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 +
-- inserting inheritence parents into children seems a bit redundant but
 +
-- simplifies Lua code and keeps everything under one roof
 +
 
return {
 
return {
 
+
["Hare"] = {
  ["BiomeDef:BorealForest"] = {
+
["label"] = "hare",
    _ = {
+
["description"] = "This small, solitary herbivore can swiftly hop away from danger.",
      DefCategory = "BiomeDef",
+
-- "BaseHare"
      FileName = "Biomes_Cold.xml",
+
["statBases"] = {
      GameVersion = "1.2.2753",
+
["MoveSpeed"] = 6.0,
      DLC = "Core",
+
["MarketValue"] = 50,
    },
+
["ComfyTemperatureMin"] = -30,
    defName = "BorealForest",
+
},
    label = "boreal forest",
+
["tools"] = {
    description = [[Forests of coniferous trees. Despite the harsh winters, boreal forests sustain a diverse population of small and large animals, and have warm summers.]],
+
{
    movementDifficulty = 1,
+
["capacities"] = {
    forageability = 0.75,
+
{"Bite"}
    foragedFood = "RawBerries",
+
},
    diseaseMtbDays = 60,
+
["power"] = 3.4,
    wildPlants = {
+
["cooldownTime"] = 2,
      Plant_Grass = 8.0,
+
["
      Plant_Brambles = 2.0,
 
      Plant_Moss = 4.0,
 
      Plant_Bush = 3.0,
 
      Plant_TreePine = 5.0,
 
      Plant_TreeBirch = 1.5,
 
      Plant_TreePoplar = 1.2,
 
      Plant_Berry = 0.16,
 
      Plant_HealrootWild = 0.16,
 
    },
 
    wildAnimals = {
 
      Yak = 0.12,
 
      Horse = 0.15,
 
      Squirrel = 1,
 
      Hare = 1,
 
      Rat = 1,
 
      Elk = 0.5,
 
      Caribou = 0.5,
 
      Muffalo = 0.5,
 
      WildBoar = 0.5,
 
      Ibex = 0.5,
 
      Raccoon = 0.5,
 
      Turkey = 0.5,
 
      Deer = 0.5,
 
      Megasloth = 0.1,
 
      Fox_Red = 0.07,
 
      Fox_Arctic = 0.07,
 
      Bear_Grizzly = 0.07,
 
      Wolf_Timber = 0.07,
 
      Wolf_Arctic = 0.07,
 
      Cougar = 0.07,
 
      Lynx = 0.07,
 
      Warg = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:Tundra"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Cold.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Tundra",
 
    label = "tundra",
 
    description = [[These mostly-frozen plains bear almost no trees and little vegetation. There are a few small animals interspersed with large herds of migratory grazers and their predators.]],
 
    movementDifficulty = 1,
 
    forageability = 0.5,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 80,
 
    wildPlants = {
 
      Plant_Grass = 3.6,
 
      Plant_Moss = 0.5,
 
      Plant_Bush = 0.3,
 
      Plant_Astragalus = 0.1,
 
      Plant_Dandelion = 0.1,
 
      Plant_TreePine = 0.08,
 
      Plant_TreeBirch = 0.08,
 
      Plant_Berry = 0.07,
 
      Plant_HealrootWild = 0.05,
 
    },
 
    wildAnimals = {
 
      Hare = 2,
 
      Snowhare = 2,
 
      Caribou = 2,
 
      Elk = 2,
 
      Muffalo = 2,
 
      Ibex = 2,
 
      Megasloth = 0.2,
 
      Fox_Arctic = 0.07,
 
      Wolf_Arctic = 0.07,
 
      Wolf_Timber = 0.07,
 
      Lynx = 0.07,
 
      Warg = 0.07,
 
      Bear_Polar = 0.07,
 
      Bear_Grizzly = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:ColdBog"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Cold.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ColdBog",
 
    label = "cold bog",
 
    description = [[A wetland packed with trees and vines. Much of the marshy land here can't support heavy structures, moving around is slow due to choking vegetation. Disease is endemic in this dense, wet ecosystem.]],
 
    movementDifficulty = 4,
 
    forageability = 0.5,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 45,
 
    wildPlants = {
 
      Plant_Chokevine = 3.0,
 
      Plant_TallGrass = 2.4,
 
      Plant_Moss = 0.5,
 
      Plant_Bush = 0.3,
 
      Plant_Astragalus = 0.1,
 
      Plant_TreeWillow = 0.6,
 
      Plant_TreeCypress = 0.6,
 
      Plant_TreeMaple = 0.6,
 
      Plant_Berry = 0.07,
 
      Plant_HealrootWild = 0.05,
 
    },
 
    wildAnimals = {
 
      GuineaPig = 0.07,
 
      Yak = 0.2,
 
      Squirrel = 1,
 
      Hare = 1,
 
      Rat = 1,
 
      Elk = 0.5,
 
      Caribou = 0.5,
 
      Muffalo = 0.5,
 
      WildBoar = 0.5,
 
      Ibex = 0.5,
 
      Raccoon = 0.5,
 
      Turkey = 0.5,
 
      Deer = 0.5,
 
      Megasloth = 0.1,
 
      Fox_Red = 0.07,
 
      Fox_Arctic = 0.07,
 
      Wolf_Timber = 0.07,
 
      Wolf_Arctic = 0.07,
 
      Cougar = 0.07,
 
      Lynx = 0.07,
 
      Warg = 0.07,
 
      Bear_Polar = 0.07,
 
      Bear_Grizzly = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:IceSheet"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Cold.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "IceSheet",
 
    label = "ice sheet",
 
    description = [[Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.]],
 
    movementDifficulty = 1.5,
 
    forageability = 0,
 
    diseaseMtbDays = 90,
 
    wildAnimals = {
 
      Snowhare = 2,
 
      Muffalo = 0.1,
 
      Bear_Polar = 0.1,
 
      Wolf_Arctic = 0.1,
 
      Fox_Arctic = 0.1,
 
      Lynx = 0.1,
 
      Megasloth = 0.1,
 
    },
 
  },
 
 
 
  ["BiomeDef:SeaIce"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Cold.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SeaIce",
 
    label = "sea ice",
 
    description = [[Permanent ice sheets floating on water. There is no soil for plants to grow, no minerals to mine, and almost no animal life.]],
 
    movementDifficulty = 1.5,
 
    forageability = 0,
 
    diseaseMtbDays = 90,
 
    wildAnimals = {
 
      Snowhare = 2,
 
      Muffalo = 0.1,
 
      Bear_Polar = 0.1,
 
      Wolf_Arctic = 0.1,
 
      Fox_Arctic = 0.1,
 
    },
 
  },
 
 
 
  ["BiomeDef:TemperateForest"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Temperate.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TemperateForest",
 
    label = "temperate forest",
 
    description = [[Forests of deciduous trees interspersed with fertile clearings. Many species of animals move around among the trees and on the plains.]],
 
    movementDifficulty = 1,
 
    forageability = 1,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 50,
 
    wildPlants = {
 
      Plant_Grass = 5.0,
 
      Plant_TallGrass = 2.0,
 
      Plant_Brambles = 1.0,
 
      Plant_Dandelion = 0.5,
 
      Plant_Bush = 0.6,
 
      Plant_TreeOak = 0.5,
 
      Plant_TreePoplar = 0.5,
 
      Plant_Berry = 0.05,
 
      Plant_HealrootWild = 0.05,
 
    },
 
    wildAnimals = {
 
      Donkey = 0.20,
 
      GuineaPig = 0.45,
 
      Yak = 0.06,
 
      Bison = 0.07,
 
      Horse = 0.20,
 
      Hare = 1.0,
 
      Squirrel = 1.0,
 
      Rat = 1.0,
 
      Deer = 0.5,
 
      WildBoar = 0.5,
 
      Turkey = 0.5,
 
      Raccoon = 0.5,
 
      Ibex = 0.5,
 
      Muffalo = 0.5,
 
      Alpaca = 0.5,
 
      Boomalope = 0.4,
 
      Boomrat = 0.4,
 
      Tortoise = 0.3,
 
      Gazelle = 0.3,
 
      Megasloth = 0.2,
 
      Rhinoceros = 0.1,
 
      Bear_Grizzly = 0.07,
 
      Wolf_Timber = 0.07,
 
      Fox_Red = 0.07,
 
      Cougar = 0.07,
 
      Lynx = 0.07,
 
      Warg = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:TemperateSwamp"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Temperate.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TemperateSwamp",
 
    label = "temperate swamp",
 
    description = [[Wetlands choked with vegetation and disease. Dense overgrowth makes it hard to move around, and clearing areas for building takes a long time. Much of the terrain is too marshy to support heavy structures.]],
 
    movementDifficulty = 4,
 
    forageability = 0.75,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 40,
 
    wildPlants = {
 
      Plant_TallGrass = 3.2,
 
      Plant_Chokevine = 0.8,
 
      Plant_Bush = 0.2,
 
      Plant_TreeWillow = 1.0,
 
      Plant_TreeCypress = 1.0,
 
      Plant_TreeMaple = 1.0,
 
      Plant_Berry = 0.05,
 
      Plant_HealrootWild = 0.05,
 
    },
 
    wildAnimals = {
 
      GuineaPig = 0.15,
 
      Yak = 0.04,
 
      Horse = 0.20,
 
      Hare = 1.0,
 
      Squirrel = 1.0,
 
      Rat = 1.0,
 
      Tortoise = 0.6,
 
      Deer = 0.5,
 
      WildBoar = 0.5,
 
      Turkey = 0.5,
 
      Raccoon = 0.5,
 
      Ibex = 0.5,
 
      Muffalo = 0.5,
 
      Alpaca = 0.5,
 
      Boomalope = 0.4,
 
      Boomrat = 0.4,
 
      Megasloth = 0.2,
 
      Rhinoceros = 0.1,
 
      Bear_Grizzly = 0.07,
 
      Wolf_Timber = 0.07,
 
      Fox_Red = 0.07,
 
      Cougar = 0.07,
 
      Lynx = 0.07,
 
      Warg = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:TropicalRainforest"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Warm.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TropicalRainforest",
 
    label = "tropical rainforest",
 
    description = [[A thick, moist jungle, buzzing with animal life and infested with disease. Despite its visual beauty, this is a very dangerous biome. Choking overgrowth, aggressive animals, and constant sickness are why some explorers call this the "green hell".]],
 
    movementDifficulty = 2,
 
    forageability = 1,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 35,
 
    wildPlants = {
 
      Plant_Grass = 3.0,
 
      Plant_TallGrass = 2.0,
 
      Plant_ShrubLow = 2.0,
 
      Plant_Alocasia = 0.8,
 
      Plant_TreeCecropia = 0.3,
 
      Plant_TreePalm = 0.3,
 
      Plant_TreeBamboo = 0.3,
 
      Plant_TreeTeak = 0.2,
 
      Plant_Bush = 0.15,
 
      Plant_Clivia = 0.07,
 
      Plant_Berry = 0.05,
 
      Plant_Rafflesia = 0.0008,
 
    },
 
    wildAnimals = {
 
      GuineaPig = 0.25,
 
      Rat = 1,
 
      Monkey = 1,
 
      Boomalope = 0.5,
 
      Capybara = 0.5,
 
      Cassowary = 0.5,
 
      Tortoise = 0.5,
 
      Chinchilla = 0.5,
 
      WildBoar = 0.5,
 
      Elephant = 0.5,
 
      Rhinoceros = 0.5,
 
      Alpaca = 0.5,
 
      Cobra = 0.15,
 
      Panther = 0.15,
 
    },
 
  },
 
 
 
