/
Buildings_Exotic.xml
816 lines (780 loc) · 25.3 KB
/
Buildings_Exotic.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<ThingDef Abstract="True" Name="CrashedShipPartBase" ParentName="SK_BuildingBase">
<altitudeLayer>Building</altitudeLayer>
<pathCost>150</pathCost>
<blockWind>true</blockWind>
<receivesSignals>true</receivesSignals>
<passability>Impassable</passability>
<fillPercent>1</fillPercent>
<statBases>
<MarketValue>0</MarketValue>
<MaxHitPoints>1200</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>-200</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<rotatable>false</rotatable>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<drawerType>MapMeshOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<neverMultiSelect>true</neverMultiSelect>
<canOverlapZones>false</canOverlapZones>
<damageMultipliers>
<li>
<damageDef>Flame</damageDef>
<multiplier>0</multiplier>
</li>
</damageMultipliers>
<building>
<combatPower>250</combatPower>
<claimable>false</claimable>
<roofCollapseDamageMultiplier>0.2</roofCollapseDamageMultiplier>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
</building>
<comps>
<li Class="CompProperties_WakeUpDormant" />
</comps>
</ThingDef>
<!-- ========================= Psychic droner ========================= -->
<!-- Note this is a ConditionCauser -->
<ThingDef ParentName="CrashedShipPartBase">
<defName>PsychicDronerShipPart</defName>
<label>ship part (psychic droner)</label>
<description>An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.\n\nThis one contains a psychic disturbance device. Using incomprehensible archotechnologies, it generates a psychic signal that drives people and animals mad within a wide radius around itself.</description>
<!-- <graphicData>
<texPath>Things/Building/Genstep/MechanoidShipIncoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(6,6)</drawSize>
<shadowData>
<volume>(3.5, 2, 3.5)</volume>
</shadowData>
</graphicData> -->
<graphicData>
<texPath>Things/Building/Exotic/CrashedShipPart</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6,3)</drawSize>
<shadowData>
<volume>(0.9, 1.0, 0.9)</volume>
</shadowData>
<damageData>
<rect>(0.5, 0.1, 5, 2.8)</rect>
</damageData>
</graphicData>
<size>(6,3)</size>
<killedLeavings>
<ChunkSlagSteel>6</ChunkSlagSteel>
<ComponentSpacer>4</ComponentSpacer>
<AIPersonaCore>1</AIPersonaCore>
</killedLeavings>
<comps>
<li Class="CompProperties_CausesGameCondition_PsychicEmanation">
<conditionDef>PsychicDroner</conditionDef>
<compClass>CompCauseGameCondition_PsychicEmanation</compClass>
<worldRange>1</worldRange>
<droneLevelIncreaseInterval>150000</droneLevelIncreaseInterval>
<droneLevel>2</droneLevel>
</li>
<li Class="CompProperties_AnimalInsanityPulser" />
</comps>
<building>
<soundAmbient>CrashedShipPart_Ambience</soundAmbient>
</building>
</ThingDef>
<GameConditionDef>
<defName>PsychicDroner</defName>
<conditionClass>GameCondition_PsychicEmanation</conditionClass>
<label>psychic droner</label>
<description>A psychic droner tuned to the {0} gender is driving {0}s mad.</description>
<letterText>A psychic droner machine has begun affecting this region.</letterText>
<canBePermanent>false</canBePermanent>
<natural>false</natural>
</GameConditionDef>
<!-- =============================== Defoliator ship part ============================ -->
<ThingDef ParentName="CrashedShipPartBase">
<defName>DefoliatorShipPart</defName>
<label>ship part (defoliator)</label>
<description>An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.\n\nThis one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests during land, to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.</description>
<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
<placeWorkers>
<li>PlaceWorker_ShowPlantHarmRadius</li>
