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Merge initial release
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Initial release
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Epicguru authored May 30, 2020
2 parents 322ffcc + f21d251 commit 4752b97
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2 changes: 2 additions & 0 deletions .gitignore
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Expand Up @@ -369,3 +369,5 @@ Source/Content/Unity/RimVibes Bundles/AssetBundles/
Source/Content/Unity/RimVibes Bundles/Library/

Source/packages/

Source/Content/Unity/RimVibes Bundles/Temp/
8 changes: 5 additions & 3 deletions About/About.xml
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Expand Up @@ -8,14 +8,16 @@
</supportedVersions>
<url>https://github.com/Epicguru/AntimatterAnnihilation</url>
<description>
&lt;size=24&gt;Adds many high tech items, weapons and materials to the game. Weild the technology that glitterworlds could only dream of.&lt;/size&gt;
&lt;size=24&gt;Adds many high tech items, weapons and materials to the game.&lt;/size&gt;
Adds many items, weapons, defences, utility buildings, and a new powerful faction that all revolve around Antimatter technology.
This is an end-game mod: you will require loads of resources, highly skilled colonists and lots of research to unlock the secrets of antimatter. However, once you do, you can challenge even the power of the Ultratech faction, who will attack you to take back the technology that they consider theirs.

This is a mod that is intended to expand the end-game, adding new goals that are challenging but rewarding, and also to increase the difficulty of late game by sending harder raiders.
This mod also features a fully developed in-game wiki that serves as a guide and also a little extra lore and pretty pictures.

Should be loaded far down as possible, and always after Harmony, In-Game wiki and Core.

This is a WIP mod. There may be bugs and things may break. Please report bugs on the steam page or on Github, providing as much detail as possible, thanks.
See the store page for all plans.
See the store page for all plans, and don't hesitate to suggest new features or changes.
</description>
<modDependencies>
<li>
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1 change: 1 addition & 0 deletions About/PublishedFileId.txt
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2113692574
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5 changes: 3 additions & 2 deletions AssetBundles/aa.manifest
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@@ -1,9 +1,9 @@
ManifestFileVersion: 0
CRC: 1684284641
CRC: 3074336766
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 44b8a3b422ac272c36304d8eb1af96f9
Hash: 5b9c09cc23f32928bf42d0bfd3732f87
TypeTreeHash:
serializedVersion: 2
Hash: fb95f860f6de44335a97c1723d17ea56
Expand Down Expand Up @@ -44,6 +44,7 @@ ClassTypes:
Assets:
- Assets/UpBeam.prefab
- Assets/Shaders/OuterPrefab.prefab
- Assets/MegCharge.prefab
- Assets/Shaders/Out Beam.prefab
- Assets/RailgunEffect.prefab
- Assets/Shaders/In Beam.prefab
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1 change: 1 addition & 0 deletions Credits.txt
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Expand Up @@ -14,5 +14,6 @@ Sound Effects & Music - Freesound.org users:
-Anomaex (Huge explosion N2 mine)
-JavierZumer (Railgun charge)
-dpren (Railgun charge/fire, gun shoot sounds)
-SuperPhat (Devastator sniper rifle)

All sounds used were posted under the Creative Commons or Attribution liscences.
2 changes: 1 addition & 1 deletion Defs/Armor/VoidArmor.xml
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Expand Up @@ -5,7 +5,7 @@
<techLevel>Spacer</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
<researchPrerequisite>VoidArmor_AA</researchPrerequisite>
<researchPrerequisite>R_VoidArmor_AA</researchPrerequisite>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
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2 changes: 1 addition & 1 deletion Defs/Armor/VoidHelmet.xml
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Expand Up @@ -5,7 +5,7 @@
<techLevel>Spacer</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
<researchPrerequisite>VoidArmor_AA</researchPrerequisite>
<researchPrerequisite>R_VoidArmor_AA</researchPrerequisite>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
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19 changes: 18 additions & 1 deletion Defs/Buildings/Buildings.xml
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Expand Up @@ -38,7 +38,7 @@
<building>
<ai_chillDestination>false</ai_chillDestination>
</building>
<constructionSkillPrerequisite>12</constructionSkillPrerequisite>
<constructionSkillPrerequisite>6</constructionSkillPrerequisite>
</ThingDef>