  ["BiomeDef:TropicalSwamp"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Warm.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TropicalSwamp",
 
    label = "tropical swamp",
 
    description = [[A plant-choked, steamy swamp seething with parasites and pathogens. Much of the land is too marshy to build on. Difficult movement, aggressive animals, and rampant disease make living here a nightmare.]],
 
    movementDifficulty = 4,
 
    forageability = 0.75,
 
    foragedFood = "RawBerries",
 
    diseaseMtbDays = 30,
 
    wildPlants = {
 
      Plant_TallGrass = 4.8,
 
      Plant_ShrubLow = 2.0,
 
      Plant_TreeWillow = 1.72,
 
      Plant_TreeCypress = 1.72,
 
      Plant_TreeMaple = 1.72,
 
      Plant_Chokevine = 0.8,
 
      Plant_Alocasia = 0.8,
 
      Plant_Bush = 0.15,
 
      Plant_Clivia = 0.07,
 
      Plant_Berry = 0.05,
 
      Plant_Rafflesia = 0.0008,
 
    },
 
    wildAnimals = {
 
      GuineaPig = 0.18,
 
      Rat = 1,
 
      Monkey = 1,
 
      Boomalope = 0.5,
 
      Capybara = 0.5,
 
      Cassowary = 0.5,
 
      Tortoise = 0.5,
 
      Chinchilla = 0.5,
 
      WildBoar = 0.5,
 
      Elephant = 0.5,
 
      Rhinoceros = 0.5,
 
      Alpaca = 0.5,
 
      Cobra = 0.15,
 
      Panther = 0.15,
 
    },
 
  },
 
 
 
  ["BiomeDef:AridShrubland"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_WarmArid.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "AridShrubland",
 
    label = "arid shrubland",
 
    description = [[A dry region, but not dry enough to become a true desert. Open plains with grasses and bushes give way to scattered groves of trees. Plants are hardy and there is a moderate density of animals, but arable soil is hard to find.]],
 
    movementDifficulty = 1,
 
    forageability = 0.5,
 
    foragedFood = "RawAgave",
 
    diseaseMtbDays = 65,
 
    wildPlants = {
 
      Plant_Grass = 7.0,
 
      Plant_Dandelion = 0.8,
 
      Plant_Bush = 0.7,
 
      Plant_PincushionCactus = 0.6,
 
      Plant_Agave = 0.2,
 
      Plant_SaguaroCactus = 0.26,
 
      Plant_TreeDrago = 0.20,
 
      Plant_Berry = 0.10,
 
    },
 
    wildAnimals = {
 
      Donkey = 0.2,
 
      GuineaPig = 0.017,
 
      Horse = 0.1,
 
      Bison = 0.1,
 
      Rat = 1.3,
 
      Hare = 1.3,
 
      Iguana = 0.7,
 
      Gazelle = 0.7,
 
      Ostrich = 0.7,
 
      Emu = 0.7,
 
      Dromedary = 0.7,
 
      Boomrat = 0.5,
 
      Elephant = 0.5,
 
      Rhinoceros = 0.5,
 
      Boomalope = 0.5,
 
      Cougar = 0.15,
 
      Fox_Fennec = 0.15,
 
      Megasloth = 0.1,
 
    },
 
  },
 
 
 
  ["BiomeDef:Desert"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_WarmArid.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Desert",
 
    label = "desert",
 
    description = [[A very dry area which supports little life. There is very little arable land, and animal life is very sparse. Deserts can be hot, or quite cold.]],
 
    movementDifficulty = 1,
 
    forageability = 0.25,
 
    foragedFood = "RawAgave",
 
    diseaseMtbDays = 90,
 
    wildPlants = {
 
      Plant_Grass = 6,
 
      Plant_PincushionCactus = 1,
 
      Plant_SaguaroCactus = 1.0,
 
      Plant_Dandelion = 0.5,
 
      Plant_TreeDrago = 0.45,
 
      Plant_Agave = 0.25,
 
      Plant_Bush = 0.25,
 
    },
 
    wildAnimals = {
 
      Donkey = 0.15,
 
      GuineaPig = 0.01,
 
      Iguana = 1.2,
 
      Dromedary = 0.7,
 
      Boomalope = 0.6,
 
      Ostrich = 0.6,
 
      Emu = 0.6,
 
      Gazelle = 0.6,
 
      Cougar = 0.07,
 
      Fox_Fennec = 0.07,
 
    },
 
  },
 
 
 
  ["BiomeDef:ExtremeDesert"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_WarmArid.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ExtremeDesert",
 
    label = "extreme desert",
 
    description = [[An extremely hot, dry area, devoid of almost all life. Searing heat and a near total lack of arable land make it very difficult to survive here.]],
 
    movementDifficulty = 1,
 
    forageability = 0,
 
    diseaseMtbDays = 90,
 
    wildPlants = {
 
      Plant_Grass = 6,
 
      Plant_SaguaroCactus = 1,
 
      Plant_Agave = 0.25,
 
    },
 
    wildAnimals = {
 
      Donkey = 0.20,
 
      GuineaPig = 0.002,
 
      Iguana = 1.5,
 
      Dromedary = 0.2,
 
      Fox_Fennec = 0.1,
 
    },
 
  },
 
 
 
  ["BiomeDef:Ocean"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Water.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Ocean",
 
    label = "ocean",
 
    description = [[Open ocean. Great for fish. Not so great for you.]],
 
  },
 
 
 
  ["BiomeDef:Lake"] = {
 
    _ = {
 
      DefCategory = "BiomeDef",
 
      FileName = "Biomes_Water.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Lake",
 
    label = "lake",
 
    description = [[A large lake. Beautiful to live next to. Not so beautiful to live in.]],
 
  },
 
 
 
  ["DamageDef:Flame"] = {
 
    _ = {
 
      Name = "Flame",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Environmental.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Flame",
 
    label = "flame",
 
    defaultDamage = 10,
 
  },
 
 
 
  ["DamageDef:Burn"] = {
 
    _ = {
 
      ParentName = "Flame",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Environmental.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Burn",
 
    label = "burn",
 
  },
 
 
 
  ["DamageDef:Frostbite"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Environmental.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Frostbite",
 
    label = "frostbite",
 
  },
 
 
 
  ["DamageDef:TornadoScratch"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Environmental.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TornadoScratch",
 
    label = "scratch",
 
  },
 
 
 
  ["DamageDef:SurgicalCut"] = {
 
    _ = {
 
      ParentName = "CutBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Medical.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SurgicalCut",
 
    label = "surgical cut",
 
  },
 
 
 
  ["DamageDef:ExecutionCut"] = {
 
    _ = {
 
      ParentName = "CutBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Medical.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ExecutionCut",
 
    label = "execution cut",
 
  },
 
 
 
  ["DamageDef:Cut"] = {
 
    _ = {
 
      Name = "CutBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Cut",
 
    label = "cut",
 
  },
 
 
 
  ["DamageDef:Crush"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Crush",
 
    label = "crush",
 
  },
 
 
 
  ["DamageDef:Blunt"] = {
 
    _ = {
 
      Name = "BluntBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Blunt",
 
    label = "blunt",
 
  },
 
 
 
  ["DamageDef:Poke"] = {
 
    _ = {
 
      ParentName = "BluntBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Poke",
 
  },
 
 
 
  ["DamageDef:Stab"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Stab",
 
    label = "stab",
 
  },
 
 
 
  ["DamageDef:Scratch"] = {
 
    _ = {
 
      Name = "Scratch",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Scratch",
 
    label = "scratch",
 
  },
 
 
 
  ["DamageDef:ScratchToxic"] = {
 
    _ = {
 
      ParentName = "Scratch",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ScratchToxic",
 
    label = "toxic scratch",
 
  },
 
 
 
  ["DamageDef:Bite"] = {
 
    _ = {
 
      Name = "Bite",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Bite",
 
    label = "bite",
 
  },
 
 
 
  ["DamageDef:ToxicBite"] = {
 
    _ = {
 
      ParentName = "Bite",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_MeleeWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ToxicBite",
 
    label = "toxic bite",
 
  },
 
 
 
  ["DamageDef:Deterioration"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Deterioration",
 
    label = "deterioration",
 
  },
 
 
 
  ["DamageDef:Mining"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Mining",
 
    label = "mining",
 
  },
 
 
 
  ["DamageDef:Rotting"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Rotting",
 
    label = "rotting",
 
  },
 
 
 
  ["DamageDef:Extinguish"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Extinguish",
 
    label = "extinguish",
 
    defaultDamage = 999999,
 
  },
 
 
 
  ["DamageDef:Bomb"] = {
 
    _ = {
 
      Name = "Bomb",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Bomb",
 
    label = "bomb",
 
    defaultDamage = 50,
 
  },
 
 
 
  ["DamageDef:BombSuper"] = {
 
    _ = {
 
      ParentName = "Bomb",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BombSuper",
 
    defaultDamage = 550,
 
  },
 
 
 
  ["DamageDef:Smoke"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Misc.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Smoke",
 
    label = "smoke",
 
    defaultDamage = 0,
 
  },
 
 
 
  ["DamageDef:RangedStab"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_RangedWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "RangedStab",
 
    label = "stab",
 
  },
 
 
 
  ["DamageDef:Bullet"] = {
 
    _ = {
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_RangedWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Bullet",
 
    label = "bullet",
 
  },
 
 
 
  ["DamageDef:Arrow"] = {
 
    _ = {
 
      Name = "Arrow",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_RangedWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Arrow",
 
    label = "arrow",
 
  },
 
 
 
  ["DamageDef:ArrowHighVelocity"] = {
 
    _ = {
 
      ParentName = "Arrow",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_RangedWeapon.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ArrowHighVelocity",
 
  },
 
 
 
  ["DamageDef:Stun"] = {
 
    _ = {
 
      ParentName = "StunBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Stun.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Stun",
 
    label = "stun",
 
    defaultDamage = 20,
 
  },
 
 
 
  ["DamageDef:EMP"] = {
 
    _ = {
 
      ParentName = "StunBase",
 
      DefCategory = "DamageDef",
 
      FileName = "Damages_Stun.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "EMP",
 
    label = "EMP",
 
    defaultDamage = 50,
 
  },
 
 
 