</placeWorkers>
<!-- <graphicData>
<texPath>Things/Building/Genstep/MechanoidShipIncoming</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(6,6)</drawSize>
<shadowData>
<volume>(3.5, 2, 3.5)</volume>
</shadowData>
</graphicData> -->
<graphicData>
<texPath>Things/Building/Exotic/CrashedPoisonShipPart</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6,3)</drawSize>
<shadowData>
<volume>(0.9, 1.0, 0.9)</volume>
</shadowData>
<damageData>
<rect>(0.5, 0.1, 5, 2.8)</rect>
</damageData>
</graphicData>
<size>(6,3)</size>
<killedLeavings>
<ChunkSlagSteel>6</ChunkSlagSteel>
<ComponentSpacer>4</ComponentSpacer>
<AIPersonaCore>1</AIPersonaCore>
</killedLeavings>
<comps>
<li Class="CompProperties_PlantHarmRadius">
<radiusPerDayCurve>
<points>
<li>0 , 5</li>
<li>1.5, 18</li>
<li>6 , 40</li>
<li>20 , 100</li>
</points>
</radiusPerDayCurve>
</li>
<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_PolluteOverTime">
<cellsToPollutePerDay>6</cellsToPollutePerDay>
</li>
</comps>
</ThingDef>
<!-- ========================= Shuttle ========================= -->
<ThingDef Name="ShuttleBase" ParentName="SK_BuildingBase">
<defName>Shuttle</defName>
<label>shuttle</label>
<description>A spacer-tech shuttle designed for transit between surface and orbit, or between moons of a planetary system.</description>
<altitudeLayer>Building</altitudeLayer>
<pathCost>50</pathCost>
<blockWind>true</blockWind>
<passability>Impassable</passability>
<fillPercent>1.0</fillPercent>
<size>(5,3)</size>
<graphicData>
<texPath>Things/Building/Misc/Shuttle</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(6,3)</drawSize>
<color>(162,164,149)</color>
<shadowData>
<volume>(4.1, 1.0, 1.8)</volume>
<offset>(0, 0, -0.1)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>1000</MaxHitPoints>
<Flammability>1</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<canOverlapZones>true</canOverlapZones>
<killedLeavings>
<Plasteel>50</Plasteel>
<Uranium>50</Uranium>
<Wire>40</Wire>
<ElectronicComponents>5</ElectronicComponents>
<Mechanism>14</Mechanism>
<ChunkSlagSteel>4</ChunkSlagSteel>
<ComponentIndustrial>4</ComponentIndustrial>
</killedLeavings>
<rotatable>false</rotatable>
<selectable>true</selectable>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<drawerType>MapMeshOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
<forceDebugSpawnable>true</forceDebugSpawnable>
<uiIconScale>1.4</uiIconScale>
<building>
<claimable>false</claimable>
<soundAmbient>ShuttleIdle_Ambience</soundAmbient>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
</building>
<inspectorTabs>
<li>ITab_ContentsTransporter</li>
</inspectorTabs>
<comps>
<li Class="CompProperties_Shuttle" />
<li Class="CompProperties_Transporter">
<massCapacity>1000</massCapacity>
<max1PerGroup>true</max1PerGroup>
<canChangeAssignedThingsAfterStarting>true</canChangeAssignedThingsAfterStarting>
<showOverallStats>false</showOverallStats>
<pawnLoadedSound>Shuttle_PawnLoaded</pawnLoadedSound>
<pawnExitSound>Shuttle_PawnExit</pawnExitSound>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="ShuttleBase" Name="ShuttleCrashedBase">
<defName>ShuttleCrashed</defName>
<label>crashed shuttle</label>
<graphicData>
<texPath>Things/Building/Misc/CrashedShuttle</texPath>
</graphicData>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<Flammability>1</Flammability>
<WorkToBuild>800</WorkToBuild>
</statBases>
<comps Inherit="False"/>
<killedLeavings Inherit="False">
<Plasteel>7</Plasteel>
<Wire>18</Wire>
<ElectronicComponents>3</ElectronicComponents>
<Mechanism>2</Mechanism>
<ChunkSlagSteel>2</ChunkSlagSteel>
<ComponentIndustrial>1</ComponentIndustrial>
</killedLeavings>
<costList>
<Steel>40</Steel>
<Plasteel>70</Plasteel>
<ComponentIndustrial>10</ComponentIndustrial>
