So i was updating my mod and noticed the <intricate> tag in ComponentIndustrial and ComponentSpacer vanilla items
Anybody know what this is for?
Anybody know what this is for?
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Show posts Menu<ThingDef ParentName="BenchBase">
<defName>HiTechResearchBench</defName>
<label>hi-tech research bench</label>
<description>A high-tech bench with computers and electronic measurement equipment. Research is sped up by the high-tech tools. Requires power.</description>
<thingClass>Building_ResearchBench</thingClass>
<size>(5,2)</size>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>
<costStuffCount>150</costStuffCount>
<costList>
<Steel>100</Steel>
<Component>10</Component>
</costList>
<graphicData>
<texPath>Things/Building/Production/ResearchBenchHiTech</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<shaderType>CutoutComplex</shaderType>
<drawSize>(7,4)</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>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<WorkToBuild>5000</WorkToBuild>
<Flammability>1.0</Flammability>
<ResearchSpeedFactor>1.0</ResearchSpeedFactor>
</statBases>
<comps>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
<startElectricalFires>true</startElectricalFires>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>MultiAnalyzer</li>
</linkableFacilities>
</li>
</comps>
<fillPercent>0.5</fillPercent>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
<hasInteractionCell>true</hasInteractionCell>
<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
<designationCategory>Production</designationCategory>
<surfaceType>Item</surfaceType>
<designationHotKey>Misc4</designationHotKey>
<placeWorkers>
<li>PlaceWorker_ShowFacilitiesConnections</li>
</placeWorkers>
<researchPrerequisites>
<li>MicroelectronicsBasics</li>
</researchPrerequisites>
</ThingDef>
<li Class="CompProperties_AffectedByFacilities">
<linkableFacilities>
<li>MultiAnalyzer</li>
<li>ResCogitator</li>
</linkableFacilities>
</li>
<pawnNameMaker>NAMERFILES</pawnNameMaker>
<ThingDef ParentName="BuildingBase" Name="IGFloorArtMaterial" Abstract="True">
<thingClass>Building_Art</thingClass>
<altitudeLayer>FloorEmplacement</altitudeLayer>
<passability>Standable</passability>
<!-- <pathCost>0</pathCost> -->
<castEdgeShadows>false</castEdgeShadows>
<useHitPoints>true</useHitPoints>
<statBases>
<Flammability>3.0</Flammability>
<SellPriceFactor>1.50</SellPriceFactor>
</statBases>
<comps>
<li>
<compClass>CompQuality</compClass>
</li>
<li Class="CompProperties_Art">
<nameMaker>ArtName_IGSculptures</nameMaker>
<descriptionMaker>ArtDescription_IGSculptures</descriptionMaker>
<minQualityForArtistic>Excellent</minQualityForArtistic>
<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
</li>
</comps>
<inspectorTabs>
<li>ITab_Art</li>
</inspectorTabs>
<recipeMaker>
<workSpeedStat>TailoringSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Tailor</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<unfinishedThingDef>UnfinishedApparel</unfinishedThingDef>
<recipeUsers>
<li>ElectricTailoringBench</li>
<li>HandTailoringBench</li>
<li>ImperialFabricator</li>
</recipeUsers>
</recipeMaker>
</ThingDef>
<ThingDef ParentName="IGFloorArtMaterial">
<defName>IGFL_2x3_Skull</defName>
<label>Floor Skull Rug 2x3</label>
<Description>Imperial Floor Art of Aquila, sized 2x3.</Description>
<graphicData>
<graphicClass>Graphic_Single</graphicClass>
<texPath>Things/IGCore/Building/Decorations/2x4FloorRugMk1</texPath>
<drawSize>(2,4)</drawSize>
</graphicData>
<minifiedDef>MinifiedSculpture</minifiedDef>
<size>(2,3)</size>
<fillPercent>0.25</fillPercent>
<rotatable>true</rotatable>
<canOverlapZones>false</canOverlapZones>
<statBases>
<MaxHitPoints>250</MaxHitPoints>
<Beauty>80</Beauty>
<Mass>15</Mass>
<WorkToMake>35000</WorkToMake>
</statBases>
<stuffCategories>
<li>Fabric</li>
<li>Leathery</li>
