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

	<ThingDef ParentName="BuildingBase">
		<defName>RadiationShielding</defName>
		<label>Radiation Shielding</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>An impassable wall. Capable of holding up a roof. And with increased shielding against radiation</description>
		<graphicData>
			<texPath>Things/Building/Linked/Wall</texPath>
			<graphicClass>Graphic_Appearances</graphicClass>
			<linkType>CornerFiller</linkType>
			<linkFlags>
				<li>Wall</li>
				<li>Rock</li>
			</linkFlags>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL> 
				<cornerBR>Damage/Corner</cornerBR>
				<edgeTop>Damage/Edge</edgeTop>
				<edgeBot>Damage/Edge</edgeBot>
				<edgeLeft>Damage/Edge</edgeLeft>
				<edgeRight>Damage/Edge</edgeRight>
			</damageData>
		</graphicData>
		<blueprintGraphicData>
			<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
		</blueprintGraphicData>
		<uiIconPath>Things/Building/Linked/WallSmooth_MenuIcon</uiIconPath>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToBuild>150</WorkToBuild>
			<Flammability>0</Flammability>
		</statBases>
		<costStuffCount>5</costStuffCount>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<blockWind>true</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
		<coversFloor>true</coversFloor>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<tickerType>Never</tickerType>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<holdsRoof>true</holdsRoof>
    <designationCategory>Rimatomics</designationCategory>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<stuffCategories>
			<li>Metallic</li>
		</stuffCategories>
		<costList>
			<Silver>15</Silver>
		</costList>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<designationHotKey>Misc3</designationHotKey>
    <researchPrerequisites>
      <li>NuclearReactor3</li>
    </researchPrerequisites>
	</ThingDef>

	<ThingDef ParentName="BasedPower">
		<defName>ReactorSacrophagus</defName>
		<label>Reactor Sacrophagus</label>
		<graphicData>
			<texPath>Things/RimatomicsBuildings/coreContainment</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
			<drawSize>(7,7)</drawSize>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>70</pathCost>
		<blockWind>false</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
		<blockLight>false</blockLight>
		<staticSunShadowHeight>0.00</staticSunShadowHeight>
		<statBases>
			<MaxHitPoints>850</MaxHitPoints>
			<WorkToBuild>12000</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-400</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<description>A concrete structure designed to contain the molten core of a nuclear reactor that has undergone a core melt incident.</description>
		<size>(5,5)</size>
		<costList>
			<Steel>350</Steel>
		</costList>
		<comps>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusher</compClass>
				<heatPerSecond>250</heatPerSecond>
			</li>
		</comps>
		<placeWorkers>
			<li>Rimatomics.PlaceWorker_Sarcophagus</li>
		</placeWorkers>
		<rotatable>false</rotatable>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Rimatomics</designationCategory>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<constructEffect>ConstructMetal</constructEffect>
		<designationHotkey>Misc6</designationHotkey>
    <researchPrerequisites>
      <li>NuclearReactor10</li>
    </researchPrerequisites>
	</ThingDef>

	<ThingDef>
		<defName>PoppedReactorCore</defName>
		<thingClass>Rimatomics.Building_PoppedCore</thingClass>
		<label>molten core</label>
    <fillPercent>0.3</fillPercent>
		<description>Molten reactor core.</description>
		<graphicData>
			<texPath>Things/RimatomicsBuildings/poppedCore</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(7,7)</drawSize>
		</graphicData>
		<passability>Impassable</passability>
		<altitudeLayer>Building</altitudeLayer>
		<rotatable>false</rotatable>
		<destroyable>false</destroyable>
		<useHitPoints>false</useHitPoints>
		<tickerType>Normal</tickerType>
		<selectable>true</selectable>
		<size>(5,5)</size>
		<neverOverlapFloors>true</neverOverlapFloors>
		<blockPlants>true</blockPlants>
		<building>
			<isEdifice>false</isEdifice>
			<claimable>false</claimable>
			<deconstructible>false</deconstructible>
		</building>
		<comps>
			<li Class="CompProperties_HeatPusher">
				<heatPerSecond>60</heatPerSecond>
				<heatPushMaxTemperature>120</heatPushMaxTemperature>
			</li>
		</comps>
		<category>Building</category>
		<drawerType>MapMeshOnly</drawerType>
		<filthLeaving>RockRubble</filthLeaving>
		<scatterableOnMapGen>false</scatterableOnMapGen>
	</ThingDef>