</costList>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<preventSkyfallersLandingOn>true</preventSkyfallersLandingOn>
<building Inherit="False">
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<claimable>false</claimable>
<alwaysDeconstructible>true</alwaysDeconstructible>
</building>
</ThingDef>
<ThingDef ParentName="SK_BuildingBase" Name="ShipParts" Abstract="True">
<altitudeLayer>Building</altitudeLayer>
<pathCost>35</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.98</fillPercent>
<statBases>
<MarketValue>0</MarketValue>
<MaxHitPoints>300</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>-20</Beauty>
<WorkToBuild>7000</WorkToBuild>
</statBases>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<killedLeavings>
<ChunkSlagSteel>4</ChunkSlagSteel>
</killedLeavings>
<building>
<claimable>false</claimable>
<alwaysDeconstructible>true</alwaysDeconstructible>
<destroySound>BuildingDestroyed_Metal_Big</destroySound>
<ai_neverTrashThis>true</ai_neverTrashThis>
</building>
<drawerType>MapMeshOnly</drawerType>
<repairEffect>ConstructMetal</repairEffect>
</ThingDef>
<ThingDef ParentName="ShipParts">
<defName>ShipMechChunk</defName>
<label>ship mechanics chunk</label>
<description>A chunk of a spacecraft. Can be deconstructed to yield useful mechanisms, wire and electronic components.</description>
<graphicData>
<texPath>Things/Building/Genstep/ShipChunk</texPath>
<graphicClass>Graphic_Random</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(2,2)</drawSize>
<damageData>
<rect>(0.1,0.1,1.8,1.8)</rect>
</damageData>
</graphicData>
<size>(2,2)</size>
<rotatable>false</rotatable>
<costList>
<Plasteel>20</Plasteel>
<Wire>12</Wire>
<ElectronicComponents>3</ElectronicComponents>
<ComponentSpacer>2</ComponentSpacer>
<ComponentIndustrial>6</ComponentIndustrial>
<Mechanism>2</Mechanism>
<ChunkSlagSteel>1</ChunkSlagSteel>
</costList>
</ThingDef>
<ThingDef ParentName="ShipParts" Name="ShipPartsSmoke" Abstract="True">
<thingClass>SK.Shippart</thingClass>
<tickerType>Normal</tickerType>
<passability>Impassable</passability>
<fillPercent>0.99</fillPercent>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>-30</Beauty>
<WorkToBuild>14000</WorkToBuild>
</statBases>
<killedLeavings>
<ChunkSlagSteel>5</ChunkSlagSteel>
</killedLeavings>
</ThingDef>
<ThingDef ParentName="ShipPartsSmoke">
<defName>CrashedShipWreck</defName>
<label>crashed ship wreck</label>
<graphicData>
<texPath>Things/Building/Genstep/CrashedShipPart</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(4,2)</drawSize>
<shadowData>
<volume>(2, 0.6, 1.2)</volume>
</shadowData>
</graphicData>
<rotatable>false</rotatable>
<size>(4,2)</size>
<costList>
<Plasteel>200</Plasteel>
<Wire>55</Wire>
<ElectronicComponents>8</ElectronicComponents>
<ComponentIndustrial>20</ComponentIndustrial>
<ComponentSpacer>3</ComponentSpacer>
<Mechanism>10</Mechanism>
<ChunkSlagSteel>3</ChunkSlagSteel>
</costList>
</ThingDef>
<ThingDef ParentName="ShipPartsSmoke">
<defName>ShipWreck</defName>
<label>ship wreck</label>
<graphicData>
<texPath>Things/Building/Genstep/ShipWreckLanded</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(4,2)</drawSize>
<shadowData>
<volume>(2, 0.6, 1.2)</volume>
</shadowData>
</graphicData>
<rotatable>false</rotatable>
<size>(4,2)</size>
<costList>
<Plasteel>200</Plasteel>
<Wire>55</Wire>
<ElectronicComponents>8</ElectronicComponents>
<ComponentIndustrial>20</ComponentIndustrial>
<ComponentSpacer>5</ComponentSpacer>
<Mechanism>10</Mechanism>
<ChunkSlagSteel>3</ChunkSlagSteel>
</costList>
</ThingDef>
<ThingDef ParentName="ShipPartsSmoke">
<defName>ShipChunk</defName>
<label>Ship chunk</label>
<description>A chunk of a spacecraft. Can be deconstructed to yield useful metals and components and mechanisms.</description>
