File: Biotech\Defs\AbilityDefs\Abilities.xml
  Location: Defs/AbilityDef
  Comment: 1.9~2.1 years
  Location: Defs/AbilityDef
  Comment: 15 days
  Location: Defs
  Comment: Mech
  Location: Defs/AbilityDef
  Comment: 8h
  Location: Defs/AbilityDef
  Comment: 15 days
  Location: Defs/AbilityDef
  Comment: 5 days
  Location: Defs/AbilityDef/comps/li
  Comment: 60 seconds

File: Biotech\Defs\BeardDefs\BeardDefs.xml
  Location: Defs
  Comment: Categories
  Location: Defs
  Comment: Beards

File: Biotech\Defs\Bodies\BodyParts_Mechanoid.xml
  Location: Defs
  Comment: Warqueen
  Location: Defs
  Comment: Diabolus

File: Biotech\Defs\BossgroupDefs\Bossgroups.xml
  Location: Defs
  Comment: Diabolus
  Location: Defs/BossDef
  Comment: 2 years
  Location: Defs/BossgroupDef/waves/li
  Comment: 0
  Location: Defs/BossgroupDef/waves/li
  Comment: 1
  Location: Defs/BossgroupDef/waves/li
  Comment: 2 - Repeat starts here
  Location: Defs/BossgroupDef/waves/li
  Comment: 3
  Location: Defs/BossgroupDef/waves/li
  Comment: 4
  Location: Defs/BossgroupDef/waves/li
  Comment: 5
  Location: Defs/BossgroupDef/waves/li
  Comment: 6
  Location: Defs/BossgroupDef/waves/li
  Comment: 7
  Location: Defs
  Comment: Warqueen
  Location: Defs/BossDef
  Comment: 4 years
  Location: Defs/BossgroupDef/waves/li
  Comment: 0
  Location: Defs/BossgroupDef/waves/li
  Comment: 1
  Location: Defs/BossgroupDef/waves/li
  Comment: 2 - Repeat starts here
  Location: Defs/BossgroupDef/waves/li
  Comment: 3
  Location: Defs/BossgroupDef/waves/li
  Comment: 4
  Location: Defs/BossgroupDef/waves/li
  Comment: 5
  Location: Defs/BossgroupDef/waves/li
  Comment: 6
  Location: Defs/BossgroupDef/waves/li
  Comment: 7
  Location: Defs
  Comment: Apocriton
  Location: Defs/BossDef
  Comment: 6 years
  Location: Defs/BossgroupDef/waves/li
  Comment: 0
  Location: Defs/BossgroupDef/waves/li
  Comment: 1
  Location: Defs/BossgroupDef/waves/li
  Comment: 2 - Repeat starts here
  Location: Defs/BossgroupDef/waves/li
  Comment: 3
  Location: Defs/BossgroupDef/waves/li
  Comment: 4
  Location: Defs/BossgroupDef/waves/li
  Comment: 5
  Location: Defs/BossgroupDef/waves/li
  Comment: 6
  Location: Defs/BossgroupDef/waves/li
  Comment: 7

File: Biotech\Defs\DutyDefs\Duties_Rituals.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: or just walk in there

File: Biotech\Defs\Effects\Mote_Visual.xml
  Location: Defs
  Comment: Mech gestator - Forming
  Location: Defs
  Comment: Mech gestator - Cycle complete
  Location: Defs
  Comment: Mech gestator - Formed
  Location: Defs
  Comment: Large mech gestator - Forming
  Location: Defs
  Comment: Large mech gestator - Cycle complete
  Location: Defs
  Comment: Large mech gestator - Formed

File: Biotech\Defs\FactionDefs\Factions_Misc.xml
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, melee only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: breach-capable fights, breachers plus ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Peaceful
  Location: Defs/FactionDef/disallowedRaidStrategies
  Comment: Yttakin mining skill is too low to be effective sappers or breachers
  Location: Defs/FactionDef/disallowedPrecepts
  Comment: Never generate with any apparel precepts
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, melee-only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, explosives with ranged mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, drifters only (very rare)
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Base defense, mainly ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, melee-only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, explosives with ranged mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, snipers only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, drifters only (very rare)
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Base defense, mainly ranged with melee mix-ins
  Location: Defs/FactionDef/disallowedPrecepts
  Comment: Never generate with any apparel precepts
  Location: Defs/FactionDef/disallowedPrecepts
  Comment: Never generate nudity precepts

File: Biotech\Defs\GeneDefs\GeneDefs_Abilities.xml
  Location: Defs
  Comment: <GeneDef>
    <defName>Resurrect</defName>
    <label>resurrect</label>
    <description>Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.</description>
    <iconPath>UI/Icons/Genes/Gene_Resurrect</iconPath>
    <prerequisite>Hemogenic</prerequisite>
    <displayCategory>Archite</displayCategory>
    <marketValueFactor>1.5</marketValueFactor>
    <abilities>
      <li>Resurrect</li>
    </abilities>
    <descriptionHyperlinks>
      <AbilityDef>Resurrect</AbilityDef>
    </descriptionHyperlinks>
    <biostatCpx>4</biostatCpx>
    <biostatArc>1</biostatArc>
    <minAgeActive>3</minAgeActive>
    <symbolPack>
      <wholeNameSymbols>
        <li><symbol>resurrector</symbol></li>
      </wholeNameSymbols>
      <prefixSymbols>
        <li><symbol>life</symbol></li>
      </prefixSymbols>
    </symbolPack>
  </GeneDef>

File: Biotech\Defs\GeneDefs\GeneDefs_Cosmetic.xml
  Location: Defs
  Comment: Hair restrictions
  Location: Defs
  Comment: Beard restrictions
  Location: Defs
  Comment: ============= Skin color overrides ==============
  Location: Defs
  Comment: Skin - exotic monochrome
  Location: Defs
  Comment: Skin - blue-purples
  Location: Defs
  Comment: Skin - exotic reds
  Location: Defs
  Comment: Skin - exotic yellows
  Location: Defs
  Comment: Skin - misc
  Location: Defs
  Comment: Fur
  Location: Defs
  Comment: Eyes
  Location: Defs
  Comment: Brows
  Location: Defs
  Comment: Tails
  Location: Defs
  Comment: Facial overlays

File: Biotech\Defs\GeneDefs\GeneDefs_Endogenes.xml
  Location: Defs
  Comment: Body type
  Location: Defs
  Comment: Ears
  Location: Defs
  Comment: Nose
  Location: Defs
  Comment: Jaw
  Location: Defs
  Comment: Hands
  Location: Defs
  Comment: Headbone
  Location: Defs
  Comment: Voice

File: Biotech\Defs\GeneDefs\GeneDefs_Health.xml
  Location: Defs
  Comment: Wound healing rate
  Location: Defs
  Comment: Immunity
  Location: Defs
  Comment: antitoxic lungs
  Location: Defs
  Comment: Misc

File: Biotech\Defs\GeneDefs\GeneDefs_Spectrum.xml
  Location: Defs
  Comment: Temperature
  Location: Defs
  Comment: Psychic ability
  Location: Defs
  Comment: Move speed
  Location: Defs
  Comment: Beauty
  Location: Defs
  Comment: Learning
  Location: Defs
  Comment: Mood
  Location: Defs
  Comment: Toxicity resistance
  Location: Defs
  Comment: Toughness
  Location: Defs
  Comment: Pain
  Location: Defs
  Comment: Aggression
  Location: Defs/GeneDef
  Comment: Never prison breaks
  Location: Defs
  Comment: Rest
  Location: Defs
  Comment: Melee damage
  Location: Defs
  Comment: UV Sensitivity
  Location: Defs
  Comment: Libido

File: Biotech\Defs\GeneDefs\GeneTemplateDefs.xml
  Location: Defs
  Comment: Aptitudes
  Location: Defs
  Comment: Chemical
  Location: Defs
  Comment: Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty 
  <GeneTemplateDef ParentName="GenePassionBase">
    <defName>PassionDrop</defName>
    <label>{0} apathy</label>
    <description>The carrier will have no passion in {0}.</description>
    <labelShortAdj>apathetic</labelShortAdj>
    <iconPath>UI/Icons/Genes/Skills/{0}/PassionDrop</iconPath>
    <passionModType>DropAll</passionModType>
    <displayOrderOffset>50</displayOrderOffset>
    <biostatCpx>1</biostatCpx>
    <biostatMet>1</biostatMet>
  </GeneTemplateDef>
  Location: Defs
  Comment: Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty
  <GeneTemplateDef ParentName="GeneChemicalBase">
    <defName>AddictionSensitivity</defName>
    <label>{0} addict-sensitive</label>
    <description>Carriers of this gene get addicted to {0} very easily.</description>
    <labelShortAdj>{0}-sensitive</labelShortAdj>
    <iconPath>UI/Icons/Genes/Chemicals/{0}/AddictionSensitivity</iconPath>
    <addictionChanceFactor>9999</addictionChanceFactor>
    <displayOrderOffset>0</displayOrderOffset>
    <biostatCpx>1</biostatCpx>
    <biostatMet>2</biostatMet>
  </GeneTemplateDef>

File: Biotech\Defs\HeadTypeDefs\HeadTypeDefs.xml
  Location: Defs
  Comment: Gaunt
  Location: Defs
  Comment: Heavy jaw
  Location: Defs
  Comment: Furskin
  Location: Defs
  Comment: Average
  Location: Defs
  Comment: Gaunt
  Location: Defs
  Comment: Narrow
  Location: Defs
  Comment: Heavy

File: Biotech\Defs\HediffDefs\Hediffs_Global_Misc.xml
  Location: Defs/HediffDef/comps/li
  Comment: 1-3 days
  Location: Defs/HediffDef/comps/li
  Comment: to provide some inevitability
  Location: Defs/HediffDef/comps/li
  Comment: 6 hrs: 2 to feed a baby and 4 to recover.
  Location: Defs/HediffDef/comps/li
  Comment: some hysteresis so when breastfeeding starts we're sure it can continue for a while.
  Location: Defs/HediffDef/comps/li
  Comment: 10 days

File: Biotech\Defs\HediffDefs\Hediffs_Local_Misc.xml
  Location: Defs/HediffDef/comps/li
  Comment: 6 hours

File: Biotech\Defs\HediffDefs\Hediffs_Mechanitor.xml
  Location: Defs
  Comment: Mechlink
  Location: Defs
  Comment: Band node
  Location: Defs
  Comment: Control sublink
  Location: Defs/HediffDef
  Comment: Severity is bound to level of implant
  Location: Defs
  Comment: Remote repairer
  Location: Defs/HediffDef
  Comment: Severity is bound to level of implant
  Location: Defs
  Comment: Mech gestation processorr
  Location: Defs/HediffDef
  Comment: Severity is bound to level of implant
  Location: Defs
  Comment: Remote shielder
  Location: Defs
  Comment: Repair probe
  Location: Defs/HediffDef
  Comment: Severity is bound to level of implant

File: Biotech\Defs\HediffDefs\Hediffs_Various.xml
  Location: Defs/HediffDef/comps/li
  Comment: Average coma duration based on ImplantXenogerm surgery outcome.
  Location: Defs/HediffDef/comps/li
  Comment: 100~140 days
  Location: Defs
  Comment: A marker hediff that will recreate the psychic bond between two pawns if dead one is resurrected.

File: Biotech\Defs\InteractionDefs\Interactions_Social.xml
  Location: Defs
  Comment: Child lesson taking/teaching
  Location: Defs
  Comment: fallback for mods

File: Biotech\Defs\MapGeneration\BasePlayerMapGenerator.xml
  Location: Defs/GenStepDef
  Comment: after fogged
  Location: Defs
  Comment: Polux trees

File: Biotech\Defs\MapGeneration\CommonMapGenerator.xml
  Location: Defs/GenStepDef
  Comment: after player starting spot

File: Biotech\Defs\MemeDefs\Memes_Bloodfeeding.xml
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: misc

File: Biotech\Defs\Misc\FurDefs.xml
  Location: Defs/FurDef/bodyTypeGraphicPaths
  Comment: Always covered by swaddled graphic

File: Biotech\Defs\Misc\LifeStageDefs\LifeStages.xml
  Location: Defs/LifeStageDef
  Comment: bodySizeFactor * foodMaxFactor = maxFood = 0.9

File: Biotech\Defs\PreceptDefs\Precepts_Bloodfeeders.xml
  Location: Defs
  Comment: Thoughts

File: Biotech\Defs\PreceptDefs\Precepts_ChildLabor.xml
  Location: Defs
  Comment: Thoughts

File: Biotech\Defs\PreceptDefs\Precepts_GrowthVat.xml
  Location: Defs
  Comment: Thoughts

File: Biotech\Defs\PreceptDefs\Precepts_Xenotype.xml
  Location: Defs
  Comment: Thoughts

File: Biotech\Defs\PreconfiguredIdeos\IdeoPresetDefs.xml
  Location: Defs
  Comment: Strong ideos

File: Biotech\Defs\QuestScriptDefs\Script_Bossgroup.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: hidden
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: hidden

File: Biotech\Defs\QuestScriptDefs\Script_Loot_AncientComplex.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Snippets

File: Biotech\Defs\QuestScriptDefs\Script_PollutionDump.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Royal asker
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Normal asker
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Letters

File: Biotech\Defs\QuestScriptDefs\Script_PollutionRaid.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: hidden
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: hidden
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Letter Label
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Letter Text

File: Biotech\Defs\QuestScriptDefs\Script_PollutionRetaliation.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: hidden
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: hidden
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Letter Label
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Sender is null
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Normal sender
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Royal sender

File: Biotech\Defs\RecipeDefs\Recipes_MechGestator_Light.xml
  Location: Defs/RecipeDef
  Comment: 2 days

File: Biotech\Defs\RecipeDefs\Recipes_MechGestator_Medium.xml
  Location: Defs
  Comment: Legionary & Tesseron mechs

File: Biotech\Defs\RecipeDefs\Recipes_Surgery_Misc.xml
  Location: Defs/RecipeDef
  Comment: Always succeeds

File: Biotech\Defs\ResearchProjectDefs\ResearchProjects_Mechanitor.xml
  Location: Defs
  Comment: ===========================================================

File: Biotech\Defs\Rituals\Ritual_Behaviors.xml
  Location: Defs/RitualBehaviorDef/roles/li
  Comment: mother will have a job to lay down until the doctor brings the baby.
  Location: Defs/RitualBehaviorDef/roles/li
  Comment: doctor will have a job to bring the baby to the mother.
  Location: Defs/RitualBehaviorDef/stages
  Comment: Mother walks to bed, doctor walks to delivery spot.
  Location: Defs/RitualBehaviorDef/stages
  Comment: Doctor carries mom to bed (if she's not in bed already).
  Location: Defs/RitualBehaviorDef/stages
  Comment: Doctor moves to delivery position.
  Location: Defs/RitualBehaviorDef/stages
  Comment: Everyone waits for the birth to happen.

File: Biotech\Defs\RulePackDefs\RulePacks_Genepacks.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Common parts

File: Biotech\Defs\RulePackDefs\RulePacks_GrowthMoments.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Tier 8
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Tier 6-7
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Tier 4-5
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Tier 1-3
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Tier 0
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Content

File: Biotech\Defs\RulePackDefs\RulePacks_Namers_Faction.xml
  Location: Defs
  Comment: Neanderthal
  Location: Defs
  Comment: Impid
  Location: Defs
  Comment: Yttakin
  Location: Defs
  Comment: Pigskin
  Location: Defs
  Comment: Waster pirates

File: Biotech\Defs\RulePackDefs\RulePacks_Namers_Xenohumans.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Common names beginnings among Yttakin; compare Scottish "Mc"

File: Biotech\Defs\Scenarios\Scenarios.xml
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Starting research
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Starting mechs
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting things
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting things
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Starting research

File: Biotech\Defs\SoundDefs\Pawn_Humanlike_Vox_Genes.xml
  Location: Defs
  Comment: Pigskin
  Location: Defs
  Comment: Furskin

File: Biotech\Defs\SoundDefs\Pawn_Mech_Vox_Heavy.xml
  Location: Defs
  Comment: Tunneler

File: Biotech\Defs\SoundDefs\Pawn_Mech_Vox_Medium.xml
  Location: Defs
  Comment: Tesseron
  Location: Defs
  Comment: Legionary
  Location: Defs
  Comment: Scorcher
  Location: Defs
  Comment: Apocriton

File: Biotech\Defs\SoundDefs\Pawn_Mech_Vox_SuperHeavy.xml
  Location: Defs
  Comment: Warqueen
  Location: Defs
  Comment: Centurion
  Location: Defs
  Comment: Diabolus

File: Biotech\Defs\Stats\Stats_Buildings_Special.xml
  Location: Defs
  Comment: Similar to ResearchSpeedFactor

File: Biotech\Defs\Stats\Stats_Pawns_General.xml
  Location: Defs
  Comment: Mechanitor
  Location: Defs
  Comment: Mech
  Location: Defs
  Comment: Genes

File: Biotech\Defs\Storyteller\Incidents_Map_Misc.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Biotech\Defs\ThingDefs_Buildings\Buildings_Ancient_Outdoors.xml
  Location: Defs/ThingDef/comps/li
  Comment: Enough time to get out of the way, for novice players who aren't looking when the wick starts
  Location: Defs/ThingDef/comps/li
  Comment: ~500 hitpoints

File: Biotech\Defs\ThingDefs_Buildings\Buildings_Deathrest.xml
  Location: Defs/ThingDef/comps/li
  Comment: Empty in one year
  Location: Defs
  Comment: Hediffs

File: Biotech\Defs\ThingDefs_Buildings\Buildings_Furniture.xml
  Location: Defs/ThingDef/building
  Comment: Larger than HumanlikeBaby.BodySizeFactor but less than HumanlikeChild.BodySizeFactor.
  Location: Defs/ThingDef/building
  Comment: Larger than HumanlikeBaby.BodySizeFactor but less than HumanlikeChild.BodySizeFactor.
  Location: Defs/ThingDef/comps/li
  Comment: Must be kept in sync with the actual effect

File: Biotech\Defs\ThingDefs_Buildings\Buildings_Misc.xml
  Location: Defs/ThingDef/comps/li
  Comment: 3 days
  Location: Defs
  Comment: Mech booster

File: Biotech\Defs\ThingDefs_Buildings\Buildings_Production.xml
  Location: Defs
  Comment: Mech gestators
  Location: Defs
  Comment: Subcore

File: Biotech\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
  Location: Defs/ThingDef/comps/li
  Comment: 2000 wastepacks fill a tile
  Location: Defs/ThingDef/comps/li
  Comment: 1/2 day

File: Biotech\Defs\ThingDefs_Misc\Apparel_Child.xml
  Location: Defs
  Comment: Kid clothing
  Location: Defs
  Comment: Kid armor

File: Biotech\Defs\ThingDefs_Misc\Apparel_Mech.xml
  Location: Defs/ThingDef/comps/li
  Comment: 10 mins

File: Biotech\Defs\ThingDefs_Misc\Ethereal_Various.xml
  Location: Defs/ThingDef/comps/li
  Comment: ~ the same strength as a poor shieldbelt

File: Biotech\Defs\ThingDefs_Misc\Weapons\RangedMechanoid_Heavy.xml
  Location: Defs
  Comment: Hellsphere cannon

File: Biotech\Defs\ThingDefs_Misc\Weapons\RangedMechanoid_Light.xml
  Location: Defs
  Comment: Ranged
  Location: Defs
  Comment: Obsolete: Kept for back-compat and modding

File: Biotech\Defs\ThingDefs_Misc\Weapons\RangedMechanoid_Medium.xml
  Location: Defs
  Comment: Similar to needle launcher with lower range and mass

File: Biotech\Defs\ThingDefs_Plants\Plants_Special.xml
  Location: Defs/ThingDef/comps/li
  Comment: 30 hp per day, must be a multiple of 2000, since plants have Long ticker
  Location: Defs/ThingDef/graphicData
  Comment: todo replace placeholder image

File: Biotech\Defs\ThingDefs_Plants\Plants_Wild_General.xml
  Location: Defs
  Comment: ====================================== Carpets ========================================
  Location: Defs
  Comment: ====================================== Bushes ========================================
  Location: Defs
  Comment: ============================ Trees ============================
  Location: Defs
  Comment: ====================================== Stumps ========================================

File: Biotech\Defs\ThingDefs_Races\Races_Animal_Pollution.xml
  Location: Defs
  Comment: Waste rat
  Location: Defs
  Comment: Toxalope

File: Biotech\Defs\ThingDefs_Races\Races_Mechanoids_Heavy.xml
  Location: Defs
  Comment: Tunneler

File: Biotech\Defs\ThingDefs_Races\Races_Mechanoids_Light.xml
  Location: Defs
  Comment: Militor
  Location: Defs
  Comment: Lifter
  Location: Defs
  Comment: Constructoid
  Location: Defs
  Comment: Fabricor
  Location: Defs
  Comment: Agrihand
  Location: Defs
  Comment: Cleansweeper
  Location: Defs
  Comment: WarUrchin
  Location: Defs
  Comment: Paramedic

File: Biotech\Defs\ThingDefs_Races\Races_Mechanoids_Medium.xml
  Location: Defs
  Comment: Legionary
  Location: Defs/ThingDef/comps/li
  Comment: 90s
  Location: Defs
  Comment: Tesseron
  Location: Defs
  Comment: Scorcher
  Location: Defs
  Comment: Apocriton

File: Biotech\Defs\ThingDefs_Races\Races_Mechanoids_SuperHeavy.xml
  Location: Defs
  Comment: Centurion
  Location: Defs/ThingDef/comps/li
  Comment: 30s
  Location: Defs
  Comment: Warqueen
  Location: Defs
  Comment: Diabolus

File: Biotech\Defs\ThinkTreeDefs\SubTrees_Ability.xml
  Location: Defs
  Comment: ============= Abilities ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Animal warcall
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Longjump

File: Biotech\Defs\ThinkTreeDefs\SubTrees_Mech.xml
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Despawned
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Player mechs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Jump towards fire to beat
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Jump to rescue pawn
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Downed pawn
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Jump to bed
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Non-player mechs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Smokepop
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Resurrect
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Spawn mecs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Despawned

File: Biotech\Defs\ThoughtDefs\Thoughts_Situational_Children.xml
  Location: Defs
  Comment: =================== Children ===================
  Location: Defs
  Comment: =================== Babies ===================
  Location: Defs
  Comment: =================== Misc ===================
  Location: Defs/ThoughtDef/stages
  Comment: awful
  Location: Defs/ThoughtDef/stages
  Comment: poor
  Location: Defs/ThoughtDef/stages
  Comment: normal

File: Biotech\Defs\ThoughtDefs\Thoughts_Situation_Special.xml
  Location: Defs/ThoughtDef/stages
  Comment: dull
  Location: Defs/ThoughtDef/stages
  Comment: mediocre

File: Biotech\Defs\TipSetDefs\Tips.xml
  Location: Defs/TipSetDef/tips
  Comment: Mechanitor
  Location: Defs/TipSetDef/tips
  Comment: Childcare
  Location: Defs/TipSetDef/tips
  Comment: Pollution
  Location: Defs/TipSetDef/tips
  Comment: Xenotypes
  Location: Defs/TipSetDef/tips
  Comment: Combat

File: Biotech\Defs\WorkGiverDefs\WorkGivers.xml
  Location: Defs
  Comment: Genetics
  Location: Defs
  Comment: Childcare
  Location: Defs
  Comment: Mech
  Location: Defs
  Comment: Haul to
  Location: Defs
  Comment: Cleaning

File: Biotech\Languages\English\Keyed\Dialogs_Various.xml
  Location: LanguageData
  Comment: Mechanitors
  Location: LanguageData
  Comment: Apparel
  Location: LanguageData
  Comment: Mech gestator
  Location: LanguageData
  Comment: Subcore scanner
  Location: LanguageData
  Comment: Xenogerm
  Location: LanguageData
  Comment: View genes
  Location: LanguageData
  Comment: Xenotype editor
  Location: LanguageData
  Comment: Xenogerm editor
  Location: LanguageData
  Comment: Babies
  Location: LanguageData
  Comment: Deathrest
  Location: LanguageData
  Comment: Text motes
  Location: LanguageData
  Comment: Mechs
  Location: LanguageData
  Comment: Pawn naming
  Location: LanguageData
  Comment: Pollution
  Location: LanguageData
  Comment: Pregnancy
  Location: LanguageData
  Comment: Faction specific comms overrides
  Location: LanguageData
  Comment: Abandon home (including mechs)

File: Biotech\Languages\English\Keyed\FloatMenu.xml
  Location: LanguageData
  Comment: BreastfeedFailReason strings

File: Biotech\Languages\English\Keyed\ITabs.xml
  Location: LanguageData
  Comment: Feeding tab (human babies)
  Location: LanguageData
  Comment: Social tab (human babies)
  Location: LanguageData
  Comment: Social tab (romance)
  Location: LanguageData
  Comment: Guest tab (prisoners)

File: Biotech\Languages\English\Keyed\Letters.xml
  Location: LanguageData
  Comment: Mechanitor
  Location: LanguageData
  Comment: Pawns lost because map closed (including mechs)
  Location: LanguageData
  Comment: Children
  Location: LanguageData
  Comment: Genes

File: Biotech\Languages\English\Keyed\MainTabs.xml
  Location: LanguageData
  Comment: Misc
  Location: LanguageData
  Comment: Work tab

File: Biotech\Languages\English\Keyed\Menus_Main.xml
  Location: LanguageData
  Comment: Create/review world

File: Biotech\Languages\English\Keyed\Messages.xml
  Location: LanguageData
  Comment: Pollution
  Location: LanguageData
  Comment: Xenogerm
  Location: LanguageData
  Comment: Mechanitor
  Location: LanguageData
  Comment: Childcare

File: Biotech\Languages\English\Keyed\Misc_Gameplay.xml
  Location: LanguageData
  Comment: Job reports
  Location: LanguageData
  Comment: Areas
  Location: LanguageData
  Comment: Mechanitor
  Location: LanguageData
  Comment: Sanguophage
  Location: LanguageData
  Comment: Deathrest buildings
  Location: LanguageData
  Comment: Aptitudes
  Location: LanguageData
  Comment: Human pregnancy
  Location: LanguageData
  Comment: Shield comp
  Location: LanguageData
  Comment: Genes
  Location: LanguageData
  Comment: Child birth
  Location: LanguageData
  Comment: Lactation
  Location: LanguageData
  Comment: Mech gestating
  Location: LanguageData
  Comment: Carrier
  Location: LanguageData
  Comment: Mech power cell
  Location: LanguageData
  Comment: Bossgroup
  Location: LanguageData
  Comment: Abilities
  Location: LanguageData
  Comment: Growth vat
  Location: LanguageData
  Comment: Mech charger
  Location: LanguageData
  Comment: Dissolution
  Location: LanguageData
  Comment: Subcore scanner
  Location: LanguageData
  Comment: Age
  Location: LanguageData
  Comment: Mech resurrection
  Location: LanguageData
  Comment: Mechs
  Location: LanguageData
  Comment: Pollution
  Location: LanguageData
  Comment: Research
  Location: LanguageData
  Comment: Insect
  Location: LanguageData
  Comment: Fertility
  Location: LanguageData
  Comment: Projectile interceptor
  Location: LanguageData
  Comment: Remote mech shield
  Location: LanguageData
  Comment: Thoughtdef fallbacks

File: Core\Defs\BackstoryDefs\Shuffled\Offworld_Nonspecific_Adult.xml
  Location: Defs
  Comment: ============================== Non-specific (could work for various planet types) ============================

File: Core\Defs\BackstoryDefs\Shuffled\Offworld_Nonspecific_Child.xml
  Location: Defs
  Comment: ============================== Non-specific (could work for various planet types) ============================

File: Core\Defs\BackstoryDefs\Shuffled\Offworld_Specific_Adult.xml
  Location: Defs
  Comment: ============================== Industrial world ============================
  Location: Defs
  Comment: ============================== Urbworld ============================
  Location: Defs
  Comment: City-covered planet
  Location: Defs
  Comment: ============================== Caveworld ============================
  Location: Defs
  Comment: Uninhabitable surface; society is underground
  Location: Defs
  Comment: ============================== Rimworld ============================
  Location: Defs
  Comment: ============================== Toxic world ======================
  Location: Defs
  Comment: none
  Location: Defs
  Comment: ============================== Space ============================

File: Core\Defs\BackstoryDefs\Shuffled\Offworld_Specific_Child.xml
  Location: Defs
  Comment: ============================== Industrial world ============================
  Location: Defs
  Comment: ============================== Urbworld ============================
  Location: Defs
  Comment: ============================== War-torn world =======================
  Location: Defs
  Comment: ============================== Caveworld ============================
  Location: Defs
  Comment: ============================== Rimworld ============================
  Location: Defs
  Comment: ============================== Toxic world ======================
  Location: Defs
  Comment: ============================== Space ============================
  Location: Defs
  Comment: none

File: Core\Defs\BackstoryDefs\Shuffled\Special.xml
  Location: Defs/BackstoryDef/spawnCategories
  Comment: set when babies become children, not part of child pool
  Location: Defs/BackstoryDef/spawnCategories
  Comment: set when children become adults, not part of child pool
  Location: Defs/BackstoryDef/spawnCategories
  Comment: set when children become adults, not part of child pool

File: Core\Defs\BackstoryDefs\Shuffled\Tribal_Adult.xml
  Location: Defs
  Comment: Worker
  Location: Defs
  Comment: Warrior
  Location: Defs
  Comment: Spiritual / cultural
  Location: Defs
  Comment: Other

File: Core\Defs\Bodies\Bodies_Animal_Quadruped.xml
  Location: root
  Comment: Each coverage value is relative to its parent.
  Remaining body part coverage (100% minus coverage of all child nodes) is a chance to hit exactly this part.
  Damage "starts" at corePart, and then "goes deeper" until it hits remaining body part coverage or leaf node
  - this body part is then hit.