	<ThingDef>
		<defName>CrashedRadioactiveShipPart</defName>
		<label>crashed radioactive ship part</label>
		<description>A mysterious crashed piece of a spaceship. It may contain exotic materials, computers, even AI personas. This one seems to be emitting high levels of radiation.</description>
		<thingClass>Rimatomics.Building_RadioactiveShipPart</thingClass>
		<category>Building</category>
		<filthLeaving>BuildingRubble</filthLeaving>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>150</pathCost>
		<blockWind>true</blockWind>
		<passability>Impassable</passability>
		<fillPercent>1.0</fillPercent>
		<size>(6,3)</size>
		<statBases>
			<MaxHitPoints>1200</MaxHitPoints>
			<WorkToBuild>10000</WorkToBuild>
			<Flammability>0</Flammability>
			<Beauty>-100</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<rotatable>true</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<drawerType>MapMeshOnly</drawerType>
		<repairEffect>ConstructMetal</repairEffect>
		<castEdgeShadows>false</castEdgeShadows>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<forceDebugSpawnable>true</forceDebugSpawnable>
		<building>
			<claimable>true</claimable>
			<soundAmbient>CrashedShipPart_Ambience</soundAmbient>
			<roofCollapseDamageMultiplier>0.2</roofCollapseDamageMultiplier>
		</building>
		<graphicData>
			<texPath>Things/Building/Exotic/CrashedPoisonShipPart</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(6,3)</drawSize>
		</graphicData>
		<costList>
			<Plutonium>2</Plutonium>
			<NuclearWaste>4</NuclearWaste>
			<Steel>230</Steel>
			<Component>6</Component>
		</costList>
		<killedLeavings>
      <ChunkRadioactiveSlag>4</ChunkRadioactiveSlag>
			<ChunkSlagSteel>2</ChunkSlagSteel>
		</killedLeavings>
	</ThingDef>


	<!--<ThingDef ParentName="BasedMom">
		<defName>SuitStation</defName>
		<label>Radiation Suit Locker</label>
		<description>Stores a single Radiation suit, can be assigned or reserved.</description>
		<thingClass>Rimatomics.Building_suitStation</thingClass>
		<graphicData>
			<texPath>Things/RimatomicsBuildings/locker</texPath>
			<graphicClass>Graphic_Multi</graphicClass>
			<drawSize>(3,3)</drawSize>
		</graphicData>
		<category>Building</category>
		<tickerType>Normal</tickerType>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<selectable>true</selectable>
		<fillPercent>1</fillPercent>
		<pathCost>8</pathCost>
		<Size>(1,1)</Size>
		<costList>
			<Steel>50</Steel>
			<Component>6</Component>
		</costList>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<rotatable>true</rotatable>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToBuild>1000</WorkToBuild>
			<Flammability>0.0</Flammability>
			<Beauty>-12</Beauty>
		</statBases>
		<comps>
			<li Class="CompProperties_Forbiddable" />
		</comps>
		<designationHotKey>Misc11</designationHotKey>
		<DrawGUIOverlay>True</DrawGUIOverlay>
		<building>
			<isInert>true</isInert>
			<preventDeterioration>true</preventDeterioration>
			<fixedStorageSettings>
				<filter>
					<categories>
						<li>Hazmat</li>
						<li>Mopp</li>
					</categories>
				</filter>
			</fixedStorageSettings>
			<defaultStorageSettings>
				<priority>Important</priority>
				<filter>
					<exceptedCategories>
						<li>Mopp</li>
					</exceptedCategories>
					<categories>
						<li>Hazmat</li>
					</categories>
				</filter>
			</defaultStorageSettings>
		</building>
		<inspectorTabs>
			<li>ITab_Storage</li>
		</inspectorTabs>
		<designationCategory>Rimatomics</designationCategory> 
	</ThingDef>
  
  
  <ThingDef ParentName="BuildingBase">
    <defName>RimatomicsVitalsMonitor</defName>
    <label>Advanced vitals monitor</label>
    <description>Increases patients treatment quality using advanced radioisotope disease detection technology. Needs to be placed adjacent to a medical bed. One medical bed can be linked to only one vitals monitor.</description>
    <graphicData>
      <texPath>Things/Building/Misc/VitalsMonitor</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shadowData>
        <offset>(0,0,-0.3)</offset>
        <volume>(0.3, 0.3, 0.4)</volume>
      </shadowData>
      <damageData>
        <rectN>(0.078125,0.46875,0.859375,0.53125)</rectN>
        <rectS>(0.078125,0.46875,0.859375,0.53125)</rectS>
        <rectE>(0.125,0.46875,0.625,0.296875)</rectE>
        <rectW>(0.25,0.46875,0.625,0.296875)</rectW>
        <cornerTR>Damage/Corner</cornerTR>
      </damageData>
    </graphicData>
    <defaultPlacingRot>South</defaultPlacingRot>
    <researchPrerequisites>
      <li>VitalsMonitor</li>
    </researchPrerequisites>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.2</fillPercent>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>4000</WorkToBuild>
      <Mass>20</Mass>
      <Flammability>1.0</Flammability>
    </statBases>
    <size>(1,1)</size>
    <costList>
      <Steel>180</Steel>
    </costList>
    <designationCategory>Misc</designationCategory>
    <minifiedDef>MinifiedFurniture</minifiedDef>
    <building>
      <ai_chillDestination>false</ai_chillDestination>
    </building>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <basePowerConsumption>150</basePowerConsumption>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Facility">
        <statOffsets>
          <MedicalTendQualityOffset>0.10</MedicalTendQualityOffset>
          <ImmunityGainSpeedFactor>0.05</ImmunityGainSpeedFactor>
        </statOffsets>
        <maxSimultaneous>1</maxSimultaneous>
        <mustBePlacedAdjacent>true</mustBePlacedAdjacent>
        <canLinkToMedBedsOnly>true</canLinkToMedBedsOnly>
      </li>
    </comps>
    <designationHotkey>Misc5</designationHotkey>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
    </placeWorkers>
  </ThingDef>-->
</Defs>