558 lines
20 KiB
XML
558 lines
20 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Synth_Constructor</defName>
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<label>乌拉帝国构造体</label>
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<description>一台用于构造乌拉帝国合成人的一次性特殊设备,自备电源,建造完成后将自动启用,工作12天后建造一个新的乌拉帝国合成人。</description>
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<graphicData>
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<texPath>Wula/Building/WULA_Synth_Constructor</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(2,2)</drawSize>
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<damageData>
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<cornerTL>Damage/Corner</cornerTL>
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<cornerTR>Damage/Corner</cornerTR>
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<cornerBL>Damage/Corner</cornerBL>
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<cornerBR>Damage/Corner</cornerBR>
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</damageData>
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</graphicData>
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<castEdgeShadows>false</castEdgeShadows>
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<size>(2,2)</size>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<pathCost>50</pathCost>
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<canOverlapZones>false</canOverlapZones>
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<fillPercent>0.8</fillPercent>
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<statBases>
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<MaxHitPoints>280</MaxHitPoints>
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<Flammability>0</Flammability>
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<WorkToBuild>12000</WorkToBuild>
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</statBases>
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<tickerType>Normal</tickerType>
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<building>
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<!--<soundAmbient>EMIDynamo_Ambience</soundAmbient>-->
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<destroySound>BuildingDestroyed_Metal_Big</destroySound>
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<soundAmbient>GeothermalPlant_Ambience</soundAmbient>
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<ai_chillDestination>false</ai_chillDestination>
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</building>
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<damageMultipliers>
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<li>
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<damageDef>Flame</damageDef>
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<multiplier>0</multiplier>
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</li>
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</damageMultipliers>
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<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
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<rotatable>false</rotatable>
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<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
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<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
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<constructEffect>ConstructMetal</constructEffect>
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<repairEffect>ConstructMetal</repairEffect>
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<designationCategory>Biotech</designationCategory>
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<costList>
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<WULA_Addons_Antenna_Base>1</WULA_Addons_Antenna_Base>
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<WULA_Energy_Furnace_Base>1</WULA_Energy_Furnace_Base>
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<ComponentIndustrial>4</ComponentIndustrial>
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<Steel>100</Steel>
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<Chemfuel>100</Chemfuel>
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</costList>
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<descriptionHyperlinks>
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<ThingDef>WulaSpecies</ThingDef>
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<ThingDef>WULA_Addons_Antenna_Base</ThingDef>
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<ThingDef>WULA_Energy_Furnace_Base</ThingDef>
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</descriptionHyperlinks>
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<researchPrerequisites>
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<li>WULA_New_Synth_Built_Technology</li>
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</researchPrerequisites>
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<comps>
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<li Class="CompProperties_SpawnerPawn">
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<spawnablePawnKinds>
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<li>Wula_PawnKind_Ingame</li>
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</spawnablePawnKinds>
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<maxPawnsToSpawn>1</maxPawnsToSpawn>
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<pawnSpawnIntervalDays>12</pawnSpawnIntervalDays>
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<shouldJoinParentLord>True</shouldJoinParentLord>
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<chooseSingleTypeToSpawn>True</chooseSingleTypeToSpawn>
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<spawnMessageKey>MessageMechanoidsAssembled</spawnMessageKey>
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<pawnsLeftToSpawnKey>MessageMechanoidsLeftToAssemble</pawnsLeftToSpawnKey>
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<noPawnsLeftToSpawnKey>ShutDown</noPawnsLeftToSpawnKey>
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<nextSpawnInspectStringKey>MechAssemblyCompleteIn</nextSpawnInspectStringKey>
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<nextSpawnInspectStringKeyDormant>MechAssemblyNextType</nextSpawnInspectStringKeyDormant>
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<spawnSound>MechAssembler_Spawn</spawnSound>
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<showNextSpawnInInspect>true</showNextSpawnInInspect>
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<lordJob>LordJob_MechanoidsDefend</lordJob>
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<shouldJoinParentLord>True</shouldJoinParentLord>
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</li>
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<li Class="CompProperties_Glower">
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<glowRadius>6</glowRadius>
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<!--<glowColor>(105,204,204,0)</glowColor>-->
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<!-- 蓝色 -->
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<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
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<!-- 红色 -->
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<glowColor>(177, 0, 31, 0)</glowColor>
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<colorPickerEnabled>true</colorPickerEnabled>
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<darklightToggle>true</darklightToggle>
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</li>
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</comps>
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</ThingDef>
