<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef Name="RimatomicResourceBase" Abstract="True">
    <thingClass>ThingWithComps</thingClass>
    <category>Item</category>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useHitPoints>true</useHitPoints>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>75</stackLimit>
    <statBases>
      <Beauty>-4</Beauty>
    </statBases>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
  </ThingDef>

  <ThingDef ParentName="RimatomicResourceBase">
    <defName>RocketEngine</defName>
    <label>Rocket Engine</label>
    <description>Engines for building ICBM's.</description>
    <graphicData>
      <texPath>Things/Resources/RocketEngine</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.8</fillPercent>
    <stackLimit>1</stackLimit>
    <statBases>
      <Flammability>0</Flammability>
      <MarketValue>40</MarketValue>
      <Mass>0.9</Mass>
      <DeteriorationRate>2.0</DeteriorationRate>
    </statBases>
    <thingCategories>
      <li>Manufactured</li>
    </thingCategories>
    <recipeMaker>
      <productCount>1</productCount>
      <workAmount>11000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
      <researchPrerequisite>ICBM4</researchPrerequisite>
    </recipeMaker>
    <costList>
      <Steel>50</Steel>
      <Plasteel>25</Plasteel>
      <Component>2</Component>
    </costList>
  </ThingDef>

  <ThingDef ParentName="RimatomicResourceBase">
    <defName>ReactorComponents</defName>
    <label>Reactor Components</label>
    <description>Special hardened and shielded components for use in reactors.</description>
    <graphicData>
      <texPath>Things/Item/Resource/Component</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <color>(160,178,181)</color>
    </graphicData>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.1</fillPercent>
    <stackLimit>50</stackLimit>
    <statBases>
      <Flammability>10</Flammability>
      <MarketValue>40</MarketValue>
      <Mass>0.9</Mass>
      <DeteriorationRate>2.0</DeteriorationRate>
    </statBases>
    <thingCategories>
      <li>Manufactured</li>
    </thingCategories>
    <intricate>true</intricate>
    <recipeMaker>
      <productCount>1</productCount>
      <workAmount>11000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
      <researchPrerequisite>NuclearReactor4</researchPrerequisite>
    </recipeMaker>
    <costList>
      <Plasteel>20</Plasteel>
      <Silver>2</Silver>
    </costList>
  </ThingDef>
  
  <ThingDef ParentName="RimatomicResourceBase">
    <defName>turbineBlade</defName>
    <label>Turbine Blades</label>
    <description>Used to construct generators.</description>
    <graphicData>
      <texPath>Things/Resources/turbineBlade</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.1</fillPercent>
    <stackLimit>50</stackLimit>
    <statBases>
      <Flammability>10</Flammability>
      <MarketValue>1.42</MarketValue>
      <Mass>0.5</Mass>
    </statBases>
    <thingCategories>
      <li>Manufactured</li>
    </thingCategories>
    <intricate>true</intricate>
    <recipeMaker>
      <productCount>50</productCount>
      <workAmount>15000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
      <researchPrerequisite>NuclearReactor2</researchPrerequisite>
    </recipeMaker>
    <costList>
      <Plasteel>50</Plasteel>
    </costList>
  </ThingDef>

  <ThingDef ParentName="RimatomicResourceBase">
    <defName>Plutonium</defName>
    <label>plutonium</label>
    <description>A case of plutonium, can be used to create nuclear weapons or nuclear fuel rods.</description>
    <graphicData>
      <texPath>Things/Resources/plutonium</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.2</fillPercent>
    <statBases>
      <Flammability>10</Flammability>
      <Beauty>-10</Beauty>
      <MarketValue>1600</MarketValue>
      <Mass>5</Mass>
    </statBases>
    <randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
    <saveCompressible>false</saveCompressible>
    <stackLimit>500</stackLimit>
    <tickerType>Normal</tickerType>
    <thingCategories>
      <li>RimatomicsProduct</li>
    </thingCategories>
    <tradeTags>
      <li>Rimatomics</li>
    </tradeTags>
  </ThingDef>