<graphicData>
<texPath>Things/Building/Genstep/ShipPart</texPath>
<graphicClass>Graphic_Random</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(2,2)</drawSize>
<damageData>
<rect>(0.1,0.1,1.8,1.8)</rect>
</damageData>
</graphicData>
<pathCost>35</pathCost>
<passability>PassThroughOnly</passability>
<fillPercent>0.5</fillPercent>
<size>(2,2)</size>
<rotatable>false</rotatable>
<killedLeavings>
<ChunkSlagSteel>3</ChunkSlagSteel>
</killedLeavings>
<costList>
<Plasteel>35</Plasteel>
<Wire>15</Wire>
<ComponentIndustrial>15</ComponentIndustrial>
<ComponentSpacer>3</ComponentSpacer>
<Mechanism>3</Mechanism>
<ChunkSlagSteel>1</ChunkSlagSteel>
</costList>
</ThingDef>
<ThingDef ParentName="SK_BuildingBase" Name="GenstepBuilding" Abstract="True">
<altitudeLayer>Building</altitudeLayer>
<statBases>
<MaxHitPoints>120</MaxHitPoints>
<Flammability>1</Flammability>
<Beauty>5</Beauty>
<WorkToBuild>3000</WorkToBuild>
</statBases>
<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
<rotatable>false</rotatable>
<pathCost>35</pathCost>
<blockWind>true</blockWind>
<passability>PassThroughOnly</passability>
<fillPercent>0.4</fillPercent>
<building>
<claimable>false</claimable>
<alwaysDeconstructible>true</alwaysDeconstructible>
<ai_neverTrashThis>true</ai_neverTrashThis>
</building>
</ThingDef>
<ThingDef ParentName="GenstepBuilding" Name="GenstepArts" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>Building</altitudeLayer>
<statBases>
<Beauty>25</Beauty>
<WorkToBuild>20000</WorkToBuild>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>NamerArtSculpture</nameMaker>
<descriptionMaker>ArtDescription_Sculpture</descriptionMaker>
</li>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Artistic</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_Quality">
<curve>
<points>
<li>(0,0.02)</li>
<!-- awful -->
<li>(1,0.05)</li>
<!-- poor -->
<li>(2,0.06)</li>
<!-- normal -->
<li>(3,0.08)</li>
<!-- good -->
<li>(4,0.10)</li>
<!-- excellent -->
<li>(5,0.12)</li>
<!-- masterwork -->
<li>(6,0.15)</li>
<!-- legendary -->
</points>
</curve>
</li>
</offsets>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
</ThingDef>
<ThingDef ParentName="GenstepArts">
<defName>Totem</defName>
<label>totem</label>
<size>(1,2)</size>
<description>A person-sized piece of material sculpted into an artistic form.</description>
<graphicData>
<graphicClass>Graphic_Random</graphicClass>
<shaderType>CutoutComplex</shaderType>
<texPath>Things/Building/Genstep/Totem</texPath>
<drawSize>(2.1,2.1)</drawSize>
<shadowData>
<volume>(0.45, 0.85, 0.45)</volume>
<offset>(0,0,-0.60)</offset>
</shadowData>
</graphicData>
<uiIconScale>.5</uiIconScale>
<statBases>
<MeditationFocusStrength>0.14</MeditationFocusStrength>
</statBases>
<stuffCategories>
<li>WoodLogs</li>
</stuffCategories>
<costStuffCount>110</costStuffCount>
<costList>
<ComponentMedieval>15</ComponentMedieval>
</costList>
<designationCategory>Joy</designationCategory>
<maxTechLevelToBuild>Medieval</maxTechLevelToBuild>
</ThingDef>
<ThingDef ParentName="GenstepArts">
<defName>Cairn</defName>
<label>cairn</label>
<size>(1,2)</size>
<description>A person-sized piece of material sculpted into an artistic form.</description>
<graphicData>
<texPath>Things/Building/Genstep/Cairn</texPath>
<graphicClass>Graphic_Random</graphicClass>
<shaderType>Cutout</shaderType>
<shadowData>
<volume>(0.7, 0.6, 0.7)</volume>
<offset>(0,0,-0.60)</offset>
</shadowData>
<drawSize>(1,2)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>180</MaxHitPoints>
<Flammability>0</Flammability>
<Beauty>10</Beauty>
<WorkToBuild>10000</WorkToBuild>
<MeditationFocusStrength>0.09</MeditationFocusStrength>
</statBases>
<stuffCategories>
<li>Stony</li>
</stuffCategories>
<costStuffCount>70</costStuffCount>
