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Add workTableRoomRole and workTableNotInRoomRoleFactor to multiple production building defs and set Kitchen/Workshop roles where appropriate. For one production building increase work (WorkToBuild -> 3500), add ComponentIndustrial cost and WorkTableWorkSpeedFactor. Clean up XML indentation/formatting in storyteller quest and ruined vehicles defs. Update About.xml modDependencies to include Ideology and reorder Biotech.
39 lines
1.5 KiB
XML
39 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<Defs>
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<IncidentDef ParentName="GiveQuestBase">
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<defName>FCP_GiveQuest_StorytellerJoiner</defName>
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<label>a story teller</label>
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<questScriptDef>FCP_Quest_StorytellerJoins</questScriptDef>
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<baseChance>0</baseChance> <!-- given by a special storyteller comp -->
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</IncidentDef>
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<QuestScriptDef>
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<defName>FCP_Quest_StorytellerJoins</defName>
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<autoAccept>true</autoAccept>
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<defaultHidden>true</defaultHidden>
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<isRootSpecial>true</isRootSpecial>
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<successHistoryEvent MayRequire="Ludeon.RimWorld.Ideology">CharityFulfilled_WandererJoins</successHistoryEvent>
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<failedOrExpiredHistoryEvent MayRequire="Ludeon.RimWorld.Ideology">CharityRefused_WandererJoins</failedOrExpiredHistoryEvent>
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<questNameRules>
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<rulesStrings>
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<li>questName->A Wanderer named [pawn_nameIndef]</li>
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</rulesStrings>
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</questNameRules>
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<questDescriptionRules>
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<rulesStrings>
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<li>questDescription-></li>
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</rulesStrings>
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</questDescriptionRules>
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<root Class="FCP.Core.QuestNode_Root_StorytellerJoin"/>
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</QuestScriptDef>
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<LetterDef ParentName="CustomChoiceLetterBase">
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<defName>FCP_Letter_AcceptStoryteller</defName>
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<color>(41, 196, 80)</color>
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<arriveSound>GameStartSting</arriveSound>
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<letterClass>FCP.Core.ChoiceLetter_AcceptJoinerScenario</letterClass>
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</LetterDef>
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</Defs>
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