<ThingDef Name="AATurret" ParentName="AABuildingBase" Abstract="True">
Expand Down Expand Up @@ -74,6 +74,7 @@
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-5)</interactionCellOffset>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>4000</basePowerConsumption>
Expand Down Expand Up @@ -144,6 +145,7 @@ Requires a Reactor Injector to inject antimatter, and a Reactor Power Converter
<glowColor>(51,124,193,255)</glowColor>
</li>
</comps>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<researchPrerequisites>
<li>R_Reactor_AA</li>
</researchPrerequisites>
Expand All @@ -161,6 +163,10 @@ If the beam is fired without a reactor to collect it, the fired anti-matter will
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,3)</drawSize>
</graphicData>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsMisc</li>
</thingCategories>
<rotatable>true</rotatable>
<defaultPlacingRot>East</defaultPlacingRot>
<passability>Impassable</passability>
Expand Down Expand Up @@ -192,6 +198,7 @@ If the beam is fired without a reactor to collect it, the fired anti-matter will
<initialConfigurableTargetFuelLevel>20</initialConfigurableTargetFuelLevel>
</li>
</comps>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<researchPrerequisites>
<li>R_ReactorInjector_AA</li>
</researchPrerequisites>
Expand All @@ -207,6 +214,10 @@ If the beam is fired without a reactor to collect it, the fired anti-matter will
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,3)</drawSize>
</graphicData>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsPower</li>
</thingCategories>
<rotatable>true</rotatable>
<defaultPlacingRot>West</defaultPlacingRot>
<passability>Impassable</passability>
Expand All @@ -226,6 +237,7 @@ If the beam is fired without a reactor to collect it, the fired anti-matter will
<transmitsPower>true</transmitsPower>
</li>
</comps>
<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
<researchPrerequisites>
<li>R_Reactor_AA</li>
</researchPrerequisites>
Expand All @@ -242,6 +254,10 @@ Also has the ability to switch machines on or off remotely.</description>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(1,1)</drawSize>
</graphicData>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsPower</li>
</thingCategories>
<rotatable>true</rotatable>
<defaultPlacingRot>South</defaultPlacingRot>
<passability>PassThroughOnly</passability>
Expand All @@ -258,6 +274,7 @@ Also has the ability to switch machines on or off remotely.</description>
<transmitsPower>false</transmitsPower>
</li>
</comps>
<constructionSkillPrerequisite>2</constructionSkillPrerequisite>
<researchPrerequisites>
<li>Entry_AA</li>
</researchPrerequisites>
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26 changes: 26 additions & 0 deletions Defs/Buildings/Floors/Floors.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<TerrainDef ParentName="FloorBase">
<defName>HyperAlloyFloor_AA</defName>
<label>hyper alloy tiles </label>
<renderPrecedence>243</renderPrecedence>
<description>Flooring tiles made out of hyper alloy. The ultimate flex.</description>
<texturePath>AntimatterAnnihilation/Terrain/HyperTile</texturePath>
<color>(1, 1, 1)</color>
<statBases>
<Beauty>30</Beauty>
<WorkToBuild>1800</WorkToBuild>
<Cleanliness>1.2</Cleanliness>
</statBases>
<costList>
<HyperAlloy_AA>6</HyperAlloy_AA> <!-- That's 36 gold, 18 composite (aka 36 plasteel, and a bit of antimatter) and 12 uranium per tile-->
</costList>
<constructEffect>ConstructMetal</constructEffect>
<constructionSkillPrerequisite>14</constructionSkillPrerequisite>
<researchPrerequisites>
<li>R_HyperAlloy_AA</li>
</researchPrerequisites>
</TerrainDef>

</Defs>
48 changes: 48 additions & 0 deletions Defs/Buildings/Production/AlloyFusionMachine.xml
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<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<ThingDef ParentName="AAPoweredLarge">
<defName>AlloyFusionMachine_AA</defName>
<thingClass>AntimatterAnnihilation.Buildings.Building_AlloyFusionMachine</thingClass>
<label>alloy fusion machine</label>
<description>Fuses dense metals together using huge amounts of power to create advanced metal alloys, such as Hyper Alloy.