File: Core\Defs\Bodies\Bodies_Mechanoid.xml
  Location: Defs
  Comment: ===================== Termite ====================

File: Core\Defs\Bodies\BodyParts_Animal.xml
  Location: Defs
  Comment: ===================== Misc =====================
  Location: Defs
  Comment: ===================== Insect legs =====================
  Location: Defs
  Comment: ===================== Paws =====================
  Location: Defs
  Comment: ===================== Hoofs =====================
  Location: Defs
  Comment: ===================== Claws =====================

File: Core\Defs\Bodies\BodyParts_Humanoid.xml
  Location: Defs
  Comment: Bones

File: Core\Defs\Bodies\BodyParts_Mechanoid.xml
  Location: Defs
  Comment: ======== Common to various mechanoids ========
  Location: Defs
  Comment: ===================== Human-like specific (lancer, scyther) ====================
  Location: Defs
  Comment: ===================== Scyther specific ====================
  Location: Defs
  Comment: ===================== Centipede specific ====================

File: Core\Defs\ColorDefs\ColorDefs.xml
  Location: Defs
  Comment: These colors are used for carpets and paints.
  Location: Defs
  Comment: Reds
  Location: Defs
  Comment: Purples
  Location: Defs
  Comment: Blues
  Location: Defs
  Comment: Blue-greens
  Location: Defs
  Comment: Greens
  Location: Defs
  Comment: Yellow-browns
  Location: Defs
  Comment: Pastels
  Location: Defs
  Comment: Monochrome and near-monochrome

File: Core\Defs\ComplexThreatDefs\ComplexThreats_Misx.xml
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 30s
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 1m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 2m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 3m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 4m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 6m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 8m
  Location: Defs/ComplexThreatDef/delayTickOptions
  Comment: 10m

File: Core\Defs\DamageDefs\Damages_Environmental.xml
  Location: Defs
  Comment: Burn is like Flame, but doesn't ignite anything

File: Core\Defs\DamageDefs\Damages_Medical.xml
  Location: Defs
  Comment: Surgical cut: Makes it possible to remove inner organs without harming outer body parts
  Location: Defs
  Comment: Execution cut: Makes it possible to distinguish execution damage from others

File: Core\Defs\DamageDefs\Damages_MeleeWeapon.xml
  Location: Defs
  Comment: Damage types are the same as Blunt, but behaves like stabbing; intended for things like rifle barrels

File: Core\Defs\DamageDefs\Damages_RangedWeapon.xml
  Location: Defs
  Comment: Temporary hack; ranged weapons need to use the old pre-flavorful-combat system to avoid a rebalance cascade.

File: Core\Defs\Drugs\Alcohol_Beer.xml
  Location: Defs/HediffDef/stages
  Comment: starts low because it isn't visible until alcohol hediff is gone
  Location: Defs
  Comment: Alcohol addiction

File: Core\Defs\Drugs\Ambrosia.xml
  Location: Defs
  Comment: Ambrosia addiction

File: Core\Defs\Drugs\GoJuice.xml
  Location: Defs
  Comment: Go-juice addiction

File: Core\Defs\Drugs\Luciferium.xml
  Location: Defs
  Comment: Luciferium addiction

File: Core\Defs\Drugs\Psychite_Yayo.xml
  Location: Defs
  Comment: Psychite addiction

File: Core\Defs\Drugs\Smokeleaf.xml
  Location: Defs
  Comment: Smokeleaf addiction

File: Core\Defs\Drugs\WakeUp.xml
  Location: Defs
  Comment: WakeUp addiction

File: Core\Defs\DutyDefs\Duties_Caravan.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Drop items if you're assigned to unload everything
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: (before loading new items!)
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Unload carriers if they're assigned to unload everything
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: (before loading new items!)
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Gather items
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Follow colonists if you're a pack animal
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wander anywhere if you're close enough
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander near duty location
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander anywhere
  Location: Defs
  Comment: Gather animals to meeting spot. Used by both gatherers and animals that need to be gathered
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Colonist
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Gather pawns
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander anywhere
  Location: Defs
  Comment: Collect animals before leaving. Used by both collectors and animals that need to be collected
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Colonist
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Gather pawns
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander anywhere
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Gather downed pawns
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander around destination
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Colonist
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Just do the normal work
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Non-colonist
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander in prison cell if prisoner
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander anywhere
  Location: Defs
  Comment: Return animals to a pen. Used by both ropers and ropees.
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Colonist
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: return animals
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander anywhere

File: Core\Defs\DutyDefs\Duties_Gatherings.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Try to marry adjacent fiance
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wait for the fiance to arrive
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Spectate
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Spectate
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Eat
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Stand where you are and be socially active
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Get joy
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Reach the party area
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived

File: Core\Defs\DutyDefs\Duties_Misc.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Note this exit node can happen at odd times
            like if you block siegers from hitting their siege location before they arrive
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto travel destination if reachable
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode
  Comment: Todo here - if outside of duty radius, go to within duty radius
  Location: Defs/DutyDef/thinkNode
  Comment: Currently this is handled by a hack in JobGiver_AIFightBase
  Location: Defs/DutyDef/constantThinkNode/subNodes
  Comment: Try to pick up nearby weapons
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Take combat enhancing drugs
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Follow and defend leader
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Leader
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Fight nearby enemies
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Escape
  Location: Defs/DutyDef/constantThinkNode/subNodes
  Comment: Try to pick up nearby weapons
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Take combat enhancing drugs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Fight nearby enemies
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Dig out of the colony to get to the exit point
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Wait until the lord tells to exit the map
  Location: Defs/DutyDef/constantThinkNode/subNodes
  Comment: Try to pick up nearby weapons
  Location: Defs/DutyDef/constantThinkNode/subNodes/li
  Comment: prefer building destroyers (e.g. grenades) because I'm a sapper
  Location: Defs/DutyDef/constantThinkNode/subNodes
  Comment: Try to pick up nearby weapons
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Basic needs
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Load transport pods
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Drop items if you're assigned to unload everything
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: (before entering the transporter!)
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Enter
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes/li
  Comment: respond if attacked
  Location: Defs/DutyDef/thinkNode/subNodes/li
  Comment: respond to close threats
  Location: Defs/DutyDef/thinkNode/subNodes/li
  Comment: respond to distant threats

File: Core\Defs\DutyDefs\Duties_Rituals.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Stand

File: Core\Defs\Effects\Effecter_WorkGeneral.xml
  Location: Defs
  Comment: ========================== Interact symbols ===========================

File: Core\Defs\Effects\Fleck_Meta.xml
  Location: Defs
  Comment: =============== Interface feedback ==============

File: Core\Defs\Effects\Fleck_Visual.xml
  Location: Defs
  Comment: =============== Puffs ==============
  Location: Defs
  Comment: =================== Visual - Fire ==================
  Location: Defs
  Comment: =================== Visual - Heat ==================
  Location: Defs
  Comment: =================== Visual - Lightning ==================
  Location: Defs
  Comment: =============== Flashes ================
  Location: Defs
  Comment: =============== Psycasts ==============
  Location: Defs
  Comment: =============== Misc visuals ================
  Location: Defs
  Comment: =============== Explosions ================

File: Core\Defs\Effects\Fleck_Water.xml
  Location: Defs
  Comment: =============== Bases ==============
  Location: Defs
  Comment: =============== Splash ================
  Location: Defs/FleckDef/graphicData
  Comment: actually unused atm, this is just a stub to avoid errors

File: Core\Defs\Effects\Mote_Meta.xml
  Location: Defs
  Comment: =============== Activity icons ================

File: Core\Defs\Effects\Mote_MetaStatus.xml
  Location: Defs
  Comment: =============== Thrown status ==============
  Location: Defs
  Comment: ================= Pawn states ===================

File: Core\Defs\Effects\Mote_Special.xml
  Location: Defs
  Comment: Interaction bubbles
  Location: Defs
  Comment: Mood thought bubbles
  Location: Defs
  Comment: Misc

File: Core\Defs\Effects\Mote_Visual.xml
  Location: Defs
  Comment: =============== Bases ==============
  Location: Defs
  Comment: =============== Flashes ================
  Location: Defs
  Comment: =============== Misc visuals ================
  Location: Defs
  Comment: =================== Eating ==================
  Location: Defs
  Comment: Bombardment

File: Core\Defs\FactionDefs\Factions_Hidden.xml
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: All types
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Ranged only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Melee only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Centipede only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: militor only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: breach raids

File: Core\Defs\FactionDefs\Factions_Misc.xml
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, standard mix
  Location: Defs
  Comment: Tribal
  Location: Defs/FactionDef/raidCommonalityFromPointsCurve/points
  Comment: Constant 1 at all points levels
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, melee only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: breach-capable fights, breachers plus ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Peaceful
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged with melee mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, melee-only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, ranged only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, explosives with ranged mix-ins
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, snipers only
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights, drifters only (very rare)
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Base defense, mainly ranged with melee mix-ins

File: Core\Defs\FactionDefs\Factions_Player.xml
  Location: Defs/FactionDef
  Comment: NOTE: Player factions lack a xenotype set. Player pawns have their xenotypes set by the player/scenario.

File: Core\Defs\GeneDefs\GeneDefs_Endogenes.xml
  Location: Defs
  Comment: Hair color
  Location: Defs
  Comment: Skin color

File: Core\Defs\Goodwill\GoodwillEvents_Diplomatic.xml
  Location: Defs
  Comment: Diplomatic interactions
  Location: Defs
  Comment: Peace talks outcomes

File: Core\Defs\Goodwill\GoodwillEvents_Misc.xml
  Location: Defs
  Comment: Base interactions
  Location: Defs
  Comment: Permit-related
  Location: Defs
  Comment: Misc
  Location: Defs
  Comment: Debug

File: Core\Defs\Goodwill\GoodwillEvents_Pawns.xml
  Location: Defs
  Comment: Pawn interactions

File: Core\Defs\Goodwill\GoodwillEvents_Quests.xml
  Location: Defs
  Comment: Quests

File: Core\Defs\Goodwill\GoodwillEvents_World.xml
  Location: Defs
  Comment: World interactions

File: Core\Defs\HeadTypeDefs\HeadTypeDefs.xml
  Location: Defs
  Comment: Bases
  Location: Defs
  Comment: Unisex
  Location: Defs
  Comment: Male
  Location: Defs
  Comment: Female

File: Core\Defs\HediffDefs\Hediffs_Local_Infections.xml
  Location: Defs/HediffDef/comps/li
  Comment: 5%
  Location: Defs/HediffDef/comps/li
  Comment: 1 second
  Location: Defs/HediffDef/comps/li
  Comment: 15% per day
  Location: Defs/HediffDef/comps/li
  Comment: 10 seconds
  Location: Defs/HediffDef/comps/li
  Comment: 4 ! 8 days

File: Core\Defs\HediffDefs\Hediffs_Local_Injuries.xml
  Location: Defs
  Comment: Missing body part
  Location: Defs
  Comment: Injuries

File: Core\Defs\HediffDefs\Hediffs_Local_Misc.xml
  Location: Defs/HediffDef/stages/li
  Comment: to avoid penalties from brain injuries, so manipulation is 100%+

File: Core\Defs\HediffDefs\Hediffs_Psycasts.xml
  Location: Defs/HediffDef
  Comment: Severity is bound to level of implant

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Archotech.xml
  Location: Defs
  Comment: Archotech eye
  Location: Defs
  Comment: Archotech arm
  Location: Defs
  Comment: Archotech leg

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Base.xml
  Location: Defs
  Comment: Some of the naming here is poor, so be careful. Old names kept for legacy/compatibility reasons.
  Location: Defs
  Comment: ThingDefs for body parts and implants in item form
  Location: Defs
  Comment: The hediff defining the installed parts
  Location: Defs
  Comment: These go in natural parts, but don't replace them
  Location: Defs
  Comment: These replace natural parts entirely
  Location: Defs
  Comment: The surgery recipes to install parts in a pawn
  Location: Defs
  Comment: The surgery recipes to remove parts in a pawn

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Bionic.xml
  Location: Defs
  Comment: Base: Bionic body part (spacer tech)
  Location: Defs
  Comment: Bionic eye
  Location: Defs
  Comment: Bionic arm
  Location: Defs
  Comment: Bionic leg
  Location: Defs
  Comment: Bionic spine
  Location: Defs
  Comment: Bionic heart
  Location: Defs
  Comment: Bionic stomach
  Location: Defs
  Comment: Bionic ear
  Location: Defs
  Comment: Bionic tongue

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Medieval.xml
  Location: Defs
  Comment: Base content
  Location: Defs
  Comment: Wooden peg leg
  Location: Defs
  Comment: Wooden hand
  Location: Defs
  Comment: Wooden foot
  Location: Defs
  Comment: Denture
  Location: Defs
  Comment: Only takes medicine, not a wooden part
  Location: Defs
  Comment: Wheel Leg

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Natural.xml
  Location: Defs
  Comment: Base: Natural body part
  Location: Defs
  Comment: Heart
  Location: Defs
  Comment: Lung
  Location: Defs
  Comment: Kidney
  Location: Defs
  Comment: Liver

File: Core\Defs\HediffDefs\BodyParts\Hediffs_BodyParts_Prosthetic.xml
  Location: Defs
  Comment: Bases: Prosthetic body part (industrial tech)
  Location: Defs
  Comment: Prosthetic leg
  Location: Defs
  Comment: Prosthetic arm
  Location: Defs/HediffDef/comps/li/tools/li
  Comment: Same as natural fist
  Location: Defs
  Comment: Prosthetic heart
  Location: Defs
  Comment: Cochlear implant
  Location: Defs
  Comment: Power claw
  Location: Defs
  Comment: Was not craftable in vanilla, made craftable by research in Royalty
  Location: Defs
  Comment: Joywire
  Location: Defs
  Comment: Was not craftable in vanilla, made craftable by research in Royalty
  Location: Defs
  Comment: Painstopper
  Location: Defs
  Comment: Was not craftable in vanilla, made craftable by research in Royalty

File: Core\Defs\HediffGiverSetDefs\HediffGiverSets.xml
  Location: Defs/HediffGiverSetDef/hediffGivers
  Comment: Environmental
  Location: Defs/HediffGiverSetDef/hediffGivers
  Comment: Special
  Location: Defs/HediffGiverSetDef/hediffGivers
  Comment: Birthday long-term chronic

File: Core\Defs\HistoryEventDefs\HistoryEventDefs.xml
  Location: Defs/HistoryEventDef
  Comment: defined as any drug, whether medical or recreational
  Location: Defs/HistoryEventDef
  Comment: defined as drugs that aren't medical
  Location: Defs/HistoryEventDef
  Comment: defined as drugs that aren't medical or social
  Location: Defs/HistoryEventDef
  Comment: defined as any drug, whether medical or recreational
  Location: Defs/HistoryEventDef
  Comment: defined as drugs that aren't medical
  Location: Defs/HistoryEventDef
  Comment: defined as drugs that aren't medical or social

File: Core\Defs\InteractionDefs\Interactions_Social.xml
  Location: Defs
  Comment: Random social interactions

File: Core\Defs\JobDefs\Jobs_Joy.xml
  Location: Defs
  Comment: Meditative
  Location: Defs
  Comment: Social
  Location: Defs
  Comment: Building interaction
  Location: Defs
  Comment: Instruments (DLC)

File: Core\Defs\JobDefs\Jobs_Misc.xml
  Location: Defs
  Comment: ========= General ============
  Location: Defs
  Comment: ============ Fire ============
  Location: Defs
  Comment: ============ Need satisfaction ============
  Location: Defs
  Comment: ============ Love ============
  Location: Defs
  Comment: ============ Psycast Effects ============

File: Core\Defs\JobDefs\Jobs_Work.xml
  Location: Defs
  Comment: ============= Item hauling ===============
  Location: Defs
  Comment: ============= Special hauling ===============
  Location: Defs
  Comment: ============= Pawn hauling ===============
  Location: Defs
  Comment: ============= Animal handling ===============
  Location: Defs
  Comment: ============= Construction and repair ===============
  Location: Defs
  Comment: ============= Medical ===============
  Location: Defs
  Comment: ============= Misc ===============

File: Core\Defs\Joy\JoyGivers.xml
  Location: Defs
  Comment: meditative
  Location: Defs
  Comment: social
  Location: Defs
  Comment: dexterity play
  Location: Defs
  Comment: cerebral play
  Location: Defs
  Comment: television
  Location: Defs
  Comment: telescope
  Location: Defs
  Comment: chemical consumption
  Location: Defs
  Comment: food consumption

File: Core\Defs\Joy\JoyKinds.xml
  Location: Defs
  Comment: ======================= Requiring nothing =======================
  Location: Defs
  Comment: ======================= Building use =======================
  Location: Defs
  Comment: horseshoes/hoopstone, billiards
  Location: Defs
  Comment: chess/game-of-ur, poker
  Location: Defs
  Comment: tube TV, flatscreen TV, megascreen TV
  Location: Defs
  Comment: telescope, TODO, TODO
  Location: Defs
  Comment: ======================= Item consumption =======================

File: Core\Defs\MapGeneration\BaseFactionMapGenerator.xml
  Location: Defs
  Comment: Generate faction base
  Location: Defs
  Comment: Spawn power conduits

File: Core\Defs\MapGeneration\BasePlayerMapGenerator.xml
  Location: Defs
  Comment: Ancient shrines
  Location: Defs
  Comment: Cave hives

File: Core\Defs\MapGeneration\CommonMapGenerator.xml
  Location: Defs
  Comment: Generate abstract grids
  Location: Defs
  Comment: Generate basic rocks and terrain from grid
  Location: Defs
  Comment: Empty ruins
  Location: Defs
  Comment: Steam geysers

File: Core\Defs\MapGeneration\EscapeShipMapGenerator.xml
  Location: Defs
  Comment: Landed ship

File: Core\Defs\MentalStateDefs\MentalStates_Mood.xml
  Location: Defs
  Comment: Mental breaks: extreme
  Location: Defs
  Comment: Mental breaks: major
  Location: Defs
  Comment: Mental breaks: minor

File: Core\Defs\MentalStateDefs\MentalStates_Special.xml
  Location: Defs
  Comment: Special mental states not from mental breaks

File: Core\Defs\Misc\Designations\DesignationCategories.xml
  Location: Defs
  Comment: Biotech category, defined in Biotech DLC, order 12

File: Core\Defs\Misc\DifficultyDefs\Difficulties.xml
  Location: Defs/DifficultyDef
  Comment: calculated from difficulty 3 and threatScale
  Location: Defs/DifficultyDef
  Comment: calculated from difficulty 3 and threatScale
  Location: Defs/DifficultyDef
  Comment: calculated from difficulty 3 and threatScale
  Location: Defs/DifficultyDef
  Comment: no specific values defined, they are aren't used when Custom is selected

File: Core\Defs\Misc\ExpectationDefs\Expectations.xml
  Location: Defs
  Comment: Some calculations for a retuning, Apr 3 2018

-There are 8 joy kinds: 2 with no gear, 4 from buildings, 2 from consumables. You'll generally have 3-6 kinds availabel.
-Joy falls 0.6 per day, but falls slower when low or very low.
-Each tolerance falls independently at a rate of 0.0833 / day
-Since tolerances fall independently, total tolerance fall rate for a pawn depends on the number of tolerances >0 at any time:
    1 kind  live: 0.08 / day
    2 kinds live: 0.17 / day
    3 kinds live: 0.25 / day
    4 kinds live: 0.33 / day
    5 kinds live: 0.42 / day
    6 kinds live: 0.50 / day

-B18 tuning:    Tolerance gain per joy 0.4
    You need to get 0.6 joy per day, thus gaining 0.24 tolerance per day.
    So you only really need to use 3 joykinds to stay ahead of that and remain in the satisfied range.

-1.0 tuning A:  Tolerance gain per joy 0.7
    You need to get 0.6 joy per day, gaining 0.42 tolerance per day.
    This is maintainable with 5 joy kinds.
    Otherwise you'll be in the "low" range with 4 kinds.
    And the very low range/low with 3 kinds.

-1.0 tuning B:  Tolerance gain per joy 0.65
    You need to get 0.6 joy per day, gaining 0.39 tolerance per day.
    0.7 seems a bit harsh, and I want the upper thersholds to be possible, so here I set tolerance gain per joy to 0.65

-1.0 tuning C:  Split tolerance drop rates per expectation level
    Tolerances fall at different rates depending on the expectation level.
    Low expectations retains the old behavior, others are easier and harder.
  Location: Defs
  Comment: Noble only expectations
  Location: Defs
  Comment: Expectations related thoughts
  Location: Defs/ThoughtDef/stages
  Comment: First 6 are in descending order, to preserve localizations indices
  Location: Defs/ThoughtDef/stages
  Comment: Later are in ascending order, to preserve localizations indices
  Location: Defs/ThoughtDef/stages
  Comment: per-role expectations

File: Core\Defs\Misc\FeatureDefs\Features.xml
  Location: Defs
  Comment: - - - - - - - - - - - - - - - - - - - - - - - - -
  Location: Defs
  Comment: Important named landforms, before everything else
  Location: Defs
  Comment: - - - - - - - - - - - - - - - - - - - - - - - - -
  Location: Defs
  Comment: - - - - - -
  Location: Defs
  Comment: Water bodies
  Location: Defs
  Comment: - - - - - -
  Location: Defs
  Comment: The most specific water body: bay
  Location: Defs/FeatureDef
  Comment: if it does then it's an ocean
  Location: Defs/FeatureDef
  Comment: if it does then it's an ocean
  Location: Defs
  Comment: This handles oceans reachable from other oceans.
  Location: Defs
  Comment: its purpose is to handle worlds with 2 or more huge water bodies with only a narrow passage between them, normally this would be 1 huge ocean (because they're too big to be normal bays)
  Location: Defs
  Comment: Since some parts of the planet are ungenerated, we assume that all unassigned water tiles reachable from the world edge are the same huge ocean.
  Location: Defs
  Comment: - - - - - - - - - - - - -
  Location: Defs
  Comment: Important on-land features
  Location: Defs
  Comment: - - - - - - - - - - - - -
  Location: Defs
  Comment: - - - - - - - - - -
  Location: Defs
  Comment: High-priority biomes
  Location: Defs
  Comment: - - - - - - - - - -
  Location: Defs
  Comment: Swamps before forests, because forests can also contain small or medium swamps, so we want to assign names to big swamps first.
  Location: Defs
  Comment: - - - - - - - - - -
  Location: Defs
  Comment: Low-priority biomes
  Location: Defs
  Comment: - - - - - - - - - -

File: Core\Defs\Misc\HairDefs\HairsGeneral.xml
  Location: Defs
  Comment: ==================== Rural ====================
  Location: Defs
  Comment: ==================== Urban ====================
  Location: Defs
  Comment: ==================== Urban/Rural ====================
  Location: Defs
  Comment: ====================== Punk ======================
  Location: Defs
  Comment: ================ Tribal ==================
  Location: Defs
  Comment: =============== Other mix ==================

File: Core\Defs\Misc\HairDefs\StyleItemCategoryDefs.xml
  Location: Defs
  Comment: Categories

File: Core\Defs\Misc\HistoryAutoRecording\HistoryAutoRecorderGroups.xml
  Location: Defs
  Comment: Debug

File: Core\Defs\Misc\HistoryAutoRecording\HistoryAutoRecorders.xml
  Location: Defs
  Comment: Debug

File: Core\Defs\Misc\KeyBindings\KeyBindings.xml
  Location: Defs
  Comment: In-game camera
  Location: Defs
  Comment: Map play
  Location: Defs
  Comment: Misc (re-used)
  Location: Defs
  Comment: Selection special
  Location: Defs
  Comment: Architect: Common
  Location: Defs
  Comment: Modifiers
  Location: Defs
  Comment: Debug

File: Core\Defs\Misc\LetterDefs\StandardLetters.xml
  Location: Defs
  Comment: Letter meaning is the same as what's documented in MessageTypeDef.xml

File: Core\Defs\Misc\LifeStageDefs\LifeStages.xml
  Location: Defs/LifeStageDef
  Comment: bodySizeFactor * foodMaxFactor = maxFood = 0.125
  Location: Defs/LifeStageDef
  Comment: consumes 2x maxFood per day
  Location: Defs/LifeStageDef
  Comment: Babies just fall asleep randomly and they're cool with it.
  Location: Defs/LifeStageDef
  Comment: Babies have crying/giggling fits instead of mental breaks.
  Location: Defs/LifeStageDef
  Comment: Babies fall asleep randomly when they're tired.
  Location: Defs/LifeStageDef/statOffsets
  Comment: should map to -30C
  Location: Defs/LifeStageDef/statOffsets
  Comment: should map to 30C
  Location: Defs/LifeStageDef
  Comment: bodySizeFactor * foodMaxFactor = maxFood = 0.8
  Location: Defs/LifeStageDef
  Comment: bodySizeFactor * foodMaxFactor = maxFood = 1.0

File: Core\Defs\Misc\MessageTypeDefs\MessageTypeDef.xml
  Location: Defs
  Comment: Immediate action needed from player due to existential threat
  Location: Defs
  Comment: Action needed from player due to small threat
  Location: Defs
  Comment: Humanlike colonist dying
  Location: Defs
  Comment: Loss of life/health occurred, but nothing is to be done about it urgently
  Location: Defs
  Comment: A bad thing happened that may not justify an immediate response
  Location: Defs
  Comment: Neutral event that you weren't expecting but should be aware of
  Location: Defs
  Comment: Something that you told a colonist to do has finished (caravan, bill completion)
  Location: Defs
  Comment: Unexpected good thing happened
  Location: Defs
  Comment: Situation you were already notified of has ended
  Location: Defs
  Comment: Player has told the game to do something invalid
  Location: Defs
  Comment: Player has told the game to do something concerning
  Location: Defs
  Comment: Player has told the game to do something, and it happened, we just need a silent message to show up

File: Core\Defs\Misc\PawnColumnDefs\PawnColumns_Layout.xml
  Location: Defs
  Comment: Consumes the remaining space after every other column is at its optimal width

File: Core\Defs\Misc\PawnsArrivalModeDefs\PawnsArrivalModes.xml
  Location: Defs/PawnsArrivalModeDef/selectionWeightCurve
  Comment: not usable in many strategies and by many factions, so this gets boosted
  Location: Defs/PawnsArrivalModeDef/selectionWeightCurvesPerFaction/li
  Comment: Special case for mechanoids
  Location: Defs/PawnsArrivalModeDef/selectionWeightCurve
  Comment: not usable in many strategies and by many factions, so this gets boosted
  Location: Defs/PawnsArrivalModeDef/selectionWeightCurvesPerFaction/li
  Comment: Special case for mechanoids
  Location: Defs/PawnsArrivalModeDef/selectionWeightCurve/points
  Comment: Constant 1

File: Core\Defs\Misc\RecordDefs\Records_Misc.xml
  Location: Defs
  Comment: Combat
  Location: Defs
  Comment: Excitement
  Location: Defs
  Comment: Work

File: Core\Defs\Misc\ShaderTypeDefs\ShaderTypes.xml
  Location: Defs
  Comment: Cutout:
      The default material for cutout world objects
      Will draw in correct Z order with respect to each other
  Location: Defs
  Comment: Transparent:
      Non-alpha affecting non-Z-writing version of default material
      Will draw in correct Z order with respect to UnlitCutout (because it does a ZTest)
      Will _not_ draw in consistent Z order with respect to each other (because it does not ZWrite).

