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

	<ThingDef Name="BasedMom" Abstract="True">
		<category>Building</category>
		<thingClass>Building</thingClass>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<selectable>true</selectable>
		<drawerType>MapMeshAndRealTime</drawerType>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<repairEffect>Repair</repairEffect>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<filthLeaving>BuildingRubble</filthLeaving>
		<designationCategory>Rimatomics</designationCategory>
	</ThingDef>

  <ThingDef ParentName="BasedMom">
    <defName>NuclearResearchBench</defName>
    <label>Rimatomics research bench</label>
    <description>Contains Rimatomics research projects. Requires power.</description>
    <thingClass>Rimatomics.Building_RimatomicsResearchBench</thingClass>
    <graphicData>
      <texPath>Things/RimatomicsBuildings/Research</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(7,4)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <size>(5,2)</size>
    <costList>
      <Steel>250</Steel>
      <Component>10</Component>
    </costList>
    <canOverlapZones>false</canOverlapZones>
    <castEdgeShadows>false</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <building>
      <workSpeedPenaltyOutdoors>true</workSpeedPenaltyOutdoors>
      <workSpeedPenaltyTemperature>true</workSpeedPenaltyTemperature>
    </building>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>150</pathCost>
    <tickerType>Normal</tickerType>
    <statBases>
      <MaxHitPoints>250</MaxHitPoints>
      <WorkToBuild>5000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <ResearchSpeedFactor>1.0</ResearchSpeedFactor>
    </statBases>
    <inspectorTabs>
      <li>Rimatomics.ITab_RimatomicsResearch</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>WeaponsBench</li>
          <li>ResearchReactor</li>
          <li>MultiAnalyzer</li>
        </linkableFacilities>
      </li>
      <li>
        <compClass>CompReportWorkSpeed</compClass>
      </li>
    </comps>
    <fillPercent>0.5</fillPercent>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <hasInteractionCell>true</hasInteractionCell>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <surfaceType>Item</surfaceType>
    <designationHotKey>Misc4</designationHotKey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
      <li>PlaceWorker_ReportWorkSpeedPenalties</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>RimatomicsActivate</li>
    </researchPrerequisites>
  </ThingDef>

  

  <ThingDef ParentName="BasedMom">
    <DefName>TableRimatomicsMachining</DefName>
    <label>Rimatomics machining table</label>
    <ThingClass>Building_WorkTable</ThingClass>
    <Description>A work station for assembling Rimatomics technologies</Description>
    <graphicData>
      <texPath>Things/RimatomicsBuildings/TableWeapons</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(7,4)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <canOverlapZones>false</canOverlapZones>
    <building>
      <workSpeedPenaltyOutdoors>true</workSpeedPenaltyOutdoors>
      <workSpeedPenaltyTemperature>true</workSpeedPenaltyTemperature>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
    <CostList>
      <Steel>150</Steel>
      <Component>5</Component>
    </CostList>
    <AltitudeLayer>Building</AltitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToBuild>3000</WorkToBuild>
      <MaxHitPoints>180</MaxHitPoints>
      <Flammability>1.0</Flammability>
      <Cleanliness>-2</Cleanliness>
    </statBases>
    <Size>(5,2)</Size>
    <passability>PassThroughOnly</passability>
    <pathCost>150</pathCost>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <surfaceType>Item</surfaceType>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>350</basePowerConsumption>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Glower">
        <glowRadius>5</glowRadius>
        <glowColor>(73,123,138,0)</glowColor>
      </li>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>ToolCabinet</li>
        </linkableFacilities>
      </li>
      <li Class="CompProperties_Breakdownable"/>
      <li>
        <compClass>CompReportWorkSpeed</compClass>
      </li>
    </comps>
    <constructEffect>ConstructMetal</constructEffect>
    <designationHotKey>Misc7</designationHotKey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
      <li>PlaceWorker_ReportWorkSpeedPenalties</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>RimatomicsActivate</li>
    </researchPrerequisites>
  </ThingDef>
  
  

