Fold Ward into the single Institution install as its psychiatric-care layer. package.sh now builds Ward clean and vendors Ward.dll plus its defs and textures alongside the other layers, and the settings shim gains a Ward (psychiatric care) checkbox that writes the shared InstitutionSettings.ward flag. Re-assembling also carries in Justice's now-shipping policing defs (the constable work type and crime thoughts), so the aggregate finally bundles colony crime and the weighed arrest as well. README updated to five layers over one Core with policing shipped and Ward folded in; adds the changelog, the Workshop preview, and the preview generator.
53 lines
2.0 KiB
XML
53 lines
2.0 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!--
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The thing that turns a room full of prisoner beds into a ward rather than a cell block.
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It is deliberately cheap: the cost of a ward is not the furniture, it is the warden hours
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and the labour you give up by not putting the patient to work.
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-->
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<ThingDef ParentName="BuildingBase">
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<defName>Ward_TreatmentStation</defName>
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<label>treatment station</label>
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<description>A desk, a chair bolted to the floor, and a locked cabinet of sedatives. A warden set to psychiatric care will use it to counsel patients held in this room.\n\nA room containing one is treated as a psychiatric ward rather than a prison cell. Whether that is a mercy depends entirely on how you run it.</description>
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<thingClass>Building</thingClass>
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<graphicData>
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<texPath>Things/Building/Ward/TreatmentStation</texPath>
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<!-- Single, not Multi: one texture, no _north/_east/_south/_west set to keep in sync. -->
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<graphicClass>Graphic_Single</graphicClass>
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<drawSize>(2,1)</drawSize>
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<damageData>
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<rect>(0,0.05,2,0.9)</rect>
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</damageData>
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</graphicData>
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<castEdgeShadows>true</castEdgeShadows>
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<altitudeLayer>Building</altitudeLayer>
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<passability>PassThroughOnly</passability>
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<pathCost>60</pathCost>
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<blockWind>false</blockWind>
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<fillPercent>0.4</fillPercent>
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<statBases>
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<MaxHitPoints>120</MaxHitPoints>
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<WorkToBuild>1600</WorkToBuild>
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<Flammability>1.0</Flammability>
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<Beauty>0</Beauty>
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</statBases>
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<size>(2,1)</size>
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<costList>
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<Steel>40</Steel>
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<MedicineIndustrial>2</MedicineIndustrial>
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</costList>
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<researchPrerequisites>
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<li>MedicineProduction</li>
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</researchPrerequisites>
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<designationCategory>Misc</designationCategory>
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<rotatable>true</rotatable>
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<selectable>true</selectable>
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<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
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<building>
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<ai_chillDestination>false</ai_chillDestination>
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</building>
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</ThingDef>
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</Defs>
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