</stuffCategories>
<costStuffCount>350</costStuffCount>
</ThingDef>
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>100</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>true</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>60</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
<TGBlightDrone>200</TGBlightDrone> <!-- Higher More Common Lower Less Common -->
<TGSolider>140</TGSolider>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>120</commonality>
<options>
<TGSolider>200</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGBlightDrone>180</TGBlightDrone>
<TGHeavySoldier>140</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>10</commonality>
<options>
<TGSolider>60</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>160</TGHeavySoldier>
<TGGrenadier>80</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>70</TGVeteran>
<TGStormTrooper>60</TGStormTrooper>
<TGCaptain>30</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>5</commonality>
<options>
<TGSolider>40</TGSolider> <!-- Higher More Common Lower Less Common -->
<TGHeavySoldier>120</TGHeavySoldier>
<TGGrenadier>60</TGGrenadier>
<TGSharpshooter>100</TGSharpshooter>
<TGVeteran>80</TGVeteran>
<TGStormTrooper>90</TGStormTrooper>
<TGCaptain>70</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGTGF/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor>
</FactionDef>
<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Poor</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>850</min>
<max>850</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>2500</min>
<max>2500</max>
</weaponMoney>
<inventoryOptions>
<skipChance>0.1</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Guardsman</label>
<weaponTags>
<li>TGLasPistol</li>
</weaponTags>
<combatPower>20</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Heavy Guardsman</label>
<weaponTags>
<li>TGLasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Grenadier Guardsman</label>
<weaponTags>
<li>TGKrakGrenade</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGSharpshooter</defName>
<label>Guardsman Sharpshooter</label>
<weaponTags>
<li>TGExitusSniper</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGVeteran</defName>
<label>Veteran Guardsman</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGPlasmaRifle</li>
</weaponTags>
<combatPower>30</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Stormtrooper</label>
<itemQuality>Superior</itemQuality>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<!-- <factionLeader>true</factionLeader> Commented Out as it created an error atm -->
<combatPower>100</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Excellent</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1600</min>
<max>1600</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>TGBoltGun</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Uranium</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>3</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<?xml version="1.0" encoding="utf-8" ?>
<FactionDefs>
<!--QX==================== Imperial Guard Traitor Guard Faction Addon Mod - Traitor Guard Faction Definition =========================QX-->
<FactionDef>
<defName>TraitorGuardFaction</defName>
<label>Traitor Guard Regiment</label>
<description>The Traitor Guard are among the better armed and minded troops that Chaos Champions and/or Arch-Heretics have at their disposal in order to fulfil their own agendas, Champions of Chaos draw lesser Chaos followers to them to form their own personal armies, which can vary tremendously in size and strength. These traitors, unlike other mutants and other vile Beastmen, have not completely lost their military skills or sanity, forming a reasonably reliable core force amongst the slavering hordes of the Lost and Damned armies...</description>
<pawnsPlural>traitor guard</pawnsPlural>
