52 lines
2.1 KiB
XML
52 lines
2.1 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--
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The security marker: a wall placard that grades the WING it stands in (Minimum..Supermax). One
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marker covers a whole cell block — a prisoner takes the grade of the nearest marker within range,
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so you tag a block's corridor once rather than cluttering every small cell. Classification then
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warns when a prisoner is held in a wing too weak for their grade. Wall-mounted, so it costs no
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floor space.
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-->
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<ThingDef ParentName="BuildingBase">
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<defName>Institution_SecurityMarker</defName>
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<label>security marker</label>
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<description>A steel wall placard that grades its security wing, from Minimum to Supermax — set with the button on it. One marker covers a whole cell block: a prisoner takes the grade of the nearest marker in range. The colony's classification then warns you when a prisoner is held in a wing too weak to hold them, so you can move them before they walk out.</description>
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<thingClass>Building</thingClass>
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<graphicData>
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<texPath>Things/Building/Justice/SecurityMarker</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(1,1)</drawSize>
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</graphicData>
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<altitudeLayer>BuildingOnTop</altitudeLayer>
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<passability>Standable</passability>
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<fillPercent>0</fillPercent>
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<rotatable>false</rotatable>
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<selectable>true</selectable>
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<statBases>
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<MaxHitPoints>60</MaxHitPoints>
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<WorkToBuild>400</WorkToBuild>
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<Flammability>0.5</Flammability>
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<Beauty>0</Beauty>
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</statBases>
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<size>(1,1)</size>
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<costList>
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<Steel>15</Steel>
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</costList>
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<comps>
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<li Class="Institution.CompProperties_SecurityGrade" />
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</comps>
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<building>
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<isEdifice>false</isEdifice>
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<isAttachment>true</isAttachment>
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<ai_chillDestination>false</ai_chillDestination>
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</building>
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<placeWorkers>
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<li>Placeworker_AttachedToWall</li>
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</placeWorkers>
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<designationCategory>Security</designationCategory>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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</ThingDef>
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</Defs>
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