  ["ThingDef:Beer"] = {
 
    _ = {
 
      ParentName = "DrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Alcohol_Beer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Beer",
 
    label = "beer",
 
    description = [[The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.]],
 
    stackLimit = 25,
 
    statBases = {
 
      DeteriorationRate = 0.5,
 
      MarketValue = 12,
 
      Mass = 0.3,
 
      Flammability = 0.5,
 
      Nutrition = 0.08,
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Fluid",
 
        "Processed",
 
        "Liquor",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.17,
 
      drugCategory = "Social",
 
      chairSearchRadius = 25,
 
      canAutoSelectAsFoodForCaravan = false,
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "AlcoholHigh",
 
          severity = 0.15,
 
          toleranceChemical = "Alcohol",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "AlcoholTolerance",
 
          severity = 0.016,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Alcohol",
 
        addictiveness = 0.010,
 
        minToleranceToAddict = 0.25,
 
        existingAddictionSeverityOffset = 0.20,
 
        needLevelOffset = 0.9,
 
        listOrder = 10,
 
      },
 
      {
 
        compClass = "CompEquippable",
 
      },
 
    },
 
    tools = {
 
      {
 
        label = "bottle",
 
        capacities = {
 
          "Blunt",
 
        },
 
        power = 9,
 
        cooldownTime = 2,
 
      },
 
      {
 
        label = "neck",
 
        capacities = {
 
          "Poke",
 
        },
 
        power = 9,
 
        cooldownTime = 2,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:Wort"] = {
 
    _ = {
 
      ParentName = "ResourceBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Alcohol_Beer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Wort",
 
    label = "wort",
 
    description = [[Un-fermented beer. This substance needs to ferment in a fermenting barrel before it becomes drinkable beer.]],
 
    stackLimit = 25,
 
    thingCategories = {
 
      "Manufactured",
 
    },
 
    statBases = {
 
      DeteriorationRate = 1.0,
 
      MarketValue = 2.5,
 
      Mass = 0.8,
 
      Flammability = 0.2,
 
      MaxHitPoints = 60,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Rottable",
 
        },
 
        daysToRotStart = 5,
 
        rotDestroys = true,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:Ambrosia"] = {
 
    _ = {
 
      ParentName = "DrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Ambrosia.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Ambrosia",
 
    label = "ambrosia",
 
    description = [[A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction.]],
 
    tradeability = "Sellable",
 
    statBases = {
 
      MarketValue = 15,
 
      Mass = 0.1,
 
      DeteriorationRate = 4,
 
      Nutrition = 0.2,
 
    },
 
    ingestible = {
 
      baseIngestTicks = 80,
 
      chairSearchRadius = 4,
 
      preferability = "DesperateOnly",
 
      tasteThought = {},
 
      foodType = {
 
        "VegetableOrFruit",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.5,
 
      drugCategory = "Social",
 
      canAutoSelectAsFoodForCaravan = false,
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "AmbrosiaHigh",
 
          severity = 0.50,
 
          toleranceChemical = "Ambrosia",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "AmbrosiaTolerance",
 
          severity = 0.032,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Rottable",
 
        },
 
        daysToRotStart = 30,
 
        rotDestroys = true,
 
      },
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Ambrosia",
 
        addictiveness = 0.010,
 
        minToleranceToAddict = 0.15,
 
        existingAddictionSeverityOffset = 0.1,
 
        needLevelOffset = 0.9,
 
        listOrder = 30,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:DrugBase"] = {
 
    _ = {
 
      Name = "DrugBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "DrugBases.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingClass = "ThingWithComps",
 
    category = "Item",
 
    useHitPoints = true,
 
    statBases = {
 
      MaxHitPoints = 50,
 
      Flammability = 1.0,
 
      DeteriorationRate = 2,
 
      Beauty = -4,
 
    },
 
    altitudeLayer = "Item",
 
    stackLimit = 150,
 
    thingCategories = {
 
      "Drugs",
 
    },
 
    tradeTags = {
 
      "Drugs",
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Forbiddable",
 
        },
 
      },
 
    },
 
    pathCost = 14,
 
    ingestible = {
 
      preferability = "NeverForNutrition",
 
      chairSearchRadius = 8,
 
    },
 
  },
 
 
 
  ["ThingDef:MakeableDrugBase"] = {
 
    _ = {
 
      Name = "MakeableDrugBase",
 
      ParentName = "DrugBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "DrugBases.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    recipeMaker = {
 
      workSpeedStat = "DrugSynthesisSpeed",
 
      workSkill = "Intellectual",
 
      effectWorking = "Cook",
 
      soundWorking = "Recipe_CookMeal",
 
      bulkRecipeCount = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:MakeableDrugPillBase"] = {
 
    _ = {
 
      Name = "MakeableDrugPillBase",
 
      ParentName = "MakeableDrugBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "DrugBases.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Processed",
 
      },
 
      baseIngestTicks = 100,
 
      chairSearchRadius = 0,
 
    },
 
  },
 
 
 
  ["ThingDef:DrugPillBase"] = {
 
    _ = {
 
      Name = "DrugPillBase",
 
      ParentName = "DrugBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "DrugBases.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Processed",
 
      },
 
      baseIngestTicks = 100,
 
      chairSearchRadius = 0,
 
    },
 
  },
 
 
 
  ["ThingDef:GoJuice"] = {
 
    _ = {
 
      ParentName = "MakeableDrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "GoJuice.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GoJuice",
 
    label = "go-juice",
 
    description = [[A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities.\n\nThe military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.]],
 
    statBases = {
 
      WorkToMake = 600,
 
      MarketValue = 53,
 
      Mass = 0.1,
 
    },
 
    ingestible = {
 
      joyKind = "Chemical",
 
      joy = 0.40,
 
      drugCategory = "Hard",
 
      foodType = {
 
        "Processed",
 
        "Fluid",
 
      },
 
      baseIngestTicks = 80,
 
      chairSearchRadius = 0,
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "GoJuiceHigh",
 
          severity = 0.5,
 
          toleranceChemical = "GoJuice",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = 0.4,
 
          toleranceChemical = "GoJuice",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetPsyfocus",
 
          },
 
          offset = 0.15,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "GoJuiceProduction",
 
      recipeUsers = {
 
        "DrugLab",
 
      },
 
      soundWorking = "Recipe_Drug",
 
    },
 
    costList = {
 
      Neutroamine = 2,
 
      Yayo = 1,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "GoJuice",
 
        addictiveness = 0.026,
 
        existingAddictionSeverityOffset = 0.20,
 
        needLevelOffset = 0.9,
 
        isCombatEnhancingDrug = true,
 
        listOrder = 200,
 
        overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },
 
        largeOverdoseChance = 0.005,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:Luciferium"] = {
 
    _ = {
 
      ParentName = "DrugPillBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Luciferium.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Luciferium",
 
    label = "luciferium",
 
    description = [[A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.\n\nAfter the first dose, there is no way to get the mechanites out, ever.\n\nOn the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.]],
 
    statBases = {
 
      MarketValue = 70,
 
      Mass = 0.01,
 
    },
 
    ingestible = {
 
      drugCategory = "Medical",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "LuciferiumHigh",
 
          severity = 1.00,
 
          doToGeneratedPawnIfAddicted = true,
 
        },
 
      },
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Luciferium",
 
        addictiveness = 1.00,
 
        needLevelOffset = 0.9,
 
        listOrder = 1010,
 
      },
 
    },
 
    tradeTags = {
 
      "ExoticMisc",
 
    },
 
  },
 
 
 
  ["ThingDef:Penoxycyline"] = {
 
    _ = {
 
      ParentName = "MakeableDrugPillBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Penoxycyline.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Penoxycyline",
 
    label = "penoxycyline",
 
    description = [[A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague. Must be taken every five days to remain effective.\n\nThis drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.]],
 
    statBases = {
 
      WorkToMake = 600,
 
      MarketValue = 18,
 
      Mass = 0.005,
 
      Flammability = 0.7,
 
    },
 
    ingestible = {
 
      drugCategory = "Medical",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "PenoxycylineHigh",
 
          severity = 1.0,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "PenoxycylineProduction",
 
      recipeUsers = {
 
        "DrugLab",
 
      },
 
    },
 
    costList = {
 
      Neutroamine = 2,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        listOrder = 1000,
 
        overdoseSeverityOffset = { ["<"]=0.08, [">"]=0.14 },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:Flake"] = {
 
    _ = {
 
      ParentName = "MakeableDrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Psychite_Flake.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Flake",
 
    label = "flake",
 
    description = [[A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.]],
 
    statBases = {
 
      WorkToMake = 250,
 
      MarketValue = 14,
 
      Mass = 0.05,
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Processed",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.70,
 
      baseIngestTicks = 650,
 
      drugCategory = "Hard",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "FlakeHigh",
 
          severity = 0.75,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = 0.2,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "PsychiteTolerance",
 
          severity = 0.04,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "PsychiteRefining",
 
      recipeUsers = {
 
        "DrugLab",
 
      },
 
      soundWorking = "Recipe_Drug",
 
    },
 
    costList = {
 
      PsychoidLeaves = 4,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Psychite",
 
        addictiveness = 0.05,
 
        existingAddictionSeverityOffset = 0.30,
 
        needLevelOffset = 0.9,
 
        listOrder = 110,
 
        overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },
 
        largeOverdoseChance = 0.015,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:PsychiteTea"] = {
 
    _ = {
 
      ParentName = "MakeableDrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Psychite_Tea.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PsychiteTea",
 
    label = "psychite tea",
 
    description = [[A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.\n\nMany tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.]],
 
    statBases = {
 
      WorkToMake = 400,
 
      MarketValue = 10,
 
      Mass = 0.05,
 
      DeteriorationRate = 6,
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Fluid",
 
        "Processed",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.40,
 
      baseIngestTicks = 210,
 
      drugCategory = "Social",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "PsychiteTeaHigh",
 
          severity = 0.75,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = 0.1,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "PsychiteTolerance",
 
          severity = 0.03,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "PsychoidBrewing",
 
      recipeUsers = {
 
        "Campfire",
 
        "ElectricStove",
 
        "FueledStove",
 
      },
 
      workSpeedStat = "DrugCookingSpeed",
 
      workSkill = "Cooking",
 
      skillRequirements = {
 
        Cooking = 2,
 
      },
 
      requiredGiverWorkType = "Cooking",
 
    },
 
    costList = {
 
      PsychoidLeaves = 4,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Psychite",
 
        addictiveness = 0.02,
 
        minToleranceToAddict = 0.10,
 
        existingAddictionSeverityOffset = 0.15,
 
        needLevelOffset = 0.9,
 
        listOrder = 110,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:Yayo"] = {
 
    _ = {
 
      ParentName = "MakeableDrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Psychite_Yayo.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Yayo",
 
    label = "yayo",
 
    description = [[A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.\n\nBecause of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.]],
 
    statBases = {
 
      WorkToMake = 350,
 
      MarketValue = 21,
 
      Mass = 0.05,
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Processed",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.80,
 
      drugCategory = "Hard",
 
      baseIngestTicks = 150,
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "YayoHigh",
 
          severity = 0.75,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = 0.4,
 
          toleranceChemical = "Psychite",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "PsychiteTolerance",
 
          severity = 0.040,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "PsychiteRefining",
 
      recipeUsers = {
 
        "DrugLab",
 
      },
 
      soundWorking = "Recipe_Drug",
 
    },
 
    costList = {
 
      PsychoidLeaves = 8,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Psychite",
 
        addictiveness = 0.01,
 
        existingAddictionSeverityOffset = 0.20,
 
        needLevelOffset = 0.9,
 
        isCombatEnhancingDrug = true,
 
        listOrder = 100,
 
        overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },
 
        largeOverdoseChance = 0.01,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:SmokeleafJoint"] = {
 