<designationCategory>Joy</designationCategory>
<maxTechLevelToBuild>Medieval</maxTechLevelToBuild>
</ThingDef>
<ThingDef ParentName="GenstepBuilding">
<defName>HeadPike</defName>
<label>headpike</label>
<size>(1,1)</size>
<description>A head stuck on a pike, ooo scary.</description>
<graphicData>
<texPath>Things/Building/Genstep/Headpike</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(2,2)</drawSize>
</graphicData>
<uiIconScale>.5</uiIconScale>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<defaultPlacingRot>North</defaultPlacingRot>
<rotatable>false</rotatable>
<passability>PassThroughOnly</passability>
<fillPercent>0.1</fillPercent>
<statBases>
<MaxHitPoints>30</MaxHitPoints>
<Flammability>1</Flammability>
<Beauty>-5</Beauty>
<WorkToBuild>300</WorkToBuild>
<Mass>15</Mass>
<MeditationFocusStrength>0.11</MeditationFocusStrength>
</statBases>
<costList>
<WoodLog>2</WoodLog>
<Corpse_Human>1</Corpse_Human>
</costList>
<comps>
<li Class="CompProperties_MeditationFocus">
<statDef>MeditationFocusStrength</statDef>
<focusTypes>
<li>Morbid</li>
</focusTypes>
<offsets>
<li Class="FocusStrengthOffset_GraveCorpseRelationship">
<offset>0.12</offset>
</li>
</offsets>
</li>
</comps>
<designationCategory>Joy</designationCategory>
</ThingDef>
<ThingDef ParentName="GenstepBuilding">
<defName>AncientPowerPole</defName>
<label>ancient power pole</label>
<description>Part of a long gone power network. No longer functional.</description>
<graphicData>
<texPath>Things/Building/Genstep/Ruins/AncientPowerPole</texPath>
<graphicClass>Graphic_Random</graphicClass>
<drawSize>(5,5)</drawSize>
<shadowData>
<volume>(0.15, 0.10, 2.20)</volume>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>1200</WorkToBuild>
</statBases>
<fillPercent>0.25</fillPercent>
<passability>Impassable</passability>
<pathCost>150</pathCost>
<blockWind>true</blockWind>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<rotatable>false</rotatable>
<costList>
<WoodLog>25</WoodLog>
</costList>
<building>
<isInert>true</isInert>
<ai_chillDestination>false</ai_chillDestination>
</building>
</ThingDef>
<ThingDef ParentName="GenstepBuilding">
<defName>ToxicSign</defName>
<label>toxic sign</label>
<description>Road sign warning of toxic danger from long ago.</description>
<graphicData>
<texPath>Things/Building/Genstep/Ruins/ToxicSign</texPath>
<graphicClass>Graphic_Random</graphicClass>
<drawSize>(1,1)</drawSize>
<shadowData>
<volume>(0.76,0.3,0.15)</volume>
<offset>(0,0,-0.39)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>800</WorkToBuild>
</statBases>
<fillPercent>0.25</fillPercent>
<passability>PassThroughOnly</passability>
<pathCost>100</pathCost>
<blockWind>true</blockWind>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<rotatable>false</rotatable>
<costList>
<Plasteel>12</Plasteel>
</costList>
<building>
<isInert>true</isInert>
<ai_chillDestination>false</ai_chillDestination>
</building>
</ThingDef>
<ThingDef ParentName="GenstepBuilding">
<defName>ToxicBarrel</defName>
<label>toxic barrel</label>
<description>Barrel of toxic waste from long ago still doing damage to its environment.</description>
<graphicData>
<texPath>Things/Building/Genstep/Ruins/ToxicBarrel</texPath>
<graphicClass>Graphic_Random</graphicClass>
<drawSize>(1,1)</drawSize>
<shadowData>
<volume>(0.76,0.3,0.15)</volume>
<offset>(0,0,-0.39)</offset>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>300</MaxHitPoints>
<WorkToBuild>2500</WorkToBuild>
</statBases>
<fillPercent>0.25</fillPercent>
<passability>PassThroughOnly</passability>
<pathCost>100</pathCost>
<blockWind>true</blockWind>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<rotatable>false</rotatable>
<costList>
<Plasteel>20</Plasteel>
<Uranium>5</Uranium>
</costList>
<building>
<isInert>true</isInert>
