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@ChingChuan-Chen
Last active December 5, 2021 09:13
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To fix Pellets Powerplant mod in ANNO 1800 and provide the language support for traditional Chinese.
<!--V 1.0 � Stand: 01.08.2020
################################
Mod by DonnyBresko
################################
-->
<ModOps>
<!--#### CORE ####-->
<ModOp Type="addNextSibling" GUID='11703'><!--ADD NEW ITEM [PALLETS]-->
<Asset>
<Template>Product</Template>
<Values>
<Standard>
<GUID>1800000303</GUID>
<Name>Pallets</Name>
<IconFilename>data/modgraphics/icons/pallets.png</IconFilename>
<InfoDescription>1800000313</InfoDescription>
</Standard>
<Text>
<LocaText>
<English>
<Text>Pallets</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35148</LineID>
</Text>
<Locked />
<Product>
<StorageLevel>Building</StorageLevel>
<ProductCategory>11703</ProductCategory>
<BasePrice>482</BasePrice>
<CivLevel>2</CivLevel>
<AssociatedRegion>Moderate</AssociatedRegion>
</Product>
<ExpeditionAttribute>
<BaseMorale>25</BaseMorale>
<ExpeditionAttributes>
<Item>
<Attribute>Crafting</Attribute>
<Amount>35</Amount>
</Item>
</ExpeditionAttributes>
</ExpeditionAttribute>
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='11703'><!--ADD NEW ITEM [WOOD CHIPS]-->
<Asset>
<Template>Product</Template>
<Values>
<Standard>
<GUID>1800000302</GUID>
<Name>Wood Chips</Name>
<IconFilename>data/modgraphics/icons/holzspahn.png</IconFilename>
<InfoDescription>1800000312</InfoDescription>
</Standard>
<Text>
<LocaText>
<English>
<Text>Wood Chips</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35148</LineID>
</Text>
<Locked />
<Product>
<StorageLevel>Building</StorageLevel>
<ProductCategory>11703</ProductCategory>
<BasePrice>482</BasePrice>
<CivLevel>2</CivLevel>
<AssociatedRegion>Moderate</AssociatedRegion>
</Product>
<ExpeditionAttribute>
<ExpeditionAttributes>
<Item>
<Attribute>Crafting</Attribute>
<Amount>5</Amount>
</Item>
</ExpeditionAttributes>
</ExpeditionAttribute>
</Values>
</Asset>
</ModOp>
<ModOp Type="add" GUID='120055' Path="/Values/ProductStorageList/ProductList"><!--ADD NEW ITEMS TO STORAGE-LIST-->
<Item>
<Product>1800000302</Product>
</Item>
<Item>
<Product>1800000303</Product>
</Item>
</ModOp>
<ModOp Type="add" GUID='502004,502010,502017,502024,502049,501958' Path="/Values/ProductList/List"><!--ADD [PALLETS] TO PRODUCT-LIST-->
<Item>
<Product>1800000302</Product>
</Item>
</ModOp>
<ModOp Type="add" GUID='502020,502066,502043,501960' Path="/Values/ProductList/List"><!--ADD [WOOD CHIPS] TO PRODUCT-LIST-->
<Item>
<Product>1800000303</Product>
</Item>
</ModOp>
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='130248']"><!--UNHIDE-->
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1800000300</GUID>
<Name>intermediate moderate 4.0</Name>
<IconFilename>data/ui/2kimages/main/profiles/resident_tier04.png</IconFilename>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition />
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000003</Context>
<CounterAmount>1</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action />
<ActionUnlockAsset>
<UnlockAssets />
<UnhideAssets>
<Item>
<Asset>1800000302</Asset>
</Item>
<Item>
<Asset>1800000303</Asset>
</Item>
<Item>
<Asset>1800000304</Asset>
</Item>
<Item>
<Asset>1800000305</Asset>
</Item>
<Item>
<Asset>1800000306</Asset>
</Item>
<Item>
<Asset>1800000307</Asset>
</Item>
</UnhideAssets>
<AdditionalParticipants>Third_party_02_Blake;Third_party_03_Pirate_Harlow;Third_party_04_Pirate_LaFortune;Third_party_05_Sarmento;Third_party_07_Jailor_Bleakworth;Third_party_08_Kahina</AdditionalParticipants>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup />
</Values>
</Asset>
</ModOp>
<ModOp Type="add" Path="//Assets[Asset/Values/Standard/GUID='130248']"><!--UNLOCK-->
<Asset>
<Template>Trigger</Template>
<Values>
<Standard>
<GUID>1800000301</GUID>
<Name>intermediate moderate 4.2</Name>
<IconFilename>data/ui/2kimages/main/profiles/resident_tier04.png</IconFilename>
</Standard>
<Trigger>
<TriggerCondition>
<Template>ConditionPlayerCounter</Template>
<Values>
<Condition />
<ConditionPlayerCounter>
<PlayerCounter>PopulationByLevel</PlayerCounter>
<Context>15000003</Context>
<CounterAmount>1500</CounterAmount>
</ConditionPlayerCounter>
</Values>
</TriggerCondition>
<TriggerActions>
<Item>
<TriggerAction>
<Template>ActionUnlockAsset</Template>
