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Building_RTMakeshiftFuse.xml
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Building_RTMakeshiftFuse.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
<ThingDef>
<defName>Building_RTMakeshiftFuse</defName>
<label>makeshift fuse</label>
<description>A simple fuse. Handles up to 3000 Wd discharge, will require repairs if tripped.</description>
<designationCategory>Power</designationCategory>
<category>Building</category>
<thingClass>Building</thingClass>
<minifiedDef>MinifiedFurniture</minifiedDef>
<graphicData>
<texPath>RT_Buildings/Building_RTMakeshiftFuse</texPath>
<graphicClass>Graphic_Single</graphicClass>
<damageData>
<rect>(0, 0, 1, 1)</rect>
</damageData>
</graphicData>
<drawerType>MapMeshAndRealTime</drawerType>
<repairEffect>Repair</repairEffect>
<constructEffect>ConstructMetal</constructEffect>
<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
<filthLeaving>BuildingRubble</filthLeaving>
<staticSunShadowHeight>0.25</staticSunShadowHeight>
<castEdgeShadows>true</castEdgeShadows>
<researchPrerequisites>
<li>ResearchProject_RTBasicFuses</li>
</researchPrerequisites>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<selectable>True</selectable>
<rotatable>False</rotatable>
<fillPercent>0.30</fillPercent>
<pathCost>30</pathCost>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>500</WorkToBuild>
<Flammability>1.0</Flammability>
<Beauty>-15</Beauty>
</statBases>
<leaveResourcesWhenKilled>True</leaveResourcesWhenKilled>
<costList>
<Steel>20</Steel>
<Component>1</Component>
</costList>
<building>
<ignoreNeedsPower>True</ignoreNeedsPower>
</building>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTransmitter</compClass>
<transmitsPower>True</transmitsPower>
</li>
<li Class="RT_Fuse.CompProperties_RTFuse">
<compClass>RT_Fuse.CompRTFuse</compClass>
<surgeMitigation>3000</surgeMitigation>
<breakdownOnTrip>true</breakdownOnTrip>
</li>
<li Class="CompProperties_Breakdownable"/>
</comps>
</ThingDef>
</Buildings>