File: Core\Defs\Misc\SongDefs\Songs_Gameplay.xml
  Location: Defs
  Comment: Day
  Location: Defs
  Comment: Night
  Location: Defs
  Comment: Any time of day

File: Core\Defs\Misc\SpecialThingFilterDefs\SpecialThingFilters.xml
  Location: Defs/SpecialThingFilterDef
  Comment: AllowSmeltableWeapons

File: Core\Defs\Misc\TerrainAffordanceDefs\TerrainAffordances.xml
  Location: Defs
  Comment: Supports light structure
  Location: Defs
  Comment: Supports medium structures (mainly walls)
  Location: Defs
  Comment: Supports heavy structures
  Location: Defs
  Comment: Can be built on with things that are waterproof
  Location: Defs
  Comment: Contains power usable for hydroelectrics
  Location: Defs
  Comment: Bridge can be built here
  Location: Defs
  Comment: Things can grow here
  Location: Defs
  Comment: For graves
  Location: Defs
  Comment: Can be ground and smoothed into smooth stone

File: Core\Defs\Misc\TipSetDefs\Tips.xml
  Location: Defs/TipSetDef/tips
  Comment: Interface
  Location: Defs/TipSetDef/tips
  Comment: Combat
  Location: Defs/TipSetDef/tips
  Comment: Hunting
  Location: Defs/TipSetDef/tips
  Comment: Caravans
  Location: Defs/TipSetDef/tips
  Comment: Game style
  Location: Defs/TipSetDef/tips
  Comment: Building
  Location: Defs/TipSetDef/tips
  Comment: Diplomacy
  Location: Defs/TipSetDef/tips
  Comment: Misc
  Location: Defs/TipSetDef/tips
  Comment: Added misc
  Location: Defs/TipSetDef/tips
  Comment: Animals and ranching

File: Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Mercenary.xml
  Location: Defs
  Comment: Low merc tier - grenadiers
  Location: Defs
  Comment: Mid merc tier - gunner, slasher, sniper, heavy
  Location: Defs
  Comment: Elite tier - merc elite, pirate boss

File: Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Pirate.xml
  Location: Defs
  Comment: Poverty tier - drifter
  Location: Defs
  Comment: Low tier - scavenger, thrasher
  Location: Defs
  Comment: Mid tier - pirate

File: Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Tribal.xml
  Location: Defs
  Comment: Poverty tier - penitent
  Location: Defs
  Comment: Low tier - archer
  Location: Defs
  Comment: Mid tier - warrior, breacher, hunter, trader
  Location: Defs
  Comment: High tier - berserker, heavy archer, chief melee, chief ranged

File: Core\Defs\PawnRelationDefs\PawnRelations_FamilyByBlood.xml
  Location: Defs
  Comment: close family
  Location: Defs
  Comment: distant family
  Location: Defs
  Comment: kin

File: Core\Defs\PawnRelationDefs\PawnRelations_FamilyByChoice.xml
  Location: Defs
  Comment: spouse / lover
  Location: Defs
  Comment: step family
  Location: Defs
  Comment: in-law
  Location: Defs
  Comment: ex-lover / ex-spouse

File: Core\Defs\PreceptDefs\Precepts_AteNutrientPaste.xml
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Core\Defs\PreceptDefs\Precepts_Corpses.xml
  Location: Defs
  Comment: HistoryEvents
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Core\Defs\PreceptDefs\Precepts_InsectMeat.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Core\Defs\PreceptDefs\Precepts_Lovin.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: History Events
  Location: Defs
  Comment: Precept

File: Core\Defs\PreceptDefs\Precepts_MarriageName.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Precept

File: Core\Defs\PreceptDefs\Precepts_PrisonerExecution.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs/PreceptDef/comps/li
  Comment: vanilla uses the same thought

File: Core\Defs\PreceptDefs\Precepts_Ritual.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Core\Defs\PreceptDefs\Precepts_SpouseCount.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Precepts

File: Core\Defs\QuestScriptDefs\Scripts_JoinerThreatCore.xml
  Location: Defs
  Comment: ########################### Utilities just for JoinerThreat ###############################
  Location: Defs
  Comment: ########################### JoinerThreat quest roots ###############################
  Location: Defs
  Comment: Note: Other quests in this pattern are in expansions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get a walk-in spot so joiner and raid come from the same spot
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get raider faction
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner arrives
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Raid arrives
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Note that the joiner has a delay, so the raid needs an even longer delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End a few seconds after raid arrives

File: Core\Defs\QuestScriptDefs\Scripts_Utility_RewardsCore.xml
  Location: Defs
  Comment: Send a drop pod containing a pawn who joins the player
  Params:
    map: Map where the pod arrives.
  Location: Defs
  Comment: Sends the player a collection of transport pods containing items
  Params:
      map: Map where the pods arrive.
      rewardValue: Total market value of items to generate for the pods.

File: Core\Defs\QuestScriptDefs\Scripts_Utility_ThreatsCore.xml
  Location: Defs
  Comment: Randomize the challenge rating and the points with it
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Record the original points for external use
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Set various parms default if not set already
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Set to not select challenge ratings outside our points limits
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose a rating and set points factor
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li
  Comment: rating 1
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Set challengeRating slate var so we can read it later
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li
  Comment: rating 2
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Set challengeRating slate var so we can read it later
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li
  Comment: rating 3
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Set challengeRating slate var so we can read it later
  Location: Defs
  Comment: Adjust points for a fight we need to caravan to. Such fights are much easier because the base points
       assume you have an entrenched base defense.
  Location: Defs
  Comment: Send a single raid to attack the player. 
  Params:
    map           : Map where the raid arrives
    enemyFaction  : Raid faction
    customLetterX : Custom letter texts
  Location: Defs
  Comment: Send a mech cluster to attack the player. 
Params:
  map           : Map where the raid arrives
  Location: Defs
  Comment: Send a series of raids to attack the player, with a fixed time interval between each raid.
  Params:
    map                   : Map where the raids arrive.
    firstRaidDelayTicks   : delay before first raid
    raidCount             : number of raids
    raidX/raidDelayTicks  : optional specific delay for raid X
  Constants:
    time between raids    : 9000 ticks
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: does nothing if acceptable faction is already stored
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Try using specific delay
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li
  Comment: next raid comes 9000 ticks after the previous

File: Core\Defs\QuestScriptDefs\Script_BanditCamp.xml
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: Use the actual threat points generated (some site parts define a minimum threshold)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Inflate reward value. Since we're basing the reward value on the threat points generated, we need to do this
             even though the threat points was deflated from the input points already.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If we enter and leave, the map is destroyed. Fail the quest.

File: Core\Defs\QuestScriptDefs\Script_DownedRefugee.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: No asker
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Faction leader asker

File: Core\Defs\QuestScriptDefs\Script_EndGame_ShipEscape.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add reward info
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Ending
  Location: Defs/QuestScriptDef/root/nodes
  Comment: World object destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Reactor destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Launched ship

File: Core\Defs\QuestScriptDefs\Script_ItemStash.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: No asker
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Faction leader asker

File: Core\Defs\QuestScriptDefs\Script_PrisonerWillingToJoin.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Implicitly, prisoner is asker. It's a bit legacy

File: Core\Defs\QuestScriptDefs\Script_TradeRequest.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Rewards
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: we only care about requested total market value
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End conditions

File: Core\Defs\RecipeDefs\Recipes_Meals.xml
  Location: Defs
  Comment: =================================== Simple meal ==========================================
  Location: Defs
  Comment: =================================== Fine meal ==========================================
  Location: Defs
  Comment: =================================== Lavish meal ==========================================
  Location: Defs
  Comment: =================================== Survival meal ==========================================

File: Core\Defs\RecipeDefs\Recipes_Production.xml
  Location: Defs/RecipeDef
  Comment: Switched to standard products so we can do "do until you have X"
    <specialProducts>
      <li>Smelted</li>
    </specialProducts>

File: Core\Defs\ResearchProjectDefs\ResearchProjects_1.xml
  Location: Defs
  Comment: =============================== Tier 1: pre-electricity ===================================
  Location: Defs
  Comment: ===== Column 1 ====
  Location: Defs
  Comment: ====== Column 2 ======
  Location: Defs
  Comment: ====== Column 3+ ======
  Location: Defs
  Comment: ====== Drugs ======
  Location: Defs
  Comment: ====== Medieval weapons ======

File: Core\Defs\ResearchProjectDefs\ResearchProjects_2_Electricity.xml
  Location: Defs
  Comment: ===================== Machining and its children sub-tier ======================

File: Core\Defs\ResearchProjectDefs\ResearchProjects_3_Microelectronics.xml
  Location: Defs
  Comment: ===================== Machining and its children sub-tier ======================

File: Core\Defs\ResearchProjectDefs\ResearchTabs.xml
  Location: Defs
  Comment: To add a research tab, make a new ResearchTabDef here and then set the <tab> field of your research project to match it

File: Core\Defs\RoadDefs\RoadDefs.xml
  Location: Defs/RoadDef/roadGenSteps/li
  Comment: only if bridge also at the center
  Location: Defs/RoadDef/roadGenSteps/li
  Comment: only if bridge also at the center
  Location: Defs/RoadDef/roadGenSteps/li
  Comment: only if bridge also at the center
  Location: Defs/RoadDef/roadGenSteps/li
  Comment: only if bridge also at the center
  Location: Defs/RoadDef/roadGenSteps/li
  Comment: only if bridge also at the center

File: Core\Defs\Rooms\RoomStats.xml
  Location: Defs
  Comment: ======= Primary stats (calcualated from physical conditions) =======
  Location: Defs
  Comment: ======= Dependent stats (calculated from other stats) =======
  Location: Defs/RoomStatDef/curve/points
  Comment: Never worse than no tending at all

File: Core\Defs\RuleDefs\Rules_Complex.xml
  Location: Defs
  Comment: Single rooms

File: Core\Defs\RulePackDefs\RulePacks_Art_Descriptions.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: === artextra_clause ===
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Subimage included
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Scene is near terrain
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Pawn in side position
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: One-offs
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: === style_clause ===

File: Core\Defs\RulePackDefs\RulePacks_Art_DescriptionsPhysical.xml
  Location: Defs
  Comment: Different physical description roots for different kinds of artworks. 
      Added to artworks with tales and taleless art.

File: Core\Defs\RulePackDefs\RulePacks_Art_ImagesTaleless.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: pawns
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: terrain
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: objects
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: abstract

File: Core\Defs\RulePackDefs\RulePacks_CombatIncludes.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Sometimes, we do not have a result - for example a rat gnawing a door does not have any result.
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: don't include constraint; this acts as a fallback for >=4
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: fallback for 4+
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: fallback for 4+
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: armed
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: unarmed

File: Core\Defs\RulePackDefs\RulePacks_CombatMelee.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: combined high priority, if we destroyed something
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: When recipient_part_count is 0. This occurs with inanimate objects.
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: this fails with impact verbs like bash, smash, cut, hit

File: Core\Defs\RulePackDefs\RulePacks_CombatRanged.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: various destroyed options; we allow these even if we could use hybrid, to cut down a bit on clutter
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: various damaged options; don't show if something was destroyed
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: damaged/destroyed hybrid
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: don't mention damage or destruction; uncommon, but intended as a fallback
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: fallback, also a little variety
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: fallback, also a little variety
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: final fallbacks

File: Core\Defs\RulePackDefs\RulePacks_Common.xml
  Location: Defs
  Comment: RulePacks included in various places but which are not global

File: Core\Defs\RulePackDefs\RulePacks_Damage.xml
  Location: Defs
  Comment: Weird damage types that don't really destroy anything

File: Core\Defs\RulePackDefs\RulePacks_Maneuvers.xml
  Location: Defs/RulePackDef/include
  Comment: I'm pretty sure this can't actually happen

File: Core\Defs\RulePackDefs\RulePacks_Namers_Art.xml
  Location: Defs
  Comment: ======== Utility ========
  Location: Defs
  Comment: ======== Common-style art names ========
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: General
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Numeric
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Person. High probability; if we can use these we want to
  Location: Defs
  Comment: ======== Weapon names ========
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: General
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Person. High probability; if we can use these we want to

File: Core\Defs\RulePackDefs\RulePacks_Namers_Factions.xml
  Location: Defs
  Comment: Player initial namers - used initially
  Location: Defs
  Comment: Outlander
  Location: Defs
  Comment: Tribe
  Location: Defs
  Comment: Pirate
  Location: Defs
  Comment: Mechanoid hive

File: Core\Defs\Scenarios\Scenarios_Classic.xml
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player pawns modifiers
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting things
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Scatter some things near player start
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Scatter some things anywhere
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player pawns modifiers
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting things
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Scatter some things near player start
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Starting research
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting things
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Scatter some things near player start
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Config pages
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player starting stuff spawn method
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Player pawns start with no possessions eg. extra drugs.
  Location: Defs/ScenarioDef/scenario/parts
  Comment: Game start dialog

File: Core\Defs\Scenarios\ScenParts_Various.xml
  Location: Defs
  Comment: ================= player pawn filters =================
  Location: Defs
  Comment: ================= player pawn filters =================
  Location: Defs
  Comment: ================== player pawn modifier ================
  Location: Defs
  Comment: =================== rules changes =================
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ==================== grouped ==================
  Location: Defs
  Comment: ===============================================

File: Core\Defs\SoundDefs\Pawn_Animal_Misc_Vox.xml
  Location: Defs
  Comment: The sounds below are placeholders and will be replaced in the future - when you replace them, delete this comment :>

File: Core\Defs\Stats\StatCategories.xml
  Location: Defs
  Comment: ================ General ================
  Location: Defs
  Comment: ================ Non-pawn ================
  Location: Defs
  Comment: =============== Virtual categories ==============
  Location: Defs
  Comment: ================ Pawn ================
  Location: Defs
  Comment: ================ Misc ================

File: Core\Defs\Stats\Stats_Basics_General.xml
  Location: Defs/StatDef
  Comment: Normalize to: 1 is wood, 0 is stone, 2 is like dry wispy paper or volatile fuel.

File: Core\Defs\Stats\Stats_Pawns_Combat.xml
  Location: Defs
  Comment: ================================== Melee =======================================
  Location: Defs
  Comment: ================================== Shooting =======================================
  Location: Defs
  Comment: ================================== Misc =======================================

File: Core\Defs\Stats\Stats_Pawns_General.xml
  Location: Defs/StatDef
  Comment: Hidden stat only used by facilities to control hunger rate of sleeping pawns

File: Core\Defs\Stats\Stats_Pawns_Social.xml
  Location: Defs
  Comment: ============ Animal ============

File: Core\Defs\Stats\Stats_Pawns_WorkMedical.xml
  Location: Defs/StatDef
  Comment: NPCs incapable of doctoring can self-tend
  Location: Defs/StatDef
  Comment: NPCs incapable of doctoring can self-tend

File: Core\Defs\Stats\Stats_Pawns_WorkRecipes.xml
  Location: Defs
  Comment: Dumb recipes - not affected by skill because there's no skill component
  Location: Defs
  Comment: Standard-speed recipes - speed not affected by skill because there's no skill involved OR because the skill affects product quality instead of production speed
  Location: Defs
  Comment: Production recipes - speed affected by skill because there is no output quality

File: Core\Defs\Stats\Stats_Weapons_Melee.xml
  Location: Defs
  Comment: Damage multipliers should be stats on stuffs only

File: Core\Defs\Storyteller\Incidents_Caravan_All.xml
  Location: Defs
  Comment: =============================== Threats ===============================
  Location: Defs
  Comment: ================================ Good ================================
  Location: Defs
  Comment: ==================================== Bad ==================================

File: Core\Defs\Storyteller\Incidents_Map_Misc.xml
  Location: Defs
  Comment: =========================== Good ============================
  Location: Defs
  Comment: =========================== Neutral ============================
  Location: Defs
  Comment: ========================== Bad ===============================

File: Core\Defs\Storyteller\Incidents_Map_Special.xml
  Location: Defs
  Comment: =============== ShipChunkDrop =============
  Location: Defs
  Comment: =============== OrbitalVisitor =============
  Location: Defs
  Comment: ================= FactionArrival ================
  Location: Defs
  Comment: ================= AllyAssistance ================
  Location: Defs
  Comment: =========================== Good - special ============================

File: Core\Defs\Storyteller\Incidents_Map_Threats.xml
  Location: Defs
  Comment: ============================== Big threats ==============================
  Location: Defs
  Comment: ============================== Small threats ==============================

File: Core\Defs\Storyteller\Incidents_World_Quests.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Core\Defs\Storyteller\RaidStrategies_Basic.xml
  Location: Defs/RaidStrategyDef/selectionWeightCurvesPerFaction/li/selectionWeightPerPointsCurve/points
  Comment: Constant 1

File: Core\Defs\Storyteller\RaidStrategies_Breach.xml
  Location: Defs
  Comment: ============================ Breaching ============================
  Location: Defs/RaidStrategyDef/selectionWeightPerPointsCurve
  Comment: Note both breach strats use this, so it's in some sense doubled
  Location: Defs/RaidStrategyDef/selectionWeightCurvesPerFaction/li
  Comment: Special case for mechanoids

File: Core\Defs\Storyteller\RaidStrategies_Sapper.xml
  Location: Defs
  Comment: ============================ Sappers ============================

File: Core\Defs\Storyteller\RaidStrategies_Siege.xml
  Location: Defs
  Comment: Note: Mechs don't use this strategy. They use the separate MechCluster incident to make their
             mech cluster sieges.

File: Core\Defs\Storyteller\Storytellers.xml
  Location: Defs/StorytellerDef
  Comment: only applies to adaptDays past 0
  Location: Defs/StorytellerDef/adaptDaysLossFromColonistLostByPostPopulation/points
  Comment: 30 days at normal pops; lower at really high pop
  Location: Defs/StorytellerDef/adaptDaysGrowthRateCurve/points
  Comment: under: 8.00
  Location: Defs/StorytellerDef/adaptDaysGrowthRateCurve/points
  Comment: -30: 3.00
  Location: Defs/StorytellerDef/adaptDaysGrowthRateCurve/points
  Comment: 0: 1.00
  Location: Defs/StorytellerDef/adaptDaysGrowthRateCurve/points
  Comment: 60: 0.50
  Location: Defs/StorytellerDef/adaptDaysGrowthRateCurve/points
  Comment: 120: 0.25
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: recover in 10 days
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: start at     0.80
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: 0.5 years to 1.00
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: 0.5 years to 1.20
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: 2   years to 1.60
  Location: Defs/StorytellerDef/pointsFactorFromAdaptDays/points
  Comment: 4   years to 2.00
  Location: Defs/StorytellerDef/comps
  Comment: Endgame - ship escape quest
  Location: Defs/StorytellerDef/comps
  Comment: Endgame - archonexus victory quest
  Location: Defs/StorytellerDef/comps
  Comment: Endgame - royal ascent quest (Royalty only)
  Location: Defs/StorytellerDef/comps
  Comment: Infestations from deep drilling
  Location: Defs/StorytellerDef/comps
  Comment: Royalty intro quests
  Location: Defs/StorytellerDef/comps
  Comment: Royalty tribute collector
  Location: Defs/StorytellerDef/comps
  Comment: Charity beggars
  Location: Defs/StorytellerDef/comps
  Comment: Epic quests
  Location: Defs/StorytellerDef/comps
  Comment: Reliquary pilgrims
  Location: Defs/StorytellerDef/comps
  Comment: Mechanitor ancient complex
  Location: Defs/StorytellerDef/comps
  Comment: Dissolution triggered
  Location: Defs/StorytellerDef/comps
  Comment: Noxious haze
  Location: Defs/StorytellerDef/comps
  Comment: Polux tree
  Location: Defs/StorytellerDef/comps
  Comment: Intro
  Location: Defs/StorytellerDef/comps
  Comment: Home threats
  Location: Defs/StorytellerDef/comps
  Comment: Home misc incidents
  Location: Defs/StorytellerDef/comps
  Comment: Ally/neutral interaction
  Location: Defs/StorytellerDef/comps
  Comment: Caravan / temp map
  Location: Defs/StorytellerDef/comps
  Comment: Quests - non-Royalty
  Location: Defs/StorytellerDef/comps
  Comment: Quests - Royalty
  Location: Defs/StorytellerDef/comps
  Comment: World misc incidents
  Location: Defs/StorytellerDef/comps
  Comment: Orbital trader
  Location: Defs/StorytellerDef/comps
  Comment: Triggered
  Location: Defs/StorytellerDef/comps
  Comment: Intro
  Location: Defs/StorytellerDef/comps
  Comment: Home threats
  Location: Defs/StorytellerDef/comps
  Comment: Home misc incidents
  Location: Defs/StorytellerDef/comps
  Comment: Ally/neutral interaction
  Location: Defs/StorytellerDef/comps
  Comment: Caravan / temp map
  Location: Defs/StorytellerDef/comps
  Comment: Quests - non-Royalty
  Location: Defs/StorytellerDef/comps
  Comment: Quests - Royalty
  Location: Defs/StorytellerDef/comps
  Comment: World misc incidents
  Location: Defs/StorytellerDef/comps
  Comment: Orbital traders
  Location: Defs/StorytellerDef/comps
  Comment: Triggered
  Location: Defs/StorytellerDef/comps
  Comment: Home all
  Location: Defs/StorytellerDef/comps
  Comment: Home special threats
  Location: Defs/StorytellerDef/comps
  Comment: Ally/neutral interaction
  Location: Defs/StorytellerDef/comps
  Comment: Caravan / temp map
  Location: Defs/StorytellerDef/comps
  Comment: Quests - non-Royalty
  Location: Defs/StorytellerDef/comps
  Comment: Quests - Royalty
  Location: Defs/StorytellerDef/comps
  Comment: World misc incidents
  Location: Defs/StorytellerDef/comps
  Comment: Triggered

File: Core\Defs\TaleDefs\Tales_DoublePawn.xml
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: note that killer may not be filled in, so this has to be resolvable without any killer_ symbols

File: Core\Defs\TaleDefs\Tales_Health.xml
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: Killer and/or weapon may not be listed, make sure there's valid options
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: Killer and/or weapon may not be listed, make sure there's valid options
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: weapon may not be listed, make sure there's valid options
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: weapon may not be listed, make sure there's valid options
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: weapon may not be listed, make sure there's valid options

File: Core\Defs\TaleDefs\Tales_Incident.xml
  Location: Defs
  Comment: these are currently not generated, but may exist in old savegames
  Location: Defs
  Comment: Not sure if the above note refers to just Tornado or also TornadoFromItem

File: Core\Defs\TaleDefs\Tales_SinglePawn.xml
  Location: Defs/TaleDef/rulePack/rulesStrings
  Comment: needed for when we craft something that has no title

File: Core\Defs\TattooDefs\TattooDefs.xml
  Location: Defs/TattooDef
  Comment: Invisible
  Location: Defs/TattooDef
  Comment: Invisible
  Location: Defs/TattooDef
  Comment: Invisible
  Location: Defs/TattooDef
  Comment: Invisible

File: Core\Defs\TerrainDefs\Terrain_Floors.xml
  Location: Defs
  Comment: ================= Misc =================
  Location: Defs
  Comment: ================= Metal Tiles =================
  Location: Defs
  Comment: ================= Misc Tiles =================
  Location: Defs
  Comment: ================= Carpets =================

File: Core\Defs\TerrainDefs\Terrain_Natural.xml
  Location: Defs
  Comment: Standard soils
  Location: Defs
  Comment: Rich soils
  Location: Defs
  Comment: Poor soils
  Location: Defs
  Comment: Sand
  Location: Defs
  Comment: Infertile ground
  Location: Defs
  Comment: Ice

File: Core\Defs\TerrainDefs\Terrain_Water.xml
  Location: Defs
  Comment: Deep
  Location: Defs
  Comment: Chest-deep
  Location: Defs
  Comment: Shallow

File: Core\Defs\ThingCategoryDefs\ThingCategories.xml
  Location: Defs
  Comment: Foods
  Location: Defs
  Comment: Manufactured
  Location: Defs
  Comment: Raw resources
  Location: Defs
  Comment: ==================== Non-resource readout categories =====================
  Location: Defs
  Comment: Items
  Location: Defs
  Comment: Weapons
  Location: Defs
  Comment: Apparel
  Location: Defs
  Comment: Buildings
  Location: Defs
  Comment: Chunks
  Location: Defs
  Comment: Pawns
  Location: Defs
  Comment: Plants
  Location: Defs
  Comment: Corpses

File: Core\Defs\ThingDefs_Buildings\Buildings_Ancient_Outdoors.xml
  Location: Defs
  Comment: Large impassable and non-deconstructible buildings
  Location: Defs/ThingDef/statBases
  Comment: Non-deconstructible things need to be non-flammable for story-logical and gameplay reasons

File: Core\Defs\ThingDefs_Buildings\Buildings_Art.xml
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: awful
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: poor
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: normal
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: good
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: excellent
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: masterwork
  Location: Defs/ThingDef/comps/li/offsets/li/curve/points
  Comment: legendary
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: awful
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: poor
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: normal
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: good
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: excellent
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: masterwork
  Location: Defs/ThingDef/comps/li/offsets/li/focusPerQuality/points
  Comment: legendary
  Location: Defs
  Comment: ================================ Sculptures ======================================
  Location: Defs
  Comment: ================================ Snowman ======================================

File: Core\Defs\ThingDefs_Buildings\Buildings_Exotic.xml
  Location: Defs
  Comment: ========================= Crashed ship parts =========================
  Location: Defs
  Comment: ========================= Psychic droner =========================
  Location: Defs
  Comment: Note this is a ConditionCauser
  Location: Defs
  Comment: =============================== Defoliator ship part ============================
  Location: Defs/ThingDef
  Comment: Hack to draw defoliant radius
  Location: Defs
  Comment: =============================== Misc ============================