<Values>
<Action />
<ActionUnlockAsset>
<UnlockAssets>
<Item>
<Asset>1800000302</Asset>
</Item>
<Item>
<Asset>1800000303</Asset>
</Item>
<Item>
<Asset>1800000304</Asset>
</Item>
<Item>
<Asset>1800000305</Asset>
</Item>
<Item>
<Asset>1800000306</Asset>
</Item>
<Item>
<Asset>1800000307</Asset>
</Item>
</UnlockAssets>
<UnhideAssets />
<AdditionalParticipants>Third_party_02_Blake;Third_party_03_Pirate_Harlow;Third_party_04_Pirate_LaFortune;Third_party_05_Sarmento;Third_party_07_Jailor_Bleakworth;Third_party_08_Kahina</AdditionalParticipants>
</ActionUnlockAsset>
</Values>
</TriggerAction>
</Item>
</TriggerActions>
</Trigger>
<TriggerSetup />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='25000192' Path="/Values/ConstructionCategory/BuildingList/Item[Building='500506']"><!--BUILDING MENU TIER-->
<Item>
<Building>1800000304</Building>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='500944' Path="/Values/ConstructionCategory/BuildingList/Item[Building='500506']"><!--BUILDING MENU CATEGORIE-->
<Item>
<Building>1800000304</Building>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='15039'><!--PRODUKTIONS KETTE-->
<Asset>
<Template>ProductionChain</Template>
<Values>
<Standard>
<GUID>1800000304</GUID>
<Name>tamplate chain</Name>
<IconFilename>data/modgraphics/icons/electric_green.png</IconFilename>
<InfoDescription>1800000314</InfoDescription>
</Standard>
<ProductionChain>
<Building>1800000307</Building><!--POWERPLANT-->
<Tier1>
<Item>
<Building>1800000306</Building><!--PALLET PROCESSING-->
<Tier2>
<Item>
<Building>1800000305</Building><!--WOOD CHIPS PROCESSING-->
<Tier3>
<Item>
<Building>1010266</Building><!--WOOD -->
</Item>
</Tier3>
</Item>
<Item>
<Building>1010304</Building><!--COAL -->
</Item>
</Tier2>
</Item>
</Tier1>
</ProductionChain>
<Locked />
<Text>
<LocaText>
<English>
<Text>Burning Powerplant</Text>
<Status>Exported</Status>
<ExportCount>2</ExportCount>
</English>
</LocaText>
<LineID>14882</LineID>
</Text>
</Values>
</Asset>
</ModOp>
<!--#### ########################## ####-->
<!--#### GEBAEUDE UND FARMEN ####-->
<ModOp Type="addNextSibling" GUID='1010343'><!--WOOD CHIPS PRODUKTION-->
<Asset>
<Template>FactoryBuilding7</Template>
<Values>
<Standard>
<GUID>1800000305</GUID>
<Name>processing_07_wood_chips (Wood Chips Processing)</Name>
<IconFilename>data/modgraphics/icons/holzspahn.png</IconFilename>
<InfoDescription>1800000315</InfoDescription>
</Standard>
<Building>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>1000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>75</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>15</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/graphics/buildings/production/factory_03/factory_03.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
<Colors>
<WeakSelectionColorType>NoColor</WeakSelectionColorType>
</Colors>
</Selection>
<Text>
<LocaText>
<English>
<Text>Pallets Workshop</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>5285</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>216883</Sound>
</Item>
<Item>
<Sound>235835</Sound>
</Item>
</ActiveSounds>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<RandomDummySpawner />
<Factory7 />
<FactoryBase>
<FactoryInputs>
<Item>
<Product>120008</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
</FactoryInputs>
<FactoryOutputs>
<Item>
<Product>1800000302</Product>
<Amount>1</Amount>
<StorageAmount>4</StorageAmount>
</Item>
</FactoryOutputs>
<CycleTime>60</CycleTime>
</FactoryBase>
<LogisticNode />
<AmbientMoodProvider>
<DynamicEnvironmentType>None</DynamicEnvironmentType>
</AmbientMoodProvider>
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>85</Amount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>15</Amount>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>3500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Explosion>
<Base>0</Base>
<Escalated>0</Escalated>
</Explosion>
</Infectable>
<Explosion>
<ExplosionCoreDamage>50</ExplosionCoreDamage>
<DamageExplosionChance>0</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Riot>
<FactoryOvertimeFactor>0.4</FactoryOvertimeFactor>
<FactoryUndertimeFactor>0.2</FactoryUndertimeFactor>
<FactoryHappinessFactor>0.2</FactoryHappinessFactor>
<HappinessThreshold>20</HappinessThreshold>
</Riot>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Electric>
<BoostedByElectricity>1</BoostedByElectricity>
</Electric>