  <ThingDef ParentName="RimatomicResourceBase">
    <defName>UraniumPellets</defName>
    <label>Uranium Pellets</label>
    <description>Pellets of uranium used in the construction of nuclear fuel rods.</description>
    <graphicData>
      <texPath>Things/Resources/uo2Drum</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1,1)</drawSize>
    </graphicData>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.7</fillPercent>
    <useHitPoints>false</useHitPoints>
    <statBases>
      <Flammability>0</Flammability>
      <Beauty>-10</Beauty>
      <MarketValue>10</MarketValue>
      <Mass>0.1</Mass>
    </statBases>
    <randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
    <saveCompressible>false</saveCompressible>
    <stackLimit>500</stackLimit>
    <tickerType>Normal</tickerType>
    <thingCategories>
      <li>RimatomicsProduct</li>
    </thingCategories>
    <recipeMaker>
      <productCount>30</productCount>
      <workAmount>1000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>ConstructMetal</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
      <researchPrerequisite>NuclearReactor4</researchPrerequisite>
      <skillRequirements>
        <li>
          <skill>Crafting</skill>
        </li>
      </skillRequirements>
    </recipeMaker>
    <costList>
      <Uranium>1</Uranium>
    </costList>
  </ThingDef>

  
 
  <ThingDef  Name="BasedWarhead" Abstract="True">
    <graphicData>
      <texPath>Things/Resources/warhead</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,2)</drawSize>
    </graphicData>
    <tradeTags>
      <li>Rimatomics</li>
    </tradeTags>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <category>Item</category>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.3</fillPercent>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <Flammability>0</Flammability>
      <Beauty>-10</Beauty>
      <MarketValue>10000</MarketValue>
      <Mass>160</Mass>
    </statBases>
    <comps>
      <li Class="CompProperties_Forbiddable" />
    </comps>
    <selectable>true</selectable>
    <pathCost>55</pathCost>
    <pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
    <randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
    <saveCompressible>false</saveCompressible>
    <stackLimit>1</stackLimit>
    <tickerType>Normal</tickerType>
    <thingCategories>
      <li>RimatomicsProduct</li>
    </thingCategories>
    <alwaysHaulable>true</alwaysHaulable>
    <recipeMaker>
      <productCount>1</productCount>
      <workAmount>40000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>ConstructMetal</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
      <skillRequirements>
        <li>
          <skill>Crafting</skill>
          <minLevel>12</minLevel>
        </li>
      </skillRequirements>
    </recipeMaker>
    <costList>
      <Plutonium>5</Plutonium>
      <Steel>100</Steel>
      <Component>5</Component>
    </costList>
  </ThingDef>

  
  <ThingDef ParentName="BasedWarhead">
    <defName>FissionWarhead</defName>
    <label>Nuclear Warhead (Fission)</label>
    <description>An explosive device that derives its destructive force from nuclear reactions, this design uses fission and generates a smaller explosion.</description>
    <graphicData>
      <texPath>Things/Resources/warhead</texPath>
    </graphicData>
    <thingClass>Rimatomics.Item_FissionWarhead</thingClass>
    <statBases>
      <MarketValue>10000</MarketValue>
    </statBases>
    <recipeMaker>
      <productCount>1</productCount>
      <workAmount>40000</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>ConstructMetal</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
      <skillRequirements>
        <li>
          <skill>Crafting</skill>
          <minLevel>12</minLevel>
        </li>
      </skillRequirements>
      <researchPrerequisite>ICBM4</researchPrerequisite>
    </recipeMaker>
    <costList>
      <Plutonium>480</Plutonium>
      <Steel>100</Steel>
      <Component>5</Component>
    </costList>
  </ThingDef>

  <ThingDef ParentName="RimatomicResourceBase">
    <defName>RailgunSabot</defName>
    <label>Railgun Sabot</label>
    <description>A kinetic energy projectile fired from a railgun.</description>
    <graphicData>
      <texPath>Things/Resources/sabot</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
    </graphicData>
    <thingClass>ThingWithComps</thingClass>
    <category>Item</category>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <useHitPoints>true</useHitPoints>
    <selectable>true</selectable>
    <altitudeLayer>Item</altitudeLayer>
    <stackLimit>35</stackLimit>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
    </comps>
    <alwaysHaulable>true</alwaysHaulable>
    <drawGUIOverlay>true</drawGUIOverlay>
    <rotatable>false</rotatable>
    <pathCost>15</pathCost>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <tickerType>Normal</tickerType>
    <statBases>
      <MaxHitPoints>70</MaxHitPoints>
      <MarketValue>14</MarketValue>
      <Mass>1.5</Mass>
      <Flammability>1.0</Flammability>
      <Beauty>-7</Beauty>
    </statBases>
    <thingCategories>
      <li>Manufactured</li>
    </thingCategories>
    <recipeMaker>
      <researchPrerequisite>Railgun3</researchPrerequisite>
      <productCount>1</productCount>
      <workAmount>400</workAmount>
      <workSpeedStat>SmithingSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>ConstructMetal</effectWorking>
      <soundWorking>Recipe_Machining</soundWorking>
      <recipeUsers>
        <li>TableRimatomicsMachining</li>
      </recipeUsers>
      <unfinishedThingDef>UnfinishedGun</unfinishedThingDef>
      <skillRequirements>
        <li>
          <skill>Crafting</skill>
          <minLevel>10</minLevel>
        </li>
      </skillRequirements>
    </recipeMaker>
    <costList>
      <Steel>5</Steel>
    </costList>
  </ThingDef>
  