<ai_chillDestination>false</ai_chillDestination>
</building>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Glower">
<glowRadius>3</glowRadius>
<glowColor>(71,128,70,0)</glowColor>
</li>
<li Class="SK.CompProperties_ApplyHediffAround">
<hediff>ToxicBuildup</hediff>
<radius>5</radius>
<severityToAdd>0.15</severityToAdd>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="GenstepBuilding">
<defName>APCWreck</defName>
<label>destroyed apc</label>
<description>Wreck of an ancient armoured military vehicle. No longer functional.</description>
<graphicData>
<texPath>Things/Building/Genstep/Ruins/APCWreck</texPath>
<graphicClass>Graphic_Random</graphicClass>
<drawSize>(5,3)</drawSize>
<shadowData>
<volume>(0.55, 0.30, 0.40)</volume>
</shadowData>
</graphicData>
<statBases>
<MaxHitPoints>3500</MaxHitPoints>
<WorkToBuild>8000</WorkToBuild>
<Flammability>0</Flammability>
<Beauty>-20</Beauty>
</statBases>
<fillPercent>0.7</fillPercent>
<passability>PassThroughOnly</passability>
<pathCost>100</pathCost>
<blockWind>true</blockWind>
<filthLeaving>Filth_RubbleBuilding</filthLeaving>
<rotatable>false</rotatable>
<size>(5,3)</size>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<killedLeavings>
<ChunkSlagSteel>5</ChunkSlagSteel>
</killedLeavings>
<costList>
<ComponentIndustrial>10</ComponentIndustrial>
<Plasteel>140</Plasteel>
<Wire>65</Wire>
<ElectronicComponents>12</ElectronicComponents>
<Mechanism>15</Mechanism>
<ChunkSlagSteel>5</ChunkSlagSteel>
</costList>
<building>
<isInert>true</isInert>
<ai_chillDestination>false</ai_chillDestination>
</building>
<soundImpactDefault>BulletImpact_Metal</soundImpactDefault>
<drawerType>MapMeshOnly</drawerType>
</ThingDef>
<!--========================= Landed Skyfallers =============================-->
<ThingDef Name="ShipPartsLanded" ParentName="SK_BuildingBase" Abstract="True">
<altitudeLayer>Building</altitudeLayer>
<passability>Impassable</passability>
<tickerType>Normal</tickerType>
<useHitPoints>false</useHitPoints>
<building>
<deconstructible>true</deconstructible>
<claimable>false</claimable>
<ai_neverTrashThis>true</ai_neverTrashThis>
<expandHomeArea>false</expandHomeArea>
</building>
<statBases>
<MarketValue>0</MarketValue>
</statBases>
</ThingDef>
<ThingDef ParentName="ShipPartsLanded">
<defName>DropPodLanded</defName>
<label>drop pod wreckage</label>
<thingClass>SK.DropPodLanded</thingClass>
<graphicData>
<texPath>Things/Building/Genstep/DropPodLanded</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<shadowData>
<volume>(0.8, 0.6, 0.8)</volume>
</shadowData>
<drawSize>(2,2)</drawSize>
</graphicData>
<comps>
<li Class="SK.CompLoot_Properties">
<lootCounters>
<ChunkSlagSteel>5</ChunkSlagSteel>
<MedicineIndustrial>10</MedicineIndustrial>
<MealSurvivalPack>10</MealSurvivalPack>
<Gun_BoltActionRifle>1</Gun_BoltActionRifle>
<Ammo_303British_FMJ>150</Ammo_303British_FMJ>
</lootCounters>
</li>
</comps>
</ThingDef>
<ThingDef ParentName="ShipPartsLanded">
<defName>ShipWreckLanded</defName>
<label>ship wreck</label>
<thingClass>SK.ShipWreckLanded</thingClass>
<graphicData>
<texPath>Things/Building/Genstep/ShipWreckLanded</texPath>
<graphicClass>Graphic_Single</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(4,2)</drawSize>
<shadowData>
<volume>(2, 0.5, 1.2)</volume>
</shadowData>
</graphicData>
<size>(4,2)</size>
<rotatable>false</rotatable>
<statBases>
<WorkToBuild>600</WorkToBuild>
</statBases>
<comps>
<li Class="SK.CompLoot_Properties">
<lootCounters>
<Turret_KPV>1</Turret_KPV>
<Ammo_145x114mm_FMJ>200</Ammo_145x114mm_FMJ>
<ChunkSlagSteel>10</ChunkSlagSteel>
<MedicineIndustrial>10</MedicineIndustrial>
<MealSurvivalPack>10</MealSurvivalPack>
<MeleeWeapon_Monkeywrench>1</MeleeWeapon_Monkeywrench>
</lootCounters>
</li>
</comps>
</ThingDef>
</Defs>