    _ = {
 
      ParentName = "MakeableDrugBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Smokeleaf.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SmokeleafJoint",
 
    label = "smokeleaf joint",
 
    description = [[Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency.\n\nJoints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.]],
 
    statBases = {
 
      WorkToMake = 450,
 
      MarketValue = 11,
 
      Mass = 0.05,
 
      DeteriorationRate = 6,
 
      Flammability = 1.3,
 
    },
 
    ingestible = {
 
      foodType = {
 
        "Plant",
 
        "Processed",
 
      },
 
      joyKind = "Chemical",
 
      joy = 0.80,
 
      baseIngestTicks = 720,
 
      drugCategory = "Social",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "SmokeleafHigh",
 
          severity = 0.5,
 
          toleranceChemical = "Smokeleaf",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = -0.1,
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "SmokeleafTolerance",
 
          severity = 0.030,
 
          divideByBodySize = true,
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      recipeUsers = {
 
        "CraftingSpot",
 
        "DrugLab",
 
      },
 
      workSpeedStat = "DrugCookingSpeed",
 
      workSkill = "Cooking",
 
    },
 
    costList = {
 
      SmokeleafLeaves = 4,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "Smokeleaf",
 
        addictiveness = 0.020,
 
        minToleranceToAddict = 0.15,
 
        existingAddictionSeverityOffset = 0.06,
 
        needLevelOffset = 0.9,
 
        listOrder = 20,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:WakeUp"] = {
 
    _ = {
 
      ParentName = "MakeableDrugPillBase",
 
      DefCategory = "ThingDef",
 
      FileName = "WakeUp.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "WakeUp",
 
    label = "wake-up",
 
    description = [[A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.\n\nIn the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.]],
 
    statBases = {
 
      WorkToMake = 900,
 
      MarketValue = 35,
 
      Mass = 0.005,
 
    },
 
    ingestible = {
 
      joyKind = "Chemical",
 
      joy = 0.40,
 
      drugCategory = "Hard",
 
      outcomeDoers = {
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_GiveHediff",
 
          },
 
          hediffDef = "WakeUpHigh",
 
          severity = 0.75,
 
          toleranceChemical = "WakeUp",
 
        },
 
        {
 
          _ = {
 
            Class = "IngestionOutcomeDoer_OffsetNeed",
 
          },
 
          need = "Rest",
 
          offset = 1.0,
 
          toleranceChemical = "WakeUp",
 
        },
 
      },
 
    },
 
    recipeMaker = {
 
      researchPrerequisite = "WakeUpProduction",
 
      recipeUsers = {
 
        "DrugLab",
 
      },
 
    },
 
    costList = {
 
      Neutroamine = 2,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Drug",
 
        },
 
        chemical = "WakeUp",
 
        addictiveness = 0.02,
 
        existingAddictionSeverityOffset = 0.20,
 
        needLevelOffset = 0.9,
 
        listOrder = 210,
 
        overdoseSeverityOffset = { ["<"]=0.18, [">"]=0.35 },
 
        largeOverdoseChance = 0.005,
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartArchotechBase"] = {
 
    _ = {
 
      Name = "BodyPartArchotechBase",
 
      ParentName = "BodyPartBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Archotech.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingCategories = {
 
      "BodyPartsArchotech",
 
    },
 
    statBases = {
 
      DeteriorationRate = 0,
 
    },
 
  },
 
 
 
  ["ThingDef:ArchotechEye"] = {
 
    _ = {
 
      ParentName = "BodyPartArchotechBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Archotech.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ArchotechEye",
 
    label = "archotech eye",
 
    description = [[An artifical eye built by an archotech. It perceives every type of electromagnetic radiation, including radio waves, infrared, light, x-rays, and gamma rays. Its visual acuity is precise enough to read handwriting from twenty meters away. It can emit various wavelengths of radiation like a flashlight, and has an internal subpersona AI which helps highlight useful visual information. Externally, it looks like a natural human eye, except it can change color at will. Its internal workings are a mystery to all human minds.]],
 
    statBases = {
 
      MarketValue = 2800,
 
      Mass = 0.3,
 
    },
 
  },
 
 
 
  ["ThingDef:ArchotechArm"] = {
 
    _ = {
 
      ParentName = "BodyPartArchotechBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Archotech.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ArchotechArm",
 
    label = "archotech arm",
 
    description = [[An artifical arm built by an archotech. It's strong enough to crush a thick hardwood branch in its hand, and precise enough to write a sonnet on a grain of rice. It looks and feels like natural flesh, but it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.]],
 
    statBases = {
 
      MarketValue = 2800,
 
      Mass = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:ArchotechLeg"] = {
 
    _ = {
 
      ParentName = "BodyPartArchotechBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Archotech.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ArchotechLeg",
 
    label = "archotech leg",
 
    description = [[An artifical leg built by an archotech. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds.]],
 
    statBases = {
 
      MarketValue = 2800,
 
      Mass = 7,
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartBase"] = {
 
    _ = {
 
      Name = "BodyPartBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Base.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingClass = "ThingWithComps",
 
    category = "Item",
 
    useHitPoints = true,
 
    altitudeLayer = "Item",
 
    pathCost = 14,
 
    statBases = {
 
      MaxHitPoints = 50,
 
      Flammability = 0.7,
 
      Beauty = -4,
 
      DeteriorationRate = 2.0,
 
      Mass = 1,
 
    },
 
    tradeTags = {
 
      "TechHediff",
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Forbiddable",
 
        },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartBionicBase"] = {
 
    _ = {
 
      Name = "BodyPartBionicBase",
 
      ParentName = "BodyPartBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingCategories = {
 
      "BodyPartsBionic",
 
    },
 
    tradeTags = {
 
      "Bionic",
 
    },
 
    statBases = {
 
      WorkToMake = 26000,
 
    },
 
    recipeMaker = {
 
      workSpeedStat = "GeneralLaborSpeed",
 
      workSkill = "Crafting",
 
      effectWorking = "Smith",
 
      soundWorking = "Recipe_Smith",
 
      unfinishedThingDef = "UnfinishedHealthItemBionic",
 
      skillRequirements = {
 
        Crafting = 8,
 
      },
 
      researchPrerequisite = "Bionics",
 
      recipeUsers = {
 
        "FabricationBench",
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:BionicEye"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicEye",
 
    label = "bionic eye",
 
    description = [[An advanced artifical eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.]],
 
    costList = {
 
      Plasteel = 15,
 
      ComponentSpacer = 4,
 
    },
 
    statBases = {
 
      Mass = 0.3,
 
    },
 
  },
 
 
 
  ["ThingDef:BionicArm"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicArm",
 
    label = "bionic arm",
 
    description = [[An advanced artificial arm. Silenced mini-servos give great strength, while the biogel nerve-link gives exquisite control. A lattice-dust healing system allows it to recover from damage. It is better than a biological arm in almost every way.]],
 
    costList = {
 
      Plasteel = 15,
 
      ComponentSpacer = 4,
 
    },
 
    statBases = {
 
      Mass = 5,
 
    },
 
  },
 
 
 
  ["ThingDef:BionicLeg"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicLeg",
 
    label = "bionic leg",
 
    description = [[An advanced artificial leg. With its biogel nerve-link, powerful mini-servos, and lattice-dust healing system, it is better than a biological leg in almost every way.]],
 
    costList = {
 
      Plasteel = 15,
 
      ComponentSpacer = 4,
 
    },
 
    statBases = {
 
      Mass = 8,
 
    },
 
  },
 
 
 
  ["ThingDef:BionicSpine"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicSpine",
 
    label = "bionic spine",
 
    description = [[An advanced artificial spine. A biogel nerve bundle runs down an articulated plasteel core, surrounded by a lattice-dust healing system. It matches the performance of a biological spine.]],
 
    costList = {
 
      Plasteel = 15,
 
      ComponentSpacer = 4,
 
    },
 
    statBases = {
 
      Mass = 2,
 
    },
 
  },
 
 
 
  ["ThingDef:BionicHeart"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicHeart",
 
    label = "bionic heart",
 
    description = [[An advanced artificial heart. It has synthetic muscle fibers for a realistic heartbeat, plus a high-flow pump for rapid circulation during high stress. It is better than a biological heart in almost every way.]],
 
    costList = {
 
      Plasteel = 15,
 
      ComponentSpacer = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:BionicStomach"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicStomach",
 
    label = "bionic stomach",
 
    description = [[An advanced artificial stomach. A set of sensors and chemical synthesizers efficiently digest nearly any energy-bearing foodstuff. An integrated lattice-dust healing system automatically repairs any damage caused by the powerful acids. It is better than a biological stomach in almost every way.]],
 
    costList = {
 
      Plasteel = 10,
 
      ComponentSpacer = 3,
 
    },
 
    statBases = {
 
      Mass = 2,
 
    },
 
  },
 
 
 
  ["ThingDef:DeathAcidifier"] = {
 
    _ = {
 
      ParentName = "BodyPartBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "DeathAcidifier",
 
    label = "death acidifier",
 
    description = [[A chest implant for preventing enemy use of captured equipment. Upon the user's death, it releases powerful chemicals that dissolve gear in contact with the user's body. It doesn't damage others.]],
 
    statBases = {
 
      MarketValue = 400,
 
    },
 
    thingCategories = {
 
      "BodyPartsBionic",
 
    },
 
  },
 
 
 
  ["ThingDef:Mote_AcidCloud"] = {
 
    _ = {
 
      ParentName = "MoteBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Mote_AcidCloud",
 
    altitudeLayer = "MoteOverhead",
 
  },
 
 
 
  ["ThingDef:BionicEar"] = {
 
    _ = {
 
      ParentName = "BodyPartBionicBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Bionic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BionicEar",
 
    label = "bionic ear",
 
    description = [[An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.]],
 
    costList = {
 
      Plasteel = 10,
 
      ComponentSpacer = 3,
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartNaturalBase"] = {
 
    _ = {
 
      Name = "BodyPartNaturalBase",
 
      ParentName = "BodyPartBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Natural.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingCategories = {
 
      "BodyPartsNatural",
 
    },
 
    statBases = {
 
      DeteriorationRate = 4.0,
 
    },
 
  },
 
 
 
  ["ThingDef:Heart"] = {
 
    _ = {
 
      ParentName = "BodyPartNaturalBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Natural.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Heart",
 
    label = "heart",
 
    description = [[A biological human heart. Pumps blood around the body.]],
 
    statBases = {
 
      MarketValue = 500,
 
      Mass = 1,
 
    },
 
  },
 
 
 
  ["ThingDef:Lung"] = {
 
    _ = {
 
      ParentName = "BodyPartNaturalBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Natural.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Lung",
 
    label = "lung",
 
    description = [[A biological human lung. A pair of these form the core of the human respiratory system.]],
 
    statBases = {
 
      MarketValue = 400,
 
      Mass = 1,
 
    },
 
  },
 
 
 
  ["ThingDef:Kidney"] = {
 
    _ = {
 
      ParentName = "BodyPartNaturalBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Natural.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Kidney",
 
    label = "kidney",
 
    description = [[A biological human kidney. Filters and removes waste products from the blood.]],
 
    statBases = {
 
      MarketValue = 250,
 
      Mass = 1,
 
    },
 
  },
 
 
 