<requiredCountAtGameStart>1</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>120</raidCommonality>
<humanlikeFaction>true</humanlikeFaction>
<hidden>false</hidden>
<canStageAttacks>true</canStageAttacks>
<leaderTitle>Captain</leaderTitle>
<appreciative>false</appreciative>
<canFlee>false</canFlee>
<startingGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</startingGoodwill>
<naturalColonyGoodwill> <!-- Never Can Be Friendly -->
<min>-100</min>
<max>-100</max>
</naturalColonyGoodwill>
<earliestRaidDays>25</earliestRaidDays>
<factionNameMaker>NamerIGFTraitorGuardFaction</factionNameMaker>
<pawnNameMaker>NamerIGTraitorGuardPawns</pawnNameMaker>
<techLevel>Spacer</techLevel>
<backstoryCategory>Raider</backstoryCategory>
<hairTags>
<li>Urban</li>
<li>Rural</li>
</hairTags>
<allowedArrivalTemperatureRange>
<min>-55</min>
<max>65</max>
</allowedArrivalTemperatureRange>
<mustStartOneEnemy>true</mustStartOneEnemy>
<pawnGroupMakers>
<li Class="PawnGroupMaker_Normal">
<commonality>100</commonality>
<options>
<TGSolider>100</TGSolider> <!-- Higher More Comment Lower Less Common -->
<TGHeavySoldier>50</TGHeavySoldier>
<TGGrenadier>20</TGGrenadier>
<TGStormTrooper>10</TGStormTrooper>
<TGCaptain>5</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>50</commonality>
<options>
<TGSolider>80</TGSolider> <!-- Higher More Comment Lower Less Common -->
<TGHeavySoldier>80</TGHeavySoldier>
<TGGrenadier>40</TGGrenadier>
<TGStormTrooper>20</TGStormTrooper>
<TGCaptain>10</TGCaptain>
</options>
</li>
<li Class="PawnGroupMaker_Normal">
<commonality>15</commonality>
<options>
<TGSolider>50</TGSolider> <!-- Higher More Comment Lower Less Common -->
<TGHeavySoldier>80</TGHeavySoldier>
<TGGrenadier>50</TGGrenadier>
<TGStormTrooper>50</TGStormTrooper>
<TGCaptain>25</TGCaptain>
</options>
</li>
</pawnGroupMakers>
<homeIconPath>Things/IGFTraitorGuard/Icons/TraitorGuardIcon</homeIconPath>
<homeIconColor>(128,0,0)</homeIconColor> <!-- PICK A NEW HOME COLOUR -->
</FactionDef>
</FactionDefs>
<?xml version="1.0" encoding="utf-8" ?>
<PawnKindDefs>
<PawnKindDef Abstract="True" Name="TraitorBase" >
<race>Human</race>
<defaultFactionType>TraitorGuardFaction</defaultFactionType>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<invNutrition>2.50</invNutrition>
<itemQuality>Normal</itemQuality>
<backstoryCryptosleepCommonality>0.3</backstoryCryptosleepCommonality>
<maxGenerationAge>50</maxGenerationAge>
<gearHealthRange>
<min>0.75</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>1150</min>
<max>1150</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
</apparelRequired>
<apparelAllowHeadwearChance>0.5</apparelAllowHeadwearChance> <!-- Do i need this line? -->
<weaponMoney>
<min>3100</min>
<max>3100</max>
</weaponMoney>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>20</min>
<max>50</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGSolider</defName>
<label>Traitor Guard Soldier</label>
<weaponTags>
<li>LasGun</li>
</weaponTags>
<combatPower>25</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGHeavySoldier</defName>
<label>Traitor Guard Heavy</label>
<weaponTags>
<li>BoltGun</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGGrenadier</defName>
<label>Traitor Guard Grenadier</label>
<weaponTags>
<li>ImpGrenadeLauncher</li>
<li>GrenadeDestructive</li>
</weaponTags>
<combatPower>35</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGStormTrooper</defName>
<label>Traitor Guard Stormtrooper</label>
<weaponTags>
<li>ExitusSniper</li>
<li>ImpQuadRocketLauncher</li>
</weaponTags>
<combatPower>40</combatPower>
</PawnKindDef>
<PawnKindDef ParentName="TraitorBase">
<defName>TGCaptain</defName>
<label>Captain</label>
<race>Human</race>
<factionLeader>true</factionLeader>
<combatPower>250</combatPower>
<baseRecruitDifficulty>1</baseRecruitDifficulty>
<backstoryCategory>Raider</backstoryCategory>
<itemQuality>Good</itemQuality>
