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WulaFallenEmpireRW/1.6/1.6/Defs/ThingDefs_Buildings/WULA_Drop_Buildings.xml
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2025-11-26 21:37:25 +08:00

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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!-- 墙和门 -->
<ThingDef ParentName="Wall">
<defName>WulaWall_Cleanzone</defName>
<label>乌拉帝国堡垒墙</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国用于建造堡垒的外壁相当厚实能够抵御大量伤害并且拥有气密性可以用在飞船外壳上。</description>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WulaWall</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<color>(73,185,254,155)</color>
</graphicData>
<rotatable>false</rotatable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<castEdgeShadows>false</castEdgeShadows>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<fillPercent>0</fillPercent>
<canOverlapZones>false</canOverlapZones>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<stuffCategories Inherit="False"/>
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<costStuffCount>0</costStuffCount>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<building>
<isInert>false</isInert>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WulaWall_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WulaWall_Incoming</defName>
<label>乌拉帝国堡垒墙(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WulaWall</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="Wall" Name="WulaWall">
<defName>WulaWall</defName>
<label>乌拉帝国堡垒墙</label>
<description>乌拉帝国堡垒外壁,相当厚实,能够抵御大量伤害,并且拥有气密性,可以用在飞船外壳上。</description>
<uiOrder>1800</uiOrder>
<uiIconPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</uiIconPath>
<graphicData>
<texPath>Wula/Building/Linked/WulaWall/WulaWall_Atlas</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<color>(0.5, 0.5, 0.5)</color>
</graphicData>
<statBases>
<MarketValue>20</MarketValue>
<Beauty>1</Beauty>
<MaxHitPoints>1200</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<MeditationFocusStrength>0.22</MeditationFocusStrength>
<Cleanliness>0.1</Cleanliness>
</statBases>
<costList>
<WULA_Alloy>4</WULA_Alloy>
</costList>
<designationCategory Inherit="False"/>
<stuffCategories Inherit="False"/>
<costStuffCount>0</costStuffCount>
<building>
<isAirtight>true</isAirtight>
</building>
<recipeMaker>
<defaultIngredientFilter>
<categories>
<li>Metallic</li>
</categories>
</defaultIngredientFilter>
</recipeMaker>
<stuffCategories Inherit="False"/>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<!-- <placeWorkers>
<li>PlaceWorker_OnSubstructure</li>
</placeWorkers> -->
<damageMultipliers Inherit="False">
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.1</multiplier>
</li>
</damageMultipliers>
<comps Inherit="False">
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Minimal</li>
</focusTypes>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>true</transmitsPower>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor_Cleanzone</defName>
<label>乌拉帝国大门</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国堡垒的大门不仅能够抵御大量爆炸和震荡伤害还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
<descriptionHyperlinks>
<ThingDef>WulaDoor</ThingDef>
</descriptionHyperlinks>
<thingClass>Building_Door</thingClass>
<category>Building</category>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<rotatable>false</rotatable>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<color>(73,185,254,155)</color>
</graphicData>
<statBases>
<MarketValue>1</MarketValue>
<MaxHitPoints>1</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>0</WorkToBuild>
</statBases>
<costList>
<WULA_Alloy>10</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<castEdgeShadows>false</castEdgeShadows>
<staticSunShadowHeight Inherit="False" IsNull="True" />
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<neverMultiSelect>false</neverMultiSelect>
<blockLight>false</blockLight>
<holdsRoof>false</holdsRoof>
<coversFloor>false</coversFloor>
<blockWind>false</blockWind>
<tickerType>Normal</tickerType>
<passability>PassThroughOnly</passability>
<pathCost>0</pathCost>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Structure</designationCategory>
