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Merge Update 2
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Update 2
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Epicguru authored Jun 2, 2020
2 parents 48a9c17 + 7e4dfb2 commit e25bd80
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Showing 55 changed files with 1,892 additions and 246 deletions.
2 changes: 1 addition & 1 deletion About/About.xml
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Expand Up @@ -29,7 +29,7 @@ See the store page for all plans, and don't hesitate to suggest new features or
<li>
<packageId>co.uk.epicguru.ingamewiki</packageId>
<displayName>In-game wiki</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/MISSING</steamWorkshopUrl>
<steamWorkshopUrl>steam://url/CommunityFilePage/2113685739</steamWorkshopUrl>
<downloadUrl>https://github.com/Epicguru/InGameWiki/releases/latest</downloadUrl>
</li>
</modDependencies>
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2 changes: 0 additions & 2 deletions Defs/Buildings/Buildings.xml
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Expand Up @@ -71,8 +71,6 @@
</costList>
<passability>Impassable</passability>
<drawOffscreen>true</drawOffscreen>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-5)</interactionCellOffset>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
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40 changes: 40 additions & 0 deletions Defs/Buildings/Production/AlloyFusionMachine.xml
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Expand Up @@ -38,6 +38,46 @@ See the in-game wiki for more information and how to use.</description>
<glowRadius>6</glowRadius>
<glowColor>(255,248,214,255)</glowColor>
</li>

<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableMulti">
<id>1</id>
<fuelConsumptionRate>0</fuelConsumptionRate>
<fuelPriority>0</fuelPriority>
<fuelCapacity>40</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Gold</li>
</thingDefs>
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>

<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableMulti">
<id>2</id>
<fuelConsumptionRate>0</fuelConsumptionRate>
<fuelPriority>1</fuelPriority>
<fuelCapacity>30</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>AntimatterComposite_AA</li>
</thingDefs>
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>

<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableMulti">
<id>3</id>
<fuelConsumptionRate>0</fuelConsumptionRate>
<fuelPriority>2</fuelPriority>
<fuelCapacity>20</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Uranium</li>
</thingDefs>
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>

</comps>
<constructionSkillPrerequisite>10</constructionSkillPrerequisite>
<researchPrerequisites>
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33 changes: 31 additions & 2 deletions Defs/Buildings/Production/CompositeRefiner.xml
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Expand Up @@ -10,14 +10,16 @@
See the in-game wiki for more information and how to use.</description>
<graphicData>
<texPath>AntimatterAnnihilation/Buildings/CompositeRefiner</texPath>
<graphicClass>Graphic_Single</graphicClass>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(3,2)</drawSize>
</graphicData>
<passability>PassThroughOnly</passability>
<selectable>true</selectable>
<size>(3, 2)</size>
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<interactionCellOffset>(0,0,2)</interactionCellOffset>
<rotatable>true</rotatable>
<defaultPlacingRot>South</defaultPlacingRot>
<costList>
<Steel>150</Steel>
<Plasteel>20</Plasteel>
Expand All @@ -39,6 +41,33 @@ See the in-game wiki for more information and how to use.</description>
<glowRadius>5</glowRadius>
<glowColor>(245,198,255,255)</glowColor>
</li>

<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableMulti">
<id>1</id>
<fuelConsumptionRate>0</fuelConsumptionRate>
<fuelPriority>0</fuelPriority>
<fuelCapacity>60</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>

<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableMulti">
<id>2</id>
<fuelConsumptionRate>0</fuelConsumptionRate>
<fuelPriority>1</fuelPriority>
<fuelCapacity>1</fuelCapacity>
<fuelFilter>
<thingDefs>
<li>AntimatterCanister_AA</li>
</thingDefs>
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>