  <ThingDef ParentName="BasedMom">
    <defName>ResearchReactor</defName>
    <label>Research Reactor</label>
    <description>Research reactor.</description>
    <thingClass>Rimatomics.Building_ResearchReactor</thingClass>
    <graphicData>
      <texPath>Things/RimatomicsBuildings/researchReactor</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(6,6)</drawSize>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <pathCost>150</pathCost>
    <blockWind>false</blockWind>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>0.5</fillPercent>
    <blockLight>false</blockLight>
    <staticSunShadowHeight>0.00</staticSunShadowHeight>
    <statBases>
      <MaxHitPoints>550</MaxHitPoints>
      <WorkToBuild>8000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <Beauty>-40</Beauty>
    </statBases>
    <tickerType>Normal</tickerType>    
    <canOverlapZones>false</canOverlapZones>
    <size>(4,4)</size>
    <costList>
      <Steel>400</Steel>
      <Silver>400</Silver>
      <Uranium>35</Uranium>
      <Component>8</Component>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>450</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Facility">
        <statOffsets>
          <ResearchSpeedFactor>0.1</ResearchSpeedFactor>
        </statOffsets>
        <maxSimultaneous>1</maxSimultaneous>
      </li>
    </comps>
    <rotatable>false</rotatable>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <constructEffect>ConstructMetal</constructEffect>
    <designationHotkey>Misc6</designationHotkey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>NuclearResearch3</li>
    </researchPrerequisites>
  </ThingDef>

  <ThingDef ParentName="BasedMom">
    <defName>WeaponsBench</defName>
    <label>Weapons Research Bench</label>
    <description>Weapons research bench.</description>
    <thingClass>Rimatomics.Building_WeaponsBench</thingClass>
    <graphicData>
      <texPath>Things/RimatomicsBuildings/WeaponResearch</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(6,5)</drawSize>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <blockWind>false</blockWind>
    <castEdgeShadows>true</castEdgeShadows>
        <passability>PassThroughOnly</passability>
    <pathCost>150</pathCost>
    <fillPercent>0.5</fillPercent>
    <blockLight>false</blockLight>
    <staticSunShadowHeight>0.00</staticSunShadowHeight>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <MaxHitPoints>550</MaxHitPoints>
      <WorkToBuild>8000</WorkToBuild>
      <Flammability>1.0</Flammability>
      <Beauty>-40</Beauty>
    </statBases>
    <tickerType>Normal</tickerType>   
    <size>(4,3)</size>
    <costList>
      <Steel>300</Steel>
      <Plasteel>250</Plasteel>
      <Component>12</Component>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>900</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
      <li Class="CompProperties_Facility">
        <statOffsets>
          <ResearchSpeedFactor>0.1</ResearchSpeedFactor>
        </statOffsets>
        <maxSimultaneous>1</maxSimultaneous>
      </li>
    </comps>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <constructEffect>ConstructMetal</constructEffect>
    <designationHotkey>Misc6</designationHotkey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>EnergyWeapons3</li>
    </researchPrerequisites>
  </ThingDef>




  <ThingDef ParentName="BasedMom">
		<defName>PlutoniumProcessor</defName>
		<label>Plutonium Processor</label>
		<thingClass>Rimatomics.Building_PlutoniumProc</thingClass>
		<graphicData>
			<texPath>Things/RimatomicsBuildings/plutoniumProc</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
			<drawSize>(6,6)</drawSize>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <pathCost>150</pathCost>
		<blockWind>true</blockWind>
    <canOverlapZones>false</canOverlapZones>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
    <tickerType>Rare</tickerType>
		<blockLight>false</blockLight>
		<staticSunShadowHeight>0.35</staticSunShadowHeight>
		<statBases>
			<MaxHitPoints>450</MaxHitPoints>
			<WorkToBuild>12000</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-20</Beauty>
		</statBases>
		<description>A machine that uses chemicals to separate fissionable plutonium from spent nuclear fuel.</description>
		<size>(4,4)</size>
		<costList>
			<Steel>400</Steel>
			<Silver>350</Silver>
      <Plasteel>175</Plasteel>
			<Component>8</Component>
		</costList>
		<comps>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>3000</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
			</li>
		</comps>
		<rotatable>false</rotatable>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<constructEffect>ConstructMetal</constructEffect>
		<designationHotkey>Misc6</designationHotkey>
    <researchPrerequisites>
      <li>Plutonium3</li>
    </researchPrerequisites>
	</ThingDef>

</ThingDefs>