<drawerType>RealtimeOnly</drawerType>
<designationCategory>WULA_Buildings</designationCategory>
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
<blueprintClass>Blueprint_Door</blueprintClass>
<blueprintGraphicData>
<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
</blueprintGraphicData>
<ai_chillDestination>false</ai_chillDestination>
</building>
<uiOrder>2505</uiOrder>
<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WulaDoor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WulaDoor_Incoming</defName>
<label>乌拉帝国大门(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/Linked/WULA_Fortress_Wall_MenuIcon</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(1, 1)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WulaDoor</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="DoorBase">
<defName>WulaDoor</defName>
<label>乌拉帝国大门</label>
<description>乌拉帝国堡垒的大门,不仅能够抵御大量爆炸和震荡伤害,还拥有无需通电即可运转的伺服系统来增加大门通过速度。</description>
<thingClass>Building_Door</thingClass>
<category>Building</category>
<altitudeLayer>DoorMoveable</altitudeLayer>
<fillPercent>1</fillPercent>
<useHitPoints>true</useHitPoints>
<graphicData>
<texPath>Wula/Building/Door/WulaAutodoor_Mover</texPath>
<graphicClass>Graphic_Single</graphicClass>
<damageData>
<!-- no damage marks because they don't move with the door
<rect>(0,0.12,1,0.76)</rect>-->
<enabled>false</enabled>
</damageData>
</graphicData>
<statBases>
<MarketValue>2</MarketValue>
<MaxHitPoints>1000</MaxHitPoints>
<Flammability>0</Flammability>
<WorkToBuild>3000</WorkToBuild>
<Beauty>20</Beauty>
<DoorOpenSpeed>2</DoorOpenSpeed>
</statBases>
<costList>
<WULA_Alloy>10</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<!-- <rotatable>false</rotatable> -->
<!--<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>-->
<designationCategory Inherit="False"/>
<useStuffTerrainAffordance>false</useStuffTerrainAffordance>
<stuffCategories Inherit="False"></stuffCategories>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<holdsRoof>true</holdsRoof>
<staticSunShadowHeight>1.0</staticSunShadowHeight>
<blockLight>true</blockLight>
<drawerType>RealtimeOnly</drawerType>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>0</basePowerConsumption>
<transmitsPower>true</transmitsPower>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Forbiddable">
<allowNonPlayer>true</allowNonPlayer>
</li>
</comps>
<damageMultipliers>
<li>
<damageDef>Bomb</damageDef>
<multiplier>0.01</multiplier>
</li>
<li>
<damageDef>Thump</damageDef>
<multiplier>0.01</multiplier>
</li>
</damageMultipliers>
<building>
<paintable>true</paintable>
<isInert>true</isInert>
<canPlaceOverWall>true</canPlaceOverWall>
<soundDoorOpenPowered>Door_OpenPowered</soundDoorOpenPowered>
<soundDoorClosePowered>Door_ClosePowered</soundDoorClosePowered>
<soundDoorOpenManual>Door_OpenManual</soundDoorOpenManual>
<soundDoorCloseManual>Door_CloseManual</soundDoorCloseManual>
<blueprintClass>Blueprint_Door</blueprintClass>
<blueprintGraphicData>
<texPath>Wula/Building/Door/WulaAutodoor_BluePrint</texPath>
</blueprintGraphicData>
<ai_chillDestination>false</ai_chillDestination>
</building>
<uiOrder>2505</uiOrder>
<uiIconPath>Wula/Building/Door/WulaAutodoor</uiIconPath>
<designationHotKey>Misc2</designationHotKey>
</ThingDef>
<TerrainDef ParentName="FloorBase">
<defName>WulaFloor</defName>
<label>乌拉帝国地板</label>
<description>乌拉帝国堡垒中使用的地板,美观易清洁的同时也做了防火处理。</description>
<texturePath>Wula/Building/WULA_Floor</texturePath>
<uiIconPath>Wula/Building/WULA_Floor_Icon</uiIconPath>
<color>(140,140,140)</color>
<edgeType>Hard</edgeType>
<renderPrecedence>70</renderPrecedence>
<isPaintable>true</isPaintable>
<designationCategory>WULA_Buildings</designationCategory>
<statBases>
<Beauty>3</Beauty>
<WorkToBuild>100</WorkToBuild>
<CleaningTimeFactor>0.5</CleaningTimeFactor>
<Flammability>0</Flammability>
</statBases>
<!-- <costStuffCount>3</costStuffCount> -->
<!-- <stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories> -->
<costList>
<Steel>3</Steel>
</costList>
<designationHotKey>Misc6</designationHotKey>
<researchPrerequisites Inherit="False">
<li>WULA_Structure_Technology</li>
</researchPrerequisites>