<Culture>
<CultureType>Culture</CultureType>
</Culture>
<ItemGenerator />
<QuestObject />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='1010343'><!--PALLETS PRODUKTION-->
<Asset>
<Template>FactoryBuilding7</Template>
<Values>
<Standard>
<GUID>1800000306</GUID>
<Name>processing_08_pallets (Pallets Processing)</Name>
<IconFilename>data/modgraphics/icons/pallets.png</IconFilename>
<InfoDescription>1800000316</InfoDescription>
</Standard>
<Building>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>22000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>150</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>25</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
<Amount>15</Amount>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
<Amount>10</Amount>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
<Amount>8</Amount>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/graphics/buildings/production/processing_07/processing_07.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
<Colors>
<WeakSelectionColorType>NoColor</WeakSelectionColorType>
</Colors>
</Selection>
<Text>
<LocaText>
<English>
<Text>Pallets Workshop</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>5285</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>216883</Sound>
</Item>
<Item>
<Sound>235835</Sound>
</Item>
</ActiveSounds>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<RandomDummySpawner />
<Factory7 />
<FactoryBase>
<FactoryInputs>
<Item>
<Product>1010226</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
<Item>
<Product>1800000302</Product>
<Amount>1</Amount>
<StorageAmount>8</StorageAmount>
</Item>
</FactoryInputs>
<FactoryOutputs>
<Item>
<Product>1800000303</Product>
<Amount>1</Amount>
<StorageAmount>4</StorageAmount>
</Item>
</FactoryOutputs>
<CycleTime>120</CycleTime>
</FactoryBase>
<LogisticNode />
<AmbientMoodProvider>
<DynamicEnvironmentType>None</DynamicEnvironmentType>
</AmbientMoodProvider>
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>150</Amount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>25</Amount>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>3500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Explosion>
<Base>0</Base>
<Escalated>0</Escalated>
</Explosion>
</Infectable>
<Explosion>
<ExplosionCoreDamage>50</ExplosionCoreDamage>
<DamageExplosionChance>0</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Riot>
<FactoryOvertimeFactor>0.4</FactoryOvertimeFactor>
<FactoryUndertimeFactor>0.2</FactoryUndertimeFactor>
<FactoryHappinessFactor>0.2</FactoryHappinessFactor>
<HappinessThreshold>20</HappinessThreshold>
</Riot>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Electric>
<BoostedByElectricity>1</BoostedByElectricity>
</Electric>
<Culture>
<CultureType>Culture</CultureType>
</Culture>
<ItemGenerator />
<QuestObject />
</Values>
</Asset>
</ModOp>
<ModOp Type="addNextSibling" GUID='1010343'><!--GREEN POWERPLANT-->
<Asset>
<Template>PowerplantBuilding</Template>
<Values>
<Standard>
<GUID>1800000307</GUID>
<Name>electricity_04 (Pallets Power Plant)</Name>
<IconFilename>data/modgraphics/icons/electric_green.png</IconFilename>
<ID>GasPowerPlant</ID>
<InfoDescription>1800000317</InfoDescription>
</Standard>
<Building>
<BuildingCategoryName>11169</BuildingCategoryName>
<BuildModeRandomRotation>90</BuildModeRandomRotation>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking />
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>125000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>120</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>250</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
<Amount>100</Amount>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
<Amount>50</Amount>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
<Amount>60</Amount>
</Item>
</Costs>
</Cost>
<Object>
<Variations>
<Item>
<Filename>data/dlc03/graphics/buildings/special/electricity_02/electricity_02.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection>
<ParticipantMessageArcheType>Resident_tier03_atWork</ParticipantMessageArcheType>
</Selection>
<Text>
<LocaText>
<English>
<Text>Gas-Fired Power Plant</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>35861</LineID>
</Text>
<Constructable />
<Locked />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>200832</Sound>
</Item>
</ActiveSounds>
<IncidentSounds>
<InfectedFire>
<Item>