  ["ThingDef:Liver"] = {
 
    _ = {
 
      ParentName = "BodyPartNaturalBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Natural.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Liver",
 
    label = "liver",
 
    description = [[A biological human liver. Plays an important role in metabolism.]],
 
    statBases = {
 
      MarketValue = 500,
 
      Mass = 2,
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartProstheticBase"] = {
 
    _ = {
 
      Name = "BodyPartProstheticBase",
 
      ParentName = "BodyPartBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingCategories = {
 
      "BodyPartsProsthetic",
 
    },
 
    statBases = {
 
      WorkToMake = 15000,
 
    },
 
  },
 
 
 
  ["ThingDef:BodyPartProstheticMakeableBase"] = {
 
    _ = {
 
      Name = "BodyPartProstheticMakeableBase",
 
      ParentName = "BodyPartProstheticBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    recipeMaker = {
 
      workSpeedStat = "GeneralLaborSpeed",
 
      workSkill = "Crafting",
 
      effectWorking = "Smith",
 
      soundWorking = "Recipe_Smith",
 
      recipeUsers = {
 
        "TableMachining",
 
      },
 
      skillRequirements = {
 
        Crafting = 5,
 
      },
 
      unfinishedThingDef = "UnfinishedHealthItemProsthetic",
 
      researchPrerequisite = "Prosthetics",
 
    },
 
  },
 
 
 
  ["ThingDef:SimpleProstheticLeg"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticMakeableBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SimpleProstheticLeg",
 
    label = "prosthetic leg",
 
    description = [[A leg prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.]],
 
    costList = {
 
      Steel = 40,
 
      ComponentIndustrial = 4,
 
    },
 
    statBases = {
 
      Mass = 8,
 
    },
 
  },
 
 
 
  ["ThingDef:SimpleProstheticArm"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticMakeableBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SimpleProstheticArm",
 
    label = "prosthetic arm",
 
    description = [[An arm prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.]],
 
    costList = {
 
      Steel = 40,
 
      ComponentIndustrial = 4,
 
    },
 
    statBases = {
 
      Mass = 5,
 
    },
 
  },
 
 
 
  ["ThingDef:SimpleProstheticHeart"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticMakeableBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SimpleProstheticHeart",
 
    label = "prosthetic heart",
 
    description = [[A heart prosthesis. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it's better than the alternative.]],
 
    costList = {
 
      Steel = 25,
 
      ComponentIndustrial = 4,
 
    },
 
    statBases = {
 
      Mass = 2,
 
    },
 
  },
 
 
 
  ["ThingDef:CochlearImplant"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticMakeableBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "CochlearImplant",
 
    label = "cochlear implant",
 
    description = [[An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear's auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It's not as good as a natural ear, but it's a lot better than being deaf.]],
 
    costList = {
 
      Steel = 20,
 
      ComponentIndustrial = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:PowerClaw"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PowerClaw",
 
    label = "power claw",
 
    description = [[A combat-oriented hand replacement consisting of a mechanical hand with a hooked claw on each finger. It cuts deep, and it is strong enough to crush a skull like a hand crushes an egg. The claws can be retracted, making it as useful as a natural hand for non-combat tasks, however its overall ungainlyness slows down movement slightly.]],
 
    costList = {
 
      Steel = 40,
 
      ComponentIndustrial = 8,
 
    },
 
    statBases = {
 
      Mass = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:Joywire"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Joywire",
 
    label = "joywire",
 
    description = [[A brain implant that stimulates the brain's pleasure centers. While it dramatically improves a user's mood, the blanket of happiness makes it hard to concentrate on anything real. Joywires are illegal on many worlds, and are known for destroying whole cultures.]],
 
    costList = {
 
      Steel = 20,
 
      ComponentIndustrial = 4,
 
    },
 
  },
 
 
 
  ["ThingDef:Painstopper"] = {
 
    _ = {
 
      ParentName = "BodyPartProstheticBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Hediffs_BodyParts_Prosthetic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Painstopper",
 
    label = "painstopper",
 
    description = [[A brain implant which inhibits nociception, or pain sensation. While it does allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.]],
 
    costList = {
 
      Steel = 20,
 
      ComponentIndustrial = 4,
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:PsychoidBrewing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PsychoidBrewing",
 
    label = "psychoid brewing",
 
    description = [[Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove.]],
 
    baseCost = 500,
 
    techLevel = "Neolithic",
 
    tags = {
 
      "TribalStart",
 
    },
 
    researchViewX = 0.00,
 
    researchViewY = 1.40,
 
  },
 
 
 
  ["ResearchProjectDef:TreeSowing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TreeSowing",
 
    label = "tree sowing",
 
    description = [[Sow the local biome's natural trees in your fields.]],
 
    baseCost = 1000,
 
    techLevel = "Neolithic",
 
    researchViewX = 0.00,
 
    researchViewY = 0.00,
 
    tags = {
 
      "TribalStart",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:Brewing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Brewing",
 
    label = "beer brewing",
 
    description = [[Build a brewery and fermenting vats to transform hops into tasty, tasty beer.]],
 
    baseCost = 400,
 
    techLevel = "Neolithic",
 
    researchViewX = 0.00,
 
    researchViewY = 3.50,
 
  },
 
 
 
  ["ResearchProjectDef:ComplexFurniture"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ComplexFurniture",
 
    label = "complex furniture",
 
    description = [[Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables, and poker tables, vents, sarcophagi, and more.]],
 
    baseCost = 300,
 
    techLevel = "Medieval",
 
    researchViewX = 1.00,
 
    researchViewY = 4.25,
 
    tags = {
 
      "ClassicStart",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:PassiveCooler"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PassiveCooler",
 
    label = "passive cooler",
 
    description = [[Make passive coolers, to cool indoor spaces without using electricity.]],
 
    baseCost = 400,
 
    techLevel = "Neolithic",
 
    tags = {
 
      "ClassicStart",
 
      "TribalStart",
 
    },
 
    researchViewX = 0.00,
 
    researchViewY = 2.10,
 
  },
 
 
 
  ["ResearchProjectDef:Stonecutting"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Stonecutting",
 
    label = "stonecutting",
 
    description = [[Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways.]],
 
    baseCost = 300,
 
    techLevel = "Medieval",
 
    tags = {
 
      "ClassicStart",
 
    },
 
    researchViewX = 0.00,
 
    researchViewY = 4.25,
 
  },
 
 
 
  ["ResearchProjectDef:ComplexClothing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ComplexClothing",
 
    label = "complex clothing",
 
    description = [[Tailor complicated garments like pants, dusters, and cowboy hats.]],
 
    baseCost = 600,
 
    techLevel = "Medieval",
 
    researchViewX = 1.00,
 
    researchViewY = 2.80,
 
    tags = {
 
      "ClassicStart",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:DrugProduction"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "DrugProduction",
 
    label = "drug production",
 
    description = [[Build a drug lab for basic drug synthesis. Further research is required to make specific drugs.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    researchViewX = 3.00,
 
    researchViewY = 0.00,
 
  },
 
 
 
  ["ResearchProjectDef:Cocoa"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Cocoa",
 
    label = "cocoa",
 
    description = [[Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too.]],
 
    baseCost = 1000,
 
    techLevel = "Neolithic",
 
    researchViewX = 1.00,
 
    researchViewY = 0.00,
 
    prerequisites = {
 
      "TreeSowing",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:Devilstrand"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Devilstrand",
 
    label = "devilstrand",
 
    description = [[Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, heat-resistant plant fiber.]],
 
    baseCost = 800,
 
    techLevel = "Neolithic",
 
    researchViewX = 0.00,
 
    researchViewY = 2.80,
 
  },
 
 
 
  ["ResearchProjectDef:CarpetMaking"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "CarpetMaking",
 
    label = "carpet making",
 
    description = [[Weave beautiful carpets from cloth.]],
 
    baseCost = 800,
 
    techLevel = "Medieval",
 
    researchViewX = 1.00,
 
    researchViewY = 2.10,
 
  },
 
 
 
  ["ResearchProjectDef:Pemmican"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Pemmican",
 
    label = "pemmican",
 
    description = [[Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.]],
 
    baseCost = 500,
 
    techLevel = "Neolithic",
 
    tags = {
 
      "TribalStart",
 
    },
 
    researchViewX = 1.00,
 
    researchViewY = 1.40,
 
  },
 
 
 
  ["ResearchProjectDef:Smithing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Smithing",
 
    label = "smithing",
 
    description = [[Build smithies for crafting metal weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles.]],
 
    baseCost = 700,
 
    techLevel = "Medieval",
 
    researchViewX = 1.00,
 
    researchViewY = 3.50,
 
  },
 
 
 
  ["ResearchProjectDef:RecurveBow"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "RecurveBow",
 
    label = "recurve bow",
 
    description = [[Build the recurve bow, an effective and inexpensive ranged weapon.]],
 
    baseCost = 400,
 
    techLevel = "Neolithic",
 
    tags = {
 
      "TribalStart",
 
    },
 
    researchViewX = 0.00,
 
    researchViewY = 0.70,
 
  },
 
 
 
  ["ResearchProjectDef:PsychiteRefining"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PsychiteRefining",
 
    label = "psychite refining",
 
    description = [[Refine psychoid leaves into flake and yayo, different forms of the euphoric psychite drug.]],
 
    baseCost = 400,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DrugProduction",
 
    },
 
    researchViewX = 4.00,
 
    researchViewY = 0.40,
 
  },
 
 
 
  ["ResearchProjectDef:WakeUpProduction"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "WakeUpProduction",
 
    label = "wake-up production",
 
    description = [[Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DrugProduction",
 
    },
 
    researchViewX = 4.00,
 
    researchViewY = 1.10,
 
  },
 
 
 
  ["ResearchProjectDef:GoJuiceProduction"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GoJuiceProduction",
 
    label = "go-juice production",
 
    description = [[Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DrugProduction",
 
    },
 
    researchViewX = 4.00,
 
    researchViewY = 1.80,
 
  },
 
 
 
  ["ResearchProjectDef:PenoxycylineProduction"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PenoxycylineProduction",
 
    label = "penoxycyline production",
 
    description = [[Produce penoxycyline, a disease prevention drug which blocks plague, malaria, and more before they start.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DrugProduction",
 
    },
 
    researchViewX = 4.00,
 
    researchViewY = 2.50,
 
  },
 
 
 
  ["ResearchProjectDef:LongBlades"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "LongBlades",
 
    label = "long blades",
 
    description = [[Craft longswords and spears.]],
 
    baseCost = 400,
 
    techLevel = "Medieval",
 
    prerequisites = {
 
      "Smithing",
 
    },
 
    researchViewX = 2.00,
 
    researchViewY = 3.15,
 
  },
 
 
 
  ["ResearchProjectDef:PlateArmor"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PlateArmor",
 
    label = "plate armor",
 
    description = [[Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.]],
 
    baseCost = 600,
 
    techLevel = "Medieval",
 
    prerequisites = {
 
      "Smithing",
 
      "ComplexClothing",
 
    },
 
    researchViewX = 2.00,
 
    researchViewY = 2.50,
 
  },
 
 
 