<uiOrder>1138</uiOrder>
</TerrainDef>
<!-- 维护舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod_Cleanzone</defName>
<label>合成人维护舱</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n合成人维护舱是为乌拉帝国合成人设计的设施机械乌拉需要定期进入其中进行身体机能的维护和校准否则他们的身体会逐渐衰弱。维护需要消耗零部件同时会修理所有的伤口。</description>
<uiIconPath>Wula/Building/WULA_MaintenancePod</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WulaSpecies</ThingDef>
<ThingDef>WULA_MaintenancePod</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<rotatable>false</rotatable>
<interactionCellOffset>(0,0,-2)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<researchPrerequisites Inherit="False">
<li>WULA_Synth_Maintain_Technology</li>
</researchPrerequisites>
<costList>
<WULA_Alloy>30</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_MaintenancePod_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_MaintenancePod_Incoming</defName>
<label>合成人维护舱(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_MaintenancePod</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>WULA_MaintenancePod</defName>
<label>合成人维护舱</label>
<description>一个为乌拉帝国合成人设计的全自动维护舱,机械乌拉需要定期进入其中进行身体机能的维护和校准,否则他们的身体会逐渐衰弱。维护需要消耗零部件,同时会修理所有的伤口。</description>
<containedPawnsSelectable>true</containedPawnsSelectable>
<graphicData>
<texPath>Wula/Building/WULA_MaintenancePod</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3, 3)</drawSize>
<shadowData>
<volume>(1.5, 1.5, 1.7)</volume>
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</graphicData>
<tickerType>Normal</tickerType>
<drawerType>RealtimeOnly</drawerType>
<drawGUIOverlay>true</drawGUIOverlay>
<!-- <defaultPlacingRot>South</defaultPlacingRot> -->
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>42</pathCost>
<blockWind>true</blockWind>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>20000</WorkToBuild>
<Mass>50</Mass>
<Flammability>0.5</Flammability>
<Beauty>-5</Beauty>
</statBases>
<size>(3,3)</size>
<interactionCellOffset>(0,0,-2)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<minifiedDef>MinifiedThing</minifiedDef>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<costList>
<WULA_Alloy>30</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<building>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<uninstallWork>1800</uninstallWork>
</building>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption> <!-- This is now idle power -->
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelCapacity>3</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>ComponentIndustrial</li>
</thingDefs>
</fuelFilter>
<fuelLabel>零部件</fuelLabel>
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<targetFuelLevelConfigurable>false</targetFuelLevelConfigurable>
<autoRefuelPercent>1</autoRefuelPercent>
<initialConfigurableTargetFuelLevel>3</initialConfigurableTargetFuelLevel>
</li>
<li Class="WulaFallenEmpire.CompProperties_MaintenancePod">
<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>
</ThingDef>
<!-- 订单机 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_WeaponArmor_Productor_Cleanzone</defName>
<label>乌拉帝国作业通讯台</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国作业通讯台是用于联络乌拉帝国母舰和工程舰并下达武器、装备订单的特殊通讯台。这些武器装备的生产不需要殖民地参与只需要使用乌拉帝国物资交换舱将材料发送给帝国舰队然后根据材料数量下单即可。</description>
<uiIconPath>Wula/Building/WULA_WeaponArmor_Productor</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_WeaponArmor_Productor</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<designationCategory>WULA_Buildings</designationCategory>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<!-- <interactionCellOffset>(0,0,-2)</interactionCellOffset> -->
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites Inherit="False">
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<WULA_Alloy>40</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_WeaponArmor_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_WeaponArmor_Productor_Incoming</defName>
<label>乌拉帝国作业通讯台(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_WeaponArmor_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(5, 5)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_WeaponArmor_Productor</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_WeaponArmor_Productor</defName>