See the in-game wiki for more information and how to use.</description>
<graphicData>
<texPath>AntimatterAnnihilation/Buildings/AlloyFusionMachine/Idle</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3)</drawSize>
</graphicData>
<drawerType>RealtimeOnly</drawerType>
<passability>PassThroughOnly</passability>
<selectable>true</selectable>
<size>(3, 3)</size>
<costList>
<Steel>350</Steel>
<AntimatterComposite_AA>150</AntimatterComposite_AA>
<ComponentSpacer>8</ComponentSpacer>
<HyperComponent_AA>4</HyperComponent_AA>
</costList>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsProduction</li>
</thingCategories>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>300</basePowerConsumption>
<transmitsPower>false</transmitsPower>
</li>
<li Class="CompProperties_Glower"> <!-- A Harmony patch ensures that this only glows when required. -->
<glowRadius>6</glowRadius>
<glowColor>(255,248,214,255)</glowColor>
</li>
</comps>
<constructionSkillPrerequisite>10</constructionSkillPrerequisite>
<researchPrerequisites>
<li>R_HyperAlloy_AA</li>
</researchPrerequisites>
</ThingDef>

</Defs>
23 changes: 16 additions & 7 deletions Defs/Buildings/Production/CompositeRefiner.xml
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Expand Up @@ -24,16 +24,25 @@ See the in-game wiki for more information and how to use.</description>
<ComponentIndustrial>6</ComponentIndustrial>
<ComponentSpacer>1</ComponentSpacer>
</costList>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsProduction</li>
</thingCategories>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1500</basePowerConsumption>
<transmitsPower>false</transmitsPower>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1500</basePowerConsumption>
<transmitsPower>false</transmitsPower>
</li>
<li Class="CompProperties_Glower"> <!-- A Harmony patch ensures that this only glows when required. -->
<glowRadius>5</glowRadius>
<glowColor>(245,198,255,255)</glowColor>
</li>
</comps>
<constructionSkillPrerequisite>7</constructionSkillPrerequisite>
<researchPrerequisites>
<li>AntimatterComposite_AA</li>
<li>R_AntimatterComposite_AA</li>
</researchPrerequisites>
</ThingDef>

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2 changes: 1 addition & 1 deletion Defs/Buildings/Production/InputTray.xml
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Expand Up @@ -16,7 +16,7 @@
<castEdgeShadows>true</castEdgeShadows>
<pathCost>70</pathCost>
<costList>
<Steel>25</Steel>
<Steel>20</Steel>
</costList>
<statBases>
<MaxHitPoints>140</MaxHitPoints>
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Expand Up @@ -28,6 +28,10 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
<ComponentIndustrial>22</ComponentIndustrial>
<ComponentSpacer>8</ComponentSpacer>
</costList>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsSecurity</li>
</thingCategories>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableConditional">
Expand All @@ -50,10 +54,17 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
<doSelfDischarge>false</doSelfDischarge>
<doInspectorInfo>false</doInspectorInfo>
</li>
<li Class="CompProperties_Glower"> <!-- A Harmony patch ensures that this only glows when required. -->
<glowRadius>9</glowRadius>
<glowColor>(255,232,142,255)</glowColor>
</li>
</comps>
<researchPrerequisites>
<li>R_Megumin_AA</li>
</researchPrerequisites>
<placeWorkers>
<li>PlaceWorker_NotUnderRoof</li>
</placeWorkers>
</ThingDef>

<ThingDef ParentName="BaseWeaponTurret">
Expand Down Expand Up @@ -125,68 +136,4 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
</mote>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<defName>GreedyBattery</defName>
<label>greedy battery</label>
<description>Stores electricity for later use. Charged batteries explode when exposed to rain or fire.</description>
<thingClass>Building_Battery</thingClass>
<graphicData>
<texPath>Things/Building/Power/Battery</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,3)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>70</pathCost>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.40</fillPercent>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsPower</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>800</WorkToBuild>
<Mass>20</Mass>
<Flammability>1.0</Flammability>
<Beauty>-15</Beauty>
</statBases>
<size>(1,2)</size>
<costList>
<Steel>70</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<comps>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_GreedyBattery">
<efficiency>0.5</efficiency> <!-- 100% efficient, just so that time calculations are easier for the user, if they want to make them. -->
<shortCircuitInRain>false</shortCircuitInRain>
<initialEnergyMax>600</initialEnergyMax> <!-- Real max power value. -->
<storedEnergyMax>600</storedEnergyMax> <!-- Required when using this component. Does not actually represent real max. -->
<transmitsPower>true</transmitsPower>

<maxPull>100000</maxPull> <!-- 500KW max pull from other batteries. There is infinite input power from other sources, just like with vanilla batteries. -->
<doSelfDischarge>true</doSelfDischarge>
<doInspectorInfo>true</doInspectorInfo>
</li>
<li Class="CompProperties_Breakdownable"/>
</comps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<designationCategory>Power</designationCategory>
<staticSunShadowHeight>0.2</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<designationHotKey>Misc4</designationHotKey>
<canOverlapZones>false</canOverlapZones>
<researchPrerequisites>
<li>Batteries</li>
</researchPrerequisites>
</ThingDef>

</Defs>
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