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<!-- 能源核心制造机 -->
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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>Building_WorkTable_HeatPush</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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<cornerTL>Damage/Corner</cornerTL>
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<cornerTR>Damage/Corner</cornerTR>
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<cornerBL>Damage/Corner</cornerBL>
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<cornerBR>Damage/Corner</cornerBR>
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</damageData>
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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>true</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>Production</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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</recipes>
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<inspectorTabs>
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<li>ITab_Bills</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>
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<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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<ThingDef ParentName="BenchBase">
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<defName>WULA_Cube_Productor_Energy</defName>
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<label>乌拉帝国编织体(电能)</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,可制造乌拉帝国所有的物品。</description>
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<thingClass>Building_WorkTable</thingClass>
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<drawerType>MapMeshAndRealTime</drawerType>
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<graphicData>
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<texPath>Wula/Building/WULA_Cube_Productor_Energy</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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<cornerTL>Damage/Corner</cornerTL>
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<cornerTR>Damage/Corner</cornerTR>
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<cornerBL>Damage/Corner</cornerBL>
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<cornerBR>Damage/Corner</cornerBR>
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</damageData>
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</graphicData>
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<castEdgeShadows>true</castEdgeShadows>
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<constructEffect>ConstructMetal</constructEffect>
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<costList>
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<Steel>80</Steel>
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<ComponentIndustrial>3</ComponentIndustrial>
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</costList>
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<altitudeLayer>Building</altitudeLayer>
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<fillPercent>0.5</fillPercent>
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<useHitPoints>True</useHitPoints>
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<researchPrerequisites>
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<li>WULA_Adv_WorkTable_Technology</li>
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</researchPrerequisites>
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<statBases>
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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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</statBases>
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<size>(1,1)</size>
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<designationCategory>Production</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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<!-- 可用配方 -->
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<recipes>
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<li>Make_WULA_Charge_Cube</li>
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</recipes>
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<inspectorTabs>
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<li>ITab_Bills</li>
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</inspectorTabs>
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>500</basePowerConsumption>
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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>
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<building>
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<isMealSource>true</isMealSource>
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<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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</building>
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</ThingDef>
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<ThingDef ParentName="BasicBedBase">
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<defName>WULA_Charging_Station_Synth</defName>
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<label>合成人修复站</label>
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<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
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<graphicData>
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<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(1,2)</drawSize>
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<damageData>
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<rect>(0,0.05,1,1.95)</rect>
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</damageData>
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</graphicData>
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<statBases>
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<Comfort>0.75</Comfort>
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<MaxHitPoints>140</MaxHitPoints>
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<Beauty>1</Beauty>
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<WorkToBuild>800</WorkToBuild>
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<Mass>30</Mass>
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<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
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</statBases>
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<size>(1,2)</size>
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<costList>
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<Steel>50</Steel>
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<ComponentIndustrial>1</ComponentIndustrial>
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</costList>
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<designationHotKey>Misc2</designationHotKey>
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<uiOrder>2010</uiOrder>
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<castEdgeShadows>true</castEdgeShadows>
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<fillPercent>0.5</fillPercent>
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<staticSunShadowHeight>0</staticSunShadowHeight>
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<researchPrerequisites>
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<li>WULA_Base_Technology</li>
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</researchPrerequisites>
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<building>
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<paintable>false</paintable>
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<bed_showSleeperBody>true</bed_showSleeperBody>
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<bed_healPerDay>0</bed_healPerDay>