<label>乌拉帝国作业通讯台</label>
<description>一台用于联络乌拉帝国母舰和工程舰并下达订单的特殊通讯台。这些物资装备的生产不需要殖民地参与,只需要使用乌拉帝国物资输送舱将材料发送给帝国舰队,然后根据材料数量下单即可。</description>
<thingClass>WulaFallenEmpire.Building_GlobalWorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<tickerType>Normal</tickerType>
<rotatable>false</rotatable>
<modExtensions>
<li Class="WulaFallenEmpire.GlobalWorkTableAirdropExtension">
<maxRange>50</maxRange>
<randomRange>15</randomRange>
<minPods>1</minPods>
<maxPods>10</maxPods>
</li>
</modExtensions>
<graphicData>
<texPath>Wula/Building/WULA_WeaponArmor_Productor</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,2.75)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(1.5, 1.5, 1.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<WULA_Alloy>40</WULA_Alloy>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<blockWind>true</blockWind>
<fillPercent>1</fillPercent>
<blockLight>true</blockLight>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<Mass>5</Mass>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<recipes>
<li>WULA_Build_Wula_Synth</li>
<li>WULA_Build_Mech_WULA_Cat</li>
<li>WULA_Build_Mech_WULA_Cat_Constructor</li>
<li>WULA_Build_Mech_WULA_Cat_Assault</li>
</recipes>
<size>(3,3)</size>
<uiOrder>2120</uiOrder>
<pathCost>50</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<surfaceType>Item</surfaceType>
<inspectorTabs>
<li>WulaFallenEmpire.ITab_GlobalBills</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="WulaFallenEmpire.CompProperties_OpenCustomUI">
<uiDefName>Wula_UI_Legion_1</uiDefName>
<label>联络行星封锁机关</label>
<failReason>无法接触。</failReason>
</li>
</comps>
</ThingDef>
<!-- 输送舱 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_GlobalStorageSenderPod</defName>
<label>乌拉帝国物资输送舱</label>
<description>一个一次性的物资输送装置,可以将装载的货物发射到乌拉帝国的舰队以供其使用。</description>
<graphicData>
<texPath>Things/Special/DropPod</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<size>(1,1)</size>
<rotatable>false</rotatable>
<tickerType>Normal</tickerType>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<designationHotKey>Misc12</designationHotKey>
<fillPercent>0.5</fillPercent>
<designationCategory>WULA_Buildings</designationCategory>
<uiOrder>2201</uiOrder> <!-- Slightly after the original -->
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>1600</WorkToBuild>
<Flammability>0.5</Flammability>
</statBases>
<costList>
<Steel>20</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<researchPrerequisites Inherit="False">
<li>WULA_WeaponArmor_Productor_Technology</li>
</researchPrerequisites>
<comps>
<li Class="CompProperties_Transporter">
<massCapacity>500</massCapacity>
<restEffectiveness>0.8</restEffectiveness>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
</li>
<li Class="WulaFallenEmpire.CompProperties_Launchable_ToGlobalStorage">
<skyfallerLeaving>DropPodLeaving</skyfallerLeaving>
<requiresFuelingPort>false</requiresFuelingPort>
</li>
<li Class="WulaFallenEmpire.CompProperties_GarbageShield">
<garbageShieldEnabled>true</garbageShieldEnabled>
<garbageShieldUIEventDefName>Wula_UI_Legion_Reply_1</garbageShieldUIEventDefName>
</li>
</comps>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
</inspectorTabs>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
</placeWorkers>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
<uiIconScale>0.65</uiIconScale>
</ThingDef>
<!-- 充电器 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Machine_Recharger_Cleanzone</defName>
<label>乌拉帝国地下维护站</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国地下维护站是能够储存大量电量并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。由于其根基埋于地下因此不会阻碍其他殖民者和机械体在其上面的移动。</description>
<uiIconPath>Wula/Building/WULA_Machine_Recharger</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Machine_Recharger</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites Inherit="False">
<li>WULA_Bunker_Drop_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(3,3)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<WULA_Alloy>20</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Machine_Recharger_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Machine_Recharger_Incoming</defName>
