289 lines
11 KiB
XML
289 lines
11 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_Mech_Constructor_Small</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_Mech_Constructor_Small</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>12800</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_Antenna_Base>1</WULA_Antenna_Base>
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<WULA_Energy_Furnace_Base>1</WULA_Energy_Furnace_Base>
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<WULA_Alloy_Framework_Base>1</WULA_Alloy_Framework_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_Antenna_Base</ThingDef>
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<ThingDef>WULA_Energy_Furnace_Base</ThingDef>
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<ThingDef>WULA_Alloy_Framework_Base</ThingDef>
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</descriptionHyperlinks>
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<researchPrerequisites>
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<li>BasicMechtech</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>能源核心冲压机(生物能)</label>
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<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>
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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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<castEdgeShadows>true</castEdgeShadows>
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<staticSunShadowHeight>0.20</staticSunShadowHeight>
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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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<fillPercent>0.5</fillPercent>
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<useHitPoints>True</useHitPoints>
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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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<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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<!-- 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>500.0</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>能源核心冲压机(电能)</label>
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<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>
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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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<staticSunShadowHeight>0.20</staticSunShadowHeight>
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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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<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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<heatPerTickWhileWorking>0.10</heatPerTickWhileWorking>
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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>(1.2,2)</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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<stuffCategories>
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<li>Metallic</li>
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</stuffCategories>
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<costStuffCount>50</costStuffCount>
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<designationHotKey>Misc2</designationHotKey>
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<uiOrder>2010</uiOrder>
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<castEdgeShadows>false</castEdgeShadows>
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<building>
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<paintable>true</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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</Defs> |