<gearHealthRange>
<min>1</min>
<max>1</max>
</gearHealthRange>
<apparelMoney>
<min>3100</min>
<max>3100</max>
</apparelMoney>
<apparelRequired>
<li>IGJumpSuit</li>
<li>TG_StdArmor</li>
<li>TG_StdHelmet</li>
<li>TG_FlakPlate</li>
</apparelRequired>
<apparelAllowHeadwearChance>1</apparelAllowHeadwearChance>
<weaponTags>
<li>PlasmaRifle</li>
</weaponTags>
<inventoryOptions>
<skipChance>0.01</skipChance>
<subOptionsChooseOne>
<li>
<thingDef>Gold</thingDef>
<countRange>
<min>200</min>
<max>500</max>
</countRange>
</li>
<li>
<thingDef>Medicine</thingDef>
<countRange>
<min>1</min>
<max>1</max>
</countRange>
</li>
</subOptionsChooseOne>
</inventoryOptions>
</PawnKindDef>
</PawnKindDefs>
<?xml version="1.0" encoding="utf-8" ?>
<NameMakerDefs>
<RulePackDef>
<defName>NamerIGFTraitorGuardFaction</defName>
<rulePack>
<rulesStrings>
<li>name->[TGRegiments]</li>
</rulesStrings>
<rulesRaw>
<li Class="Rule_File">
<keyword>TGRegiments</keyword>
<path>NameBanks/TGRegiments</path>
</li>
</rulesRaw>
</rulePack>
</RulePackDef>
<RulePackDef>
<defName>NamerIGTraitorGuardPawns</defName>
<rulePack>
<rulesStrings>
<li>name->[TGFirst] [TGSurNom]</li>
<li>name->[TGSurNom] [TGFirst]</li>
</rulesStrings>
<rulesRaw>
<li Class="Rule_File">
<keyword>TGFirst</keyword>
<path>NameBanks/TGFirst</path>
</li>
<li Class="Rule_File">
<keyword>TGSurNom</keyword>
<path>NameBanks/TGSurNom</path>
</li>
</rulesRaw>
</rulePack>
</RulePackDef>
</NameMakerDefs>
<RulePackDef>
<defName>NamerPersonTribal</defName>
<rulePack>
<rulesStrings>
<li>name->[tribalword] '[badassanimal]' [tribalword]</li>
<li>name->[color] [tribalword]</li>
<li>name->[tribalword] [tribalword]</li>
<li>name->[tribalword] [tribalword]</li>
<li>name->[tribalword] [animal]</li>
<li>name->[animal] [tribalword]</li>
<li>name->[color] [animal]</li>
</rulesStrings>
<rulesRaw>
<li Class="Rule_File">
<keyword>tribalword</keyword>
<path>NameBanks/TribalWords</path>
</li>
<li Class="Rule_File">
<keyword>badassanimal</keyword>
<path>NameBanks/Nouns_BadassAnimals</path>
</li>
<li Class="Rule_File">
<keyword>animal</keyword>
<path>NameBanks/Nouns_Animals</path>
</li>
<li Class="Rule_File">
<keyword>color</keyword>
<path>NameBanks/Colors</path>
</li>
</rulesRaw>
</rulePack>
</RulePackDef>
<li Class="CompProperties_HeatPusher">
<compClass>CompHeatPusherPowered</compClass>
<heatPerSecond>30</heatPerSecond>
<heatPushMaxTemperature>300</heatPushMaxTemperature>
</li>
In <graphicData> using the listed draw size results in the following;
<drawSize>(2,2)</drawSize> -- Heat pusher works
<drawSize>(2,3)</drawSize> -- Heat pusher works
<drawSize>(3,2)</drawSize> -- Heat pusher does NOT work
<drawSize>(4,4)</drawSize> -- Heat pusher does NOT work
<ThingDef ParentName="BuildingBase">
<defName>TrantulaDualHeavyBolter</defName>
<label>Trantula Dual Heavy Bolter</label>
<thingClass>Building_TurretGun</thingClass>
<graphicData>
<texPath>Things/IGTurrets/AutoTurrets/HeavyBolter/ATHeavyBolterMk1-Base</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(4,4)</drawSize>
<damageData>
<rect>(0.38,0.2,0.56375,0.8)</rect>
<cornerTL>Damage/Corner</cornerTL>
</damageData>
</graphicData>
<minifiedDef>MinifiedFurniture</minifiedDef>
<altitudeLayer>Building</altitudeLayer>
<stealable>false</stealable>
<statBases>
<MaxHitPoints>500</MaxHitPoints>
<Flammability>0.75</Flammability>
<WorkToMake>5000</WorkToMake>
<Beauty>-70</Beauty>
</statBases>
<tickerType>Normal</tickerType>
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>2</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
<chanceNeverExplodeFromDamage>0.25</chanceNeverExplodeFromDamage>
</li>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>20</basePowerConsumption>
</li>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Breakdownable"/>
</comps>
<description>Trantula Heavy Bolter turret is designed for medium range sentry duty, has small chance to explode when destroyed.</description>