<label>乌拉帝国地下维护站(空投中)</label>
<size>(3,3)</size>
<graphicData>
<texPath>Wula/Building/WULA_Machine_Recharger_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(3,3)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Machine_Recharger</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BaseMechCharger">
<defName>WULA_Machine_Recharger</defName>
<label>乌拉帝国地下维护站</label>
<description>一个能够储存大量电量并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。由于其根基埋于地下,因此不会阻碍其他殖民者和机械体在其上面的移动。</description>
<graphicData>
<texPath>Wula/Building/WULA_Machine_Recharger</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,3)</drawSize>
</graphicData>
<interactionCellOffset>(0,0,0)</interactionCellOffset>
<passability>Standable</passability>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<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>
<WULA_Alloy>20</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<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>100</basePowerConsumption>
</li>
</comps>
</ThingDef>
<!---->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Charging_Station_Synth_Cleanzone</defName>
<label>合成人充电站</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n合成人充电站是一台供乌拉帝国合成人进行机体充能和改装的检修站当机械乌拉需要充电时会优先前往此处充电。</description>
<uiIconPath>Wula/Building/WULA_Charging_Station_Synth_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Charging_Station_Synth</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_12_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1.8,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites Inherit="False">
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,2)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<WULA_Alloy>30</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Charging_Station_Synth_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Charging_Station_Synth_Incoming</defName>
<label>合成人充电站(空投中)</label>
<size>(1,2)</size>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1.8,2)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Charging_Station_Synth</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BasicBedBase">
<defName>WULA_Charging_Station_Synth</defName>
<thingClass>Building_Bed</thingClass>
<label>合成人充电站</label>
<description>一台供乌拉帝国合成人进行机体充能和改装的检修站,当机械乌拉需要充电时会优先前往此处充电。</description>
<tickerType>Normal</tickerType>
<graphicData>
<texPath>Wula/Building/WULA_Charging_Station_Synth</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1.8,2)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.8, 1.5, 0.9)</volume>
<!-- <offset>(-0.05, 0, 0.35)</offset> -->
</shadowData>
</graphicData>
<designationCategory Inherit="False" IsNull="True" />
<staticSunShadowHeight Inherit="False" IsNull="True" />
<castEdgeShadows>False</castEdgeShadows>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<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>
<costList>
<WULA_Alloy>30</WULA_Alloy>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<uiOrder>2010</uiOrder>
<fillPercent>0.5</fillPercent>
<stuffCategories Inherit="False" IsNull="True" />
<building>
<paintable>false</paintable>
<bed_showSleeperBody>true</bed_showSleeperBody>
<bed_healPerDay>0</bed_healPerDay>
</building>
<comps>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>200</basePowerConsumption>
</li>
<li Class="CompProperties_Glower">
<glowRadius>4</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_ChargingBed">
<hediffDef>WULA_ChargingHediff</hediffDef>
<raceDefName>WulaSpecies</raceDefName>
</li>
</comps>
</ThingDef>
<!-- 制造机 -->
<ThingDef ParentName="BuildingBase">
<defName>WULA_Cube_Productor_Cleanzone</defName>
<label>乌拉帝国编织体</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n乌拉帝国编织体是一台简易的塑性构造体只能生产一些材料以本地加工的方式降低舰队的加工压力。</description>
<uiIconPath>Wula/Building/WULA_Cube_Productor_south</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>WULA_Cube_Productor</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites Inherit="False">
<li>WULA_Colony_License_LV1_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(1,1)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>WULA_Cube_Productor_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>WULA_Cube_Productor_Incoming</defName>