File: Core\Defs\ThingDefs_Buildings\Buildings_Furniture.xml
  Location: Defs
  Comment: ============================== Beds ==============================
  Location: Defs
  Comment: =========================== Animal beds ===============================
  Location: Defs
  Comment: ======================= Basic domestic furniture ==============================
  Location: Defs
  Comment: Table base
  Location: Defs
  Comment: ======================== Lighting =======================
  Location: Defs/ThingDef/comps/li
  Comment: Match plant growing times
  Location: Defs/ThingDef
  Comment: Determined by trial and error
    This value isn't perfect because these radii use different algorithms
    but it matches in this case
  Location: Defs
  Comment: ============================== Storage ==============================
  Location: Defs
  Comment: ============================== Dressers ==============================

File: Core\Defs\ThingDefs_Buildings\Buildings_Mech.xml
  Location: Defs
  Comment: Base
  Location: Defs
  Comment: Burning power cell
  Location: Defs/ThingDef/graphicData
  Comment: draw just above corpses

File: Core\Defs\ThingDefs_Buildings\Buildings_Misc.xml
  Location: Defs/ThingDef
  Comment: used by call bossgroup
  Location: Defs/ThingDef
  Comment: to match long range mineral scanner
  Location: Defs
  Comment: ========================== Transport pods ============================
  Location: Defs
  Comment: ========================== Facilities ============================
  Location: Defs
  Comment: =========================== Graves ============================
  Location: Defs
  Comment: ======================= Cryptosleep caskets ===========================
  Location: Defs
  Comment: ============================ Spots =============================
  Location: Defs
  Comment: ============================== Steles ==============================

File: Core\Defs\ThingDefs_Buildings\Buildings_Natural.xml
  Location: Defs
  Comment: ============================ Simple mineables ===============================
  Location: Defs
  Comment: ============================ Resource rocks ===============================
  Location: Defs/ThingDef/building
  Comment: as often as steel, with smaller blotches
  Location: Defs/ThingDef/comps/li
  Comment: 60k ticks = 1 day, 10 hp per day

File: Core\Defs\ThingDefs_Buildings\Buildings_Power.xml
  Location: Defs/ThingDef
  Comment: handled by the placeworker

File: Core\Defs\ThingDefs_Buildings\Buildings_Production.xml
  Location: Defs
  Comment: ========================= Work tables ==========================
  Location: Defs
  Comment: ========== Non-standard work buildings ==============
  Location: Defs/ThingDef
  Comment: 21 closest cells, must be in sync with CompDeepDrill
  Location: Defs
  Comment: ======================== Nutrient dispenser ==============================

File: Core\Defs\ThingDefs_Buildings\Buildings_Security.xml
  Location: Defs
  Comment: ==================== Low cover ========================
  Location: Defs/ThingDef
  Comment: Best affordance needed for stone
  Location: Defs
  Comment: ==================== Traps ========================

File: Core\Defs\ThingDefs_Buildings\Buildings_Security_Turrets.xml
  Location: Defs
  Comment: Bases
  Location: Defs
  Comment: =============== Mini-turret ===============
  Location: Defs/ThingDef/comps/li
  Comment: 30 bursts
  Location: Defs/ThingDef/comps/li
  Comment: 1.333 steel per burst, 80 per full rearm
  Location: Defs/ThingDef/building
  Comment: same as a scavenger
  Location: Defs
  Comment: =============== Autocannon turret ===============
  Location: Defs/ThingDef/statBases
  Comment: like level 8 human shooter
  Location: Defs/ThingDef/comps/li
  Comment: 30 bursts
  Location: Defs/ThingDef/comps/li
  Comment: 2 steel per burst, 180 per full rearm
  Location: Defs
  Comment: =============== Uranium slug turret ===============
  Location: Defs/ThingDef/statBases
  Comment: like level 14 human shooter
  Location: Defs/ThingDef/comps/li
  Comment: 20 bursts
  Location: Defs/ThingDef/comps/li
  Comment: 2 uranium per shot, 60 per full rearm
  Location: Defs
  Comment: =============== Mortar ===============
  Location: Defs
  Comment: Foam
  Location: Defs
  Comment: Rocket

File: Core\Defs\ThingDefs_Buildings\Buildings_Ship.xml
  Location: Defs
  Comment: Beam
  Location: Defs
  Comment: Cryptosleep casket
  Location: Defs
  Comment: Computer core
  Location: Defs
  Comment: Reactor
  Location: Defs
  Comment: Engine
  Location: Defs
  Comment: Sensor cluster

File: Core\Defs\ThingDefs_Buildings\Buildings_Structure.xml
  Location: Defs
  Comment: ========================= Doors =============================
  Location: Defs/ThingDef/graphicData/damageData
  Comment: no damage marks because they don't move with the door
        <rect>(0,0.12,1,0.76)</rect>
  Location: Defs/ThingDef/graphicData/damageData
  Comment: no damage marks because they don't move with the door
        <rect>(0,0.12,1,0.76)</rect>
  Location: Defs/ThingDef/graphicData/damageData
  Comment: no damage marks because they don't move with the door
  Location: Defs
  Comment: ========================= Walls =============================
  Location: Defs/ThingDef
  Comment: Best affordance needed for stone
  Location: Defs
  Comment: ============================== Misc ==============================
  Location: Defs/ThingDef/graphicData/damageData
  Comment: no damage marks because they don't move with the door
  Location: Defs/ThingDef
  Comment: disable static shadow
  Location: Defs/ThingDef
  Comment: must be kept in sync with roof hold-up radius

File: Core\Defs\ThingDefs_Buildings\Buildings_Temperature.xml
  Location: Defs/ThingDef/costList
  Comment: just the intial wood

File: Core\Defs\ThingDefs_Items\Items_Exotic.xml
  Location: Defs
  Comment: =============== Persona core ====================
  Location: Defs
  Comment: =============== Mech serums ====================
  Location: Defs
  Comment: =============== Technology helper persona ====================
  Location: Defs
  Comment: =============== Thrumbo horn ====================
  Location: Defs
  Comment: =============== Elephant tusk ====================

File: Core\Defs\ThingDefs_Items\Items_Food.xml
  Location: Defs/ThingDef/comps/li
  Comment: short rot time, you want to make them as needed not store them

File: Core\Defs\ThingDefs_Items\Items_Resource_AnimalProduct.xml
  Location: Defs
  Comment: =====================================================================
  Location: Defs
  Comment: =============================== Misc ================================
  Location: Defs
  Comment: =====================================================================
  Location: Defs/ThingDef/statBases
  Comment: Can be used like meat in recipes
  Location: Defs
  Comment: =====================================================================
  Location: Defs
  Comment: =============================== Eggs ================================
  Location: Defs
  Comment: =====================================================================
  Location: Defs
  Comment: Chicken
  Location: Defs
  Comment: Cobra
  Location: Defs
  Comment: Iguana
  Location: Defs
  Comment: Tortoise
  Location: Defs
  Comment: Cassowary
  Location: Defs
  Comment: Emu
  Location: Defs
  Comment: Ostrich
  Location: Defs
  Comment: Turkey
  Location: Defs
  Comment: Duck
  Location: Defs
  Comment: Goose

File: Core\Defs\ThingDefs_Items\Items_Resource_Manufactured.xml
  Location: Defs
  Comment: =============== Medicine ====================
  Location: Defs
  Comment: =============== ComponentIndustrial ====================
  Location: Defs
  Comment: =============== Neutroamine ====================
  Location: Defs
  Comment: =============== Chemfuel ====================
  Location: Defs/ThingDef
  Comment: Not returned to player when product made of this is smelted.

File: Core\Defs\ThingDefs_Items\Items_Resource_RawPlant.xml
  Location: Defs
  Comment: Plant matter (inedible by people)

File: Core\Defs\ThingDefs_Items\Items_Resource_Shell.xml
  Location: Defs
  Comment: High-explosive
  Location: Defs/ThingDef/projectile
  Comment: damage amount is the damage def default
  Location: Defs
  Comment: Incendiary
  Location: Defs/ThingDef/projectile
  Comment: damage amount is the damage def default
  Location: Defs
  Comment: EMP
  Location: Defs/ThingDef/projectile
  Comment: damage amount is the damage def default
  Location: Defs
  Comment: Smoke
  Location: Defs
  Comment: Firefoam
  Location: Defs/ThingDef/projectile
  Comment: damage amount is the damage def default
  Location: Defs
  Comment: Antigrain warhead

File: Core\Defs\ThingDefs_Items\Items_Resource_Stuff.xml
  Location: Defs
  Comment: =============== Pure stuffs: Basics ====================
  Location: Defs
  Comment: =============== Pure stuffs: Fabric, leather, etc  ====================
  Location: Defs
  Comment: =====================================================================
  Location: Defs
  Comment: =============================== Wool ================================
  Location: Defs
  Comment: =====================================================================
  Location: Defs
  Comment: Sheep wool - most basic
  Location: Defs
  Comment: Alpaca wool - A bit better than sheep's wool, but more importantly more expensive

File: Core\Defs\ThingDefs_Items\Items_Resource_Stuff_Leather.xml
  Location: Defs
  Comment: ========== Basic leathers ============
  Location: Defs
  Comment: ========== Basic leathers: skin ============
  Location: Defs
  Comment: ========== Thin leathers ============
  Location: Defs
  Comment: ========== Tough leathers ============
  Location: Defs
  Comment: ========== Super leathers ============
  Location: Defs
  Comment: ========== Awful leathers ============

File: Core\Defs\ThingDefs_Items\Items_Unfinished.xml
  Location: Defs/ThingDef
  Comment: For CompForbiddable
  Location: Defs/ThingDef/statBases
  Comment: ingredients are added to this value
  Location: Defs
  Comment: ======================= Minified things =========================
  Location: Defs/ThingDef
  Comment: for CompForbiddable

File: Core\Defs\ThingDefs_Misc\Apparel_Headgear.xml
  Location: Defs
  Comment: ================================== Helmets ====================================

File: Core\Defs\ThingDefs_Misc\Apparel_Packs.xml
  Location: Defs/ThingDef/comps/li
  Comment: Player or AI toggled. Otherwise it won't use a charge.
  Location: Defs/ThingDef/comps/li
  Comment: hack to not destroy on explosion
  Location: Defs/ThingDef/apparel/wornGraphicData/south
  Comment: frame covered by pawn body unless we stretch

File: Core\Defs\ThingDefs_Misc\Apparel_Various.xml
  Location: Defs
  Comment: ====================================== Neolithic ===========================================
  Location: Defs
  Comment: ====================================== Medieval ===========================================
  Location: Defs
  Comment: ======================================= Industrial =======================================
  Location: Defs/ThingDef/statBases
  Comment: like a cloth jacket
  Location: Defs
  Comment: ==================================== Spacer =====================================

File: Core\Defs\ThingDefs_Misc\Ethereal_Skyfallers.xml
  Location: Defs
  Comment: Only for back-compatibility, crashed ship parts were unified with mech clusters from 1.0 to 1.1
  Location: Defs
  Comment: Shuttle

File: Core\Defs\ThingDefs_Misc\Filth_Various.xml
  Location: Defs
  Comment: =================== Fluids etc =================

File: Core\Defs\ThingDefs_Misc\Various_Stone.xml
  Location: Defs
  Comment: =========== Bases ===========
  Location: Defs/ThingDef/stuffProps
  Comment: because there are so many stone types
  Location: Defs
  Comment: =========== Misc chunks ===========
  Location: Defs
  Comment: ================ Sandstone ================
  Location: Defs
  Comment: ================ Granite ================
  Location: Defs
  Comment: ================ Limestone ================
  Location: Defs
  Comment: ================ Slate ================
  Location: Defs
  Comment: ================ Marble ================

File: Core\Defs\ThingDefs_Misc\Weapons\BaseWeapons.xml
  Location: Defs
  Comment: ==================================== Ranged ====================================
  Location: Defs
  Comment: ==================================== Melee ====================================

File: Core\Defs\ThingDefs_Misc\Weapons\Breach.xml
  Location: Defs
  Comment: Breach Axe

File: Core\Defs\ThingDefs_Misc\Weapons\RangedIndustrial.xml
  Location: Defs
  Comment: ================================= Industrial ====================================
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def

File: Core\Defs\ThingDefs_Misc\Weapons\RangedIndustrialConsumable.xml
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def

File: Core\Defs\ThingDefs_Misc\Weapons\RangedIndustrialGrenades.xml
  Location: Defs
  Comment: ==================== Frag grenade ==========================
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs
  Comment: ==================== Molotov cocktail ==========================
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs
  Comment: ==================== EMP grenade ==========================
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def

File: Core\Defs\ThingDefs_Misc\Weapons\RangedMechanoid.xml
  Location: Defs
  Comment: Heavy charge blaster
  Location: Defs
  Comment: Inferno cannon
  Location: Defs/ThingDef/projectile
  Comment: Use default damage from explosion def
  Location: Defs
  Comment: Needlegun

File: Core\Defs\ThingDefs_Misc\Weapons\RangedNeolithic.xml
  Location: Defs
  Comment: ========================================================

File: Core\Defs\ThingDefs_Misc\Weapons\Weapons_Breach.xml
  Location: Defs
  Comment: Thump Cannon

File: Core\Defs\ThingDefs_Plants\Plants_Cultivated_Decorative.xml
  Location: Defs/ThingDef/plant
  Comment: 100 ticks per live day
  Location: Defs/ThingDef/plant
  Comment: 120 ticks per live day for beauty

File: Core\Defs\ThingDefs_Plants\Plants_Cultivated_Farm.xml
  Location: Defs
  Comment: =========================== Food crops ==============================
  Location: Defs
  Comment: =========================== Production crops ==============================
  Location: Defs
  Comment: =========================== Drug crops ==============================
  Location: Defs
  Comment: =========================== Tree crops ==============================

File: Core\Defs\ThingDefs_Plants\Plants_Special.xml
  Location: Defs/ThingDef/plant
  Comment: Always show "chop" designator

File: Core\Defs\ThingDefs_Plants\Plants_Wild_Arid.xml
  Location: Defs
  Comment: ===========================  Bushes ==============================
  Location: Defs
  Comment: ============================ Trees ============================

File: Core\Defs\ThingDefs_Plants\Plants_Wild_General.xml
  Location: Defs
  Comment: ====================================== Carpets ========================================
  Location: Defs
  Comment: ====================================== Bushes ========================================

File: Core\Defs\ThingDefs_Plants\Plants_Wild_Temperate.xml
  Location: Defs
  Comment: =========================== Carpets ==========================
  Location: Defs
  Comment: ============================= Bushes ================================
  Location: Defs
  Comment: ============================ Trees ============================

File: Core\Defs\ThingDefs_Plants\Plants_Wild_Tropical.xml
  Location: Defs
  Comment: ============================ Carpets =============================
  Location: Defs
  Comment: ============================ Bushes =============================
  Location: Defs
  Comment: ============================ Wild - Trees ============================

File: Core\Defs\ThingDefs_Races\Races_Animal_BigBirds.xml
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ============================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_BigCats.xml
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ===============================================

File: Core\Defs\ThingDefs_Races\Races_Animal_CatGroup.xml
  Location: Defs
  Comment: ===================================================================
  Location: Defs
  Comment: ======================= Guinea Pig ===============================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_ChickenGroup.xml
  Location: Defs
  Comment: ======================= Duck ===============================
  Location: Defs
  Comment: ===============================================
  Location: Defs
  Comment: ======================= Goose ===============================

File: Core\Defs\ThingDefs_Races\Races_Animal_CowGroup.xml
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: =========================================================
  Location: Defs
  Comment: ======================= Bison ===============================
  Location: Defs
  Comment: ============================================================
  Location: Defs
  Comment: ======================= Goat ===============================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================= Yak ===============================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================= Horse ===============================
  Location: Defs
  Comment: ======================= Donkey ===============================
  Location: Defs
  Comment: =========================== Elephant =================================
  Location: Defs
  Comment: =========================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_Hares.xml
  Location: Defs
  Comment: ================================================
  Location: Defs
  Comment: ================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_Insect.xml
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_MiscGroup.xml
  Location: Defs
  Comment: =========================================================
  Location: Defs
  Comment: =========================================================
  Location: Defs
  Comment: ======================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_PigGroup.xml
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: =================================================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ======================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_SheepGroup.xml
  Location: Defs
  Comment: ============================ Alpaca ================================
  Location: Defs
  Comment: =======================================================
  Location: Defs
  Comment: ======================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_SquirrelGroup.xml
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ===============================================================
  Location: Defs
  Comment: ======================================================
  Location: Defs
  Comment: ============================================================

File: Core\Defs\ThingDefs_Races\Races_Animal_WildCanines.xml
  Location: Defs
  Comment: ========================== Wolves =================================
  Location: Defs
  Comment: ========================== Fox base ========================
  Location: Defs/ThingDef/race/lifeStageAges/li
  Comment: no sounds
  Location: Defs
  Comment: ========================== Fox fennec ========================
  Location: Defs
  Comment: ========================== Fox red ========================
  Location: Defs
  Comment: ========================== Fox arctic ========================

File: Core\Defs\ThingDefs_Races\Races_Humanlike.xml
  Location: Defs/ThingDef/race/ageGenerationCurve/points
  Comment: Exclude 12.5-13 years to avoid spawning pawns who are very close to becoming adults
  Location: Defs/ThingDef/race/ageGenerationCurve/points
  Comment: End exclude

File: Core\Defs\ThingDefs_Races\Races_Mechanoid.xml
  Location: Defs
  Comment: Centipede - abstract
  Location: Defs
  Comment: Centipede - blaster
  Location: Defs
  Comment: Centipede - minigun
  Location: Defs
  Comment: Centipede - burner
  Location: Defs
  Comment: Walker (lancer/scyther) base
  Location: Defs
  Comment: Lancer - fast mid-range shooter
  Location: Defs
  Comment: Scyther - fast melee
  Location: Defs
  Comment: Pikeman - slow sniper weak at close range
  Location: Defs
  Comment: Termite

File: Core\Defs\ThingSetMakerDefs\ThingSetMakers_MapGen.xml
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Artifacts
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Misc cool items
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Techprints
  Location: Defs/ThingSetMakerDef/root/options
  Comment: note this is intended to ignore player needs entirely, it gives entirely random techprints
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Luciferium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Advanced components
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Ultratech meds
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Survival meal
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Medicine
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Luciferium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Joywire
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Silver
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Chemfuel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Uranium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Hyperweave & plasteel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Advanced components
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Ultratech meds
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Techprint

File: Core\Defs\ThingSetMakerDefs\ThingSetMakers_Misc.xml
  Location: Defs/ThingSetMakerDef/debugParams
  Comment: debug only!

File: Core\Defs\ThingSetMakerDefs\ThingSetMakers_Reward.xml
  Location: Defs
  Comment: Note that this ThingSetMakerDef is used by the standard rewards generator
       It's also used directly by various quest generators
  Location: Defs/ThingSetMakerDef/debugParams
  Comment: debug only!
  Location: Defs/ThingSetMakerDef/root/options
  Comment: All types of rewards - use up to 5500$
             The rest will go into market value fillers like gold and silver,
             this is because some items are worth more than their market value due to their rarity,
             we don't want some rewards to be way too good
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/fixedParams
  Comment: we don't want too cheap items
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Note: Weights must be balanced against the number of items in each category
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: A category for core vanilla rewards, which should remain undilluted by future DLCs
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Three tiers of misc items, with different preference levels
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Normal items, but in masterwork/legendary quality
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Techprints
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: High-value raw resources. Generally plasteel, gold, etc.
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Persona core - high chance if needed
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Special royal items
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Most factions can't make these, so if we're using a faction that can we want
                   the probability of using them to be high. In addition, Empire usually gives
                   honor so if they're giving items we want it to be one of their special
                   items.
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: Special tribal items
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: todo: Stop giving animus stones if you already have one
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options/li
  Comment: High chance for tribal asker since you don't get quests from them often
  Location: Defs/ThingSetMakerDef/root/options/li
  Comment: not worth generating if we have only this market value left
  Location: Defs/ThingSetMakerDef/root/options/li
  Comment: this is only so we never generate these market value fillers (e.g. to get to max total market value) if there's no need to
  Location: Defs/ThingSetMakerDef/root/options/li/thingSetMaker/options
  Comment: High-value raw resources.

File: Core\Defs\ThinkTreeDefs\Animal.xml
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Keep lying down if we have to
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Do a queued job if possible
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Keep lying down
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: React to close melee threat
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Do a queued job
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Wild animals dig out if no path to map edge and starving
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Leave if timed out
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Mental state non critical
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Forced goto
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Behavior when roped
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Lord directives
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Wild animals leave map in some conditions
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Wild animals randomly leave map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Lay eggs you need to
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Tame animal
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Trained behavior: obedience: Follow and defend master
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Trained behavior: Rescue
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Take care of critical needs (below rescue - so heroic!)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Eat random things out of curiosity
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Satisfy basic needs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Tame animal: do useful things for the colony
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Try to mate
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Nuzzle randoms
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Roamers gonna roam
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Trained behavior: Haul
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Tame animal: wander near colony if possible
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander near your current position if in hostile map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: tame roamers should not wander too far, and if unenclosed wander near a suitable pen marker 10% of the time
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander near colony
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Of neutral faction: rest and then exit the map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Wander
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Despawned
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Flee enemies, tornados, meteorites, etc.
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Join auto joinable caravan
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Lord directives

File: Core\Defs\ThinkTreeDefs\Humanlike.xml
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Do lovin'
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If we HAVE to keep lying down...
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Do a queued job if possible (e.g. watch tv in bed)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Get joy
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Keep lying down
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Escaping threats
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: React to close melee threat
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Mental state non critical
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Behavior when roped
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Do a queued job
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Wait if drafted
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Self-tend if you're an NPC
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Lord directives (high priority)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Prisoner
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: If it's the player home map...
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wait instead of escaping if should
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Escape
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Exit map if released
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: If in non-PlayerHomeMap
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: No colonist spawned in the map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If on colonist team, do forced and emergency work
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Seek allowed area
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Seek safe temperatures
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Drop unnused inventory
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Emergency work
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Get food (only if starving)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Breastfeed
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Lord directives (medium priority)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Pick up a weapon dropped while previously downed
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Optimize apparel
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Look change
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Dye hair
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Take for inventory stock
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Unload your inventory
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Pack food if not hungry
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Behavior from traits
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Main colonist behavior core
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Main wild man behavior core
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insertion hook for modders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle colonist
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Do random joy activity
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle wild man
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If you're a neutral guest, if you're not hurt exit the map, otherwise use a medical bed
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Final backup: If you're just here for no apparent reason, and not a colonist, leave the map
             e.g. This happens for pawns who are downed during combat, then later self-heal
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If you can't leave, just wander
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Despawned
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Flee explosion
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Join auto joinable caravan
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Hostility response
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Lord directives

File: Core\Defs\ThinkTreeDefs\Mechanoid.xml
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Despawned
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Downed
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Self-Shutdown
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Mental state
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Do a queued job
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Wait if drafted
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Lord
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Player mechs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Keep charging if we're already charging
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Work modes
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li
  Comment: Combat mechs do patrolling
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle player mech
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle error

File: Core\Defs\ThinkTreeDefs\SubTrees_Duty.xml
  Location: Defs
  Comment: ============= AI Duty ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: If doesn't have voluntarily joinable lord
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: (otherwise we let pawns do something else if they get no job from the voluntarily joinable lord)
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: If no duty issued a job
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Don't starve!
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Wander at fallback

File: Core\Defs\ThinkTreeDefs\SubTrees_Misc.xml
  Location: Defs
  Comment: ============= Main colonist behavior core ============
  Location: Defs/ThinkTreeDef/thinkRoot
  Comment: note that JobGiver_Work will assign its own tag
  Location: Defs
  Comment: ============= Main wild man behavior core ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Leave the colony
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Drop random gear or apparel
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Satisfy needs
  Location: Defs
  Comment: ============= Downed ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Do a queued job if possible
  Location: Defs
  Comment: ============= Burning ============
  Location: Defs
  Comment: ============= Dig out if I can't reach map edge ===========
  Location: Defs
  Comment: ============= Mental states (critical) ============
  Location: Defs
  Comment: ============= Mental states (non-critical) ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Various wanders
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Hide in room
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Binging on drug
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: We can't put GetRest in the priority sorter because then the player can just assign the pawn to sleep,
                and they'll go to sleep immediately and end the binging state. So, instead, we have the pawn sleep if and only if
                exhausted
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Binging on food
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Manhunter
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Panic flee
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li
  Comment: Can happen if there is no way to exit the map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Give up and leave
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Roaming: slowly wander to edge then exit
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Roaming animals should willingly follow their roper, if any, rather than wandering off.
                 Roamers will exit the roaming mental state when they enter an enclosed area.
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li
  Comment: to be kept in sync with Pawn_RopeTracker.RopeLength
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Fire starting spree
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Insulting spree
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Tantrum
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Corpse obsession
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Jailbreaker
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Slaughterer
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Murderous rage
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Slave rebel
  Location: Defs
  Comment: ============= Animal leave map if out of season ============
  Location: Defs
  Comment: ============= Leave map if starving ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li
  Comment: One last chance to find some food
  Location: Defs
  Comment: ============= Satisfy basic needs ============
  Location: Defs
  Comment: ============= Satisfy basic needs and work ============
  Location: Defs/ThinkTreeDef/thinkRoot
  Comment: note that JobGiver_Work will assign its own tag
  Location: Defs
  Comment: ============= Satisfy very urgent needs ============
  Location: Defs
  Comment: ============= Join auto joinable caravan ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If in non-PlayerHomeMap
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Not a player controlled colonist
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Of player faction, guest, or prisoner of colony
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: There is a caravan nearby
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Exit map and join the caravan
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li/subNodes/li
  Comment: in case the caravan moves before we manage to exit the map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Any colonist is now on his way to exit the map -> prepare to exit
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Only if we're not currently following our master
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Wander near the map edge
  Location: Defs
  Comment: ============= Deal with being roped ============
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li
  Comment: to be kept in sync with Pawn_RopeTracker.RopeLength
  Location: Defs
  Comment: ============= Test of insertion hooks ============
  Location: Defs
  Comment: If you remove the comments around this, it will inject
      this AI control node into all ThinkTrees where there is an
      insertion hook seeking a matching InsertTag.
      
      If there are several injections, they'll be ordered by priorty (highest first).
      