<passability>PassThroughOnly</passability>
<pathCost>50</pathCost>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.4</fillPercent>
<costList>
<Steel>500</Steel>
<Ceramite>200</Ceramite>
<ImperialComponent>5</ImperialComponent>
</costList>
<size>(4,4)</size>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Security</designationCategory>
<specialDisplayRadius>20</specialDisplayRadius>
<building>
<ai_combatDangerous>true</ai_combatDangerous>
<turretGunDef>Turret_DualHeavyBolter</turretGunDef>
<turretBurstCooldownTicks>200</turretBurstCooldownTicks>
<turretTopgraphicPath>Things/IGTurrets/AutoTurrets/HeavyBolter/ATHeavyBolterMk1-GunBig</turretTopgraphicPath>
</building>
<researchPrerequisites>
<li>TRDualHeavyBolter</li>
</researchPrerequisites>
V1.9 - V1.0 Release
* Only had to Fix Damage def for custom Bomb damage def, no other incompatiabilities found.
v1.813
* FIX - Fixed neck protection on ALL armors
V1.812
* FIX - Had <Mass> tag in wrong place from Exitus Sniper Rifle. Fixed.
V1.81
* BALANCE - Improved the Imperial Jumpsuit, to provide more cold/heat insulation, and removed it negative affects. atm there was not reason to use it.
* BALANCE - Increased the Light output of the Imperial Lamp.
* BALANCE - All Armor Now weights 5kg Mass, Clothes have Individial Mass Configs.
* BALANCE - All weapons now have individual Mass configs.
* CHANGE - Imperial Lamps and Lighting now adds a little more beauty, making your guardsmen and astarte feeling more at home in the Imperium.
* FIX - Fixed the descriptions for the custom Traits.
V1.8
* NEW ITEM - Imperial Imperial Fortification Wall - Imperial Fortification Wall, This wall has a opening through which Defenders can fire in while providing cover. This is your first line of Defense! Capable of holding up a roof, and is fire resistant. Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Construction Fabricator - Used to create Imperial Building Materials, like Rockcrete FerroCrete, PlasCrete. Can also be used to create bulk stone blocks as well. Requires Research "Basic Imperial Construction"
* NEW ITEM - New Construction Materials made at Imperial Construction Fabricator. Rockcrete FerroCrete, PlasCrete, used for really strong walls.
* NEW ITEM - Imperial Wall - Using all the usual materials plus the new Imperial Construction Materials (Rockcrete FerroCrete, Plascrete) Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Lamp - A new Lamp in a SciFi Style, to better fit in with Base asthetic. Plus it uses alot less power than the vanilla lamp which i always thought used to much power.
* NEW ARMOR - New Ultramarine's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Blood Angels's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Cadian Shock Tropper Armor, Slightly Better than Carapace Armor, slightly more build requirements.
* CHANGE - Rogue Trader now also sells Imperials Construction Materials. (Rockcere, Ferrocrete and Plascrete)
* CHANGE - The Cogitators now appear uner the Imperial Catagory on the bottom left of the screen.
* CHANGE - Storyteller Chaos Undivided - All events are Random with weighting toward threats, big and small..
* CHANGE - StoryTeller Urlock Gaur - Events with weighting toward smaller threats, with large threats occuring not as frequently, but still more than vanilla Storytellers.
* BALANCE - All Fabricator Benches & Cogitators will now shortcircuit in rain, needs a roof over it.
* BALANCE - Core Extractor will now short ciruit in rain, needs a roof over it.
* BALANCE - Manufacturing Cogitators now require Power.
* BALANCE - Interaction Icon (Chair point) added for all benches.
* BALANCE - Adamantium Bog Standard Vanilla Wall was to Strong. Balanced down to be slightly better than Plasteel Walls.
* BALANCE - Lowered All Armor Market Values, raw material should mostly be worth more.