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</building>
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<placeWorkers>
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<li>PlaceWorker_GlowRadius</li>
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</placeWorkers>
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<comps>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>30</basePowerConsumption>
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</li>
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<li Class="CompProperties_Glower">
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<glowRadius>12</glowRadius>
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<!--<glowColor>(105,204,204,0)</glowColor>-->
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<!-- 蓝色 -->
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<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
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<!-- 红色 -->
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<glowColor>(177, 0, 31, 0)</glowColor>
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<colorPickerEnabled>true</colorPickerEnabled>
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<darklightToggle>true</darklightToggle>
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</li>
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</comps>
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</ThingDef>
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<!-- 大型生产器 -->
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<ThingDef ParentName="BuildingBase">
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<defName>WULA_Large_Mechine_proudctor</defName>
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<label>乌拉帝国机械工厂</label>
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<description>乌拉帝国所建造的一种机械工厂,能构建各种除了合成人外的乌拉帝国机械体。</description>
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<thingClass>Building_MechGestator</thingClass>
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<containedPawnsSelectable>true</containedPawnsSelectable>
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<tickerType>Normal</tickerType>
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<drawerType>MapMeshAndRealTime</drawerType>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<fillPercent>0.5</fillPercent>
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<hasInteractionCell>true</hasInteractionCell>
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<castEdgeShadows>true</castEdgeShadows>
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<pathCost>42</pathCost>
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<surfaceType>Item</surfaceType>
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<inspectorTabs>
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<li>ITab_Bills</li>
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</inspectorTabs>
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<designationCategory>Biotech</designationCategory>
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<uiOrder>2400</uiOrder>
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<defaultPlacingRot>South</defaultPlacingRot>
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<placeWorkers>
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<li>PlaceWorker_MechGestatorTop</li>
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</placeWorkers>
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<graphicData>
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<texPath>Wula/Building/WULA_Heavy_War_Machine_Productor</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(4, 4)</drawSize>
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</graphicData>
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<interactionCellOffset>(1,0,3)</interactionCellOffset>
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<statBases>
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<MaxHitPoints>1250</MaxHitPoints>
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<WorkToBuild>16000</WorkToBuild>
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<Mass>35</Mass>
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<Flammability>0.5</Flammability>
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</statBases>
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<size>(4,4)</size>
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<costList>
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<Steel>300</Steel>
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<ComponentIndustrial>6</ComponentIndustrial>
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</costList>
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<researchPrerequisites>
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<li>WULA_Machine_Productor_Technology</li>
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</researchPrerequisites>
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<building>
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<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
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<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
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<ai_chillDestination>false</ai_chillDestination>
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<buildingTags>
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<li>Production</li>
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<li>Biotech</li>
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</buildingTags>
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<barDrawData>
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<north>
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<preRotationOffset>(-1.06, 0.91)</preRotationOffset>
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<size>(0, 0)</size>
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</north>
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<south>
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<preRotationOffset>(-1.06, 0.82)</preRotationOffset>
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<size>(0, 0)</size>
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</south>
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<east>
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<preRotationOffset>(1.06, -0.97)</preRotationOffset>
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<size>(0, 0)</size>
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</east>
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<west>
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<preRotationOffset>(-1.06, -0.97)</preRotationOffset>
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<size>(0, 0)</size>
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</west>
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</barDrawData>
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<formingGraphicData>
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<texPath>Things/Pawn/Mechanoid/HalfGestatedMechSmall</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(0,0)</drawSize>
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</formingGraphicData>
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<formingMechPerRotationOffset>
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<li>(0, 0, 0.45)</li>
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<li>(0, 0, 0.45)</li>
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<li>(0, 0, 0.45)</li>
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<li>(0, 0, 0.45)</li>
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</formingMechPerRotationOffset>
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<mechGestatorCylinderGraphic>