      This example just makes colonists beat on each other, but modders
      can add any behavior using these and they'll all work together.
  Location: Defs
  Comment: <ThinkTreeDef>
    <defName>InsertHookTest</defName>
    <insertTag>Humanlike_PostMentalState</insertTag>
    <insertPriority>100</insertPriority>
    <thinkRoot Class="JobGiver_Berserk" />
  </ThinkTreeDef>

File: Core\Defs\ThoughtDefs\Thoughts_Memory_Death.xml
  Location: Defs
  Comment: =================== executions and prisoner deaths ===================
  Location: Defs/ThoughtDef/stages/li
  Comment: generic humane
  Location: Defs/ThoughtDef/stages/li
  Comment: generic brutal
  Location: Defs/ThoughtDef/stages/li
  Comment: died because of organ harvesting
  Location: Defs/ThoughtDef/stages/li
  Comment: died due to ripscanning
  Location: Defs/ThoughtDef/stages/li
  Comment: generic humane, can't be worse than KnowColonistDied
  Location: Defs/ThoughtDef/stages/li
  Comment: generic brutal
  Location: Defs/ThoughtDef/stages/li
  Comment: died because of organ harvesting
  Location: Defs/ThoughtDef/stages/li
  Comment: died due to ripscanning
  Location: Defs
  Comment: ===================== bonded animal died =====================
  Location: Defs
  Comment: ===================== friend/rival died =====================
  Location: Defs
  Comment: ===================== Family member died thoughts =====================

File: Core\Defs\ThoughtDefs\Thoughts_Memory_Eating.xml
  Location: Defs
  Comment: ======= Basic quality thoughts =========
  Location: Defs
  Comment: =========== Special nature thoughts ============
  Location: Defs
  Comment: ================== Rotten state thoughts =================

File: Core\Defs\ThoughtDefs\Thoughts_Memory_Lost.xml
  Location: Defs
  Comment: ===================== general and non-related pawn deaths =====================
  Location: Defs
  Comment: ===================== bonded animal released =====================
  Location: Defs
  Comment: ===================== bonded animal lost =====================
  Location: Defs
  Comment: ===================== friend/rival lost =====================
  Location: Defs
  Comment: ===================== Family member lost =====================

File: Core\Defs\ThoughtDefs\Thoughts_Memory_Misc.xml
  Location: Defs
  Comment: ============== Human corpse butchering ===============
  Location: Defs
  Comment: ============== Combat ==============
  Location: Defs
  Comment: Banishing pawns
  Location: Defs
  Comment: Rescue quest
  Location: Defs
  Comment: Helper pawns

File: Core\Defs\ThoughtDefs\Thoughts_Memory_RoomStats.xml
  Location: Defs/ThoughtDef/stages
  Comment: awful
  Location: Defs/ThoughtDef/stages
  Comment: dull
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: awful
  Location: Defs/ThoughtDef/stages
  Comment: dull
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: dull
  Location: Defs/ThoughtDef/stages
  Comment: mediocre

File: Core\Defs\ThoughtDefs\Thoughts_Memory_Social.xml
  Location: Defs
  Comment: Random social interactions
  Location: Defs
  Comment: Special
  Location: Defs
  Comment: Social fights
  Location: Defs
  Comment: Misc actions affecting opinion
  Location: Defs/ThoughtDef
  Comment: "Regular" rescue, for example rescuing a downed pawn in colony
  Location: Defs/ThoughtDef
  Comment: Rescuing a stranger by offering help / freeing them from prison
  Location: Defs
  Comment: Romance
  Location: Defs
  Comment: Killed my X

File: Core\Defs\ThoughtDefs\Thoughts_Situation_Needs.xml
  Location: Defs
  Comment: Chemical fascination
  Location: Defs
  Comment: Chemical interest

File: Core\Defs\ThoughtDefs\Thoughts_Situation_RoomStats.xml
  Location: Defs/ThoughtDef/stages
  Comment: dull
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: decent
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: decent

File: Core\Defs\ThoughtDefs\Thoughts_Situation_Social.xml
  Location: Defs
  Comment: affecting opinion
  Location: Defs
  Comment: affecting mood

File: Core\Defs\ThoughtDefs\Thoughts_Situation_Traits.xml
  Location: Defs/ThoughtDef/stages/li
  Comment: used if no bedroom at all
  Location: Defs/ThoughtDef/stages
  Comment: slightly impressive
  Location: Defs/ThoughtDef/stages
  Comment: somewhat impressive
  Location: Defs/ThoughtDef/stages
  Comment: very impressive
  Location: Defs/ThoughtDef/stages
  Comment: extremely impressive
  Location: Defs/ThoughtDef/stages
  Comment: unbelievably impressive
  Location: Defs/ThoughtDef/stages
  Comment: wondrously impressive
  Location: Defs/ThoughtDef/stages
  Comment: mediocre
  Location: Defs/ThoughtDef/stages
  Comment: interesting

File: Core\Defs\TraderKindDefs\TraderKinds_Base_Neolithic.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators/li
  Comment: 25% chance of appearing
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Archite capsules
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Base_Outlander.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by drugs
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Archite capsule2
  Location: Defs/TraderKindDef/stockGenerators/li
  Comment: 50% chance for 1~2
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Deathrest capacity serum
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Caravan_Neolithic.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Caravan_Outlander.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Archite capsule
  Location: Defs/TraderKindDef/stockGenerators/li
  Comment: 10% chance
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Deathrest capacity serum
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Orbital_Misc.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by drugs
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Archite capsules
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Deathrest capacity serum
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Plants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs
  Comment: ======================================================================================
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepacks
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Visitor_Neolithic.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TraderKindDefs\TraderKinds_Visitor_Outlander.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Core\Defs\TrainableDefs\Trainables.xml
  Location: Defs
  Comment: Note: You cannot reorder elements in this without destroying saved trainability data; see DefMap<>.ExposeData().

File: Core\Defs\TraitDefs\Traits_Singular.xml
  Location: Defs/TraitDef
  Comment: Note: There are several backstories that force this trait
  Location: Defs
  Comment: The below really probably should've been spectrum traits

File: Core\Defs\Tutor\Concepts_Entry.xml
  Location: Defs
  Comment: ===================== Concepts taught in the entry screens ===================

File: Core\Defs\Tutor\Concepts_NotedOpportunistic.xml
  Location: Defs
  Comment: ===================== Concepts taught through the learning readout, when opportunities arise ===================

File: Core\Defs\Tutor\Concepts_NotedSelfshow.xml
  Location: Defs
  Comment: ===================== Concepts taught through the learning readout, with no opportunity needed ===================

File: Core\Defs\Tutor\Concepts_TriggeredModal.xml
  Location: Defs
  Comment: =============== Concepts taught in modal dialogs ===========

File: Core\Defs\WeatherDefs\Weathers.xml
  Location: Defs/WeatherDef
  Comment: Colors are Clear
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Don't want to use this for forced weather quests since it's so much harder than other isBad weathers; it becomes imbalanced
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Colors are Overcast
  Location: Defs/WeatherDef
  Comment: Colors are Overcast

File: Core\Defs\WorkGiverDefs\WorkGivers.xml
  Location: Defs
  Comment: ============= Firefighter =============
  Location: Defs
  Comment: ============= Patient =============
  Location: Defs
  Comment: ============= Doctor =============
  Location: Defs
  Comment: ============= PatientBedRest =============
  Location: Defs
  Comment: ============= Basic worker =============
  Location: Defs
  Comment: ============= Warden =============
  Location: Defs
  Comment: ============= Handling =============
  Location: Defs
  Comment: ============= Cooking =============
  Location: Defs
  Comment: ============= Hunting =============
  Location: Defs
  Comment: ============= Construction =============
  Location: Defs
  Comment: ============= Growing =============
  Location: Defs
  Comment: ============= Mining =============
  Location: Defs
  Comment: ============= PlantCutting =============
  Location: Defs
  Comment: ============= Smithing =============
  Location: Defs
  Comment: ============= Tailoring =============
  Location: Defs
  Comment: ============= Art =============
  Location: Defs
  Comment: ============= Crafting =============
  Location: Defs
  Comment: <WorkGiverDef>
    <defName>DoBillsMedicalMechanoidOperation</defName>
    <label>operate on mechanoids</label>
    <giverClass>WorkGiver_DoBill</giverClass>
    <workType>Crafting</workType>
    <priorityInType>110</priorityInType>
    <billGiversAllMechanoids>true</billGiversAllMechanoids>
    <billGiversAllMechanoidsCorpses>true</billGiversAllMechanoidsCorpses>
    <verb>modify</verb>
    <gerund>modifying</gerund>
    <requiredCapacities>
      <li>Manipulation</li>
    </requiredCapacities>
    <prioritizeSustains>true</prioritizeSustains>
  </WorkGiverDef>
  Location: Defs
  Comment: ============= Hauling =============
  Location: Defs
  Comment: ============= Cleaning =============
  Location: Defs
  Comment: ============= Research =============

File: Core\Languages\English\DefInjected\ConceptDef\Example_Concepts.xml
  Location: LanguageData
  Comment: <WorldCameraMovement.helpTexts.0>Test translation.</WorldCameraMovement.helpTexts.0>

File: Core\Languages\English\DefInjected\TraitDef\Example_Traits.xml
  Location: LanguageData
  Comment: This example shows how to inject translations into the game data through complex paths
      To activate it, remove the comment markers around it.
      The paths are like this:
      
        DefName.ElementName.ElementName.ElementName....ElementName.ElementName
      
      DefName:      the name of the def to be modified
      ElementName:  The names of a sequence of child elements to navigate into
      
      If there is a list, you an address its nth element with listname.n
  Location: LanguageData
  Comment: This is a path-driven translation:
  Location: LanguageData
  Comment: <Nudist.degreeDatas.0.label>Nudist translated!</Nudist.degreeDatas.0.label>
  <Nudist.degreeDatas.0.description>Nudist description translated!</Nudist.degreeDatas.0.description>
  Location: LanguageData
  Comment: You can also use another, more verbose syntax:
  Location: LanguageData
  Comment: <rep>
    <path>Nudist.degreeDatas[0].description</path>
    <trans>Nudist description translated!</trans>
  </rep>

File: Core\Languages\English\Keyed\Credits.xml
  Location: LanguageData
  Comment: Currently unused

File: Core\Languages\English\Keyed\Designators.xml
  Location: LanguageData
  Comment: Failure messages
  Location: LanguageData
  Comment: Mouse attachments
  Location: LanguageData
  Comment: Desc helpers

File: Core\Languages\English\Keyed\Dialogs_Various.xml
  Location: LanguageData
  Comment: Game updated to new version
  Location: LanguageData
  Comment: Recovered from errors caused by mods
  Location: LanguageData
  Comment: Errors during loading
  Location: LanguageData
  Comment: Unloaded mod with an assembly
  Location: LanguageData
  Comment: Missing Steam
  Location: LanguageData
  Comment: Long events
  Location: LanguageData
  Comment: Save/load
  Location: LanguageData
  Comment: Player faction naming
  Location: LanguageData
  Comment: Player faction base naming
  Location: LanguageData
  Comment: Player faction and faction base naming
  Location: LanguageData
  Comment: Renaming
  Location: LanguageData
  Comment: Pawn naming
  Location: LanguageData
  Comment: Save game incompatible warning
  Location: LanguageData
  Comment: Resolution change dialog
  Location: LanguageData
  Comment: Confirm permanently disable dev mode
  Location: LanguageData
  Comment: Confirm reset learning helper
  Location: LanguageData
  Comment: Backstory translation restart dialog
  Location: LanguageData
  Comment: Game start
  Location: LanguageData
  Comment: Advanced game start options
  Location: LanguageData
  Comment: Bill config
  Location: LanguageData
  Comment: Info card
  Location: LanguageData
  Comment: Trade
  Location: LanguageData
  Comment: 
  Location: LanguageData
  Comment: Sellable items
  Location: LanguageData
  Comment: Form caravan
  Location: LanguageData
  Comment: Split caravan
  Location: LanguageData
  Comment: Caravan misc
  Location: LanguageData
  Comment: Load transporters
  Location: LanguageData
  Comment: Comms
  Location: LanguageData
  Comment: Research
  Location: LanguageData
  Comment: HistoryUpload
  Location: LanguageData
  Comment: Outfit management
  Location: LanguageData
  Comment: Drug policy management
  Location: LanguageData
  Comment: Food restriction management
  Location: LanguageData
  Comment: Medical settings
  Location: LanguageData
  Comment: Growing
  Location: LanguageData
  Comment: Abandon home
  Location: LanguageData
  Comment: Move caravan and leave prisoners and animals behind
  Location: LanguageData
  Comment: Abandon pawn
  Location: LanguageData
  Comment: Send transport pods which are not completely loaded
  Location: LanguageData
  Comment: Settle near a faction base
  Location: LanguageData
  Comment: Cleanup translation files
  Location: LanguageData
  Comment: Load transporters
  Location: LanguageData
  Comment: Confirm cancel monument marker
  Location: LanguageData
  Comment: Abilities
  Location: LanguageData
  Comment: Auto slaughter
  Location: LanguageData
  Comment: this is the count of the "cannot-auto-slaughter" animals
  Location: LanguageData
  Comment: Room requirements
  Location: LanguageData
  Comment: Color picker

File: Core\Languages\English\Keyed\Dialog_StatsReports.xml
  Location: LanguageData
  Comment: Drugs

File: Core\Languages\English\Keyed\Dialog_Trees.xml
  Location: LanguageData
  Comment: Gift offer
  Location: LanguageData
  Comment: Trade caravan request
  Location: LanguageData
  Comment: AI core request
  Location: LanguageData
  Comment: Military aid request

File: Core\Languages\English\Keyed\Enums.xml
  Location: LanguageData
  Comment: Glow
  Location: LanguageData
  Comment: Price types
  Location: LanguageData
  Comment: Storage priority labels
  Location: LanguageData
  Comment: Food type flags
  Location: LanguageData
  Comment: Quality category
  Location: LanguageData
  Comment: Hunger
  Location: LanguageData
  Comment: -Fatigue
  Location: LanguageData
  Comment: Hilliness
  Location: LanguageData
  Comment: Steam workshop interaction
  Location: LanguageData
  Comment: Mod sources
  Location: LanguageData
  Comment: Medical care category
  Location: LanguageData
  Comment: Hostility response mode
  Location: LanguageData
  Comment: HediffGrowthMode
  Location: LanguageData
  Comment: TechLevel
  Location: LanguageData
  Comment: Player pawns arrive method
  Location: LanguageData
  Comment: Pawn generation context
  Location: LanguageData
  Comment: Screen shake mode
  Location: LanguageData
  Comment: Animal name display mode
  Location: LanguageData
  Comment: Mech name display mode
  Location: LanguageData
  Comment: Show weapons under portrait mode
  Location: LanguageData
  Comment: Temperature
  Location: LanguageData
  Comment: Direction8Way
  Location: LanguageData
  Comment: Diet category
  Location: LanguageData
  Comment: Food poison cause
  Location: LanguageData
  Comment: Psychic drone level
  Location: LanguageData
  Comment: Automatic pause mode
  Location: LanguageData
  Comment: Pain category
  Location: LanguageData
  Comment: ExtraFactionType
  Location: LanguageData
  Comment: DrugCategory

File: Core\Languages\English\Keyed\FloatMenu.xml
  Location: LanguageData
  Comment: Specific thing interactions
  Location: LanguageData
  Comment: e.g. Cannot VERB OBJECT, Cannot repair wall, Cannot haul metal, etc.
  Location: LanguageData
  Comment: e.g. Already GERUND OBJECT, Already repairing wall, already hauling metal, etc
  Location: LanguageData
  Comment: e.g. Prioritize GERUND OBJECT, Prioritize repairing wall, prioritize hauling metal, etc
  Location: LanguageData
  Comment: Transport pods
  Location: LanguageData
  Comment: Rescue quest
  Location: LanguageData
  Comment: CommsConsole
  Location: LanguageData
  Comment: Romance partner
  Location: LanguageData
  Comment: Feeding

File: Core\Languages\English\Keyed\GameplayCommands.xml
  Location: LanguageData
  Comment: Forbid
  Location: LanguageData
  Comment: Power
  Location: LanguageData
  Comment: Drafting
  Location: LanguageData
  Comment: Artillery
  Location: LanguageData
  Comment: Ship computer core
  Location: LanguageData
  Comment: Pod
  Location: LanguageData
  Comment: Door
  Location: LanguageData
  Comment: Temperature control
  Location: LanguageData
  Comment: Install/reinstall
  Location: LanguageData
  Comment: Trade beacon
  Location: LanguageData
  Comment: Sun lamp
  Location: LanguageData
  Comment: Trap
  Location: LanguageData
  Comment: Animal control
  Location: LanguageData
  Comment: Squad attack
  Location: LanguageData
  Comment: Melee attack
  Location: LanguageData
  Comment: Hold fire
  Location: LanguageData
  Comment: reload
  Location: LanguageData
  Comment: Select plant to grow
  Location: LanguageData
  Comment: Select mineral to scan for (long-range mineral scanner)
  Location: LanguageData
  Comment: Build copy
  Location: LanguageData
  Comment: Form caravan
  Location: LanguageData
  Comment: Reform caravan
  Location: LanguageData
  Comment: Split caravan
  Location: LanguageData
  Comment: Merge caravan
  Location: LanguageData
  Comment: Settle
  Location: LanguageData
  Comment: Abandon home
  Location: LanguageData
  Comment: Cancel forming caravan
  Location: LanguageData
  Comment: Remove from caravan
  Location: LanguageData
  Comment: Add to caravan
  Location: LanguageData
  Comment: Show map
  Location: LanguageData
  Comment: Trade
  Location: LanguageData
  Comment: Offer gifts
  Location: LanguageData
  Comment: Fulfill request
  Location: LanguageData
  Comment: Take off
  Location: LanguageData
  Comment: Set target fuel level
  Location: LanguageData
  Comment: Refueling
  Location: LanguageData
  Comment: Cancel load
  Location: LanguageData
  Comment: Launch group
  Location: LanguageData
  Comment: Load transporter
  Location: LanguageData
  Comment: Load transporter (single)
  Location: LanguageData
  Comment: Transporters set to load
  Location: LanguageData
  Comment: Autoload transporters
  Location: LanguageData
  Comment: Select previous transporter
  Location: LanguageData
  Comment: Select all transporters
  Location: LanguageData
  Comment: Select next transporter
  Location: LanguageData
  Comment: Vent
  Location: LanguageData
  Comment: Remove waypoint
  Location: LanguageData
  Comment: Pause caravan
  Location: LanguageData
  Comment: Show sellable items
  Location: LanguageData
  Comment: Attack settlement
  Location: LanguageData
  Comment: Send shuttle
  Location: LanguageData
  Comment: Dismiss shuttle
  Location: LanguageData
  Comment: Place blueprints
  Location: LanguageData
  Comment: Cancel monument marker
  Location: LanguageData
  Comment: View quest
  Location: LanguageData
  Comment: Carry
  Location: LanguageData
  Comment: Take a drug
  Location: LanguageData
  Comment: Build X
  Location: LanguageData
  Comment: Rituals
  Location: LanguageData
  Comment: Storage linking

File: Core\Languages\English\Keyed\Incidents.xml
  Location: LanguageData
  Comment: Enemy raids
  Location: LanguageData
  Comment: Friendly raids
  Location: LanguageData
  Comment: Crashed ship part
  Location: LanguageData
  Comment: Agent revealed
  Location: LanguageData
  Comment: Beavers
  Location: LanguageData
  Comment: Self-tame
  Location: LanguageData
  Comment: Farm animals wander in
  Location: LanguageData
  Comment: Thrumbo passes
  Location: LanguageData
  Comment: Trader caravan
  Location: LanguageData
  Comment: Ransom demand
  Location: LanguageData
  Comment: Journey-related
  Location: LanguageData
  Comment: Caravan meeting
  Location: LanguageData
  Comment: Caravan request
  Location: LanguageData
  Comment: Caravan demand
  Location: LanguageData
  Comment: Site no longer hostile
  Location: LanguageData
  Comment: Quest asker faction hostile
  Location: LanguageData
  Comment: Quest asker captured
  Location: LanguageData
  Comment: Quest asker died

File: Core\Languages\English\Keyed\ITabs.xml
  Location: LanguageData
  Comment: ITab titles
  Location: LanguageData
  Comment: Bills tab
  Location: LanguageData
  Comment: Guest/prisoner tab
  Location: LanguageData
  Comment: Medical - general
  Location: LanguageData
  Comment: Medical - Body and activities condition
  Location: LanguageData
  Comment: Training tab
  Location: LanguageData
  Comment: Social tab
  Location: LanguageData
  Comment: Gear tab
  Location: LanguageData
  Comment: Log tab
  Location: LanguageData
  Comment: Forming caravan tab
  Location: LanguageData
  Comment: Transporter contents
  Location: LanguageData
  Comment: Quests tab
  Location: LanguageData
  Comment: Animal pen food tab

File: Core\Languages\English\Keyed\Letters.xml
  Location: LanguageData
  Comment: Misc
  Location: LanguageData
  Comment: Related pawns
  Location: LanguageData
  Comment: Attempt romance / propose interaction
  Location: LanguageData
  Comment: Generalized letter labels
  Location: LanguageData
  Comment: Bonded animals
  Location: LanguageData
  Comment: Prison break
  Location: LanguageData
  Comment: Newly addicted
  Location: LanguageData
  Comment: Drug binge
  Location: LanguageData
  Comment: Caravan destroyed
  Location: LanguageData
  Comment: Caravan entered map
  Location: LanguageData
  Comment: Caravan entered enemy base
  Location: LanguageData
  Comment: Transport pods landed in enemy base
  Location: LanguageData
  Comment: Faction base defeated
  Location: LanguageData
  Comment: Quest completed
  Location: LanguageData
  Comment: Long-range mineral scanner
  Location: LanguageData
  Comment: Ground penetrating scanner
  Location: LanguageData
  Comment: Ambush
  Location: LanguageData
  Comment: Peace talks
  Location: LanguageData
  Comment: Run wild mental break
  Location: LanguageData
  Comment: Catatonic mental break
  Location: LanguageData
  Comment: Crafting letters
  Location: LanguageData
  Comment: Pawns lost because map closed
  Location: LanguageData
  Comment: Hibernate complete
  Location: LanguageData
  Comment: Visitors gave gift
  Location: LanguageData
  Comment: Faction base proximity
  Location: LanguageData
  Comment: Caravans battlefield victory
  Location: LanguageData
  Comment: Rescue quest
  Location: LanguageData
  Comment: Predator hunting colonist
  Location: LanguageData
  Comment: Disease
  Location: LanguageData
  Comment: Quests
  Location: LanguageData
  Comment: Quest drop pods arrived
  Location: LanguageData
  Comment: Quest items added to caravan inventory
  Location: LanguageData
  Comment: Refugee joins
  Location: LanguageData
  Comment: Rescuee joins
  Location: LanguageData
  Comment: Pawns arrive and join
  Location: LanguageData
  Comment: Pawns arrive
  Location: LanguageData
  Comment: Pawn leaving
  Location: LanguageData
  Comment: Pawns leaving
  Location: LanguageData
  Comment: Colonist kidnapped
  Location: LanguageData
  Comment: Techprints
  Location: LanguageData
  Comment: Quest Completed
  Location: LanguageData
  Comment: Bladelink
  Location: LanguageData
  Comment: Mech cluster
  Location: LanguageData
  Comment: Lung rot
  Location: LanguageData
  Comment: Join Offer
  Location: LanguageData
  Comment: Speeches

File: Core\Languages\English\Keyed\MainTabs.xml
  Location: LanguageData
  Comment: Work tab
  Location: LanguageData
  Comment: Assign tab
  Location: LanguageData
  Comment: Restrictions tab
  Location: LanguageData
  Comment: Animals tab
  Location: LanguageData
  Comment: Wildlife tab
  Location: LanguageData
  Comment: Factions tab
  Location: LanguageData
  Comment: Social tab
  Location: LanguageData
  Comment: History tab - subtabs
  Location: LanguageData
  Comment: History tab - Graphs
  Location: LanguageData
  Comment: History tab - Messages
  Location: LanguageData
  Comment: History tab - Statistics
  Location: LanguageData
  Comment: Research tab
  Location: LanguageData
  Comment: Factions tab
  Location: LanguageData
  Comment: Quests tab
  Location: LanguageData
  Comment: Health tab
  Location: LanguageData
  Comment: Misc

File: Core\Languages\English\Keyed\Menus_Main.xml
  Location: LanguageData
  Comment: Main menu
  Location: LanguageData
  Comment: Main menu translations info window
  Location: LanguageData
  Comment: Main menu dev build
  Location: LanguageData
  Comment: Create/review world
  Location: LanguageData
  Comment: Select world
  Location: LanguageData
  Comment: Version info
  Location: LanguageData
  Comment: World generator
  Location: LanguageData
  Comment: Mods config
  Location: LanguageData
  Comment: Select scenario
  Location: LanguageData
  Comment: Scenario editor
  Location: LanguageData
  Comment: Select storyteller
  Location: LanguageData
  Comment: custom difficulty settings
  Location: LanguageData
  Comment: Site select
  Location: LanguageData
  Comment: Character chooser
  Location: LanguageData
  Comment: Misc
  Location: LanguageData
  Comment: Progress bar
  Location: LanguageData
  Comment: Factions

File: Core\Languages\English\Keyed\Menu_Options.xml
  Location: LanguageData
  Comment: Audiovisuals
  Location: LanguageData
  Comment: Gameplay
  Location: LanguageData
  Comment: Resolution
  Location: LanguageData
  Comment: Mods
  Location: LanguageData
  Comment: Options reset
  Location: LanguageData
  Comment: Background image

File: Core\Languages\English\Keyed\Messages.xml
  Location: LanguageData
  Comment: Research
  Location: LanguageData
  Comment: Rituals

File: Core\Languages\English\Keyed\Misc.xml
  Location: LanguageData
  Comment: ToCommaList()
  Location: LanguageData
  Comment: General-use words
  Location: LanguageData
  Comment: Content generation
  Location: LanguageData
  Comment: For things made of stuff, e.g. "Stone bed"
  Location: LanguageData
  Comment: 0 is the stuffAdjective property under stuffProps and 1 is the label
  Location: LanguageData
  Comment: History events
  Location: LanguageData
  Comment: Rotation
  Location: LanguageData
  Comment: Apparel Looks
  Location: LanguageData
  Comment: Familial relationships
  Location: LanguageData
  Comment: Legal status

File: Core\Languages\English\Keyed\Misc_Gameplay.xml
  Location: LanguageData
  Comment: Various
  Location: LanguageData
  Comment: Scanning
  Location: LanguageData
  Comment: Meditation
  Location: LanguageData
  Comment: Fermentation barrel
  Location: LanguageData
  Comment: TextMotes
  Location: LanguageData
  Comment: Areas
  Location: LanguageData
  Comment: Animal pens
  Location: LanguageData
  Comment: Cell Inspector
  Location: LanguageData
  Comment: Control
  Location: LanguageData
  Comment: Snow
  Location: LanguageData
  Comment: Turrets
  Location: LanguageData
  Comment: Job reports
  Location: LanguageData
  Comment: Lord job reports
  Location: LanguageData
  Comment: Shooting report
  Location: LanguageData
  Comment: Generated recipes
  Location: LanguageData
  Comment: Thoughts
  Location: LanguageData
  Comment: Pawn info readout
  Location: LanguageData
  Comment: Inspector general stuff
  Location: LanguageData
  Comment: Hostility response
  Location: LanguageData
  Comment: like 'Blood of John'
  Location: LanguageData
  Comment: Power readout
  Location: LanguageData
  Comment: Temperature control
  Location: LanguageData
  Comment: Temperature readout
  Location: LanguageData
  Comment: Rotting
  Location: LanguageData
  Comment: Shooting tooltip
  Location: LanguageData
  Comment: Meal
  Location: LanguageData
  Comment: Plants
  Location: LanguageData
  Comment: Zones
  Location: LanguageData
  Comment: ThingFilter
  Location: LanguageData
  Comment: Mouseover indicator
  Location: LanguageData
  Comment: Buttons
  Location: LanguageData
  Comment: Fire
  Location: LanguageData
  Comment: Game conditions
  Location: LanguageData
  Comment: Building placement
  Location: LanguageData
  Comment: Building placement restricters
  Location: LanguageData
  Comment: Wind Turbine
  Location: LanguageData
  Comment: Watermill generator
  Location: LanguageData
  Comment: Cryptosleep casket
  Location: LanguageData
  Comment: Ship launch report
  Location: LanguageData
  Comment: Neurotrainer
  Location: LanguageData
  Comment: Minification
  Location: LanguageData
  Comment: Art
  Location: LanguageData
  Comment: Unfinished thing
  Location: LanguageData
  Comment: Quality
  Location: LanguageData
  Comment: Mood descriptions
  Location: LanguageData
  Comment: Game over
  Location: LanguageData
  Comment: Generic lifespan
  Location: LanguageData
  Comment: Facilities
  Location: LanguageData
  Comment: Hediffs growth modes
  Location: LanguageData
  Comment: Marriage spot
  Location: LanguageData
  Comment: Colonist bar
  Location: LanguageData
  Comment: Maintainable
  Location: LanguageData
  Comment: Deep drill
  Location: LanguageData
  Comment: reloading ammo
  Location: LanguageData
  Comment: Learning helper
  Location: LanguageData
  Comment: Compass
  Location: LanguageData
  Comment: World route planner
  Location: LanguageData
  Comment: Outfits
  Location: LanguageData
  Comment: Hibernatable
  Location: LanguageData
  Comment: Transport pods
  Location: LanguageData
  Comment: Pawn tooltips
  Location: LanguageData
  Comment: Pawn tooltip description
  Location: LanguageData
  Comment: Rewards
  Location: LanguageData
  Comment: Bladelink
  Location: LanguageData
  Comment: Biocoded weapons
  Location: LanguageData
  Comment: Projectile interceptor
  Location: LanguageData
  Comment: Condition causers
  Location: LanguageData
  Comment: Hediff misc
  Location: LanguageData
  Comment: Healing
  Location: LanguageData
  Comment: Rituals
  Location: LanguageData
  Comment: Gas types
  Location: LanguageData
  Comment: Abilities
  Location: LanguageData
  Comment: Glowers
  Location: LanguageData
  Comment: Shields

