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RickGrymes 280410d1b4 Add paint stripping recipes to armor station
Rename the paintjob recipe defs to the new `FCP_Paint_*` scheme, update the power armor station to reference them directly, and add restore-original recipes for painted T-51 and T-60 armor and helmets. This also removes the conditional recipe-user patch wrapper and tweaks power armor, helmet, and frame draw sizes for larger in-game visuals.
2026-07-04 23:05:51 -05:00

78 lines
3.0 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Defs>
<ThingDef ParentName="BuildingBase">
<defName>FCP_Building_PowerArmorStation</defName>
<label>power armor station</label>
<description>A specialized station for storing and displaying power armor sets. Allows quick swapping of armor pieces between storage and use.</description>
<thingClass>Building_WorkTable</thingClass>
<graphicData>
<graphicClass>Graphic_Multi</graphicClass>
<texPath>Things/Buildings/FCP_Power_Armor_Station</texPath>
<drawSize>(3, 3)</drawSize>
</graphicData>
<drawerType>RealtimeOnly</drawerType>
<passability>PassThroughOnly</passability>
<fillPercent>0.4</fillPercent>
<pathCost>50</pathCost>
<size>(2,2)</size>
<hasInteractionCell>true</hasInteractionCell>
<interactionCellOffset>(0,0,1)</interactionCellOffset>
<designationCategory>Production</designationCategory>
<hasTooltip>True</hasTooltip>
<costList>
<Steel>100</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<WorkToBuild>2000</WorkToBuild>
<Flammability>1.0</Flammability>
<Beauty>2</Beauty>
<WorkTableWorkSpeedFactor>1.0</WorkTableWorkSpeedFactor>
</statBases>
<inspectorTabs>
<li>ITab_Bills</li>
<li>FCP.Core.PowerArmor.ITab_ContentsPowerArmorStation</li>
</inspectorTabs>
<surfaceType>Item</surfaceType>
<recipes>
<!-- Power Armor Paintjobs -->
<li>FCP_Paint_Apparel_T51_Hotrod_Flames_Power_Armor</li>
<li>FCP_Paint_Apparel_T51_Shark_Paint_Power_Armor</li>
<li>FCP_Paint_Apparel_T51_Hotrod_Pink_Power_Armor</li>
<li>FCP_Paint_Apparel_T51_Abraxo_Power_Armor</li>
<li>FCP_Paint_Apparel_T51_Sugar_Bombs_Power_Armor</li>
<li>FCP_Paint_Apparel_T60_Hotrod_Flames_Power_Armor</li>
<li>FCP_Paint_Apparel_T60_Shark_Paint_Power_Armor</li>
<li>FCP_Paint_Apparel_T60_Hotrod_Pink_Power_Armor</li>
<!-- Helmet Paintjobs -->
<li>FCP_Paint_Apparel_T51_Hotrod_Flames_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T51_Shark_Paint_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T51_Hotrod_Pink_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T51_Abraxo_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T51_Sugar_Bombs_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T60_Hotrod_Flames_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T60_Shark_Paint_Power_Armor_Helmet</li>
<li>FCP_Paint_Apparel_T60_Hotrod_Pink_Power_Armor_Helmet</li>
<!-- Strip Power Armor Paint -->
<li>FCP_Paint_Apparel_Power_Armor_T51Armor_Restore_Original</li>
<li>FCP_Paint_Apparel_Power_Armor_T60Armor_Restore_Original</li>
<li>FCP_Paint_Apparel_Power_Armor_T51_Helmet_Restore_Original</li>
<li>FCP_Paint_Apparel_Power_Armor_T60_Helmet_Restore_Original</li>
</recipes>
<comps>
<li Class="FCP.Core.PowerArmor.CompProperties_PowerArmorStation">
<armorDrawOffset>(0, 0, 1)</armorDrawOffset>
<allowedLayers>
<li>FCP_Apparel_Layer_Power_Armor_Frame</li>
<li>Overhead</li>
<li>Shell</li>
<li>FCP_Apparel_Layer_Power_Armor_Jet_Pack</li>
</allowedLayers>
</li>
</comps>
</ThingDef>
</Defs>