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<texPath>Things/Building/Production/MechGestatorStandardGlass</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(0,0)</drawSize>
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<shaderType>Transparent</shaderType>
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</mechGestatorCylinderGraphic>
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<mechGestatorTopGraphic>
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<texPath>Things/Building/Production/MechGestatorStandardTop</texPath>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>(0,0)</drawSize>
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</mechGestatorTopGraphic>
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<gestatorFormingMote>
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<north></north>
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<east></east>
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<west></west>
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<south></south>
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</gestatorFormingMote>
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<gestatorCycleCompleteMote>
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<north></north>
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<east></east>
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<west></west>
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<south></south>
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</gestatorCycleCompleteMote>
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<gestatorFormedMote>
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<north></north>
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<east></east>
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<west></west>
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<south></south>
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</gestatorFormedMote>
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</building>
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<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
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<recipes>
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<li>WULA_Build_Mech_Cat</li>
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<li>WULA_Build_AI_Heavy_Panzer</li>
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<li>WULA_Build_Storm_Skitter</li>
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</recipes>
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<comps>
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<li Class="CompProperties_WasteProducer" />
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<li Class="CompProperties_Flickable"/>
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<li Class="CompProperties_Power">
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<compClass>CompPowerTrader</compClass>
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<basePowerConsumption>500</basePowerConsumption>
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<idlePowerDraw>50</idlePowerDraw>
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</li>
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</comps>
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</ThingDef>
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<!-- 武装生产器 -->
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<ThingDef ParentName="BenchBase">
|
||
<defName>WULA_War_Machine_Weapon_Productor</defName>
|
||
<label>乌拉帝国智械武装组装台</label>
|
||
<description>一台专门用于构建乌拉帝国各种高阶机械体所用武器和装甲的特殊工作台。</description>
|
||
<thingClass>Building_WorkTable</thingClass>
|
||
<drawerType>MapMeshAndRealTime</drawerType>
|
||
<graphicData>
|
||
<texPath>Wula/Building/WULA_War_Machine_Weapon_Productor</texPath>
|
||
<graphicClass>Graphic_Multi</graphicClass>
|
||
<drawSize>(2,2)</drawSize>
|
||
<damageData>
|
||
<cornerTL>Damage/Corner</cornerTL>
|
||
<cornerTR>Damage/Corner</cornerTR>
|
||
<cornerBL>Damage/Corner</cornerBL>
|
||
<cornerBR>Damage/Corner</cornerBR>
|
||
</damageData>
|
||
</graphicData>
|
||
<castEdgeShadows>true</castEdgeShadows>
|
||
<fillPercent>0.5</fillPercent>
|
||
<constructEffect>ConstructMetal</constructEffect>
|
||
<costList>
|
||
<Steel>120</Steel>
|
||
</costList>
|
||
<altitudeLayer>Building</altitudeLayer>
|
||
<useHitPoints>True</useHitPoints>
|
||
<statBases>
|
||
<Mass>50</Mass>
|
||
<WorkToBuild>6000</WorkToBuild>
|
||
<MaxHitPoints>250</MaxHitPoints>
|
||
<Flammability>1.0</Flammability>
|
||
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
|
||
</statBases>
|
||
<size>(2,2)</size>
|
||
<designationCategory>Production</designationCategory>
|
||
<uiOrder>2120</uiOrder>
|
||
<passability>PassThroughOnly</passability>
|
||
<pathCost>50</pathCost>
|
||
<hasInteractionCell>True</hasInteractionCell>
|
||
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
|
||
<surfaceType>Item</surfaceType>
|
||
<researchPrerequisites>
|
||
<li>WULA_Machine_Equipment_Technology</li>
|
||
</researchPrerequisites>
|
||
<inspectorTabs>
|
||
<li>ITab_Bills</li>
|
||
</inspectorTabs>
|
||
<comps>
|
||
<comps>
|
||
<li Class="CompProperties_Power">
|
||
<compClass>CompPowerTrader</compClass>
|
||
<basePowerConsumption>200</basePowerConsumption>
|
||
</li>
|
||
</comps>
|
||
</comps>
|
||
<placeWorkers>
|
||
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
|
||
</placeWorkers>
|
||
<building>
|
||
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
|
||
</building>
|
||
</ThingDef>
|
||
|
||
<!-- 充电器 -->
|
||
<ThingDef ParentName="BaseMechCharger">
|
||
<defName>WULA_War_Machine_Recharger</defName>
|
||
<label>乌拉帝国充电站</label>
|
||
<description>一个允许所有大小类型的乌拉帝国机械体进行充电的充电站,不支持合成人的充能。</description>
|
||
<graphicData>
|
||
<texPath>Things/Building/Production/StandardRecharger</texPath>
|
||
<graphicClass>Graphic_Multi</graphicClass>
|
||
<drawSize>(3,3)</drawSize>
|
||
<shadowData>
|
||
<volume>(2.9, 0.5, 1.9)</volume>
|
||
</shadowData>
|
||
</graphicData>
|
||
<interactionCellOffset>(0,0,2)</interactionCellOffset>
|
||
<passability>PassThroughOnly</passability>
|
||
<statBases>
|
||
<MaxHitPoints>250</MaxHitPoints>
|
||
<WorkToBuild>8000</WorkToBuild>
|
||
<Mass>25</Mass>
|
||
<Flammability>0.5</Flammability>
|
||
</statBases>
|
||
<size>(3,3)</size>
|
||
<building>
|
||
<requiredMechWeightClasses>
|
||
<li>Light</li>
|
||
<li>Medium</li>
|
||
<li>Heavy</li>
|
||
<li>UltraHeavy</li>
|
||
</requiredMechWeightClasses>
|
||
<barDrawData>
|
||
<north>
|
||
<preRotationOffset>(0.002166748,-0.3722534)</preRotationOffset>
|
||
<size>(0.4398041,0.1365509)</size>
|
||
</north>
|
||
<south>
|
||
<preRotationOffset>(-0.002609305,-0.6002655)</preRotationOffset>
|
||
<size>(0.4398041,0.121376)</size>
|
||
</south>
|
||
<east>
|
||
<preRotationOffset>(0.04148867,0.6301422)</preRotationOffset>
|
||
<size>(0.4066238,0.1425552)</size>
|
||
</east>
|
||
<west>
|
||
<preRotationOffset>(-0.02767944,0.6171188)</preRotationOffset>
|
||
<size>(0.397522,0.1395264)</size>
|
||
</west>
|
||
</barDrawData>
|
||
</building>
|
||
<constructionSkillPrerequisite>5</constructionSkillPrerequisite>
|
||
<costList>
|
||
<Steel>250</Steel>
|
||
<ComponentIndustrial>2</ComponentIndustrial>
|
||
</costList>
|
||
<researchPrerequisites>
|
||
<li>WULA_Machine_Productor_Technology</li>
|
||
</researchPrerequisites>
|
||
<comps>
|
||
<li Class="CompProperties_ThingContainer">
|
||
<compClass>CompThingContainer</compClass>
|
||
<stackLimit>10</stackLimit>
|
||
<drawContainedThing>false</drawContainedThing>
|
||
<dropEffecterDef>MechChargerWasteRemoved</dropEffecterDef>
|
||
</li>
|
||
<li Class="CompProperties_Power">
|
||
<compClass>CompPowerTrader</compClass>
|
||
<basePowerConsumption>400</basePowerConsumption>
|
||
</li>
|
||
</comps>
|
||
</ThingDef>
|
||
</Defs> |