File: Core\Languages\English\Keyed\ScenParts.xml
  Location: LanguageData
  Comment: ======================== Non-grouped ========================
  Location: LanguageData
  Comment: Pawn modifiers
  Location: LanguageData
  Comment: Pawn filters
  Location: LanguageData
  Comment: ======================== Grouped ========================

File: Core\Languages\English\Keyed\Time.xml
  Location: LanguageData
  Comment: Date periods
  Location: LanguageData
  Comment: Misc

File: Core\Languages\English\Keyed\WITabs.xml
  Location: LanguageData
  Comment: WITab titles
  Location: LanguageData
  Comment: Misc
  Location: LanguageData
  Comment: Caravan inspect
  Location: LanguageData
  Comment: Caravan gear
  Location: LanguageData
  Comment: Caravan items
  Location: LanguageData
  Comment: Caravan health
  Location: LanguageData
  Comment: Planet

File: Ideology\Defs\DutyDefs\Duties_Gatherings.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Spectate
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Stand where you are and do dance moves
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Get joy
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Reach the party area
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Spectate
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Eat
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Stand where you are and be socially active
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Get joy
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Reach the party area
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived

File: Ideology\Defs\DutyDefs\Duties_Rituals.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto my spot
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Arrived
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto pawn
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto pawn
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto pawn
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Goto pawn
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Fetch 4 wood

File: Ideology\Defs\Effects\Effecter_Misc.xml
  Location: Defs/EffecterDef/children
  Comment: floor glow

File: Ideology\Defs\Effects\Fleck_Visual.xml
  Location: Defs
  Comment: <FleckDef ParentName="FleckBase_Thrown">

File: Ideology\Defs\FactionDefs\Factions_Misc.xml
  Location: Defs/FactionDef/minSettlementTemperatureChanceCurve
  Comment: Nudist setllements should try to appear in warm temperatures

File: Ideology\Defs\Goodwill\GoodwillSituations_MemeCompatibility.xml
  Location: Defs
  Comment: Agreement - same
  Location: Defs
  Comment: Agreement - different
  Location: Defs
  Comment: Disagreement

File: Ideology\Defs\HediffDefs\Hediffs_Casts.xml
  Location: Defs
  Comment: Shooting specialist
  Location: Defs
  Comment: Melee specialist
  Location: Defs
  Comment: Research specialist
  Location: Defs
  Comment: Farming specialist
  Location: Defs
  Comment: Production specialist
  Location: Defs
  Comment: Mining specialist

File: Ideology\Defs\IdeoSymbolDefs\IdeoColorDefs.xml
  Location: Defs
  Comment: Ideo colors
  Location: Defs
  Comment: Hair colors

File: Ideology\Defs\IncidentDefs\Incidents_Map_Special.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp
  Location: Defs/IncidentDef
  Comment: created by ritual effect worker
  Location: Defs/IncidentDef
  Comment: created by ritual effect worker

File: Ideology\Defs\JobDefs\Jobs_Work.xml
  Location: Defs
  Comment: ============= Prisoner ===============
  Location: Defs
  Comment: ============= Slave ===============
  Location: Defs
  Comment: ============= Misc ===============

File: Ideology\Defs\MapGeneration\BasePlayerMapGenerator.xml
  Location: Defs
  Comment: Archonexus research

File: Ideology\Defs\MapGeneration\CommonMapGenerator.xml
  Location: Defs
  Comment: Ancient misc debris

File: Ideology\Defs\MemeDefs\Memes_GenderSupremacy.xml
  Location: Defs
  Comment: Category: GenderSupremacy
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist

File: Ideology\Defs\MemeDefs\Memes_GroupRelation.xml
  Location: Defs
  Comment: Category: Supremacy
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist

File: Ideology\Defs\MemeDefs\Memes_Individualism.xml
  Location: Defs
  Comment: Category: Individualism
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist

File: Ideology\Defs\MemeDefs\Memes_Misc.xml
  Location: Defs
  Comment: Category: None
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: misc
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: misc
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist

File: Ideology\Defs\MemeDefs\Memes_Primacy.xml
  Location: Defs
  Comment: Category: Primacy
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist myth
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: theist founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological founder
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: ideological lesson
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: archist
  Location: Defs/MemeDef/descriptionMaker/rules/rulesStrings
  Comment: animist

File: Ideology\Defs\MemeDefs\Memes_Structures_OriginsReligious.xml
  Location: Defs
  Comment: Christian
  Location: Defs
  Comment: Islamic
  Location: Defs
  Comment: Hindu
  Location: Defs/MemeDef/symbolPacks
  Comment: Followers of Vishnu
  Location: Defs/MemeDef/symbolPacks
  Comment: Followers of Shiva
  Location: Defs/MemeDef/symbolPacks
  Comment: Six Hindu schools
  Location: Defs
  Comment: Buddhist

File: Ideology\Defs\Misc\PlaceDefs\Places.xml
  Location: Defs
  Comment: =================== Spacer or tribal =========================
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A steamy world of wet jungles, strange tribes with psychic powers.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: An arid world of moisture-farming tribes
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A regrown deathworld where tribes live among overgrown cities.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A subterranean world with vast caverns and a baked, inhospitable surface. Many factious but isolated city-states.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A chaotic volcanic world far from the sun, covered with lava flows and black sand dunes. There are nomads and movable cities.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A grassy planet populated by megafauna.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A water world dotted with atolls and floating seaweed.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A junkyard planet of crashed ships, broken machinery, scavengers and traders.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A forest moon filled valuable flora and with dangerous predators.
  Location: Defs
  Comment: ==================== Spacer only ========================
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Iwamura is a stony asteroid housing a large trading hub.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Novaroma is a planetoid covered in a vast city, ruled by a bureaucracy.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Filson is a rural planet of vast agriculture plots and territorial landowners.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Creticon is a high-tech death-world where everyone lives in bunkers.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Yttak is a frigid ice-moon prison colony.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Kemia is a toxic, overcrowded world with an oppressive government.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Rogia is a world of windy prairies and towering glitter-tech cities.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A small strip-mining planet with a thin atmosphere.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: A rainforest paradise and glitterworld tourist destination.
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: An orbital dry dock and construction yard.

File: Ideology\Defs\PawnKinds\PawnKinds_NeutralCamps.xml
  Location: Defs
  Comment: Miners
  Location: Defs
  Comment: Hunters
  Location: Defs
  Comment: Loggers
  Location: Defs
  Comment: Farmer

File: Ideology\Defs\PawnKinds\PawnKinds_Special.xml
  Location: Defs
  Comment: Beggar
  Location: Defs
  Comment: Pilgrim
  Location: Defs
  Comment: Traveler

File: Ideology\Defs\PreceptDefs\Precepts_Animal.xml
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_AnimalPersonhood.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_AnimalSlaughter.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Related content

File: Ideology\Defs\PreceptDefs\Precepts_Apostasy.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Related content

File: Ideology\Defs\PreceptDefs\Precepts_Apparel.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_AteNutrientPaste.xml
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_AutonomousWeapons.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Related: Has automated turrets

File: Ideology\Defs\PreceptDefs\Precepts_Blindness.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: HistoryEvents
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Ceremony thoughts
  Location: Defs
  Comment: Thoughts : Blind
  Location: Defs
  Comment: Thoughts: Artificial blindness
  Location: Defs
  Comment: Thoughts: half-blind
  Location: Defs
  Comment: Thoughts: Not blind

File: Ideology\Defs\PreceptDefs\Precepts_BlindPsysense.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_BodyMod.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Related: Installed artificial part
  Location: Defs
  Comment: Related: Has artificial part
  Location: Defs
  Comment: Removed installed prosthetic event thoughts since they're exploitable

      <li Class="PreceptComp_SelfTookMemoryThought">
        <eventDef>InstalledProsthetic</eventDef>
        <thought>InstalledProsthetic_Approved</thought>
      </li>
      <li Class="PreceptComp_KnowsMemoryThought">
        <eventDef>InstalledProsthetic</eventDef>
        <thought>InstalledProsthetic_Know_Approved</thought>
      </li>

  <ThoughtDef>
    <defName>InstalledProsthetic_Approved</defName>
    <durationDays>6</durationDays>
    <stages>
      <li>
        <label>installed prosthetic</label>
        <description>I got to install a prosthetic. It's a good thing to do.</description>
        <baseMoodEffect>5</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef>
    <defName>InstalledProsthetic_Know_Approved</defName>
    <thoughtClass>Thought_MemorySocial</thoughtClass>
    <durationDays>20</durationDays>
    <stackLimit>100</stackLimit>
    <stackLimitForSameOtherPawn>3</stackLimitForSameOtherPawn>
    <stages>
      <li>
        <label>installed prosthetic</label>
        <baseOpinionOffset>10</baseOpinionOffset>
      </li>
    </stages>
  </ThoughtDef>

File: Ideology\Defs\PreceptDefs\Precepts_Bond.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Buildings.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Cannibalism.xml
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Abhorrent
  Location: Defs
  Comment: Horrible
  Location: Defs
  Comment: Disapproved
  Location: Defs
  Comment: Acceptable
  Location: Defs
  Comment: Preferred
  Location: Defs/PreceptDef/comps
  Comment: Ate human meat
  Location: Defs/PreceptDef/comps
  Comment: Want human meat
  Location: Defs
  Comment: Strictly required
  Location: Defs/PreceptDef/comps
  Comment: Ate non-human meat
  Location: Defs/PreceptDef/comps
  Comment: Ate human meat
  Location: Defs/PreceptDef/comps
  Comment: Want human meat
  Location: Defs
  Comment: Absolutely required
  Location: Defs/PreceptDef/comps
  Comment: Ate non-human meat
  Location: Defs/PreceptDef/comps
  Comment: Ate human meat
  Location: Defs/PreceptDef/comps
  Comment: Want human meat

File: Ideology\Defs\PreceptDefs\Precepts_Charity.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Parents
  Location: Defs
  Comment: Thoughts: Charity refused beggars
  Location: Defs
  Comment: Thoughts: Charity refused beggars betrayed
  Location: Defs
  Comment: Thoughts: Charity refused pilgrims
  Location: Defs
  Comment: Thoughts: Charity refused pilgrims betrayed
  Location: Defs
  Comment: Thoughts: Charity refused wanderer joins
  Location: Defs
  Comment: Thoughts: Charity refused shuttle crash rescue
  Location: Defs
  Comment: Thoughts: Charity refused refugee pod crash
  Location: Defs
  Comment: Thoughts: Charity refused hospitality refugees
  Location: Defs
  Comment: Thoughts: Charity refused intro wimp
  Location: Defs
  Comment: Thoughts: Charity refused threat reward joiner
  Location: Defs
  Comment: Thoughts: Charity fulfilled beggars
  Location: Defs
  Comment: Thoughts: Charity fulfilled wanderer joins
  Location: Defs
  Comment: Thoughts: Charity fulfilled shuttle crash rescue
  Location: Defs
  Comment: Thoughts: Charity fulfilled refugee pod crash
  Location: Defs
  Comment: Thoughts: Charity fulfilled hospitality refugees
  Location: Defs
  Comment: Thoughts: Charity fulfilled intro wimp
  Location: Defs
  Comment: Thoughts: Charity fulfilled threat reward joiner

File: Ideology\Defs\PreceptDefs\Precepts_Comfort.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_Corpses.xml
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_DrugUse.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Related: Ingested drug self thoughts
  Location: Defs
  Comment: Related: Ingested drug witnessed thoughts
  Location: Defs
  Comment: Related: Administered drug self thoughts
  Location: Defs
  Comment: Related: Administered drug witnessed thoughts
  Location: Defs
  Comment: <PreceptDef>
    <defName>DrugUse_Abhorrent</defName>
    <issue>DrugUse</issue>
    <label>abhorrent strict</label>
    <associatedMemes>
      <li>FleshPurity</li>
    </associatedMemes>
    <comps>
      <li Class="PreceptComp_SelfTookMemoryThought">
        <eventDef>IngestedDrug</eventDef>
        <thought>IngestedDrug_Abhorrent</thought>
      </li>
      <li Class="PreceptComp_KnowsMemoryThought">
        <eventDef>IngestedDrug</eventDef>
        <thought>IngestedDrug_Know_Abhorrent</thought>
      </li>
      <li Class="PreceptComp_UnwillingToDo">
        <eventDef>IngestedDrug</eventDef>
      </li>
    </comps>
  </PreceptDef>

  <ThoughtDef>
    <defName>IngestedDrug_Abhorrent</defName>
    <durationDays>6</durationDays>
    <stages>
      <li>
        <label>used drug</label>
        <description>I used a drug. It was an abhorrent violation against everything I believe.</description>
        <baseMoodEffect>-30</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef>
    <defName>IngestedDrug_Know_Abhorrent</defName>
    <thoughtClass>Thought_MemorySocial</thoughtClass>
    <durationDays>20</durationDays>
    <stackLimit>100</stackLimit>
    <stackLimitForSameOtherPawn>3</stackLimitForSameOtherPawn>
    <stages>
      <li>
        <label>used drug</label>
        <baseOpinionOffset>-80</baseOpinionOffset>
      </li>
    </stages>
  </ThoughtDef>

File: Ideology\Defs\PreceptDefs\Precepts_FungusEating.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_IdeoDiversity.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts: Ideo diversity
  Location: Defs
  Comment: Abhorrent
  Location: Defs
  Comment: Horrible
  Location: Defs
  Comment: Disapproved
  Location: Defs
  Comment: Standard
  Location: Defs
  Comment: Approved
  Location: Defs
  Comment: Respected
  Location: Defs
  Comment: Exalted

File: Ideology\Defs\PreceptDefs\Precepts_InsectMeat.xml
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_KillingInnocentAnimals.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: KilledInnocentAnimal HistoryEvent will trigger if any of the following are true:
      - Animal is in no mental state
      - Animal is in a mental state caused by damage (e.g. Manhunter, PanicFlee)
      - Animal is in a mental state caused by a psycast (e.g. Berserk, Neuroquake psycast)
    Except in these cases:
      - Animal belongs to a faction that is hostile to the killer
      - Animal is hunting a human of any faction
      - Animal is hunting an animal in any human faction
      - Animal has scaria
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts: Killed innocent animal

File: Ideology\Defs\PreceptDefs\Precepts_Lighting.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_Lovin.xml
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_MeatEating.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts: Ate meat
  Location: Defs
  Comment: Thoughts: Ate vegetarian

File: Ideology\Defs\PreceptDefs\Precepts_Mining.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts: Mined

File: Ideology\Defs\PreceptDefs\Precepts_Nudity.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ======
  Location: Defs
  Comment: ================================= Thoughts ====================================
  Location: Defs
  Comment: Removed precept "Covering anything but hair or face disapproved"

  <PreceptDef>
    <defName>Nudity_Male_CoveringAnythingButHairOrFaceDisapproved</defName>
    <issue>Nudity_Male</issue>
    <label>no covering</label>
    <comps>
      <li Class="PreceptComp_SituationalThought">
        <thought>AnyBodyPartButHairOrFaceCovered_Disapproved_Male</thought>
      </li>
      <li Class="PreceptComp_SituationalThought">
        <thought>AnyBodyPartButHairOrFaceCovered_Disapproved_Social_Male</thought>
      </li>
    </comps>
  </PreceptDef>

  <PreceptDef>
    <defName>Nudity_Female_CoveringAnythingButHairOrFaceDisapproved</defName>
    <issue>Nudity_Female</issue>
    <label>no covering</label>
    <comps>
      <li Class="PreceptComp_SituationalThought">
        <thought>AnyBodyPartButHairOrFaceCovered_Disapproved_Female</thought>
      </li>
      <li Class="PreceptComp_SituationalThought">
        <thought>AnyBodyPartButHairOrFaceCovered_Disapproved_Social_Female</thought>
      </li>
    </comps>
  </PreceptDef>

  <ThoughtDef Name="AnyBodyPartButHairOrFaceCovered_Disapproved">
    <defName>AnyBodyPartButHairOrFaceCovered_Disapproved_Male</defName>
    <workerClass>ThoughtWorker_Precept_AnyBodyPartButHairOrFaceCovered</workerClass>
    <gender>Male</gender>
    <stages>
      <li>
        <label>wearing clothes (non-hair, non-face)</label>
        <description>I shouldn't cover anything except hair or face. The skin should breathe!</description>
        <baseMoodEffect>-4</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef ParentName="AnyBodyPartButHairOrFaceCovered_Disapproved">
    <defName>AnyBodyPartButHairOrFaceCovered_Disapproved_Female</defName>
    <gender>Female</gender>
  </ThoughtDef>


  <ThoughtDef Name="AnyBodyPartButHairOrFaceCovered_Disapproved_Social">
    <defName>AnyBodyPartButHairOrFaceCovered_Disapproved_Social_Male</defName>
    <thoughtClass>Thought_SituationalSocial</thoughtClass>
    <workerClass>ThoughtWorker_Precept_AnyBodyPartButHairOrFaceCovered_Social</workerClass>
    <gender>Male</gender>
    <stages>
      <li>
        <label>wearing clothes (non-hair, non-face)</label>
        <baseOpinionOffset>-18</baseOpinionOffset>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef ParentName="AnyBodyPartButHairOrFaceCovered_Disapproved_Social">
    <defName>AnyBodyPartButHairOrFaceCovered_Disapproved_Social_Female</defName>
    <gender>Female</gender>
  </ThoughtDef>
  Location: Defs
  Comment: Removed precept "Covering face disapproved"

  <PreceptDef>
    <defName>Nudity_Male_CoveringFaceDisapproved</defName>
    <issue>Nudity_Male</issue>
    <label>face uncovered</label>
    <comps>
      <li Class="PreceptComp_SituationalThought">
        <thought>FaceCovered_Disapproved_Male</thought>
      </li>
      <li Class="PreceptComp_SituationalThought">
        <thought>FaceCovered_Disapproved_Social_Male</thought>
      </li>
    </comps>
  </PreceptDef>

  <PreceptDef>
    <defName>Nudity_Female_CoveringFaceDisapproved</defName>
    <issue>Nudity_Female</issue>
    <label>face uncovered</label>
    <comps>
      <li Class="PreceptComp_SituationalThought">
        <thought>FaceCovered_Disapproved_Female</thought>
      </li>
      <li Class="PreceptComp_SituationalThought">
        <thought>FaceCovered_Disapproved_Social_Female</thought>
      </li>
    </comps>
  </PreceptDef>


  <ThoughtDef Name="FaceCovered_Disapproved">
    <defName>FaceCovered_Disapproved_Male</defName>
    <workerClass>ThoughtWorker_Precept_FaceCovered</workerClass>
    <gender>Male</gender>
    <stages>
      <li>
        <label>covered face</label>
        <description>I shouldn't be covering my face. It's wrong.</description>
        <baseMoodEffect>-4</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef ParentName="FaceCovered_Disapproved">
    <defName>FaceCovered_Disapproved_Female</defName>
    <gender>Female</gender>
  </ThoughtDef>


  <ThoughtDef Name="FaceCovered_Disapproved_Social">
    <defName>FaceCovered_Disapproved_Social_Male</defName>
    <thoughtClass>Thought_SituationalSocial</thoughtClass>
    <workerClass>ThoughtWorker_Precept_FaceCovered_Social</workerClass>
    <gender>Male</gender>
    <stages>
      <li>
        <label>covered face</label>
        <baseOpinionOffset>-18</baseOpinionOffset>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef ParentName="FaceCovered_Disapproved_Social">
    <defName>FaceCovered_Disapproved_Social_Female</defName>
    <gender>Female</gender>
  </ThoughtDef>

File: Ideology\Defs\PreceptDefs\Precepts_OrganUse.xml
  Location: Defs
  Comment: Issue
  Location: Defs/HistoryEventDef
  Comment: bought or sold
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Traded organ
  Location: Defs
  Comment: Sold organ
  Location: Defs
  Comment: Installed organ
  Location: Defs
  Comment: Harvested organ
  Location: Defs
  Comment: Disabled this precept as too exploitable.
    To make this work, we'd need a hediff to distinguish between natural-grown and installed flesh organs.

  <PreceptDef>
    <defName>OrganUse_Respected</defName>
    <issue>OrganUse</issue>
    <label>respected</label>
    <conflictingMemes>
      <li>FleshPurity</li>
    </conflictingMemes>
    <associatedMemes>
      <li>Transhumanist</li>
    </associatedMemes>
    <comps>
      <li Class="PreceptComp_SelfTookMemoryThought">
        <eventDef>HarvestedOrgan</eventDef>
        <thought>HarvestedOrgan_Respected</thought>
      </li>
      <li Class="PreceptComp_KnowsMemoryThought">
        <eventDef>HarvestedOrgan</eventDef>
        <thought>HarvestedOrgan_Know_Respected</thought>
      </li>
    </comps>
  </PreceptDef>

  <ThoughtDef>
    <defName>HarvestedOrgan_Respected</defName>
    <durationDays>6</durationDays>
    <stages>
      <li>
        <label>harvested organ</label>
        <description>I harvested someone's organ. I'm proud to do good things like that.</description>
        <baseMoodEffect>10</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>

  <ThoughtDef>
    <defName>HarvestedOrgan_Know_Respected</defName>
    <thoughtClass>Thought_MemorySocial</thoughtClass>
    <durationDays>20</durationDays>
    <stackLimit>100</stackLimit>
    <stackLimitForSameOtherPawn>3</stackLimitForSameOtherPawn>
    <stages>
      <li>
        <label>harvested organ</label>
        <baseOpinionOffset>20</baseOpinionOffset>
      </li>
    </stages>
  </ThoughtDef>

File: Ideology\Defs\PreceptDefs\Precepts_Pain.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_PrisonerExecution.xml
  Location: Defs
  Comment: Precepts
  Location: Defs/PreceptDef/comps
  Comment: on instigator
  Location: Defs/PreceptDef/comps
  Comment: know opinion
  Location: Defs/PreceptDef/comps
  Comment: know mood
  Location: Defs/PreceptDef/comps/li
  Comment: we use the same thought as for guests
  Location: Defs/PreceptDef/comps
  Comment: on instigator
  Location: Defs/PreceptDef/comps
  Comment: know opinion
  Location: Defs/PreceptDef/comps
  Comment: know mood
  Location: Defs/PreceptDef/comps/li
  Comment: we use the same thought as for guests
  Location: Defs/PreceptDef/comps
  Comment: on instigator
  Location: Defs/PreceptDef/comps
  Comment: know opinion
  Location: Defs/PreceptDef/comps
  Comment: know mood
  Location: Defs/PreceptDef/comps/li
  Comment: we use the same thought as for guests
  Location: Defs/PreceptDef/comps
  Comment: on instigator
  Location: Defs/PreceptDef/comps
  Comment: know social
  Location: Defs/PreceptDef/comps
  Comment: know mood
  Location: Defs/PreceptDef/comps
  Comment: no execution
  Location: Defs/PreceptDef/comps
  Comment: development points
  Location: Defs
  Comment: Thoughts: More intense version of vanilla "know X executed" thoughts
  Location: Defs/ThoughtDef/stages
  Comment: justified
  Location: Defs/ThoughtDef/stages
  Comment: generic humane
  Location: Defs/ThoughtDef/stages
  Comment: generic brutal
  Location: Defs/ThoughtDef/stages
  Comment: died because of organ harvesting
  Location: Defs/ThoughtDef/stages
  Comment: died due to ripscanning
  Location: Defs/ThoughtDef/stages
  Comment: justified execution
  Location: Defs/ThoughtDef/stages
  Comment: generic humane, can't be worse than KnowColonistDied
  Location: Defs/ThoughtDef/stages
  Comment: generic brutal
  Location: Defs/ThoughtDef/stages
  Comment: died because of organ harvesting
  Location: Defs/ThoughtDef/stages
  Comment: died due to ripscanning
  Location: Defs
  Comment: Thoughts: Executed prisoner

File: Ideology\Defs\PreceptDefs\Precepts_Proselytizing.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Raiders.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Ranching.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts
  Location: Defs
  Comment: Ranching animal mass per capita

File: Ideology\Defs\PreceptDefs\Precepts_Relics.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: HistoryEvents
  Location: Defs
  Comment: Thoughts
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Research.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Ritual.xml
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_RitualSeats.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Role.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_RoughLiving.xml
  Location: Defs
  Comment: Issues

File: Ideology\Defs\PreceptDefs\Precepts_Scarification.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: HistoryEvents
  Location: Defs
  Comment: Hediffs
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Ceremony thoughts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_Skullspike.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts
  Location: Defs/ThoughtDef/stages/li
  Comment: 1~3
  Location: Defs/ThoughtDef/stages/li
  Comment: 4~8
  Location: Defs/ThoughtDef/stages/li
  Comment: 9+
  Location: Defs/ThoughtDef/stages/li
  Comment: 1~3
  Location: Defs/ThoughtDef/stages/li
  Comment: 4~8
  Location: Defs/ThoughtDef/stages/li
  Comment: 9+

File: Ideology\Defs\PreceptDefs\Precepts_Slavery.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_SpouseCount.xml
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreceptDefs\Precepts_Temperature.xml
  Location: Defs
  Comment: Issues

File: Ideology\Defs\PreceptDefs\Precepts_Transhumanism.xml
  Location: Defs/ThoughtDef/stages/li
  Comment: Dummy stage for when aging isn't needed yet.