</comps>
<constructionSkillPrerequisite>7</constructionSkillPrerequisite>
<researchPrerequisites>
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6 changes: 3 additions & 3 deletions Defs/Buildings/Production/InputTray.xml
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Expand Up @@ -2,8 +2,8 @@
<Defs>
<ThingDef ParentName="AABuildingBase">
<defName>InputTray_AA</defName>
<label>input tray</label>
<description>A spacial container to store materials for a nearby machine to use.</description>
<label>input tray (legacy)</label>
<description>No longer used in this mod: machines now use a more simple refueling system.\nYou should deconstruct this to get steel back.</description>
<thingClass>AntimatterAnnihilation.Buildings.Building_InputTray</thingClass>
<graphicData>
<texPath>AntimatterAnnihilation/Buildings/InputTray</texPath>
Expand Down Expand Up @@ -46,7 +46,7 @@
<surfaceType>Item</surfaceType>
<canOverlapZones>false</canOverlapZones>
<researchPrerequisites>
<li>Entry_AA</li>
<li>R_Megumin_AA</li> <!-- Just so it doesn't show up for as long as possible. Not sure how to completely hide it from the player. -->
</researchPrerequisites>
</ThingDef>

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1 change: 1 addition & 0 deletions Defs/Buildings/Special/M3G_UMIN.xml
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Expand Up @@ -77,6 +77,7 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
<drawSize>(2,2)</drawSize>
</graphicData>
<statBases>
<MaxHitPoints>600</MaxHitPoints>
<AccuracyTouch>1</AccuracyTouch>
<AccuracyShort>1</AccuracyShort>
<AccuracyMedium>1</AccuracyMedium>
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2 changes: 1 addition & 1 deletion Defs/Buildings/Turrets/MBD.xml
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Expand Up @@ -14,7 +14,7 @@
<rotatable>false</rotatable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>650</MaxHitPoints>
<MaxHitPoints>900</MaxHitPoints>
<Flammability>0.2</Flammability>
<WorkToBuild>9000</WorkToBuild>
<Mass>220</Mass>
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4 changes: 2 additions & 2 deletions Defs/Buildings/Turrets/Railgun.xml
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Expand Up @@ -13,7 +13,7 @@
<rotatable>false</rotatable>
<size>(5,5)</size>
<statBases>
<MaxHitPoints>800</MaxHitPoints>
<MaxHitPoints>1400</MaxHitPoints>
<Flammability>0.5</Flammability>
<WorkToBuild>15000</WorkToBuild>
<Mass>400</Mass>
Expand Down Expand Up @@ -101,7 +101,7 @@
<projectile>
<damageDef>AnnihilationExplosionRailgun_AA</damageDef>
<speed>50000</speed> <!-- I am speed. Kerchoo. -->
<explosionRadius>8.5</explosionRadius>
<explosionRadius>7.5</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
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2 changes: 1 addition & 1 deletion Defs/Buildings/Turrets/ThunderGun.xml
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Expand Up @@ -14,7 +14,7 @@
<rotatable>false</rotatable>
<size>(3,3)</size>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<MaxHitPoints>800</MaxHitPoints>
<Flammability>0.4</Flammability>
<WorkToBuild>9000</WorkToBuild>
<Mass>200</Mass>
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38 changes: 19 additions & 19 deletions Defs/Factions/Pawn Kinds/UltratechPawns.xml
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Expand Up @@ -9,7 +9,8 @@
<itemQuality>Normal</itemQuality>
<backstoryCryptosleepCommonality>0.2</backstoryCryptosleepCommonality>
<maxGenerationAge>55</maxGenerationAge>
<combatEnhancingDrugsChance>0.15</combatEnhancingDrugsChance>
<minGenerationAge>16</minGenerationAge>
<combatEnhancingDrugsChance>0.1</combatEnhancingDrugsChance>
<combatEnhancingDrugsCount>0~1</combatEnhancingDrugsCount>
<biocodeWeaponChance>0.2</biocodeWeaponChance>
<inventoryOptions>
Expand All @@ -25,27 +26,27 @@

<!-- Soldiers have good chances to have expensive or powerful implants. -->
<PawnKindDef Name="UltratechSoldierBase_AA" ParentName="UltratechPawnBase_AA" Abstract="True">
<techHediffsChance>0.15</techHediffsChance>
<techHediffsMoney>900~1800</techHediffsMoney>
<techHediffsChance>0.1</techHediffsChance>
<techHediffsMoney>900~1300</techHediffsMoney>
<techHediffsTags>
<li>Advanced</li>
<li>ImplantEmpireCommon</li>
</techHediffsTags>
</PawnKindDef>

