Files
WulaFallenEmpireRW/1.5/Defs/ThingDefs_Buildings/Buildings_WULA.xml
2025-06-29 12:00:52 +08:00

287 lines
11 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>WULA_Mech_Constructor_Small</defName>
<label>乌拉帝国构造体</label>
<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>
<graphicData>
<texPath>Wula/Building/WULA_Mech_Constructor_Small</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>false</castEdgeShadows>
<size>(2,2)</size>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<canOverlapZones>false</canOverlapZones>
<fillPercent>0.8</fillPercent>
<statBases>
<MaxHitPoints>12800</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>12000</WorkToBuild>
</statBases>
<tickerType>Normal</tickerType>
<building>
<!--<soundAmbient>EMIDynamo_Ambience</soundAmbient>-->
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<soundAmbient>GeothermalPlant_Ambience</soundAmbient>
<ai_chillDestination>false</ai_chillDestination>
</building>
<damageMultipliers>
<li>
<damageDef>Flame</damageDef>
<multiplier>0</multiplier>
</li>
</damageMultipliers>
<resourcesFractionWhenDeconstructed>0</resourcesFractionWhenDeconstructed>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<constructEffect>ConstructMetal</constructEffect>
<repairEffect>ConstructMetal</repairEffect>
<designationCategory>Biotech</designationCategory>
<costList>
<WULA_Addons_Antenna_Base>1</WULA_Addons_Antenna_Base>
<WULA_Energy_Furnace_Base>1</WULA_Energy_Furnace_Base>
<ComponentIndustrial>4</ComponentIndustrial>
<Steel>100</Steel>
<Chemfuel>100</Chemfuel>
</costList>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
<ThingDef>WULA_Addons_Antenna_Base</ThingDef>
<ThingDef>WULA_Energy_Furnace_Base</ThingDef>
</descriptionHyperlinks>
<researchPrerequisites>
<li>BasicMechtech</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_SpawnerPawn">
<spawnablePawnKinds>
<li>Wula_PawnKind_Ingame</li>
</spawnablePawnKinds>
<maxPawnsToSpawn>1</maxPawnsToSpawn>
<pawnSpawnIntervalDays>12</pawnSpawnIntervalDays>
<shouldJoinParentLord>True</shouldJoinParentLord>
<chooseSingleTypeToSpawn>True</chooseSingleTypeToSpawn>
<spawnMessageKey>MessageMechanoidsAssembled</spawnMessageKey>
<pawnsLeftToSpawnKey>MessageMechanoidsLeftToAssemble</pawnsLeftToSpawnKey>
<noPawnsLeftToSpawnKey>ShutDown</noPawnsLeftToSpawnKey>
<nextSpawnInspectStringKey>MechAssemblyCompleteIn</nextSpawnInspectStringKey>
<nextSpawnInspectStringKeyDormant>MechAssemblyNextType</nextSpawnInspectStringKeyDormant>
<spawnSound>MechAssembler_Spawn</spawnSound>
<showNextSpawnInInspect>true</showNextSpawnInInspect>
<lordJob>LordJob_MechanoidsDefend</lordJob>
<shouldJoinParentLord>True</shouldJoinParentLord>
</li>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<!--<glowColor>(105,204,204,0)</glowColor>-->
<!-- 蓝色 -->
<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
<!-- 红色 -->
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
</comps>
</ThingDef>
<!-- 能源核心制造机 -->
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_BIO</defName>
<label>能源核心冲压机(生物能)</label>
<description>一台仿制乌拉帝国科技而建造的能源核心制造机,用于在没有电力的情况下,通过燃烧木材输入生物能以制造可维持机械乌拉正常运转的能源核心。</description>
<thingClass>Building_WorkTable_HeatPush</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_BIO</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
<WorkTableWorkSpeedFactor>0.5</WorkTableWorkSpeedFactor>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>500.0</fuelConsumptionRate>
<fuelCapacity>150.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WoodLog</li>
</thingDefs>
</fuelFilter>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>4</heatPerSecond>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor_Energy</defName>
<label>能源核心冲压机(电能)</label>
<description>一台仿制乌拉帝国科技而建造的能源核心制造机,可制造维持机械乌拉正常运转的能源核心。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Energy</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<castEdgeShadows>true</castEdgeShadows>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>80</Steel>
<ComponentIndustrial>3</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<designationCategory>Production</designationCategory>
<uiOrder>2120</uiOrder>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<surfaceType>Item</surfaceType>
<!-- 可用配方 -->
<recipes>
<li>Make_WULA_Charge_Cube</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
</building>
</ThingDef>
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<label>合成人修复站</label>
<description>一台供乌拉帝国合成人进行机体修复的检修站。</description>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1.2,2)</drawSize>
<damageData>
<rect>(0,0.05,1,1.95)</rect>
</damageData>
</graphicData>
<statBases>
<Comfort>0.75</Comfort>
<MaxHitPoints>140</MaxHitPoints>
<Beauty>1</Beauty>
<WorkToBuild>800</WorkToBuild>
<Mass>30</Mass>
<MedicalTendQualityOffset>10</MedicalTendQualityOffset>
</statBases>
<size>(1,2)</size>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>50</costStuffCount>
<designationHotKey>Misc2</designationHotKey>
<uiOrder>2010</uiOrder>
<castEdgeShadows>false</castEdgeShadows>
<building>
<paintable>true</paintable>
<bed_showSleeperBody>true</bed_showSleeperBody>
<bed_healPerDay>0</bed_healPerDay>
</building>
<placeWorkers>
<li>PlaceWorker_GlowRadius</li>
</placeWorkers>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>30</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>12</glowRadius>
<!--<glowColor>(105,204,204,0)</glowColor>-->
<!-- 蓝色 -->
<!-- <glowColor>(79, 96, 119, 0)</glowColor> -->
<!-- 红色 -->
<glowColor>(177, 0, 31, 0)</glowColor>
<colorPickerEnabled>true</colorPickerEnabled>
<darklightToggle>true</darklightToggle>
</li>
</comps>
</ThingDef>
</Defs>