File: Ideology\Defs\PreceptDefs\Precepts_TreeCutting.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts
  Location: Defs
  Comment: Tree died
  Location: Defs
  Comment: Cut tree

File: Ideology\Defs\PreceptDefs\Precepts_Trees.xml
  Location: Defs
  Comment: Issues
  Location: Defs
  Comment: Precept
  Location: Defs
  Comment: Thoughts
  Location: Defs/ThoughtDef/stages/li
  Comment: note that this needs to counteract the likely 'amazing trees' buff

File: Ideology\Defs\PreceptDefs\Precepts_Weapons.xml
  Location: Defs
  Comment: History events
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precept
  Location: Defs
  Comment: Thoughts

File: Ideology\Defs\PreceptDefs\Precepts_WorkDrive.xml
  Location: Defs
  Comment: Issue
  Location: Defs
  Comment: Precepts

File: Ideology\Defs\PreconfiguredIdeos\IdeoPresetDefs.xml
  Location: Defs
  Comment: Categories
  Location: Defs
  Comment: Mild ideos
  Location: Defs
  Comment: Strong ideos
  Location: Defs
  Comment: Intense ideos

File: Ideology\Defs\QuestScriptDefs\Script_Beggars.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name single
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name plural
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: misc
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: quest description
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: letters
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: pieces

File: Ideology\Defs\QuestScriptDefs\Script_EndGame_ArchonexusVictory.xml
  Location: Defs
  Comment: Hidden quest that generates the subquests below
  Location: Defs
  Comment: Archonexus subquests
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: dynamic in quest
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: letters
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest descriptions
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: pieces

File: Ideology\Defs\QuestScriptDefs\Script_Hack_AncientComplex.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Misc

File: Ideology\Defs\QuestScriptDefs\Script_Hack_Spacedrone.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: pieces

File: Ideology\Defs\QuestScriptDefs\Script_Loot_AncientComplex.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description

File: Ideology\Defs\QuestScriptDefs\Script_Missions.xml
  Location: Defs/QuestScriptDef/questDescriptionAndNameRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Quest name
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Quest description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Pieces

File: Ideology\Defs\QuestScriptDefs\Script_RelicHunt.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description

File: Ideology\Defs\QuestScriptDefs\Script_ReliquaryPilgrims.xml
  Location: Defs/QuestScriptDef/questDescriptionAndNameRules/rulesStrings
  Comment: Labels
  Location: Defs/QuestScriptDef/questDescriptionAndNameRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Quest name
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Quest description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Letters
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Messages
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Pieces

File: Ideology\Defs\QuestScriptDefs\Script_WorshipppedTerminal.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: description
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Misc

File: Ideology\Defs\Rituals\Ritual_Behaviors.xml
  Location: Defs/RitualBehaviorDef/stages
  Comment: Duelists drop weapons
  Location: Defs/RitualBehaviorDef/stages
  Comment: People gather up
  Location: Defs/RitualBehaviorDef/stages
  Comment: Duelists are taken
  Location: Defs/RitualBehaviorDef/stages
  Comment: Leader speak on cell
  Location: Defs/RitualBehaviorDef/stages
  Comment: Fight
  Location: Defs/RitualBehaviorDef/stages
  Comment: Duelists drop weapons
  Location: Defs/RitualBehaviorDef/stages
  Comment: Wait some time
  Location: Defs/RitualBehaviorDef/stages
  Comment: Duelists are brought back
  Location: Defs/RitualBehaviorDef/stages/li/preAction
  Comment: This is required to keep pawns tucked in their bed.
  Location: Defs/RitualBehaviorDef/stages
  Comment: Target is taken
  Location: Defs/RitualBehaviorDef/stages
  Comment: Target is brought to bed
  Location: Defs/RitualBehaviorDef/stages
  Comment: Target is taken
  Location: Defs/RitualBehaviorDef/stages
  Comment: Target is brought to bed

File: Ideology\Defs\Rooms\RoomStats.xml
  Location: Defs/RoomStatDef
  Comment: outdoors etc same as dirty room

File: Ideology\Defs\RulePackDefs\RulePacks_Deity_Names.xml
  Location: Defs
  Comment: Shared content
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Start never ends with a vowel
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Middle is always surrounded by vowels
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Ends never begin with vowels
  Location: Defs
  Comment: Culture-specific content

File: Ideology\Defs\RulePackDefs\RulePacks_Deity_Types.xml
  Location: Defs
  Comment: Shared content
  Location: Defs
  Comment: Culture-specific content

File: Ideology\Defs\RulePackDefs\RulePacks_Ideo_Building.xml
  Location: Defs
  Comment: Root
  Location: Defs
  Comment: Building-specific base labels

File: Ideology\Defs\RulePackDefs\RulePacks_Ideo_Description.xml
  Location: Defs
  Comment: Patterns are defined in a PatternDef and are made up of segments.

    Segment selection: segments will be grouped together if they share a tag prefixed with `meme_`.
    If possible, we will first select segments from groups that have not been used yet. Otherwise
    we will select any other segment (from the other groups and ungrouped segments).

    In effect, using a `meme_` prefixed tag on segments ensures they will be used before we fall back to generic segments.

    Use `(uses=1)` on a segments used multiple times (like episodes) to ensure the same segment is not used twice in the one pattern.
  Location: Defs
  Comment: Shared content
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: aliases
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: use full name the first time
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: and short name afterwards
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: For now, the foeLeader is always male. We should randomize this later
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: final fallbacks
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: allow zero or more episodes
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic creation
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic episode
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: pieces
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: intro. Must introduce place and deity0. By the end of this, the believers exist in the place.
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: conflict. Must introduce foeLeader, who places the believers under threat.
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: founderJoin. Must introduce founder.
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: victory. Must conclude the story.
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: pieces
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: final fallbacks
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: allow zero or more stories
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic setup
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: low-priority generic stories
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: final fallbacks (when no memes selected yet)
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: typesetting
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: attribution
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic intro
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic reinforcement
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic basis
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic fact
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic prophecy
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: pieces
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic basis
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic fact
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: generic prophecy
  Location: Defs/IdeoStoryPatternDef/rules/rulesStrings
  Comment: pieces

File: Ideology\Defs\RulePackDefs\RulePacks_Ideo_Names.xml
  Location: Defs
  Comment: Shared content
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: The system will feed one (and only one) of these cases into this namer:
                - key deity
                - symbol pack
             These cases are separate, they won't mix.

             The system will also feed a set of place_* keys correesponding to the ideo's foundation PlaceDef
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: From key deity
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: From symbol pack
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Generic content
  Location: Defs
  Comment: Culture-specific content
  Location: Defs/RulePackDef/include
  Comment: Tribals don't use space words

File: Ideology\Defs\RulePackDefs\RulePacks_Ideo_Relic.xml
  Location: Defs
  Comment: Root
  Location: Defs
  Comment: Longlier
  Skycaller
  Holy Grail

File: Ideology\Defs\RulePackDefs\RulePacks_Ideo_Role.xml
  Location: Defs
  Comment: Moralist
  Location: Defs
  Comment: Specialists

File: Ideology\Defs\RulePackDefs\RulePacks_LeaderTitles.xml
  Location: Defs
  Comment: Common content
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Generic content
  Location: Defs
  Comment: Culture-specific content
  Location: Defs
  Comment: Player only
  Location: Defs
  Comment: NPC and player
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: ignore all meme nouns, tribals always use a culture noun
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: ignore all meme nouns, pirates always use a culture noun
  Location: Defs
  Comment: NPC only

File: Ideology\Defs\RulePackDefs\RulePacks_Ritual_Festival.xml
  Location: Defs
  Comment: Root
  Location: Defs
  Comment: Re-used content
  Location: Defs
  Comment: Culture-specific

File: Ideology\Defs\RulePackDefs\RulePacks_Ritual_Funeral.xml
  Location: Defs
  Comment: Root

File: Ideology\Defs\Sites\WorkSites.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Ideology\Defs\SoundDefs\Ritual_Sustainers.xml
  Location: Defs
  Comment: Ritual sustainers end

File: Ideology\Defs\SoundDefs\UI_Oneshots_Misc.xml
  Location: Defs/SoundDef/subSounds/li/grains/li
  Comment: PlaceholderAudio, as requested took a stab at making a sound that plays during new colony cutscene, perhaps this should be reviewed? -Nick

File: Ideology\Defs\StatDefs\Stats_Pawns_Ideo.xml
  Location: Defs
  Comment: Darkness combat
  Location: Defs
  Comment: Darkness combat - shooting accuracy
  Location: Defs
  Comment: Darkness combat - melee hit chance
  Location: Defs
  Comment: Darkness combat - melee dodge chance

File: Ideology\Defs\Storyteller\Incidents_World_Quests.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Ideology\Defs\TattooDefs\TattooDefs.xml
  Location: Defs
  Comment: Tribal
  Location: Defs
  Comment: Gang
  Location: Defs
  Comment: Cannibal
  Location: Defs
  Comment: Misc

File: Ideology\Defs\TerrainDefs\Terrain_Floors.xml
  Location: Defs
  Comment: Morbid
  Location: Defs
  Comment: Spikecore
  Location: Defs
  Comment: Totemic
  Location: Defs
  Comment: High life
  Location: Defs
  Comment: Transhumanist

File: Ideology\Defs\ThingDefs_Buildings\Buildings_Ancient_Active.xml
  Location: Defs
  Comment: Ancient terminals
  Location: Defs
  Comment: Ancient crates
  Location: Defs
  Comment: Misc

File: Ideology\Defs\ThingDefs_Buildings\Buildings_Ancient_Outdoors.xml
  Location: Defs
  Comment: Small walkable buildings
  Location: Defs
  Comment: Misc
  Location: Defs/ThingDef
  Comment: text_ todo
  Location: Defs/ThingDef
  Comment: text_ todo

File: Ideology\Defs\ThingDefs_Buildings\Buildings_Exotic.xml
  Location: Defs/ThingDef/comps/li
  Comment: ~ 18 hrs for 10 intellect hacker
  Location: Defs/ThingDef/comps/li/wickMessages/li
  Comment: 30 seconds
  Location: Defs/ThingDef/comps/li/wickMessages/li
  Comment: 20 seconds
  Location: Defs/ThingDef/comps/li/wickMessages/li
  Comment: 10 seconds

File: Ideology\Defs\ThingDefs_Buildings\Buildings_Ideo.xml
  Location: Defs/ThingDef
  Comment: We handle ideo buildings as a special case in DesignationCategoryDef
  Location: Defs/ThingDef/comps/li
  Comment: This is a specific darklight color, make sure it matches DarklightUtility.IsDarklight
  Location: Defs/ThingDef/comps/li
  Comment: This is a specific darklight color, make sure it matches DarklightUtility.IsDarklight
  Location: Defs
  Comment: Consumable buildings
  Location: Defs
  Comment: Burnable
  Location: Defs
  Comment: Smoker

File: Ideology\Defs\ThingDefs_Buildings\Buildings_Special.xml
  Location: Defs
  Comment: ====================== tier 4 - Core ====================
  Location: Defs
  Comment: ====================== tier 3 - Grand ====================
  Location: Defs
  Comment: ====================== tier 2 - Major ====================
  Location: Defs
  Comment: ====================== tier 1 - Tower ====================

File: Ideology\Defs\ThingDefs_Misc\Relics.xml
  Location: Defs
  Comment: Concrete relics

File: Ideology\Defs\ThingDefs_Plants\Plants_Special.xml
  Location: Defs/ThingDef/comps/li
  Comment: 30 hp per day, must be a multiple of 2000, since plants have Long ticker

File: Ideology\Defs\ThingDefs_Races\Races_Animal_Special.xml
  Location: Defs
  Comment: Dryad base
  Location: Defs
  Comment: Basic
  Location: Defs
  Comment: Woodmaker
  Location: Defs
  Comment: Berrymaker
  Location: Defs
  Comment: Medicinemaker
  Location: Defs
  Comment: Gaumaker
  Location: Defs
  Comment: Carrier
  Location: Defs
  Comment: Clawer
  Location: Defs
  Comment: Barkskin

File: Ideology\Defs\ThingSetMakerDefs\ThingSetMakers_MapGen.xml
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Survival meal
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Medicine
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Luciferium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Joywire
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Silver
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Chemfuel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Uranium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Hyperweave & plasteel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Advanced components
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Ultratech meds
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Techprint
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Survival meal
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Medicine
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Luciferium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Joywire
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Silver
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Chemfuel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Uranium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Hyperweave & plasteel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Advanced components
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Ultratech meds
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Techprint
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Genepack
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Misc high value
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Gold
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Uranium
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Advanced components
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Ultratech meds
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Utility apparel
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Misc
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Misc high value
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Special
  Location: Defs/ThingSetMakerDef/root/options
  Comment: Techprint

File: Ideology\Defs\ThingStyleDefs\ThingStyleDefs.xml
  Location: Defs
  Comment: Bases
  Location: Defs
  Comment: Christian
  Location: Defs
  Comment: Islamic
  Location: Defs
  Comment: Buddhist
  Location: Defs
  Comment: Hindu
  Location: Defs
  Comment: Morbid
  Location: Defs
  Comment: Totemic
  Location: Defs
  Comment: Spikecore
  Location: Defs
  Comment: Rustic
  Location: Defs
  Comment: Animalist
  Location: Defs
  Comment: Techist

File: Ideology\Defs\ThinkTreeDefs\Dryad.xml
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If no Gauranlen tree, leave the map
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: If more dryads spawned than the tree can handle, return to the tree and merge with it
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Primary faction actions
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Dryad mode changed, return to cocoon and change type.
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Ordered to return to a healing pod to tend wounds.
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes
  Comment: Create gauranlen pod
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes
  Comment: Trained behavior: obedience: Follow and defend master
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Needs
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Secondary faction actions
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes/li/subNodes/li/subNodes/li/subNodes
  Comment: Trained behavior: Haul
  Location: Defs/ThinkTreeDef/thinkRoot/subNodes
  Comment: Idle

File: Ideology\Defs\ThoughtDefs\Thoughts_Memory_Social.xml
  Location: Defs
  Comment: Counsel

File: Ideology\Defs\ThoughtDefs\Thoughts_Ritual_Quality.xml
  Location: Defs
  Comment: PARTY
  Location: Defs
  Comment: FUNERAL
  Location: Defs
  Comment: FESTIVAL
  Location: Defs
  Comment: SACRIFICE
  Location: Defs
  Comment: SKYLANTERNS
  Location: Defs
  Comment: SCARIFICATION
  Location: Defs
  Comment: BLINDING
  Location: Defs
  Comment: CONVERSION
  Location: Defs
  Comment: DUEL
  Location: Defs
  Comment: EXECUTIONS

File: Ideology\Defs\TipSetDefs\Tips.xml
  Location: Defs/TipSetDef/tips
  Comment: Slavery
  Location: Defs/TipSetDef/tips
  Comment: Buildings

File: Ideology\Languages\English\Keyed\Dialogs_Various.xml
  Location: LanguageData
  Comment: Misc
  Location: LanguageData
  Comment: Slavery
  Location: LanguageData
  Comment: Style
  Location: LanguageData
  Comment: Ancient complex mission
  Location: LanguageData
  Comment: Medical settings
  Location: LanguageData
  Comment: Dryad upgrades
  Location: LanguageData
  Comment: Archonexus
  Location: LanguageData
  Comment: Food restrictions

File: Ideology\Languages\English\Keyed\ITabs.xml
  Location: LanguageData
  Comment: Character
  Location: LanguageData
  Comment: ITab titles
  Location: LanguageData
  Comment: Slave tab
  Location: LanguageData
  Comment: Social

File: Ideology\Languages\English\Keyed\Letters.xml
  Location: LanguageData
  Comment: Convert ideo attempt
  Location: LanguageData
  Comment: Slave rebellion
  Location: LanguageData
  Comment: Slave escape
  Location: LanguageData
  Comment: Ideo role
  Location: LanguageData
  Comment: Ideo misc
  Location: LanguageData
  Comment: Slave will
  Location: LanguageData
  Comment: Primary ideo changed
  Location: LanguageData
  Comment: Charity incidents
  Location: LanguageData
  Comment: Change ideo mental state
  Location: LanguageData
  Comment: Change ideo divorces
  Location: LanguageData
  Comment: Surprise reinforcement
  Location: LanguageData
  Comment: Style change
  Location: LanguageData
  Comment: Spacedrone incoming
  Location: LanguageData
  Comment: Hacked
  Location: LanguageData
  Comment: Relic destroyed
  Location: LanguageData
  Comment: Relic lost
  Location: LanguageData
  Comment: Caravan destroyed
  Location: LanguageData
  Comment: Hacker lost
  Location: LanguageData
  Comment: Relic hunt
  Location: LanguageData
  Comment: Relics collection
  Location: LanguageData
  Comment: Gauranlen tree connection
  Location: LanguageData
  Comment: Archonexus victory
  Location: LanguageData
  Comment: Reforming ideo

File: Ideology\Languages\English\Keyed\MainTabs.xml
  Location: LanguageData
  Comment: Ideoligions

File: Ideology\Languages\English\Keyed\Menus_Main.xml
  Location: LanguageData
  Comment: Guests

File: Ideology\Languages\English\Keyed\Messages.xml
  Location: LanguageData
  Comment: Slave interactions
  Location: LanguageData
  Comment: Prisoner interactions
  Location: LanguageData
  Comment: Camps
  Location: LanguageData
  Comment: Charity
  Location: LanguageData
  Comment: Ideo UI
  Location: LanguageData
  Comment: Ancient complex
  Location: LanguageData
  Comment: Ancient altar
  Location: LanguageData
  Comment: Animals
  Location: LanguageData
  Comment: Archonexus
  Location: LanguageData
  Comment: Fuel node
  Location: LanguageData
  Comment: Ancient complex
  Location: LanguageData
  Comment: this message fires when a fuel node has been disturbed and there is a random delay before it starts to explode.
  Location: LanguageData
  Comment: Fluid ideo messages

File: Ideology\Languages\English\Keyed\Misc_Gameplay.xml
  Location: LanguageData
  Comment: TextMotes
  Location: LanguageData
  Comment: Role requirements
  Location: LanguageData
  Comment: Beggars
  Location: LanguageData
  Comment: Outfits
  Location: LanguageData
  Comment: Hacking
  Location: LanguageData
  Comment: Slave interaction
  Location: LanguageData
  Comment: Relic hunt
  Location: LanguageData
  Comment: Ritual requirements
  Location: LanguageData
  Comment: Gauranlen trees/Dryads
  Location: LanguageData
  Comment: Shooting report
  Location: LanguageData
  Comment: Archonexus
  Location: LanguageData
  Comment: Bioscuplter pod

File: Royalty\Defs\AbilityDefs\Abilities.xml
  Location: Defs
  Comment: <AbilityDef ParentName="PsycastBase">
    <defName>EntropyLink</defName>
    <label>entropy link</label>
    <description>Form a psychic link between caster and target, so that gain and loss of neural heat is shared between both equally. The link lasts for some time, but will break if the two move far apart.</description>
    <level>2</level>
    <iconPath>UI/Abilities/EntropyLink</iconPath>
    <hotKey>Misc12</hotKey>
    <statBases>
      <Ability_EntropyGain>10</Ability_EntropyGain>
      <Ability_Duration>120</Ability_Duration>
    </statBases>
    <verbProperties>
      <warmupTime>1</warmupTime>
      <range>14.9</range>
      <targetParams>
        <onlyTargetControlledPawns>True</onlyTargetControlledPawns>
      </targetParams>
    </verbProperties>
    <comps>
      <li Class = "CompProperties_AbilityGiveHediff">
        <compClass>CompAbilityEffect_GiveHediff</compClass>
        <hediffDef>EntropyLink</hediffDef>
        <psychic>True</psychic>
        <durationMultiplier>PsychicSensitivity</durationMultiplier>
        <applyToSelf>True</applyToSelf>
        <replaceExisting>True</replaceExisting>
      </li>
    </comps>
  </AbilityDef>
  Location: Defs
  Comment: Title related abilities
  Location: Defs/AbilityDef/statBases
  Comment: Minimum cost
  Location: Defs/AbilityDef
  Comment: [Obsolete]

File: Royalty\Defs\BackstoryDefs\Shuffled\ImperialCommon_Adult.xml
  Location: Defs
  Comment: ============================== Imperial domestic ============================
  Location: Defs
  Comment: ============================== Imperial religious ============================
  Location: Defs
  Comment: ============================== Imperial corporate ============================

File: Royalty\Defs\BackstoryDefs\Shuffled\ImperialFighter_Adult.xml
  Location: Defs
  Comment: Infantry non-coms
  Location: Defs
  Comment: Infantry officers
  Location: Defs
  Comment: Heavy weapons and vehicles
  Location: Defs
  Comment: Pilots
  Location: Defs
  Comment: Special

File: Royalty\Defs\DutyDefs\Duties_Gatherings.xml
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Instrument playing
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Eat
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Stand where you are and be socially active
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Get joy
  Location: Defs/DutyDef/thinkNode/subNodes/li/subNodes
  Comment: Wander
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Reach the party area

File: Royalty\Defs\DutyDefs\Duties_Misc.xml
  Location: Defs/DutyDef/thinkNode/subNodes
  Comment: Spectate

File: Royalty\Defs\Effects\Fleck_Visual.xml
  Location: Defs
  Comment: =============== Psycasts ==============
  Location: Defs
  Comment: =============== Broadshield Projector ==============
  Location: Defs
  Comment: =============== JumpPack ==============
  Location: Defs
  Comment: =============== Misc ==============

File: Royalty\Defs\Effects\Mote_Visual.xml
  Location: Defs
  Comment: =============== Psycasts ==============
  Location: Defs
  Comment: =============== Misc ==============

File: Royalty\Defs\FactionDefs\Faction_Empire.xml
  Location: Defs/FactionDef/raidCommonalityFromPointsCurve/points
  Comment: Constant 1 at all points levels
  Location: Defs/FactionDef/maxPawnCostPerTotalPointsCurve/points
  Comment: Can always use relatively strong pawns, because empire doesn't really have weak ones
  Location: Defs/FactionDef/pawnGroupMakers
  Comment: Traders
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Normal fights
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: breach fights
  Location: Defs/FactionDef/pawnGroupMakers/li
  Comment: Base defense, mainly ranged with melee mix-ins
  Location: Defs
  Comment: =============================== Names ===============================

File: Royalty\Defs\HairDefs\HairsRoyal.xml
  Location: Defs
  Comment: Royal Female
  Location: Defs
  Comment: Royal Male

File: Royalty\Defs\HediffDefs\Hediffs_BodyParts_Archotech_EmpireRoyal.xml
  Location: Defs
  Comment: Psychic sensitizer
  Location: Defs
  Comment: Psychic harmonizer
  Location: Defs
  Comment: Psychic reader

File: Royalty\Defs\HediffDefs\Hediffs_BodyParts_Bionic_Empire.xml
  Location: Defs
  Comment: Neurocalculator
  Location: Defs
  Comment: Learning assistant
  Location: Defs
  Comment: Gastro-analyzer
  Location: Defs
  Comment: Immunoenhancer
  Location: Defs
  Comment: Coagulator
  Location: Defs
  Comment: Healing enhancer
  Location: Defs
  Comment: Toughskin gland
  Location: Defs
  Comment: Armorskin gland
  Location: Defs
  Comment: Stoneskin gland
  Location: Defs
  Comment: Aesthetic shaper
  Location: Defs
  Comment: Aesthetic nose
  Location: Defs
  Comment: Love enhancer
  Location: Defs
  Comment: Sterilizing stomach
  Location: Defs
  Comment: Reprocessor stomach
  Location: Defs
  Comment: Nuclear stomach
  Location: Defs
  Comment: Circadian assistant
  Location: Defs
  Comment: Circadian half-cycler

File: Royalty\Defs\HediffDefs\Hediffs_BodyParts_Prosthetic_Empire.xml
  Location: Defs
  Comment: Mindscrew
  Location: Defs
  Comment: Drill arm
  Location: Defs
  Comment: Field hand
  Location: Defs
  Comment: Hand talon
  Location: Defs/HediffDef/comps/li/tools/li
  Comment: Lower damage means lower AP than other compact weapons, but it's faster with more raw DPS
  Location: Defs
  Comment: Elbow blade
  Location: Defs
  Comment: Knee spike
  Location: Defs/HediffDef/comps/li/tools/li
  Comment: More power and AP but slower than other compact weapons
  Location: Defs
  Comment: venom fangs
  Location: Defs
  Comment: venom talon
  Location: Defs/HediffDef/comps/li/tools/li
  Comment: Toxic and fast but with poor armor penetration

File: Royalty\Defs\HediffDefs\Hediffs_Local_Misc.xml
  Location: Defs/HediffDef/comps/li
  Comment: 30 ! 45 days
  Location: Defs/HediffDef/comps/li
  Comment: 30 ! 45 days

File: Royalty\Defs\HediffDefs\Hediffs_Psycasts.xml
  Location: Defs/HediffDef/stages/li/hediffGivers/li
  Comment: bear in mind that when you go to a high level you also have to fall through the lower ones

File: Royalty\Defs\IncidentDefs\Incidents_Map_Special.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Royalty\Defs\IncidentDefs\Incidents_World_Quests.xml
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp
  Location: Defs/IncidentDef
  Comment: given by a special storyteller comp

File: Royalty\Defs\MapGeneration\BasePlayerMapGenerator.xml
  Location: Defs
  Comment: Anima trees

File: Royalty\Defs\Misc\Places.xml
  Location: Defs/PlaceDef/placeRules/rulesStrings
  Comment: Sophiamunda is the shattered empire's home world.

File: Royalty\Defs\NeedDefs\Needs.xml
  Location: Defs
  Comment: This is a temporary dummy need to suppress errors when loading older saves.