  ["ResearchProjectDef:Greatbow"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_1.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Greatbow",
 
    label = "greatbow",
 
    description = [[Craft greatbows for killing enemies at great range.]],
 
    baseCost = 600,
 
    techLevel = "Medieval",
 
    prerequisites = {
 
      "RecurveBow",
 
    },
 
    researchViewX = 1.00,
 
    researchViewY = 0.70,
 
  },
 
 
 
  ["ResearchProjectDef:Electricity"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Electricity",
 
    label = "electricity",
 
    description = [[Harness the power of electricity for a hundred different tasks.]],
 
    baseCost = 1600,
 
    techLevel = "Industrial",
 
    tags = {
 
      "ClassicStart",
 
    },
 
    researchViewX = 5.00,
 
    researchViewY = 2.90,
 
  },
 
 
 
  ["ResearchProjectDef:Batteries"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Batteries",
 
    label = "battery",
 
    description = [[Build batteries for storing electricity.]],
 
    baseCost = 400,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 6.00,
 
    researchViewY = 1.20,
 
  },
 
 
 
  ["ResearchProjectDef:BiofuelRefining"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BiofuelRefining",
 
    label = "biofuel refining",
 
    description = [[Build biofuel refineries to make chemfuel from biological matter like wood or foodstuffs.]],
 
    baseCost = 700,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 2.60,
 
  },
 
 
 
  ["ResearchProjectDef:WatermillGenerator"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "WatermillGenerator",
 
    label = "watermill generator",
 
    description = [[Build watermill generators on rivers to generate a steady supply of power.]],
 
    baseCost = 700,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 1.20,
 
  },
 
 
 
  ["ResearchProjectDef:NutrientPaste"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "NutrientPaste",
 
    label = "nutrient paste",
 
    description = [[Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.]],
 
    baseCost = 400,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 1.20,
 
    tags = {
 
      "ClassicStart",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:SolarPanels"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SolarPanels",
 
    label = "solar panel",
 
    description = [[Build solar panels for electricity generation.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 1.90,
 
  },
 
 
 
  ["ResearchProjectDef:AirConditioning"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "AirConditioning",
 
    label = "air conditioning",
 
    description = [[Build coolers to make people comfortable in hot weather, or to construct freezers for storing perishable goods.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    tags = {
 
      "ClassicStart",
 
    },
 
    researchViewX = 6.00,
 
    researchViewY = 2.60,
 
  },
 
 
 
  ["ResearchProjectDef:Autodoors"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Autodoors",
 
    label = "autodoor",
 
    description = [[Build autodoors which automatically open when someone approaches, without slowing anyone down.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 6.00,
 
    researchViewY = 1.90,
 
  },
 
 
 
  ["ResearchProjectDef:Hydroponics"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Hydroponics",
 
    label = "hydroponics",
 
    description = [[Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside.]],
 
    baseCost = 700,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 6.00,
 
    researchViewY = 0.50,
 
  },
 
 
 
  ["ResearchProjectDef:TubeTelevision"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TubeTelevision",
 
    label = "tube television",
 
    description = [[Produce tube televisions for recreational watching.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    hiddenPrerequisites = {
 
      "ComplexFurniture",
 
    },
 
    researchViewX = 9.00,
 
    researchViewY = 0.50,
 
  },
 
 
 
  ["ResearchProjectDef:PackagedSurvivalMeal"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PackagedSurvivalMeal",
 
    label = "packaged survival meal",
 
    description = [[Produce packaged survival meals which never go bad. Great for traveling.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "NutrientPaste",
 
    },
 
    researchViewX = 9.00,
 
    researchViewY = 1.20,
 
  },
 
 
 
  ["ResearchProjectDef:Firefoam"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Firefoam",
 
    label = "firefoam",
 
    description = [[Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 1.90,
 
  },
 
 
 
  ["ResearchProjectDef:IEDs"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "IEDs",
 
    label = "IEDs",
 
    description = [[Build improvised traps from any kind of mortar shell.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    hideWhen = {
 
      trapsDisabled = true,
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 0.50,
 
  },
 
 
 
  ["ResearchProjectDef:GeothermalPower"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GeothermalPower",
 
    label = "geothermal power",
 
    description = [[Build geothermal power plants on top of steam geysers, for uninterrupted power.]],
 
    baseCost = 3200,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 2.60,
 
  },
 
 
 
  ["ResearchProjectDef:SterileMaterials"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SterileMaterials",
 
    label = "sterile materials",
 
    description = [[Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 0.50,
 
  },
 
 
 
  ["ResearchProjectDef:ColoredLights"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ColoredLights",
 
    label = "colored lights",
 
    description = [[Construct colored lights for decorative purposes. Cosmetic only.]],
 
    baseCost = 300,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 9.00,
 
    researchViewY = 1.90,
 
  },
 
 
 
  ["ResearchProjectDef:Machining"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Machining",
 
    label = "machining",
 
    description = [[Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
      "Smithing",
 
    },
 
    researchViewX = 6.00,
 
    researchViewY = 3.50,
 
  },
 
 
 
  ["ResearchProjectDef:SmokepopBelt"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SmokepopBelt",
 
    label = "smokepop packs",
 
    description = [[Build smokepop packs which allow the wearer to deploy a defensive smokescreen.]],
 
    baseCost = 300,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Machining",
 
    },
 
    hiddenPrerequisites = {
 
      "ComplexClothing",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 4.80,
 
  },
 
 
 
  ["ResearchProjectDef:Prosthetics"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Prosthetics",
 
    label = "prosthetics",
 
    description = [[Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach.]],
 
    baseCost = 600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Machining",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 4.80,
 
  },
 
 
 
  ["ResearchProjectDef:Gunsmithing"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Gunsmithing",
 
    label = "gunsmithing",
 
    description = [[Craft simple manually-operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Machining",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 3.40,
 
  },
 
 
 
  ["ResearchProjectDef:FlakArmor"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "FlakArmor",
 
    label = "flak armor",
 
    description = [[Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly.]],
 
    baseCost = 1200,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Machining",
 
    },
 
    hiddenPrerequisites = {
 
      "PlateArmor",
 
    },
 
    researchViewX = 7.00,
 
    researchViewY = 4.10,
 
  },
 
 
 
  ["ResearchProjectDef:Mortars"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Mortars",
 
    label = "mortars",
 
    description = [[Build mortars which can lob shells long distances - even over walls.]],
 
    baseCost = 2000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Gunsmithing",
 
    },
 
    hideWhen = {
 
      mortarsDisabled = true,
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 4.10,
 
  },
 
 
 
  ["ResearchProjectDef:BlowbackOperation"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "BlowbackOperation",
 
    label = "blowback operation",
 
    description = [[Craft low-power blowback-operated guns like autopistols and machine pistols.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Gunsmithing",
 
    },
 
    researchViewX = 8.00,
 
    researchViewY = 3.40,
 
  },
 
 
 
  ["ResearchProjectDef:GasOperation"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GasOperation",
 
    label = "gas operation",
 
    description = [[Craft high-power guns like chain shotguns, LMGs, and heavy SMGs.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "BlowbackOperation",
 
    },
 
    researchViewX = 9.00,
 
    researchViewY = 4.10,
 
  },
 
 
 
  ["ResearchProjectDef:GunTurrets"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_2_Electricity.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GunTurrets",
 
    label = "gun turrets",
 
    description = [[Produce simple automated gun turrets.]],
 
    baseCost = 500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "BlowbackOperation",
 
    },
 
    hideWhen = {
 
      turretsDisabled = true,
 
    },
 
    researchViewX = 9.00,
 
    researchViewY = 3.40,
 
  },
 
 
 
  ["ResearchProjectDef:MicroelectronicsBasics"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "MicroelectronicsBasics",
 
    label = "microelectronics",
 
    description = [[Work with complex microelectronics. This unlocks the hi-tech research bench and comms console.]],
 
    baseCost = 3000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Electricity",
 
    },
 
    researchViewX = 10.00,
 
    researchViewY = 2.90,
 
  },
 
 
 
  ["ResearchProjectDef:FlatscreenTelevision"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "FlatscreenTelevision",
 
    label = "flatscreen television",
 
    description = [[Produce high-resolution flatscreen televisions for greater enjoyment.]],
 
    baseCost = 2000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "TubeTelevision",
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 0.80,
 
  },
 
 
 
  ["ResearchProjectDef:MoisturePump"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "MoisturePump",
 
    label = "moisture pump",
 
    description = [[Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.]],
 
    baseCost = 1200,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "Machining",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 12.00,
 
    researchViewY = 0.80,
 
  },
 
 
 
  ["ResearchProjectDef:HospitalBed"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "HospitalBed",
 
    label = "hospital bed",
 
    description = [[Construct hospital beds which improve medical outcomes.]],
 
    baseCost = 1200,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "SterileMaterials",
 
      "ComplexFurniture",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 12.00,
 
    researchViewY = 1.50,
 
  },
 
 
 
  ["ResearchProjectDef:DeepDrilling"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "DeepDrilling",
 
    label = "deep drilling",
 
    description = [[Build deep drills for extracting resources from underground. You'll need a ground-penetrating scanner to find the resources.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 12.00,
 
    researchViewY = 2.20,
 
  },
 
 
 
  ["ResearchProjectDef:GroundPenetratingScanner"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "GroundPenetratingScanner",
 
    label = "ground-penetrating scanner",
 
    description = [[Build ground-penetrating scanners that can detect drillable resources under the surface. Requires an advanced component to construct.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DeepDrilling",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 13.00,
 
    researchViewY = 2.20,
 
  },
 
 
 
  ["ResearchProjectDef:TransportPod"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "TransportPod",
 
    label = "transport pod",
 
    description = [[Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, travel, sending gifts, and more.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "BiofuelRefining",
 
      "Machining",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 2.20,
 
  },
 
 
 
  ["ResearchProjectDef:MedicineProduction"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "MedicineProduction",
 
    label = "medicine production",
 
    description = [[Produce standard industrial-tech medicine by combining herbal medicine, neutroamine, and cloth.]],
 
    baseCost = 1500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "DrugProduction",
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 0.00,
 
  },
 
 
 
  ["ResearchProjectDef:LongRangeMineralScanner"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "LongRangeMineralScanner",
 
    label = "long-range mineral scanner",
 
    description = [[Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be tuned to find a specific mineral. Requires advanced components to construct.]],
 
    baseCost = 2000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "Machining",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 12.00,
 
    researchViewY = 0.00,
 
  },
 
 
 
  ["ResearchProjectDef:ShieldBelt"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShieldBelt",
 
    label = "shields",
 
    description = [[Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundry.]],
 
    baseCost = 1000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "ComplexClothing",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 1.50,
 
  },
 
 
 
  ["ResearchProjectDef:PrecisionRifling"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PrecisionRifling",
 
    label = "precision rifling",
 
    description = [[Craft precisely-machined guns like assault rifles and sniper rifles.]],
 
    baseCost = 1400,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "GasOperation",
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 3.90,
 
  },
 
 
 
  ["ResearchProjectDef:HeavyTurrets"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "HeavyTurrets",
 
    label = "autocannon turret",
 
    description = [[Produce the heavy autocannon turret.]],
 
    baseCost = 1600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "GunTurrets",
 