<label>乌拉帝国编织体(空投中)</label>
<size>(1,1)</size>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(1,1)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(2, 2)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>WULA_Cube_Productor</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BenchBase">
<defName>WULA_Cube_Productor</defName>
<label>乌拉帝国编织体</label>
<description>一台简易的塑性构造体,只能生产一些材料,以本地加工的方式降低舰队的加工压力。</description>
<thingClass>Building_WorkTable</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<graphicData>
<texPath>Wula/Building/WULA_Cube_Productor</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
<shadowData>
<volume>(0.75, 0.75, 0.5)</volume>
</shadowData>
</graphicData>
<constructEffect>ConstructMetal</constructEffect>
<costList>
<Steel>50</Steel>
<ComponentIndustrial>1</ComponentIndustrial>
</costList>
<altitudeLayer>Building</altitudeLayer>
<fillPercent>0.5</fillPercent>
<useHitPoints>True</useHitPoints>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<WorkToBuild>2000</WorkToBuild>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>1.0</Flammability>
</statBases>
<size>(1,1)</size>
<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_Alloy</li>
<li>Make_WULA_Alloy_Group</li>
<li>Make_WULA_Charge_Cube</li>
<li>Recharge_WULA_Charge_Cube</li>
<li>Recharge_WULA_Charge_Cube_Group</li>
<li>Make_Component_By_WULA_Cube_Productor</li>
<li>Make_WULA_Dark_Matter_Item</li>
<li>Make_WULA_Neutronium</li>
</recipes>
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
<placeWorkers>
<li>PlaceWorker_PreventInteractionSpotOverlap</li>
</placeWorkers>
<building>
<!-- <isMealSource>true</isMealSource> -->
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
</building>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>4</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>500</basePowerConsumption>
</li>
</comps>
</ThingDef>
<!-- 发电机 -->
<ThingDef ParentName="BuildingBase">
<defName>Wula_DarkEnergy_Generators_Cleanzone</defName>
<label>暗物质发电机</label>
<description>清理出一块场地并准备好资源,使得乌拉帝国可以向此处投放建筑,建造好的信标可以收起或移至他处。\n\n一台使用暗物质湮灭反应提供能量的乌拉帝国发电机需要消耗暗物质作为燃料且消耗速率很高但是拥有普通发电机望尘莫及的发电能力。为了在野战环境下随炮塔群一起空投这种发电机的装甲层设计的非常厚实。</description>
<uiIconPath>Wula/Building/Wula_DarkEnergy_Generators</uiIconPath>
<minifiedDef>MinifiedThing</minifiedDef>
<tickerType>Normal</tickerType>
<descriptionHyperlinks>
<ThingDef>Wula_DarkEnergy_Generators</ThingDef>
</descriptionHyperlinks>
<thingCategories Inherit="False">
<li>BuildingsMisc</li>
</thingCategories>
<graphicData>
<texPath>Wula/Building/WULA_Dropping_Building_Cleanzone</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(5,5)</drawSize>
<damageData>
<enabled>false</enabled>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<castEdgeShadows>false</castEdgeShadows>
<fillPercent>0.5</fillPercent>
<canOverlapZones>false</canOverlapZones>
<pathCost>0</pathCost>
<hasInteractionCell>false</hasInteractionCell>
<rotatable>false</rotatable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<researchPrerequisites Inherit="False">
<li>WULA_DarkEnergy_Generators_Technology</li>
</researchPrerequisites>
<statBases>
<MaxHitPoints>1</MaxHitPoints>
<WorkToBuild>0</WorkToBuild>
<Mass>1</Mass>
<Flammability>0</Flammability>
</statBases>
<size>(5,5)</size>
<constructionSkillPrerequisite>0</constructionSkillPrerequisite>
<resourcesFractionWhenDeconstructed>1</resourcesFractionWhenDeconstructed>
<costList>
<WULA_Alloy>50</WULA_Alloy>
<WULA_Dark_Matter_Item>2</WULA_Dark_Matter_Item>
</costList>
<building>
<destroySound>BuildingDestroyed_Metal_Small</destroySound>
</building>
<placeWorkers>
<li>WulaFallenEmpire.PlaceWorker_CustomRadius</li>
</placeWorkers>
<designationCategory>WULA_Buildings</designationCategory>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>7.9</radius> <!-- 半径大小 -->
<color>(0.5, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>供电半径</label>
<description>在不接电线的情况下,该建筑可提供的最大供电半径,可作为野战状态下的阵地构建参考。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="WulaFallenEmpire.CompProperties_SkyfallerCaller">
<skyfallerDef>Wula_DarkEnergy_Generators_Incoming</skyfallerDef> <!-- 替换为您想要的Skyfaller类型 -->