<Sound>214659</Sound>
</Item>
</InfectedFire>
</IncidentSounds>
<BuildingRepaired>
<Item>
<Sound>203866</Sound>
</Item>
</BuildingRepaired>
</SoundEmitter>
<FeedbackController />
<Infolayer />
<UpgradeList />
<LogisticNode>
<TransporterCountMax>1</TransporterCountMax>
<PathLayers>Street</PathLayers>
</LogisticNode>
<AmbientMoodProvider />
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>700</Amount> <!-- I lower down the cost for the maintainance from $5000 to $700 -->
<InactiveAmount>0</InactiveAmount>
</Item>
<Item>
<Product>1010116</Product>
<Amount>300</Amount>
<ShutdownThreshold>0.5</ShutdownThreshold>
</Item>
</Maintenances>
</Maintenance>
<Attackable>
<MaximumHitPoints>5500</MaximumHitPoints>
<SelfHealPerHealTick>4</SelfHealPerHealTick>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Fire>
<Base>1</Base>
</Fire>
</Infectable>
<Explosion>
<DamageExplosionChance>5</DamageExplosionChance>
</Explosion>
<IncidentInfectionChanceFactors>
<Fire>
<DensityDistance>10</DensityDistance>
<FactoryProductivityFactor>0.1</FactoryProductivityFactor>
<FactoryUndertimeFactor>0.05</FactoryUndertimeFactor>
</Fire>
<Explosion>
<BaseChance>5</BaseChance>
</Explosion>
</IncidentInfectionChanceFactors>
</IncidentInfectable>
<Powerplant>
<IndustrializationDistance>500</IndustrializationDistance> <!-- I use Power Plant Increased Range, so make it aligned with that. (change from 60 to 500)-->
</Powerplant>
<FactoryBase>
<FactoryInputs>
<Item>
<Product>1800000303</Product>
<Amount>1</Amount>
<StorageAmount>10</StorageAmount>
</Item>
</FactoryInputs>
<CycleTime>60</CycleTime>
</FactoryBase>
<Culture>
<Attractiveness>15</Attractiveness>
<CultureType>Culture</CultureType>
</Culture>
<PublicService>
<FullSatisfactionDistance>500</FullSatisfactionDistance> <!-- I use Power Plant Increased Range, so make it aligned with that. (change from 60 to 500)-->
<NoSatisfactionDistance>505</NoSatisfactionDistance> <!-- I use Power Plant Increased Range, so make it aligned with that. (change from 60 to 500)-->
</PublicService>
</Values>
</Asset>
</ModOp>
<!--#### ########################## ####-->
<!--#### EFFEKTE / BOOSTER ####-->
<ModOp Type="addNextSibling" GUID='193856' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='1010329']">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='193879' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='1010329']">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='6000018' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='1010329']">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='190846' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='1010323']">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
<ModOp Type="addNextSibling" GUID='190778' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='101260']">
<Item>
<GUID>1800000306</GUID>
</Item>
<Item>
<GUID>1800000305</GUID>
</Item>
</ModOp>
<!-- All Public Buildings -->
<ModOp Type="addNextSibling" GUID='190136' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!-- all power plants -->
<ModOp Type="addNextSibling" GUID='193864' Path="/Values/ItemEffectTargetPool/EffectTargetGUIDs/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!-- Social Welfare Act -->
<ModOp Type="addNextSibling" GUID='269460' Path="/Values/ItemEffect/EffectTargets/Item[GUID='117547']">
<Item>
<GUID>1800000307</GUID>
</Item>
</ModOp>
<!--#### ########################## ####-->
</ModOps>
<ModOps>
<ModOp Type="add" Path="/TextExport/Texts">
<!--ITEMS-->
<Text>
<GUID>1800000302</GUID>
<Text>木屑</Text>
</Text>
<Text>
<GUID>1800000312</GUID>
<Text>用於製作木質顆粒的木屑。</Text>
</Text>
<Text>
<GUID>1800000303</GUID>
<Text>木質顆粒</Text>
</Text>
<Text>
<GUID>1800000313</GUID>
<Text>這些木質顆粒是一種真正的能源,能用在木質顆粒發電廠中,透過燃燒來有效地產生能量。</Text>
</Text>
<!--CHAIN-->
<Text>
<GUID>1800000304</GUID>
<Text>木質顆粒發電廠</Text>
</Text>
<Text>
<GUID>1800000314</GUID>
<Text>提供高效率木質顆粒發電廠所需的生產鏈。</Text>
</Text>
<!--BUILDINGS-->
<Text>
<GUID>1800000305</GUID>
<Text>木屑廠</Text>
</Text>
<Text>
<GUID>1800000315</GUID>
<Text>用於製作木質顆粒的木屑。</Text>
</Text>
<Text>
<GUID>1800000306</GUID>
<Text>木質顆粒壓力機</Text>
</Text>
<Text>
<GUID>1800000316</GUID>
<Text>這些木質顆粒是一種真正的能源,能用在木質顆粒發電廠中,透過燃燒來有效地產生能量。</Text>
</Text>
<Text>
<GUID>1800000307</GUID>
<Text>木質顆粒發電廠</Text>
</Text>
<Text>
<GUID>1800000317</GUID>
<Text>消耗木質顆粒以產生熱量並為周圍建築物供電。 雖昂貴但有效。</Text>
</Text>
</ModOp>
</ModOps>
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