<!-- Basic gunner soldier, has regular (assault rifle, LMG, belts) weapons as well as spacer (antimatter) weapons.
Abstract to allow death acidifer version (dlc only?)-->
<PawnKindDef Name="UltratechGunnerBase_AA" ParentName="UltratechSoldierBase_AA" Abstract="True">
<label>ultratech gunner</label>
<combatPower>120</combatPower>
<combatPower>130</combatPower>
<gearHealthRange>0.85~3.8</gearHealthRange>
<apparelTags>
<li>IndustrialAdvanced</li>
<li>IndustrialMilitaryBasic</li>
<li>IndustrialMilitaryAdvanced</li>
<li>IndustrialAdvanced</li>
<li>BeltDefensePop</li>
<li>SpacerMilitary</li>
</apparelTags>
<apparelMoney>1500~2600</apparelMoney>
<apparelMoney>2200~2800</apparelMoney>
<apparelAllowHeadgearChance>0.55</apparelAllowHeadgearChance>
<weaponMoney>450~1100</weaponMoney>
<weaponTags>
Expand Down Expand Up @@ -83,7 +84,7 @@
<PawnKindDef ParentName="UltratechGunnerBase_AA">
<defName>UltratechGunnerAdvanced_AA</defName>
<label>ultratech elite gunner</label>
<combatPower>160</combatPower>
<combatPower>170</combatPower>
<gearHealthRange>0.95~4.0</gearHealthRange>
<apparelTags>
<li>IndustrialAdvanced</li>
Expand All @@ -93,8 +94,6 @@
</apparelTags>
<techHediffsRequired>
<li>BionicEye</li>
<li>ArchotechArm</li>
<li>BionicLeg</li>
</techHediffsRequired>
<apparelMoney>3000~4500</apparelMoney>
<apparelAllowHeadgearChance>0.8</apparelAllowHeadgearChance>
Expand Down Expand Up @@ -128,14 +127,15 @@
<!-- Basic sniper soldier. Uses only sniper rifles and long range antimatter rifles. Abstract to allow death acidifer version (dlc only?)-->
<PawnKindDef Name="UltratechSniperBase_AA" ParentName="UltratechSoldierBase_AA" Abstract="True">
<label>ultratech sniper</label>
<combatPower>130</combatPower>
<combatPower>135</combatPower>
<gearHealthRange>0.7~3.0</gearHealthRange>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>IndustrialAdvanced</li>
<li>IndustrialMilitaryAdvanced</li>
<li>SpacerMilitary</li>
</apparelTags>
<apparelMoney>900~1900</apparelMoney>
<apparelMoney>2000~2600</apparelMoney>
<apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance>
<weaponMoney>2000~4000</weaponMoney>
<weaponTags>
Expand Down Expand Up @@ -170,22 +170,22 @@
<PawnKindDef ParentName="UltratechSniperBase_AA">
<defName>UltratechSniperAdvanced_AA</defName>
<label>ultratech elite sniper</label>
<combatPower>155</combatPower>
<combatPower>150</combatPower>
<gearHealthRange>0.7~3.0</gearHealthRange>
<apparelTags>
<li>IndustrialAdvanced</li>
<li>IndustrialMilitaryAdvanced</li>
<li>SpacerMilitary</li>
</apparelTags>
<apparelMoney>1200~2500</apparelMoney>
<apparelMoney>26000~3300</apparelMoney>
<apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance>
<weaponMoney>3500~7000</weaponMoney>
<weaponTags>
<li>SniperRifleSpacer</li>
<li>SniperRifleUltra</li>
</weaponTags>
<techHediffsRequired>
<li>ArchotechEye</li>
<li>BionicEye</li>
</techHediffsRequired>
<inventoryOptions>
<subOptionsChooseOne>
Expand All @@ -206,14 +206,15 @@
<!-- Basic melee soldier. Uses powerful melee weapons, and has boosted speed due to gear and implants. Abstract to allow death acidifer version (dlc only?)-->
<PawnKindDef Name="UltratechMeleeBase_AA" ParentName="UltratechSoldierBase_AA" Abstract="True">
<label>ultratech slasher</label>
<combatPower>130</combatPower>
<combatPower>135</combatPower>
<gearHealthRange>0.5~2.5</gearHealthRange>
<apparelTags>
<li>IndustrialMilitaryBasic</li>
<li>IndustrialAdvanced</li>
<li>IndustrialMilitaryAdvanced</li>
<li>SpacerMilitary</li>
</apparelTags>
<apparelMoney>900~1700</apparelMoney>
<apparelMoney>1500~2000</apparelMoney>
<apparelAllowHeadgearChance>0.05</apparelAllowHeadgearChance>
<weaponMoney>1600~2600</weaponMoney>
<weaponTags>
Expand Down Expand Up @@ -245,7 +246,7 @@
<PawnKindDef ParentName="UltratechMeleeBase_AA">