<destroyBuilding>true</destroyBuilding>
<delayTicks>1</delayTicks>
<allowThinRoof>true</allowThinRoof>
<allowThickRoof>false</allowThickRoof>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="SkyfallerBase">
<defName>Wula_DarkEnergy_Generators_Incoming</defName>
<label>暗物质发电机(空投中)</label>
<size>(5,5)</size>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_Generators_Incoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutFlying</shaderType>
<drawSize>(7,7)</drawSize>
</graphicData>
<skyfaller>
<movementType>Accelerate</movementType>
<shadow>Things/Skyfaller/SkyfallerShadowDropPod</shadow>
<shadowSize>(7, 7)</shadowSize>
<anticipationSound>DropPod_Fall</anticipationSound>
<anticipationSoundTicks>100</anticipationSoundTicks>
<impactSound>Explosion_Vaporize</impactSound>
<moteSpawnTime>0.05</moteSpawnTime>
<motesPerCell>1</motesPerCell>
<cameraShake>1</cameraShake>
<angleCurve>
<points>
<li>(0,0)</li>
<li>(1, 1)</li>
</points>
</angleCurve>
<spawnThing>Wula_DarkEnergy_Generators</spawnThing>
</skyfaller>
<comps>
<li Class="CompProperties_Effecter">
<effecterDef>Smoke_Joint</effecterDef>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="BuildingBase">
<defName>Wula_DarkEnergy_Generators</defName>
<label>暗物质发电机</label>
<description>一台使用暗物质湮灭反应提供能量的乌拉帝国发电机,需要消耗暗物质作为燃料且消耗速率很高,但是拥有普通发电机望尘莫及的发电能力。为了在野战环境下随炮塔群一起空投,这种发电机的装甲层设计的非常厚实。</description>
<thingClass>Building</thingClass>
<drawerType>MapMeshAndRealTime</drawerType>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<graphicData>
<texPath>Wula/Building/Wula_DarkEnergy_Generators</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(7,7.25)</drawSize>
<drawOffset>(0, 0, 1.15)</drawOffset>
<shadowData>
<volume>(1.93,1,1.69)</volume>
<offset>(-0.03,0,-0.1)</offset>
</shadowData>
</graphicData>
<passability>PassThroughOnly</passability>
<fillPercent>0</fillPercent>
<pathCost>50</pathCost>
<rotatable>false</rotatable>
<blockWind>true</blockWind>
<castEdgeShadows>false</castEdgeShadows>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<statBases>
<MaxHitPoints>3500</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
<Flammability>0</Flammability>
<Beauty>-20</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<canOverlapZones>false</canOverlapZones>
<size>(5,5)</size>
<building>
<isAirtight>false</isAirtight>
<isStuffableAirtight>false</isStuffableAirtight>
<destroySound>BuildingDestroyed_Metal_Medium</destroySound>
</building>
<costList>
<WULA_Alloy>50</WULA_Alloy>
</costList>
<comps>
<li Class="WulaFallenEmpire.CompProperties_CustomRadius">
<radius>7.9</radius> <!-- 半径大小 -->
<color>(0.5, 1, 1)</color> <!-- 绿色圆圈 -->
<radiusOffset>0</radiusOffset> <!-- 半径偏移 -->
<showInGUI>true</showInGUI>
<label>供电半径</label>
<description>在不接电线的情况下,该建筑可提供的最大供电半径,可作为野战状态下的阵地构建参考。</description>
<defaultVisible>true</defaultVisible>
</li>
<li Class="CompProperties_Power">
<compClass>CompPowerPlant</compClass>
<basePowerConsumption>-50000</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<soundAmbientProducingPower>ChemfuelFiredGenerator_Ambience</soundAmbientProducingPower>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Refuelable">
<fuelLabel>暗物质燃料</fuelLabel>
<fuelGizmoLabel>暗物质燃料</fuelGizmoLabel>
<outOfFuelMessage>需要填入封装的暗物质</outOfFuelMessage>
<fuelConsumptionRate>0.1</fuelConsumptionRate>
<fuelCapacity>2.0</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>WULA_Dark_Matter_Item</li>
</thingDefs>
</fuelFilter>
<initialFuelPercent>1</initialFuelPercent>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
<canEjectFuel>true</canEjectFuel>
</li>
<li Class="CompProperties_Glower">
<glowRadius>9</glowRadius>
<glowColor>(120,240,252,0)</glowColor>
</li>
<li Class="CompProperties_Breakdownable"/>
<li Class="CompProperties_Stunnable">
<useLargeEMPEffecter>true</useLargeEMPEffecter>
<affectedDamageDefs>
<li>EMP</li>
</affectedDamageDefs>
</li>
<li Class="WulaFallenEmpire.CompProperties_FactionSetter">
<!-- <factionDef>Mechanoid</factionDef> 不写默认玩家派系-->
<usePlayerFactionIfNull>true</usePlayerFactionIfNull>
<overrideExistingFaction>false</overrideExistingFaction>
</li>
</comps>
<designationCategory>WULA_Buildings</designationCategory>
</ThingDef>
</Defs>