  <!-- Fuel Rods -->

  <ThingDef>
    <defName>FuelRods</defName>
    <label>fuel rods</label>
    <description>A group of rods filled with uranium pellets, when loaded in a reactor core they generate heat which can be used to drive a turbine.</description>
    <graphicData>
      <texPath>Things/Resources/fuelRod</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1.2,1.2)</drawSize>
    </graphicData>
    <tradeTags>
      <li>Rimatomics</li>
    </tradeTags>
    <thingClass>Rimatomics.Item_NuclearFuel</thingClass>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <category>Item</category>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.2</fillPercent>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <Flammability>10</Flammability>
      <Beauty>-10</Beauty>
      <Cleanliness>-2</Cleanliness>
      <MarketValue>500</MarketValue>
      <Mass>15</Mass>
    </statBases>
    <comps>
      <li Class="CompProperties_Forbiddable" />
    </comps>
    <selectable>true</selectable>
    <pathCost>155</pathCost>
    <pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
    <randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
    <stackLimit>1</stackLimit>
    <drawGUIOverlay>true</drawGUIOverlay>
    <tickerType>Normal</tickerType>
    <thingCategories>
      <li>NuclearFuel</li>
    </thingCategories>
    <alwaysHaulable>false</alwaysHaulable>
    <designateHaulable>true</designateHaulable>
  </ThingDef>


  <!-- Nuclear Waste  -->

  <ThingDef Name="BasedNukeWaste" Abstract="True">
    <thingClass>Rimatomics.Item_RadioactiveThing</thingClass>
    <soundDrop>ChunkSlag_Drop</soundDrop>
    <category>Item</category>
    <altitudeLayer>Item</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.2</fillPercent>
    <graphicData>
      <texPath>Things/Item/Chunk/ChunkSlag</texPath>
      <graphicClass>Graphic_Random</graphicClass>
    </graphicData>
    <statBases>
      <MaxHitPoints>200</MaxHitPoints>
      <Flammability>0</Flammability>
      <Beauty>-10</Beauty>
      <Cleanliness>-2</Cleanliness>
      <MarketValue>200.42</MarketValue>
      <Mass>15</Mass>
    </statBases>
    <comps>
      <li Class="CompProperties_Forbiddable" />
    </comps>
    <selectable>true</selectable>
    <pathCost>155</pathCost>
    <pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
    <randomizeRotationOnSpawn>true</randomizeRotationOnSpawn>
    <saveCompressible>false</saveCompressible>
    <stackLimit>10</stackLimit>
    <drawGUIOverlay>true</drawGUIOverlay>
    <tickerType>Normal</tickerType>
    <thingCategories>
      <li>NuclearWaste</li>
    </thingCategories>
    <alwaysHaulable>false</alwaysHaulable>
    <designateHaulable>true</designateHaulable>
  </ThingDef>

  <ThingDef ParentName="BasedNukeWaste">
    <defName>ChunkRadioactiveSlag</defName>
    <label>radioactive slag chunk</label>
  </ThingDef>

  <ThingDef ParentName="BasedNukeWaste">
    <defName>NuclearWaste</defName>
    <label>Nuclear Waste</label>
    <description>A drum of nuclear waste.</description>
    <thingClass>Rimatomics.Item_NuclearWaste</thingClass>
    <graphicData>
      <texPath>Things/Resources/NuclearWaste</texPath>
      <graphicClass>Graphic_Random</graphicClass>
    </graphicData>
    <randomizeRotationOnSpawn>false</randomizeRotationOnSpawn>
  </ThingDef>


  <ThingDef>
    <defName>ThrownSlag</defName>
    <label>ThrownSlag</label>
    <category>Skyfaller</category>
    <thingClass>Rimatomics.ThrownSlag</thingClass>
    <tickerType>Normal</tickerType>
    <graphicData>
      <texPath>Things/Item/Chunk/ChunkSlag</texPath>
      <graphicClass>Graphic_Random</graphicClass>
      <shaderType>CutoutFlying</shaderType>
      <drawSize>1</drawSize>
    </graphicData>
    <altitudeLayer>MetaOverlays</altitudeLayer>
    <useHitPoints>false</useHitPoints>
    <drawOffscreen>true</drawOffscreen>
  </ThingDef>

</Defs>