<defName>UltratechMeleeAdvanced_AA</defName>
<label>ultratech elite slasher</label>
<combatPower>160</combatPower>
<combatPower>165</combatPower>
<gearHealthRange>0.7~3.5</gearHealthRange>
<apparelMoney>2500~4000</apparelMoney>
<apparelAllowHeadgearChance>0.4</apparelAllowHeadgearChance>
Expand All @@ -258,7 +259,6 @@
<li>Apparel_ShieldBelt</li>
</apparelRequired>
<techHediffsRequired>
<li>ArchotechEye</li>
<li>BionicLeg</li>
<li>BionicLeg</li>
</techHediffsRequired>
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8 changes: 4 additions & 4 deletions Defs/Factions/Ultratech.xml
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Expand Up @@ -50,10 +50,10 @@
<allowedArrivalTemperatureRange>-60~60</allowedArrivalTemperatureRange>
<maxPawnCostPerTotalPointsCurve>
<points> <!-- TODO Understand and adjust -->
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(0,25)</li>
<li>(70, 40)</li>
<li>(700, 90)</li>
<li>(1300, 140)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
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2 changes: 1 addition & 1 deletion Defs/Items/Guns/Antimatter Bullet.xml
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Expand Up @@ -11,7 +11,7 @@
<projectile>
<damageDef>Annihilate_AA</damageDef>
<damageAmountBase>16</damageAmountBase>
<armorPenetrationBase>0.35</armorPenetrationBase>
<armorPenetrationBase>0.48</armorPenetrationBase>
<speed>65</speed>
<stoppingPower>1.0</stoppingPower>
</projectile>
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10 changes: 5 additions & 5 deletions Defs/Items/Guns/DevastatorLMG.xml
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Expand Up @@ -27,8 +27,8 @@ This weapon incorporates archotech technology. Even with a good understanding of
<defaultProjectile>Bullet_DevastatorLMG_AA</defaultProjectile>
<warmupTime>1.6</warmupTime>
<range>25</range>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<burstShotCount>16</burstShotCount>
<ticksBetweenBurstShots>6</ticksBetweenBurstShots>
<burstShotCount>14</burstShotCount>
<soundCast>Shot_AntimatterBlaster_AA</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>12</muzzleFlashScale>
Expand Down Expand Up @@ -64,10 +64,10 @@ This weapon incorporates archotech technology. Even with a good understanding of
</graphicData>
<projectile>
<damageDef>Annihilate_AA</damageDef>
<damageAmountBase>11</damageAmountBase>
<damageAmountBase>14</damageAmountBase>
<stoppingPower>1.5</stoppingPower>
<armorPenetrationBase>0.65</armorPenetrationBase>
<speed>65</speed>
<armorPenetrationBase>0.95</armorPenetrationBase>
<speed>90</speed>
</projectile>
</ThingDef>

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4 changes: 2 additions & 2 deletions Defs/Items/Guns/DevastatorSniperRifle.xml
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Expand Up @@ -66,8 +66,8 @@ This weapon incorporates archotech technology. Even with a good understanding of
<projectile>
<damageDef>Annihilate_AA</damageDef>
<stoppingPower>3</stoppingPower>
<damageAmountBase>55</damageAmountBase>
<armorPenetrationBase>0.85</armorPenetrationBase>
<damageAmountBase>70</damageAmountBase>
<armorPenetrationBase>1.05</armorPenetrationBase>
<speed>200</speed>
</projectile>
</ThingDef>
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2 changes: 1 addition & 1 deletion Defs/Items/Guns/Light Antimatter Bullet.xml
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Expand Up @@ -11,7 +11,7 @@
<projectile>
<damageDef>Annihilate_AA</damageDef>
<damageAmountBase>12</damageAmountBase>
<armorPenetrationBase>0.15</armorPenetrationBase>
<armorPenetrationBase>0.30</armorPenetrationBase>
<stoppingPower>1.0</stoppingPower>
<speed>75</speed>
</projectile>
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