File: Royalty\Defs\PawnKinds\PawnKinds_Empire.xml
  Location: Defs
  Comment: ===================== Imperial civilians =========================
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab dark blue
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab light green
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab dark green
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: tan
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: muted brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: light brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: mid brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: dark brown
  Location: Defs/PawnKindDef/requiredWorkTags
  Comment: Must be capable of labor, as this pawn kind is used in laborer quests.
  Location: Defs
  Comment: ===================== Imperial fighters =========================
  Location: Defs
  Comment: Trooper
  Location: Defs
  Comment: Imperial Grenadier
  Location: Defs
  Comment: Janissary
  Location: Defs
  Comment: Champion
  Location: Defs
  Comment: Cataphract
  Location: Defs
  Comment: Stellic Guard
  Location: Defs
  Comment: Royals
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab dark blue
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab light green
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: drab dark green
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: tan
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: muted brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: light brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: mid brown
  Location: Defs/PawnKindDef/specificApparelRequirements/li/colorGenerator/options/li
  Comment: dark brown

File: Royalty\Defs\PawnKinds\PawnKinds_Refugee.xml
  Location: Defs
  Comment: Refugee

File: Royalty\Defs\QuestScriptDefs\Scripts_Permits.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate laborers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lock their apparel
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Disable all work except labor
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Give on duty thought
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Laborers arrive by shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Arrival shuttle is destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Departure shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Goodwill penalty for laborer killed or not on shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Goodwill penalty for shuttle destruction
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Laborer killed: Goodwill impact. Don't end quest.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Missing laborers on departure shuttle. Goodwill impact
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Per missing laborer
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Departure shuttle is destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle sent
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if the permit's faction becomes hostile

File: Royalty\Defs\QuestScriptDefs\Scripts_Utility_TransportShip.xml
  Location: Defs
  Comment: Params:
        - contents: The contents to add to the shuttle.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate the shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate the transport ship
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add jobs
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Send away on cleanup
  Location: Defs
  Comment: Params:
        - leaveDelayTicks: The amount of ticks to wait before taking off.
        - leaveImmediatelyWhenSatisfied: Leave immediately if the shuttle is satisfied.
        - sendAwayIfAllDespawned: Send the shuttle away if all things are despawned.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate the shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate the transport ship
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add jobs
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Send away on cleanup

File: Royalty\Defs\QuestScriptDefs\Script_ChangeRoyalHeir.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get largest clear area
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Monument sketch
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get data for use in text
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Things to drop. Includes minified marker and non-buildable resources
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Wait for monument
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Disable timeout when monument was constructed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: ========
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Outcomes
  Location: Defs/QuestScriptDef/root/nodes
  Comment: ========
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Holder died
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Heir died
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Monument destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Monument built
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Wait for monument to survive

File: Royalty\Defs\QuestScriptDefs\Script_Hospitality_Refugee.xml
  Location: Defs/QuestScriptDef/rootSelectionWeightFactorFromPointsCurve
  Comment: More common at lower points values
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: single
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: multiple
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Misc
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: General use
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Quest description
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Misc
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Arrived
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: No lodger action
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Lodger action
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Interaction response: Lodger death
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Interaction response: Lodger arrested
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Interaction response: Lodger violated by surgery
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Mid-Events: Betrayal
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: Quest completed

File: Royalty\Defs\QuestScriptDefs\Script_PawnLend.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate colonist count to lend
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if map removed before the quest is accepted
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker and assign some related text
             There are two cases: Any and royal-only.
             Each one decides the dutyDescription and dutyRoyalDescriptions so we can use the same text in several letters
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Any faction leader; can be royal too
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Royals; need not be a faction leader
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li
  Comment: Knight to consul inclusive
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate days to lend colonists for
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate reward from colonistsToLendCount * lendForDays
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle sent away

File: Royalty\Defs\QuestScriptDefs\Script_ShuttleCrash_Rescue.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: quest name
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: misc
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: quest description
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: snippets
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: misc
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: raid arrived
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: rescue shuttle arrived
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest completed, all loaded
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest completed, some loaded (asker loaded implicitly)
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest failed, asker not loaded
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest failed, nobody loaded
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest failed, asker died
  Location: Defs/QuestScriptDef/questContentRules/rulesStrings
  Comment: quest failed, shuttle destroyed

File: Royalty\Defs\QuestScriptDefs\BuildMonument\Script_BuildMonument_Root_Basic.xml
  Location: Defs
  Comment: Build monument within time limit. Get reward on completion.
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Common ending

File: Royalty\Defs\QuestScriptDefs\BuildMonument\Script_BuildMonument_Root_TimeProtect.xml
  Location: Defs
  Comment: Build monument within time limit. Get reward on completion. Then, protect it for X time; if it's damaged, you get punishment Y.
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Common ending
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Monument completed letter

File: Royalty\Defs\QuestScriptDefs\BuildMonument\Script_BuildMonument_TextCommon.xml
  Location: Defs
  Comment: Common construction quest naming text
  Location: Defs
  Comment: Common construction quest description text
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Asker is null (fictionally, an archotech)
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: Asker is royal

File: Royalty\Defs\QuestScriptDefs\BuildMonument\Script_BuildMonument_Worker.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get largest clear area
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get monument sketch
             The area of the monument is determined by points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Make monument marker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get data for use in text
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate rewardValue from the market value of the monument resources
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Factor up reward value if a punishment is threatened
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If assigned, reward player on completing monument within the time limit
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If assigned, punish player if monument is destroyed
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Must protect for an amount of time depending on challenge rating
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Send threat if monument completed and then destroyed
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/node/nodes/li/node/elseNode
  Comment: Peaceful difficulty only allows negative game conditions.
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: End condition for success: Monument completed, then waited haveToProtectForTicks
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/nodes/li/elseNode/node/nodes
  Comment: Unset to use empty fallback for dontDestroyMonument.
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/nodes/li/elseNode/elseNode/node/nodes
  Comment: Wait for monument to survive
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if map removed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Send another monument marker if destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate construction time limit
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: 8~14 days at minimum
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Multiply construction time for really big monuments
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End condition for failure: Construction time limit expired
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Minor problem: This can send at the same moment as the quest completion letter.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Drop monument marker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get data for use in text

File: Royalty\Defs\QuestScriptDefs\Decree\Scripts_Decree.xml
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Common stuff like steel, wood, and cloth.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Factor down points since monuments are hard compared to other decrees
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get largest clear area
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Monument sketch
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get data for use in text
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Things to drop. Includes minified marker and non-buildable resources
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Send another monument marker if destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Success
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/node/nodes/li
  Comment: Undo mood reward
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Wait for monument to survive
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if map removed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Destroy monument marker on cleanup

File: Royalty\Defs\QuestScriptDefs\Decree\Scripts_Decree_Utility.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if incompletable
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if asker is banished, or otherwise has their faction changed.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if asker died.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if asker gets kidnapped.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Validate if decree is still valid when title was changed.

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_EndGame_RoyalAscent.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if map removed before the quest is accepted
  Location: Defs/QuestScriptDef/root/nodes
  Comment: For description
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Explicitly set lodgersCount, as we don't use Hospitality_Util_DecideRandomLodgerCount
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get the stellarch
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: because we want to spawn him
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End if faction became hostile
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Replace all stellarch's references with the new leader on death
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add the asker himself to the lodgers list
  Location: Defs/QuestScriptDef/root/nodes
  Comment: The Stellarch needs to be first, otherwise certain letters won't properly display his name.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get or generate guards
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Biocode asker's weapons (we took his reference manually, so we need to biocode his weapons manually)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add a home faction to lodgers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lock their apparel
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Allow asker to issue decrees
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Make everyone leave on cleanup
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Can only accept this quest if can satisfy all colonist and lodger bedroom requirements
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Can only accept this quest if can satisfy all colonist and lodger bedroom requirements
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add reward info
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodgers arrive by shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker died
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Win condition
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li
  Comment: This happens after the quest has concluded
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Threats
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Any lodger unhappy
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger arrested
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Surgery violation
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger's xenogerm absorbed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger left map
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker ran wild
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle sent away

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_Root_Animals.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Single
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Multiple
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Re-used content
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, single animal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, multiple animals
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, single animal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, multiple animals
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, single animal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, multiple animals
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose animal kind
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Decide random lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If 1 star quest with no lodger conditions, increase number of lodgers with points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate lodger animals
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Home faction
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Apply lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Execute main worker script
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Release any paralyzed animals on cleanup

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_Root_Joiners.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Asker is null
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Asker is royal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: General use
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: disable joinerEnding since it's just noise, but I don't want to delete it everywhere yet in case we bring it back
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Goodwill for mood
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, single joiner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, multiple joiners
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, single joiner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, multiple joiners
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal (implicitly joiner) single joiner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal (implicity one of the joiners) multiple joiners
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: so it's possible to host him
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Decide random lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If 1 star quest with no lodger conditions, increase number of lodgers with points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Set lodgers pawn kind
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker's faction (if any) for proper faction name generation
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate lodgers
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: for text use
  Location: Defs/QuestScriptDef/root/nodes/li/node/node/nodes
  Comment: lodgers include asker
  Location: Defs/QuestScriptDef/root/nodes/li/node/node/nodes
  Comment: Biocode asker's weapons (we took his reference manually, so we need to biocode his weapons manually)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Can only accept this quest if can satisfy all colonist and lodger bedroom requirements
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Assign home faction to lodger(s)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lock their apparel
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Allow asker to issue decrees
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Apply lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Apply goodwill for mood if lodgers are not paralyzed and asker is part of lodgers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Execute main worker script

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_Root_Prisoners.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Universal
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Single prisoner
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Multiple prisoners
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Util
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, single prisoner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, multiple prisoners
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, single prisoner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, multiple prisoners
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, single prisoner
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, multiple prisoners
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Decide random lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: If 1 star quest with no lodger conditions, increase number of lodgers with points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose lodgers pawn kind
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate lodgers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Assign host faction to lodger(s)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Apply lodger conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Execute main worker script

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_TextCommon.xml
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: misc content
  Location: Defs/RulePackDef/rulePack/rulesStrings
  Comment: failure

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_Utility.xml
  Location: Defs/QuestScriptDef
  Comment: Note: Used for human and animal lodgers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Determine max lodgers count based on points and rating
  Location: Defs/QuestScriptDef/root
  Comment: Downed
  Location: Defs/QuestScriptDef/root
  Comment: Sick
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Setup defaults
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate conditions
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: No conditions
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: Mood Threshold
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: No Work
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: Paralyzed, no mood threshold
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: Blood Rot, points > 700
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: Paralyzed and Blood rot, points > 800 + no mood threshold
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Mood Threshold
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: All lodgers else look for royal pawns
  Location: Defs/QuestScriptDef/root/nodes/li/nodes
  Comment: Apply mood threshold
  Location: Defs/QuestScriptDef/root/nodes
  Comment: No Work
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Paralyzed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Blood Rot
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Blood Rot and Paralyzed

File: Royalty\Defs\QuestScriptDefs\Hospitality\Script_Hospitality_Worker.xml
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Randomize challenge rating and adjust points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Note that the points factor is the same for 1 and 2 star. However, only 2/3 star quests
             can have raids.
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: Restrict to 1 star rating for peaceful difficulty since 1-star quests are non-violent
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose map and asker
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: Hospitality quests require an asker
  Location: Defs
  Comment: Parameters
  joiningPawns - pawns that will join.
  joinPlayer - Whether or not joiningPawns will join the player's faction.
  makePrisoners - Whether or not joiningPawns will become prisoners.
  arrivingPawns - All pawns arriving.
  customLetterLabel - The label of the arrival letter.
  customLetterText - The text of the arrival letter.
  arrivingPawnsLabelDef - The definite article of arriving pawns. (Singular or plural)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Join player or become a prisoner.
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Pawns arrive by shuttle
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Goodwill penalty
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Set pawnsLabelDef as a slate ref for the destruction letter.
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Shuttle destroyed
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/nodes
  Comment: Pawns arrive by drop pod
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Letter
  Location: Defs
  Comment: Parameters
    lodgers - List of pawns to host
    lodgersArePrisoners - True if the lodgers are prisoners
    generateThreats - Set for grammar gen, should not be used in logic
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/nodes/li
  Comment: must define as false for explicit check in text gen
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/nodes/li
  Comment: 5~25 days to shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Helpers
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: All helpers cannot work
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: All helpers get onduty thought
  Location: Defs/QuestScriptDef/root/nodes
  Comment: All pawns with royal titles cannot work
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Random 2-star threat
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 raid, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 2 raids, 5~15 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 3 raids, 10~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 2 raids, 0.5~1.5 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 raid, double points, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 mech cluster, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 2 mech clusters, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 mech cluster, double strength, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Random 3-star threat
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 2 raids, double points, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 raid, triple points, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 3 raids, 0.5~1.5 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 2 mech clusters double-strength, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: 1 mech cluster triple-strength, 5~25 days
  Location: Defs/QuestScriptDef/root/nodes
  Comment: allowedThreats set to stop translations breaking, otherwise obsolete
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Final threat factor
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Example threat only for raids
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger(s) leave on cleanup
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Create a list of all arriving pawns
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger(s) arrive
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate reward value
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: 10 per day per person
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger type reward factor
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Animals
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/nodes
  Comment: Humanlikes
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Reward for mood threshold - this can be applied to some or all lodgers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Reward from remaining conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger died
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger arrested
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger recruited
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger enslaved
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Surgery violation
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger's xenogerm absorbed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger left map
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger ran wild
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger changed faction (e.g. sold to trader)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker faction became hostile
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle sent
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Goodwill for mood will send a different quest end letter
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: Check for goodwill for mood
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes
  Comment: End quest

File: Royalty\Defs\QuestScriptDefs\Intro\Script_Intro_Deserter.xml
  Location: Defs
  Comment: Anti-Empire intro quest.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Empire becomes hostile
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Spawn joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Raid
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Site item stash contents
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Imperial site
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Site expires

File: Royalty\Defs\QuestScriptDefs\Intro\Script_Intro_Wimp.xml
  Location: Defs/QuestScriptDef/questNameRules/rulesStrings
  Comment: Pieces
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Require honor rewards enabled for this quest to run
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Honor reward to accepter
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Generate Asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker leaves on cleanup
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker never does random mood caused mental breaks
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Manhunter animal
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Enough points to get a single weak animal
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Home faction
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lock his apparel
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Allow him to issue decrees
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End conditions
  Location: Defs/QuestScriptDef/root/nodes
  Comment: - - - - - - -
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker died
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Surgery Violation
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger's xenogerm absorbed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger arrested
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Asker left map
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Lodger ran wild
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle destroyed
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Give honor to accepter (and development points if applicable)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Shuttle sent

File: Royalty\Defs\QuestScriptDefs\RewardThreat\Scripts_ItemPodThreat.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: General use
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, single animal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null, multiple animals
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader, single animal OR multiple animals
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, single animal
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal, multiple animals
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Note that we generate the reward value from the input points after challenge rating is applied, but before helper points are added
             We could try to change this to some curve based on the animals generated, but it's not clear how to apply helper points to that and it
             may not be necessary to get that complex.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Helpers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Add helpers power to points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Manhunter pack
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Track manhunters mental state
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef
  Comment: Cost of 1 hive
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Note that we generate the reward value from the input points after challenge rating is applied, but before helper points are added
             We could try to change this to some curve based on the number of hives generated, but it's not clear how to apply helper points to that and it
             may not be necessary to get that complex.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Helpers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Start infestation after delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: Don't change points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Begin the game condition after delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate reward value
             Note the reward value is curved by points, but the challenge ignores points
             This is because any colony can take nearly any condition, but conditions do more damage to big colonies
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Give reward after delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is null
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is faction leader
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Asker is royal
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Choose asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Determine enemy faction
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Spawn the threat site after delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Calculate rewardValue
  Location: Defs/QuestScriptDef/root/nodes/li/parms
  Comment: Value is reduced because not all points go into real threats, some go into the condition causer
                 But it's then increased because of fighting away from home.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Give reward after delay
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End

File: Royalty\Defs\QuestScriptDefs\RewardThreat\Scripts_JoinerThreat.xml
  Location: Defs
  Comment: ########################### JoinerThreat quest roots ###############################
  Location: Defs
  Comment: Note: JoinerRaid is in vanilla
  Location: Defs/QuestScriptDef
  Comment: Cost of 1 hive
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Infestation
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: So joiner and manhunters come from the same spot
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Manhunter pack
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Game condition
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Active threat site
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner and first raid come from this spot
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Second raid comes from this spot
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Raids
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: var name prefixed for use by subscript with the same prefix
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li
  Comment: Raid 2 comes 5-15 seconds after raid 1
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End
  Location: Defs/QuestScriptDef/root/nodes
  Comment: So joiner and raiders/manhunters come from the same spot
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Charity on accept
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Joiner
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Delay before any threat
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/nodes
  Comment: Random choice: Raid
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/nodes
  Comment: Random choice: Infestation
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/nodes
  Comment: Random choice: Active threat site
  Location: Defs/QuestScriptDef/root/nodes/li/node/nodes/li/nodes
  Comment: Random choice: Manhunter
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End

File: Royalty\Defs\QuestScriptDefs\RewardThreat\Scripts_RewardMechpods.xml
  Location: Defs/QuestScriptDef
  Comment: todo rename to MechCluster_MiscReward
  Location: Defs/QuestScriptDef
  Comment: Same as MechCluster incident minimum points
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Helpers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Spawn MechCluster after delay
             Note: We want to give a few seconds for the helpers to arrive.
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Send rewards and end after a delay once mechs are defeated
  Location: Defs/QuestScriptDef/root/nodes/li/node/node/nodes/li
  Comment: If we have helpers, delay ending the quest for 1 day.

File: Royalty\Defs\QuestScriptDefs\RewardThreat\Scripts_RewardRaid.xml
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Note: 'Reward is joiner' (ThreatReward_Raid_Joiner) is done with a separate quest that's defined in vanilla
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Reward is item pods
  Location: Defs/QuestScriptDef/questDescriptionRules/rulesStrings
  Comment: Reward is honor
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Get asker
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Helpers
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Raid(s)
  Location: Defs/QuestScriptDef/root/nodes
  Comment: End

File: Royalty\Defs\QuestScriptDefs\Utility\Scripts_Utility.xml
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li
  Comment: null asker
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li
  Comment: any faction leader
  Location: Defs/QuestScriptDef/root/nodes/li/nodes/li/nodes/li/elseNode
  Comment: any royal title holder, not too senior

File: Royalty\Defs\QuestScriptDefs\Utility\Scripts_Utility_Helpers.xml
  Location: Defs
  Comment: Params:
    - helpersChance: Chance of helpers being included in the quest.
    - helpersCount: The number of helpers to send. Default: 1-6.
    - helpersLeaveAfterTicks: Ticks until helpers leave automatically. Default: 10 days (60000 ticks)
        if -1, helpers won't leave until the quest has ended.
    - generateShuttleOrPods: Whether or not this script handles pawns arriving. Hospitality quests add helpers into their loading list.
  Location: Defs/QuestScriptDef/root/nodes/li/node
  Comment: Needed for description text
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: We never spawn helpers from hostile factions to avoid situations where they attack the player when the quest ends
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/node
  Comment: Needed for description text
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/node
  Comment: Needed for description text
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Set the number of helpers, with a default of 1-6.
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Set max duration helpers will stay for. Default of 10 days.
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Get asker's faction (if any) for proper faction name generation
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Generate helpers
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Helpers come in drop pods or shuttle
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Assign home faction to helper(s)
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Lock their apparel
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/node/nodes
  Comment: Helpers leave after their duration expires. Only if helpersLeaveAfterTicks >= 0
  Location: Defs/QuestScriptDef/root/nodes/li/elseNode/elseNode/elseNode/elseNode
  Comment: Needed for description text
  Location: Defs/QuestScriptDef/root/nodes
  Comment: Set the amount of points attributed to helpers. Useful for tuning threats.

File: Royalty\Defs\QuestScriptDefs\Utility\Scripts_Utility_Threats.xml
  Location: Defs/QuestScriptDef/root/nodes/li
  Comment: Given the 1000-point limit of Util_AdjustPointsForDistantFight, I believe this will never happen -Ty
  Location: Defs/QuestScriptDef/root/nodes
  Comment: 50% chance we don't say there may be a hidden threat if there's no such threat at all
  Location: Defs
  Comment: Initiate a random negative game condition. Duration will be something typical for that condition.
    Params:
      map                     : Map to get the condition
    Out:
      gameConditionDifficulty : A rating of the difficulty of the chosen game condition, per day. Useful for calculating rewards

File: Royalty\Defs\ResearchProjectDefs\ResearchProjects_Implants.xml
  Location: Defs
  Comment: ========================== Imperial implants Tier A =============================
  Location: Defs
  Comment: ========================== Imperial implants Tier B =============================

File: Royalty\Defs\RoyalTitles\RoyalPermits_Empire.xml
  Location: Defs
  Comment: ============================= Permits from royal titles =============================
  Location: Defs
  Comment: ============================= Faction permits =============================
  Location: Defs
  Comment: Econ
  Location: Defs
  Comment: Combat
  Location: Defs
  Comment: Utility

File: Royalty\Defs\RoyalTitles\RoyalTitles_Empire.xml
  Location: Defs
  Comment: ============== Empire titles - Player gettable non-psycaster =============================
  Location: Defs
  Comment: ============== Empire titles - Player gettable psycaster =============================
  Location: Defs/RoyalTitleDef
  Comment: disabled
  Location: Defs/RoyalTitleDef
  Comment: disabled
  Location: Defs/RoyalTitleDef
  Comment: disabled
  Location: Defs/RoyalTitleDef
  Comment: disabled
  Location: Defs
  Comment: ============== Empire titles - NPC only psycaster =============================
  Location: Defs
  Comment: Emperor should never appear in the game in any way, it's just here for completeness on UI lists etc.

File: Royalty\Defs\RoyalTitles\Thoughts_RoyalTitles.xml
  Location: Defs
  Comment: ============================= Thoughts related to royal titles =============================

File: Royalty\Defs\RulePackDefs\RulePacks_Namers_Factions.xml
  Location: Defs
  Comment: Refugee

File: Royalty\Defs\Sites\Parts\MechCluster.xml
  Location: Defs/GenStepDef/genStep
  Comment: Close to the thing we are guarding

File: Royalty\Defs\ThingDefs_Buildings\Buildings_ConditionCausers.xml
  Location: Defs
  Comment: ========================= BASE =========================
  Location: Defs
  Comment: ========================= Sun blocker =========================
  Location: Defs/SitePartDef/excludesTags
  Comment: Because it blocks the sun and mostly solar panels are generated by basegen
  Location: Defs
  Comment: ========================= Smoke spewer =========================
  Location: Defs
  Comment: ========================= Toxic spewer =========================
  Location: Defs
  Comment: ========================= Weather controller =========================
  Location: Defs/GameConditionDef
  Comment: Initial
  Location: Defs
  Comment: ========================= Climate adjuster =========================
  Location: Defs
  Comment: ========================= Psychic droner =========================
  Location: Defs
  Comment: ========================= Psychic suppressor =========================
  Location: Defs
  Comment: ========================= EMI dynamo =========================

File: Royalty\Defs\ThingDefs_Buildings\Buildings_Furniture.xml
  Location: Defs/ThingDef/graphicData
  Comment: art+to
  Location: Defs/ThingDef/comps/li
  Comment: This is a specific darklight color, make sure it matches DarklightUtility.IsDarklight

File: Royalty\Defs\ThingDefs_Buildings\Buildings_Mech.xml
  Location: Defs
  Comment: Unstable power cell
  Location: Defs
  Comment: gloomlight
  Location: Defs
  Comment: Defoliator
  Location: Defs/ThingDef/killedLeavings
  Comment: Same as defoliator ship part

File: Royalty\Defs\ThingDefs_Buildings\Buildings_Mech_Activators.xml
  Location: Defs/ThingDef/comps/li/countdownCurveTicks/points
  Comment: Required by Rand.ByCurve
  Location: Defs/ThingDef/comps/li/countdownCurveTicks/points
  Comment: 10s realtime
  Location: Defs/ThingDef/comps/li/countdownCurveTicks/points
  Comment: 10d ingame time
  Location: Defs/ThingDef/comps/li/countdownCurveTicks/points
  Comment: 20d ingame time

File: Royalty\Defs\ThingDefs_Buildings\Buildings_Mech_Spawners.xml
  Location: Defs
  Comment: Mech capsule
  Location: Defs/ThingDef/comps/li
  Comment: Slightly more than centipede's 400
  Location: Defs
  Comment: Mech assembler
  Location: Defs/ThingDef/building
  Comment: Can spawn 1 of any mech, this is a rough average

File: Royalty\Defs\ThingDefs_Buildings\Buildings_Mech_Turrets.xml
  Location: Defs
  Comment: Auto mini-turret
  Location: Defs/ThingDef/building
  Comment: same as a scavenger
  Location: Defs
  Comment: Auto charge blaster
  Location: Defs/ThingDef
  Comment: Should reorganize this XML relation at some point
  Location: Defs/ThingDef
  Comment: Should be called ChargeBlasterLightTurret, but we keep this defName for compatibility
  Location: Defs
  Comment: Auto inferno turret
  Location: Defs
  Comment: Auto mortar
  Location: Defs/ThingDef
  Comment: generate more often than other problem causers for mech clusters

File: Royalty\Defs\ThingDefs_Misc\Apparel_Royal.xml
  Location: Defs/ThingDef/stuffCategories
  Comment: Stuff like jade here maybe?
  Location: Defs/ThingDef/stuffCategories
  Comment: Stuff like jade here maybe?

File: Royalty\Defs\ThingDefs_Misc\Apparel_Various.xml
  Location: Defs
  Comment: Prestige recon armor
  Location: Defs
  Comment: Prestige marine armor
  Location: Defs
  Comment: Cataphract armor base
  Location: Defs
  Comment: Cataphract armor
  Location: Defs
  Comment: Prestige cataphract armor
  Location: Defs
  Comment: variant armors

File: Royalty\Defs\ThingDefs_Plants\Plants_Wild.xml
  Location: Defs/ThingDef/comps/li
  Comment: 30 hp per day, must be a multiple of 2000, since plants have Long ticker

File: Royalty\Defs\ThoughtDefs\Thoughts_Memory_Rituals.xml
  Location: Defs
  Comment: BESTOWING

File: Royalty\Defs\ThoughtDefs\Thoughts_Memory_RoomStats.xml
  Location: Defs/ThoughtDef/stages
  Comment: decent
  Location: Defs/ThoughtDef/stages
  Comment: slightly impressive
  Location: Defs/ThoughtDef/stages
  Comment: impressive

File: Royalty\Defs\TipSetDefs\Tips.xml
  Location: Defs/TipSetDef/tips
  Comment: Nobles
  Location: Defs/TipSetDef/tips
  Comment: Implants
  Location: Defs/TipSetDef/tips
  Comment: Psycasts
  Location: Defs/TipSetDef/tips
  Comment: Mech clusters
  Location: Defs/TipSetDef/tips
  Comment: Misc
  Location: Defs/TipSetDef/tips
  Comment: Added misc

File: Royalty\Defs\TraderKindDefs\TraderKinds_Base_Empire.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buildings
  Location: Defs/TraderKindDef/stockGenerators
  Comment: none
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Exotic
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by drugs
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators/li/excludedThingDefs
  Comment: already handled by single def
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepack
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Slaves
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Psytrainers
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Archite capsules
  Location: Defs/TraderKindDef/stockGenerators/li
  Comment: 50% chance for 1~2
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Deathrest capacity serum
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Royalty\Defs\TraderKindDefs\TraderKinds_Caravan_Empire.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepack
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Royalty\Defs\TraderKindDefs\TraderKinds_Orbital_Empire.xml
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Resources
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Drugs
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Techprints
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Weapons
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Apparel
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Implants
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Animals
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Genepack
  Location: Defs/TraderKindDef/stockGenerators
  Comment: Buying

File: Royalty\Defs\WeaponTraitDefs\WeaponTraitDefs.xml
  Location: Defs
  Comment: Psychic Sensitivity
  Location: Defs
  Comment: Thoughts
  Location: Defs
  Comment: Killed pawn thoughts/effects
  Location: Defs
  Comment: No exclusion tags
  Location: Defs
  Comment: Misc

File: Royalty\Languages\English\Keyed\Alerts.xml
  Location: LanguageData
  Comment: Room requirements

File: Royalty\Languages\English\Keyed\Dialogs_Various.xml
  Location: LanguageData
  Comment: Royal Titles
  Location: LanguageData
  Comment: Royal implants
  Location: LanguageData
  Comment: Royal weapons
  Location: LanguageData
  Comment: Psycasts
  Location: LanguageData
  Comment: Skip
  Location: LanguageData
  Comment: Warning

File: Royalty\Languages\English\Keyed\Dialog_Trees.xml
  Location: LanguageData
  Comment: Royalty

File: Royalty\Languages\English\Keyed\GameplayCommands.xml
  Location: LanguageData
  Comment: Heritage
  Location: LanguageData
  Comment: Call aid
  Location: LanguageData
  Comment: Call laborers
  Location: LanguageData
  Comment: Abilities
  Location: LanguageData
  Comment: Select monument marker
  Location: LanguageData
  Comment: Warn in building radius
  Location: LanguageData
  Comment: Permits

File: Royalty\Languages\English\Keyed\ITabs.xml
  Location: LanguageData
  Comment: Character tab
  Location: LanguageData
  Comment: Permits tab

File: Royalty\Languages\English\Keyed\Letters.xml
  Location: LanguageData
  Comment: Royal titles
  Location: LanguageData
  Comment: Royal heritage
  Location: LanguageData
  Comment: Royal implant violations
  Location: LanguageData
  Comment: Wild decree mental break
  Location: LanguageData
  Comment: Lent colonist died
  Location: LanguageData
  Comment: Psylink
  Location: LanguageData
  Comment: Abilities
  Location: LanguageData
  Comment: Shuttle crash
  Location: LanguageData
  Comment: Wanderer joins

File: Royalty\Languages\English\Keyed\MainTabs.xml
  Location: LanguageData
  Comment: Work tab

File: Royalty\Languages\English\Keyed\Messages.xml
  Location: LanguageData
  Comment: Shuttle landing zones

File: Royalty\Languages\English\Keyed\Misc_Gameplay.xml
  Location: LanguageData
  Comment: Royalty and throne
  Location: LanguageData
  Comment: Generated neurotrainers
  Location: LanguageData
  Comment: Ship landing beacons
  Location: LanguageData
  Comment: Meditation
  Location: LanguageData
  Comment: Psylink level as reported in health tab

File: Royalty\Patches\Recipes_Prosthetics.xml
  Location: Patch
  Comment: These body parts exist in vanilla, but only become craftable in Royalty with Royalty-specific research

