallenEmpire.JobGiver_WulaGetEnergy">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<minEnergyLevelPercentage>0.3</minEnergyLevelPercentage>
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<maxEnergyLevelPercentage>1.0</maxEnergyLevelPercentage>
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<emergencyPriority>9.5</emergencyPriority>
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</li>
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<li Class="JobGiver_SatisfyChemicalNeed"/>
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<li Class="JobGiver_SatifyChemicalDependency" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetHemogen" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="JobGiver_GetDeathrest" MayRequire="Ludeon.RimWorld.Biotech" />
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<li Class="ThinkNode_Priority_GetJoy">
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<subNodes>
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<li Class="JobGiver_GetJoy"/>
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<li Class="JobGiver_GetJoyInBed"/>
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</subNodes>
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</li>
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<li Class="JobGiver_Meditate"/>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Breastfeed -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_Autofeed" MayRequire="Ludeon.RimWorld.Biotech" />
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</subNodes>
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</li>
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<!-- Lord directives (medium priority) -->
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<li Class="ThinkNode_JoinVoluntarilyJoinableLord">
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<dutyHook>MediumPriority</dutyHook>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>LordDuty</treeDef>
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</li>
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</subNodes>
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</li>
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<!-- Pick up a weapon dropped while previously downed -->
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<li Class="JobGiver_PickupDroppedWeapon">
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<ignoreForbidden>true</ignoreForbidden>
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</li>
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<!-- Optimize apparel -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>ChangingApparel</tagToGive>
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<subNodes>
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<li Class="JobGiver_OptimizeApparel">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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</li>
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</subNodes>
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</li>
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<!-- Look change -->
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<li MayRequire="Ludeon.RimWorld.Ideology" Class="ThinkNode_ConditionalWantsLookChange">
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<subNodes>
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<li Class="JobGiver_UseStylingStationAutomatic" />
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</subNodes>
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</li>
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<!-- Dye hair -->
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<li MayRequire="Ludeon.RimWorld.Ideology" Class="JobGiver_DyeHair" />
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<!-- Take for inventory stock -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>TakeForInventoryStock</tagToGive>
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<subNodes>
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<li Class="JobGiver_TakeForInventoryStock">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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</li>
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</subNodes>
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</li>
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<!-- Unload your inventory -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>UnloadingOwnInventory</tagToGive>
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<subNodes>
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<li Class="JobGiver_UnloadYourInventory" />
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</subNodes>
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</li>
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<!-- Pack Wula energy if not enough -->
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<li Class="ThinkNode_ConditionalNeedPercentageAbove">
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<need>WULA_Energy</need> <!-- 能量NeedDef的defName -->
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<threshold>0.6</threshold> <!-- 能量低于packEnergyThreshold时考虑打包 -->
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<invert>true</invert> <!-- 当能量低于阈值时触发 -->
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<subNodes>
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<li Class="WulaFallenEmpire.JobGiver_WulaPackEnergy">
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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<packEnergyThreshold>0.6</packEnergyThreshold> <!-- 能量低于50%时考虑打包 -->
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<packEnergyCount>2</packEnergyCount> <!-- 每次打包2个能量核心 -->
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Behavior from traits -->
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<li Class="ThinkNode_TraitBehaviors" />
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Humanlike_PreMain</insertTag>
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</li>
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<!-- Main colonist behavior core -->
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<li Class="ThinkNode_ConditionalColonist">
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>MainColonistBehaviorCore</treeDef>
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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</li>
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</subNodes>
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</li>
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<!-- Main wild man behavior core -->
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<li Class="ThinkNode_ConditionalPawnKind">
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<pawnKind>WildMan</pawnKind>
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<subNodes>
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<li Class="ThinkNode_Subtree">
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<treeDef>MainWildManBehaviorCore</treeDef>
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<leaveJoinableLordIfIssuesJob>true</leaveJoinableLordIfIssuesJob>
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</li>
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</subNodes>
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</li>
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<!-- Insertion hook for modders -->
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<li Class="ThinkNode_SubtreesByTag">
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<insertTag>Humanlike_PostMain</insertTag>
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</li>
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<!-- Idle colonist -->
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<li Class="ThinkNode_ConditionalColonist">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<!-- Do random joy activity -->
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<li Class="ThinkNode_ConditionalNeedPercentageAbove">
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<need>Joy</need>
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<threshold>0.9</threshold>
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<invert>true</invert>
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<subNodes>
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<li Class="JobGiver_IdleJoy" />
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</subNodes>
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</li>
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<!-- Wander -->
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<li Class="JobGiver_WanderColony">
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<maxDanger>None</maxDanger>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Idle wild man -->
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<li Class="ThinkNode_ConditionalPawnKind">
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<pawnKind>WildMan</pawnKind>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<!-- Wander -->
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>Deadly</maxDanger>
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<ticksBetweenWandersRange>120~240</ticksBetweenWandersRange>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed -->
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<li Class="ThinkNode_ConditionalGuest">
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<subNodes>
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<li Class="ThinkNode_ConditionalNonPlayerNonHostileFactionOrFactionless">
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>RestingForMedicalReasons</tagToGive>
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<subNodes>
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<li Class="JobGiver_PatientGoToBed" />
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</subNodes>
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</li>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapBest">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
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e.g. This happens for pawns who are downed during combat, then later self-heal -->
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<li Class="ThinkNode_ConditionalColonist">
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<invert>true</invert>
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<subNodes>
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<li Class="ThinkNode_Tagger">
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<tagToGive>Misc</tagToGive>
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<subNodes>
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<li Class="JobGiver_ExitMapBest">
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<defaultLocomotion>Walk</defaultLocomotion>
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</li>
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</subNodes>
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</li>
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</subNodes>
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</li>
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<!-- If you can't leave, just wander -->
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<li Class="ThinkNode_Tagger">
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<tagToGive>Idle</tagToGive>
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<subNodes>
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<li Class="JobGiver_WanderAnywhere">
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<maxDanger>Deadly</maxDanger>
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</li>
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</subNodes>
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</li>
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<li Class="JobGiver_IdleError" />
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</subNodes>
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</thinkRoot>
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</ThinkTreeDef>
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</Defs>
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