      "GasOperation",
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    hideWhen = {
 
      turretsDisabled = true,
 
    },
 
    researchViewX = 11.00,
 
    researchViewY = 3.20,
 
  },
 
 
 
  ["ResearchProjectDef:MultibarrelWeapons"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_3_Microelectronics.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "MultibarrelWeapons",
 
    label = "multibarrel weapons",
 
    description = [[Assemble miniguns.]],
 
    baseCost = 2600,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "GasOperation",
 
      "MicroelectronicsBasics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 11.00,
 
    researchViewY = 4.60,
 
  },
 
 
 
  ["ResearchProjectDef:MultiAnalyzer"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "MultiAnalyzer",
 
    label = "multi-analyzer",
 
    description = [[Build multi-analyzers which increase research speed and allow higher-level research projects.]],
 
    baseCost = 4000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MicroelectronicsBasics",
 
    },
 
    hiddenPrerequisites = {
 
      "Machining",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    researchViewX = 13.00,
 
    researchViewY = 2.90,
 
  },
 
 
 
  ["ResearchProjectDef:VitalsMonitor"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "VitalsMonitor",
 
    label = "vitals monitor",
 
    description = [[Build vitals monitors which improve medical outcomes when placed next to hospital beds.]],
 
    baseCost = 2500,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MultiAnalyzer",
 
      "HospitalBed",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 14.00,
 
    researchViewY = 1.50,
 
  },
 
 
 
  ["ResearchProjectDef:Fabrication"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Fabrication",
 
    label = "fabrication",
 
    description = [[Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction.]],
 
    baseCost = 4000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MultiAnalyzer",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 14.00,
 
    researchViewY = 2.90,
 
    discoveredLetterTitle = "About: Getting advanced components",
 
    discoveredLetterText = "You now have the technology to build a fabrication bench - but it also requires some advanced components to get started. You can collect advanced components several ways:\n\n  -All outlander settlements sell advanced components. Send a caravan to buy some.\n  -Some visiting traders sell advanced components. Invite or wait for them.\n  -Some quests are rewarded with advanced components.",
 
  },
 
 
 
  ["ResearchProjectDef:AdvancedFabrication"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "AdvancedFabrication",
 
    label = "advanced fabrication",
 
    description = [[Fabricate advanced components from standard components and other materials.]],
 
    baseCost = 4000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "Fabrication",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 16.00,
 
    researchViewY = 2.90,
 
  },
 
 
 
  ["ResearchProjectDef:Cryptosleep"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Cryptosleep",
 
    label = "cryptosleep casket",
 
    description = [[Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation.]],
 
    baseCost = 2000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "MultiAnalyzer",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 14.00,
 
    researchViewY = 2.20,
 
  },
 
 
 
  ["ResearchProjectDef:ReconArmor"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ReconArmor",
 
    label = "recon armor",
 
    description = [[Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components.]],
 
    baseCost = 6000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "Fabrication",
 
    },
 
    hiddenPrerequisites = {
 
      "ComplexClothing",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 15.00,
 
    researchViewY = 1.50,
 
  },
 
 
 
  ["ResearchProjectDef:PoweredArmor"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PoweredArmor",
 
    label = "marine armor",
 
    description = [[Build marine armor, a general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components.]],
 
    baseCost = 6000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ReconArmor",
 
    },
 
    hiddenPrerequisites = {
 
      "ComplexClothing",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 16.00,
 
    researchViewY = 1.50,
 
  },
 
 
 
  ["ResearchProjectDef:ChargedShot"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ChargedShot",
 
    label = "pulse-charged munitions",
 
    description = [[Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components.]],
 
    baseCost = 3000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "Fabrication",
 
    },
 
    hiddenPrerequisites = {
 
      "PrecisionRifling",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 15.00,
 
    researchViewY = 3.8,
 
  },
 
 
 
  ["ResearchProjectDef:Bionics"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Bionics",
 
    label = "bionic replacements",
 
    description = [[Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach.]],
 
    baseCost = 2000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "Fabrication",
 
    },
 
    hiddenPrerequisites = {
 
      "Prosthetics",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    researchViewX = 16.00,
 
    researchViewY = 3.80,
 
  },
 
 
 
  ["ResearchProjectDef:SniperTurret"] = {
 
    _ = {
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_4_MultiAnalyzer.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SniperTurret",
 
    label = "uranium slug turret",
 
    description = [[Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear through plasteel like paper, but it's less effective at close range.]],
 
    baseCost = 3000,
 
    techLevel = "Industrial",
 
    prerequisites = {
 
      "MultiAnalyzer",
 
    },
 
    hiddenPrerequisites = {
 
      "HeavyTurrets",
 
      "PrecisionRifling",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    hideWhen = {
 
      turretsDisabled = true,
 
    },
 
    researchViewX = 14.00,
 
    researchViewY = 3.60,
 
  },
 
 
 
  ["ResearchProjectDef:ShipResearchProjectBase"] = {
 
    _ = {
 
      Name = "ShipResearchProjectBase",
 
      Abstract = true,
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    requiredResearchBuilding = "HiTechResearchBench",
 
    requiredResearchFacilities = {
 
      "MultiAnalyzer",
 
    },
 
    tags = {
 
      "ShipRelated",
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:ShipBasics"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipBasics",
 
    label = "starflight basics",
 
    description = [[Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system.]],
 
    baseCost = 4000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "AdvancedFabrication",
 
    },
 
    researchViewX = 18.00,
 
    researchViewY = 2.90,
 
    discoveredLetterTitle = "About: Launching the ship",
 
    discoveredLetterText = "Escaping from this planet - it would be freedom at last, and maybe a return home.\n\nBut also incredibly dangerous.\n\nMany desperate souls want off this planet. Ship reactors take 15 days to charge up. Once you begin that process, the ship reactor will emit an energy signature detectable from thousands of kilometers away. Raiders will flock to attack you in waves, with an intensity you've never seen. Mechanoids are also known to be attracted to such energy signatures for their own mysterious reasons.\n\nIt won't start until you activate your ship's reactor, but when it does, it'll be ferocious. You'll need to stockpile resources, weapons, and defenses for the onslaught if you hope to escape alive.",
 
    discoveredLetterDisabledWhen = {
 
      bigThreatsDisabled = true,
 
    },
 
  },
 
 
 
  ["ResearchProjectDef:ShipCryptosleep"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipCryptosleep",
 
    label = "vacuum cryptosleep casket",
 
    description = [[Construct hardened cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between stars.]],
 
    baseCost = 2800,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ShipBasics",
 
      "Cryptosleep",
 
    },
 
    researchViewX = 19.00,
 
    researchViewY = 2.20,
 
  },
 
 
 
  ["ResearchProjectDef:ShipReactor"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipReactor",
 
    label = "starship reactor",
 
    description = [[Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders.]],
 
    baseCost = 6000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ShipBasics",
 
    },
 
    researchViewX = 19.00,
 
    researchViewY = 3.60,
 
  },
 
 
 
  ["ResearchProjectDef:ShipEngine"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipEngine",
 
    label = "Johnson-Tanaka drive",
 
    description = [[Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.]],
 
    baseCost = 6000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ShipBasics",
 
    },
 
    researchViewX = 19.00,
 
    researchViewY = 4.85,
 
  },
 
 
 
  ["ResearchProjectDef:ShipComputerCore"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipComputerCore",
 
    label = "machine persuasion",
 
    description = [[Build a reward-signal system to persuade an existing persona core into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.]],
 
    baseCost = 3000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ShipBasics",
 
    },
 
    researchViewX = 19.00,
 
    researchViewY = 1.15,
 
  },
 
 
 
  ["ResearchProjectDef:ShipSensorCluster"] = {
 
    _ = {
 
      ParentName = "ShipResearchProjectBase",
 
      DefCategory = "ResearchProjectDef",
 
      FileName = "ResearchProjects_5_Ship.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipSensorCluster",
 
    label = "starflight sensors",
 
    description = [[Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.]],
 
    baseCost = 4000,
 
    techLevel = "Spacer",
 
    prerequisites = {
 
      "ShipBasics",
 
      "LongRangeMineralScanner",
 
    },
 
    researchViewX = 19.00,
 
    researchViewY = 0.00,
 
  },
 
 
 
  ["ThingDef:AncientConcreteBarrier"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Ancient.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "AncientConcreteBarrier",
 
    label = "ancient concrete barrier",
 
    thingClass = "Building",
 
    category = "Building",
 
    description = [[A traffic management solution from long ago.]],
 
    altitudeLayer = "Building",
 
    pathCost = 42,
 
    pathCostIgnoreRepeat = true,
 
    passability = "PassThroughOnly",
 
    fillPercent = 0.5,
 
    statBases = {
 
      MaxHitPoints = 500,
 
      Beauty = -10,
 
      Flammability = 0,
 
      WorkToBuild = 600,
 
    },
 
    building = {
 
      isInert = true,
 
    },
 
    costList = {
 
      Steel = 15,
 
    },
 
  },
 
 
 
  ["ThingDef:AncientLamppost"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Ancient.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "AncientLamppost",
 
    label = "ancient lamppost",
 
    thingClass = "Building",
 
    category = "Building",
 
    description = [[Road lighting from long ago. No longer functional.]],
 
    statBases = {
 
      MaxHitPoints = 300,
 
      WorkToBuild = 400,
 
    },
 
    fillPercent = 0.25,
 
    passability = "PassThroughOnly",
 
    pathCost = 42,
 
    costList = {
 
      Steel = 15,
 
    },
 
    building = {
 
      isInert = true,
 
    },
 
  },
 
 
 
  ["ThingDef:Urn"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Ancient.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Urn",
 
    label = "urn",
 
    description = [[An ancient-style decorative container.]],
 
    minifiedDef = "MinifiedThing",
 
    thingCategories = {
 
      "BuildingsFurniture",
 
    },
 
    altitudeLayer = "Building",
 
    passability = "PassThroughOnly",
 
    fillPercent = 0.40,
 
    statBases = {
 
      MaxHitPoints = 40,
 
      WorkToBuild = 500,
 
      Mass = 5,
 
      Flammability = 1.0,
 
      Beauty = 5,
 
    },
 
    stuffCategories = {
 
      "Metallic",
 
      "Stony",
 
    },
 
    costStuffCount = 20,
 
    pathCost = 30,
 
    building = {
 
      isInert = true,
 
    },
 
  },
 
 
 