* BALANCE - Decreased Core Extractor Yeilds but about 20%, while you need more stuff, using a high level miners you still get good yields.
* BALANCE - Gold and Silver Yields from the Core Extractor greatly reduced.
* BALANCE - Changed the amount of work required to mine Ceramite and Adamantium - now is alot less work.
* FIX - Greatly lowered the build requirment for Imperial Solar Panels, as these are really more cosmetic items as i cannot increase there power output above vanilla using XML.
* FIX - IG Storytellers now have far more frequent Orbital Trader Visits.
* FIX - Fixed a number fo reasearch Description to be correct or more accurate.
* FIX - Have removed all the redundant def from "QXIGC_Mote_Visual". May or may not have been causing lag spikes.
* FIX - Added a general Resource Icon to the right of screen, when resource folders are used.
* FIX - Electricty Research is now needed for all Imperial Lighting.
V1.75 - B19 Update
* Lots of changes for the b19 patch. Detail within Change log inside mod.
V1.741
* FIX - Augment Leg description now correct as it was incorrectly saying Augmetic Arm
* FIX - T2 Drone Implant, incorrect gave -20% boost instead of +20% boost to smithing speed.
* Balance Change - Black Rage chance changed from MTB 50 days to 75 days. With loads of T3 pawns it was too often
* Balance Change - Enhanced Black Rage chance changed from 25 days to 75 days. With loads of T3 pawns it was too often
V1.74
* Balance Change - Doubled Kalma Leaves Harvest Amount from 2 to 4
* Balance Change - Increase Kalma Crop Sensitive to Fertility by 50%. So will grow quicker on fertile land.
* Balance Change - Lyman Ear, Occulobe and Black Carapace WILL NOT give the Black Rage Mental States. (This was already case before this update but wanted to point this out.
* Balance Change - Ossmodula, Secondary Heart, Omophagea, Catalepsean Node. Can EACH give mental State "Black Rage" on average once every 50 Days increased from 35 days. So its a little more rare for larger colonies.
* Balance Change - Rite of Pure Thought. Can give "Heightened Black Rage" on average once every 35 Days
* Balance Change - Mental State "Black Rage" Given by certain T3 Augments (Astarte Organs) has been changes so the mental State is based on the Tantrum Mental State, so now your pawns wont kills each other. But will just go about destroying your base for a little while, when the state is active.
* New Mental State - "Heightened Black Rage" where your pawn has a targeted tantrum mental state where they will find something in your base to DESTROY. So you have to arrest them before that happens if its something you care about, or keep it repaired while they damage it. But beware they could go destroy a stack of 1500 adamantium.
V1.73
* Fix - Had the Wrong Bullet attached to the T2 Bolter, so it was doing same damage as the T1. Now you will find it MUCH better. As its using the bullet i originally defined for it.
* Fix - <Weapon_Bulk> Tag Added to all Ranged Weapons, may add later to Melee Weapons.
* Balance Change - Wall Lights has a little more glow.
* Balance Change - Silver Colour of the Wall Lights has been changed to a slight lighter shade of Silver
* Balance Change - Steel amount needed from 12 to 3 for Floor Lights
* Balance Change - The Imperial MedKit Recipe now requires 1 Refined Kalma and not 3.
* Balance Change - Apothecary Level Research is now "Spacer" level rather than Industrial Level.
* Balance Change - Tech2 Bolter is now "Spacer" level rather than Industrial Level.
* Balance Change - Rebalanced some of the Research Required for Apothecary.
* Balance Change - All Bolter's can now Target Ground.
* New ITEM - "Assault Cannon" so new Iliastus Pattern Assault Cannon. Has Custom Sounds and can Target an Area. New Research required at ULTRA tech Level. Purge the Heretics.
V1.72
* Balance Change - Increase Glow Factor of imperial Lighting.
* Components - Increase the output of components from the Fabricator Bench from 4 to 6, increase stuff required so you use slight more Steel to make them, but they made quickly. So 6 Components at a time cost 40 steal rather than 30.
* Fix - Fixed Catagory for Storage Zone for Stolen Geneseed. Now in Items/BodyParts/Imperial Augments/