  ["ThingDef:SculptureBase"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      Name = "SculptureBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Art.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    thingClass = "Building_Art",
 
    altitudeLayer = "Building",
 
    passability = "PassThroughOnly",
 
    pathCost = 50,
 
    useHitPoints = true,
 
    minifiedDef = "MinifiedThing",
 
    thingCategories = {
 
      "BuildingsArt",
 
    },
 
    statBases = {
 
      Flammability = 1.0,
 
      SellPriceFactor = 1.10,
 
      MeditationFocusStrength = 0.0,
 
    },
 
    comps = {
 
      {
 
        compClass = "CompQuality",
 
      },
 
      {
 
        _ = {
 
          Class = "CompProperties_Art",
 
        },
 
        nameMaker = "NamerArtSculpture",
 
        descriptionMaker = "ArtDescription_Sculpture",
 
        canBeEnjoyedAsArt = true,
 
      },
 
      {
 
        _ = {
 
          Class = "CompProperties_MeditationFocus",
 
        },
 
        statDef = "MeditationFocusStrength",
 
        focusTypes = {
 
          "Artistic",
 
        },
 
        offsets = {
 
          {
 
            _ = {
 
              Class = "FocusStrengthOffset_Quality",
 
            },
 
            curve = {
 
              points = {
 
                {0, 0.12},
 
                {1, 0.16},
 
                {2, 0.20},
 
                {3, 0.22},
 
                {4, 0.24},
 
                {5, 0.26},
 
                {6, 0.28},
 
              },
 
            },
 
          },
 
          {
 
            _ = {
 
              Class = "FocusStrengthOffset_BuildingDefsWithQuality",
 
            },
 
            defs = {
 
              "SculptureSmall",
 
              "SculptureLarge",
 
              "SculptureGrand",
 
            },
 
            radius = 9.9,
 
            maxBuildings = 8,
 
            focusPerQuality = {
 
              points = {
 
                {0, 0.0},
 
                {1, 0.0},
 
                {2, 0.01},
 
                {3, 0.01},
 
                {4, 0.01},
 
                {5, 0.02},
 
                {6, 0.02},
 
              },
 
            },
 
            explanationKey = "MeditationFocusPerSculpture",
 
            explanationKeyAbstract = "MeditationFocusPerSculptureAbstract",
 
          },
 
        },
 
      },
 
    },
 
    tradeTags = {
 
      "Art",
 
    },
 
    recipeMaker = {
 
      workSpeedStat = "GeneralLaborSpeed",
 
      workSkill = "Artistic",
 
      unfinishedThingDef = "UnfinishedSculpture",
 
      effectWorking = "Sculpt",
 
      soundWorking = "Recipe_Sculpt",
 
      recipeUsers = {
 
        "TableSculpting",
 
      },
 
      defaultIngredientFilter = {
 
        categories = {
 
          "Root",
 
        },
 
        disallowedThingDefs = {
 
          "Gold",
 
          "Silver",
 
          "Plasteel",
 
          "Jade",
 
          "Uranium",
 
        },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:SculptureSmall"] = {
 
    _ = {
 
      ParentName = "SculptureBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Art.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SculptureSmall",
 
    label = "small sculpture",
 
    description = [[A torso-sized piece of material sculpted into an artistic form.]],
 
    fillPercent = 0.35,
 
    statBases = {
 
      MaxHitPoints = 90,
 
      Mass = 3,
 
      Beauty = 50,
 
      WorkToMake = 18000,
 
    },
 
    stuffCategories = {
 
      "Metallic",
 
      "Woody",
 
      "Stony",
 
    },
 
    costStuffCount = 50,
 
  },
 
 
 
  ["ThingDef:SculptureLarge"] = {
 
    _ = {
 
      ParentName = "SculptureBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Art.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SculptureLarge",
 
    label = "large sculpture",
 
    description = [[A person-sized piece of material sculpted into an artistic form.]],
 
    fillPercent = 0.5,
 
    statBases = {
 
      MaxHitPoints = 150,
 
      Mass = 7,
 
      Beauty = 100,
 
      WorkToMake = 30000,
 
    },
 
    stuffCategories = {
 
      "Metallic",
 
      "Woody",
 
      "Stony",
 
    },
 
    costStuffCount = 100,
 
  },
 
 
 
  ["ThingDef:SculptureGrand"] = {
 
    _ = {
 
      ParentName = "SculptureBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Art.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SculptureGrand",
 
    label = "grand sculpture",
 
    description = [[A huge sculpture sized to dominate a room.]],
 
    fillPercent = 0.5,
 
    size = {2, 2},
 
    statBases = {
 
      MaxHitPoints = 300,
 
      Beauty = 400,
 
      Mass = 28,
 
      WorkToMake = 105000,
 
    },
 
    stuffCategories = {
 
      "Metallic",
 
      "Woody",
 
      "Stony",
 
    },
 
    costStuffCount = 400,
 
  },
 
 
 
  ["ThingDef:Snowman"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Art.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "Snowman",
 
    label = "snowman",
 
    description = [[A set of large snowballs piled and shaped to resemble a person. People make these for the fun of it.]],
 
    thingClass = "Building",
 
    altitudeLayer = "Building",
 
    passability = "PassThroughOnly",
 
    pathCost = 30,
 
    pathCostIgnoreRepeat = false,
 
    useHitPoints = true,
 
    fillPercent = 0.35,
 
    statBases = {
 
      MaxHitPoints = 50,
 
      Beauty = 4,
 
      WorkToBuild = 1000,
 
      MarketValue = 0,
 
    },
 
    comps = {
 
      {
 
        compClass = "CompMelter",
 
      },
 
    },
 
    building = {
 
      repairable = false,
 
      isInert = true,
 
      artificialForMeditationPurposes = false,
 
    },
 
  },
 
 
 
  ["ThingDef:BuildingBase"] = {
 
    _ = {
 
      Name = "BuildingBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Base.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    category = "Building",
 
    thingClass = "Building",
 
    terrainAffordanceNeeded = "Light",
 
    leaveResourcesWhenKilled = true,
 
    statBases = {
 
      SellPriceFactor = 0.70,
 
    },
 
  },
 
 
 
  ["ThingDef:CrashedShipPartBase"] = {
 
    _ = {
 
      Abstract = true,
 
      Name = "CrashedShipPartBase",
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Exotic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    size = {6, 3},
 
    passability = "Impassable",
 
    fillPercent = 1,
 
    altitudeLayer = "Building",
 
    terrainAffordanceNeeded = "Light",
 
    leaveResourcesWhenKilled = false,
 
    statBases = {
 
      MaxHitPoints = 1200,
 
      Flammability = 0,
 
      Beauty = -200,
 
    },
 
    killedLeavings = {
 
      ChunkSlagSteel = 4,
 
      Steel = 60,
 
      ComponentIndustrial = 1,
 
      Plasteel = 10,
 
      ComponentSpacer = 1,
 
    },
 
    building = {
 
      combatPower = 250,
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_WakeUpDormant",
 
        },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:PsychicDronerShipPart"] = {
 
    _ = {
 
      ParentName = "CrashedShipPartBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Exotic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "PsychicDronerShipPart",
 
    label = "ship part (psychic droner)",
 
    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.]],
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_CausesGameCondition_PsychicEmanation",
 
        },
 
        conditionDef = "PsychicDroner",
 
        compClass = "CompCauseGameCondition_PsychicEmanation",
 
        worldRange = 1,
 
        droneLevelIncreaseInterval = 150000,
 
        droneLevel = 2,
 
      },
 
      {
 
        _ = {
 
          Class = "CompProperties_AnimalInsanityPulser",
 
        },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:DefoliatorShipPart"] = {
 
    _ = {
 
      ParentName = "CrashedShipPartBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Exotic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "DefoliatorShipPart",
 
    label = "ship part (defoliator)",
 
    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 to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies.]],
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_PlantHarmRadius",
 
        },
 
        radiusPerDayCurve = {
 
          points = {
 
            "0  , 5",
 
            "1.5, 18",
 
            "6  , 40",
 
            "20 , 100",
 
          },
 
        },
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:ShipChunk"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Exotic.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "ShipChunk",
 
    label = "ship chunk",
 
    description = [[A chunk of a spacecraft. Can be deconstructed to yield useful resources.]],
 
    category = "Building",
 
    altitudeLayer = "Building",
 
    pathCost = 42,
 
    passability = "PassThroughOnly",
 
    fillPercent = 0.50,
 
    size = {2, 2},
 
    statBases = {
 
      MaxHitPoints = 300,
 
      Flammability = 0,
 
      Beauty = -20,
 
      WorkToBuild = 12000,
 
    },
 
    leaveResourcesWhenKilled = false,
 
    killedLeavings = {
 
      ChunkSlagSteel = 2,
 
      ComponentIndustrial = 1,
 
    },
 
    costList = {
 
      ComponentIndustrial = 11,
 
      Steel = 40,
 
    },
 
    building = {
 
      alwaysDeconstructible = true,
 
    },
 
  },
 
 
 
  ["ThingDef:FurnitureBase"] = {
 
    _ = {
 
      Name = "FurnitureBase",
 
      ParentName = "BuildingBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    minifiedDef = "MinifiedThing",
 
    thingCategories = {
 
      "BuildingsFurniture",
 
    },
 
  },
 
 
 
  ["ThingDef:FurnitureWithQualityBase"] = {
 
    _ = {
 
      Name = "FurnitureWithQualityBase",
 
      ParentName = "FurnitureBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    comps = {
 
      {
 
        compClass = "CompQuality",
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:ArtableFurnitureBase"] = {
 
    _ = {
 
      Name = "ArtableFurnitureBase",
 
      ParentName = "FurnitureWithQualityBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Art",
 
        },
 
        nameMaker = "NamerArtFurniture",
 
        descriptionMaker = "ArtDescription_Furniture",
 
        minQualityForArtistic = "Excellent",
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:ArtableFurnitureRegardlessOfQualityBase"] = {
 
    _ = {
 
      Name = "ArtableFurnitureRegardlessOfQualityBase",
 
      ParentName = "FurnitureWithQualityBase",
 
      Abstract = true,
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_Art",
 
        },
 
        nameMaker = "NamerArtFurniture",
 
        descriptionMaker = "ArtDescription_Furniture",
 
        minQualityForArtistic = "Awful",
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:SleepingSpot"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "SleepingSpot",
 
    label = "sleeping spot",
 
    description = [[Designates a spot on the ground where people should sleep. Not comfortable.]],
 
    thingClass = "Building_Bed",
 
    altitudeLayer = "FloorEmplacement",
 
    statBases = {
 
      WorkToBuild = 0,
 
      Comfort = 0.4,
 
      SurgerySuccessChanceFactor = 0.7,
 
    },
 
    useHitPoints = false,
 
    size = {1, 2},
 
    passability = "Standable",
 
    building = {
 
      sowTag = "SupportPlantsOnly",
 
      artificialForMeditationPurposes = false,
 
      buildingTags = {
 
        "Bed",
 
      },
 
    },
 
    comps = {
 
      {
 
        _ = {
 
          Class = "CompProperties_AssignableToPawn",
 
        },
 
        drawAssignmentOverlay = false,
 
        compClass = "CompAssignableToPawn_Bed",
 
      },
 
    },
 
  },
 
 
 
  ["ThingDef:DoubleSleepingSpot"] = {
 
    _ = {
 
      ParentName = "BuildingBase",
 
      DefCategory = "ThingDef",
 
      FileName = "Buildings_Furniture.xml",
 
      GameVersion = "1.2.2753",
 
      DLC = "Core",
 
    },
 
    defName = "DoubleSleepingSpot",
 
    label = "double sleeping spot",
 
    description = [[Designates a spot on the ground where two people should sleep together. Not comfortable.]],
 
    thingClass = "Building_Bed",
 
    altitudeLayer = "FloorEmplacement",
 
    statBases = {
 
      WorkToBuild = 0,
 
      Comfort = 0.4,
 
      SurgerySuccessChanceFactor = 0.7,
 
    },
 
    useHitPoints = false,
 
    size = {2, 2
 
 
}
 
}

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