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

  <ThingDef ParentName="BuildingBase" Name="SculptureBase" Abstract="True">
    <thingClass>Building_Art</thingClass>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>70</pathCost>
    <castEdgeShadows>true</castEdgeShadows>
    <useHitPoints>true</useHitPoints>
    <statBases>
      <Flammability>1.0</Flammability>
			<SellPriceFactor>1.10</SellPriceFactor>
    </statBases>
    <comps>
      <li>
        <compClass>CompQuality</compClass>
      </li>
      <li Class="CompProperties_Art">
        <nameMaker>ArtName_Sculpture</nameMaker>
        <descriptionMaker>ArtDescription_Sculpture</descriptionMaker>
		<canBeEnjoyedAsArt>true</canBeEnjoyedAsArt>
      </li>
    </comps>
    <inspectorTabs>
      <li>ITab_Art</li>
    </inspectorTabs>
    <recipeMaker>
      <workSpeedStat>SculptingSpeed</workSpeedStat>
      <workSkill>Artistic</workSkill>
      <unfinishedThingDef>UnfinishedSculpture</unfinishedThingDef>
      <effectWorking>Sculpt</effectWorking>
      <soundWorking>Recipe_Sculpt</soundWorking>
      <recipeUsers>
        <li>Nod_Factory</li>
      </recipeUsers>
			<defaultIngredientFilter>
				<categories>
					<li>Root</li>
				</categories>
				<exceptedThingDefs>
					<li>Gold</li>
					<li>Silver</li>
					<li>Plasteel</li>
					<li>Jade</li>
					<li>Uranium</li>
				</exceptedThingDefs>
			</defaultIngredientFilter>
    </recipeMaker>
  </ThingDef>
  
	<ThingDef ParentName="SculptureBase">
		<defName>NodSculptureLarge</defName>
		<label>Brotherhood sculpture</label>
		<description>These statues are a sign of the power of Nod.</description>
		<graphicData>
		  <graphicClass>Graphic_Random</graphicClass>
		  <texPath>things/building/Nod/Misc/Relics</texPath>
		  <drawSize>(3,3)</drawSize>
		</graphicData>
		<minifiedDef>MinifiedSculpture</minifiedDef>
		<fillPercent>0.5</fillPercent>
		<rotatable>false</rotatable>
		<statBases>
		  <MaxHitPoints>150</MaxHitPoints>
		  <Mass>10</Mass>
		  <Beauty>100</Beauty>
				<WorkToMake>30000</WorkToMake>
		</statBases>
		<costList>
			<Steel>150</Steel>
		</costList>
		<researchPrerequisites>
			<li>NodResearch</li>
		</researchPrerequisites>
	  </ThingDef>
	  
	<ThingDef ParentName="FurnitureBase">
		<defName>TiberiumPot</defName>
		<label>tiberium pot</label>
		<thingClass>Building_PlantGrower</thingClass>
		<graphicData>
			<texPath>things/building/Nod/Misc/Pot</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shadowData>
				<volume>(0.3, 0.6, 0.3)</volume>
			</shadowData>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<fillPercent>0.20</fillPercent>
		<statBases>
			<MaxHitPoints>150</MaxHitPoints>
			<WorkToBuild>495</WorkToBuild>
			<Mass>2</Mass>
			<Flammability>1.0</Flammability>
		</statBases>
		<costList>
			<Steel>35</Steel>
		</costList>
		<description>A pot, used to show off the beauty of the lovely green crystals.</description>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>2</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<fertility>1.0</fertility>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<building>
			<defaultPlantToGrow>PlantGreenTiberium</defaultPlantToGrow>
			<sowTag>Tiberium</sowTag>
		</building>
		<rotatable>false</rotatable>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
			<li>NodResearch</li>
		</researchPrerequisites>
	</ThingDef>
	
  <ThingDef ParentName="BuildingBase">
    <defName>Nod_PowerConduit</defName>
    <label>nod power conduit</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
    <graphicData>
      <texPath>things/building/Nod/Misc/LaserPC</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <linkType>Transmitter</linkType>
      <linkFlags>
        <li>PowerConduit</li>
      </linkFlags>
      <damageData>
        <rect>(0,0.35,1,0.3)</rect>
      </damageData>
    </graphicData>
    <blueprintGraphicData>
      <texPath>things/building/Nod/Misc/LaserPC_Blueprint</texPath>
    </blueprintGraphicData>
    <uiIconPath>things/building/Nod/Misc/LaserPC_Icon</uiIconPath>
    <building>
			<ai_chillDestination>false</ai_chillDestination>
			<isInert>true</isInert>
      <ignoreNeedsPower>true</ignoreNeedsPower>
      <isEdifice>false</isEdifice>
    </building>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <passability>Standable</passability>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <WorkToBuild>40</WorkToBuild>
      <Flammability>0</Flammability>
      <Beauty>2</Beauty>
    </statBases>
    <description>A set of electrical cables for moving power around. Can be placed under walls and other buildings. Nod's hardening techniques make it fireproof.</description>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <costList>
      <Steel>3</Steel>
    </costList>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTransmitter</compClass>
        <transmitsPower>true</transmitsPower>
      </li>
	  <li Class="CompProperties_Glower">
				<glowRadius>1</glowRadius>
				<glowColor>(255,150,150)</glowColor>
	  </li>
    </comps>
    <placeWorkers>
      <li>PlaceWorker_Conduit</li>
    </placeWorkers>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Tiberium</designationCategory>
    <constructEffect>ConstructMetal</constructEffect>
    <researchPrerequisites>
      <li>Electricity</li>
	  <li>NodResearch_Technology</li>
    </researchPrerequisites>
  </ThingDef>
  
  <ThingDef ParentName="LampBase">
    <defName>Light_Nod</defName>
    <label>Light of Nod</label>
    <description>Every Nod believers fanatically prefers deep red light. It's cool, but there's no doubt that it's unhealthy for their eye.</description>
    <graphicData>
      <texPath>things/building/Nod/Misc/Light_Nod</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <statBases>
	  <Beauty>20</Beauty>
	  <MaxHitPoints>75</MaxHitPoints>
	  <WorkToMake>330</WorkToMake>
	  <Mass>15</Mass>
	  <Flammability>0.0</Flammability>
    </statBases>
    <comps>
      <li Class="CompProperties_Glower">
        <glowRadius>15</glowRadius>
        <glowColor>(255,150,150)</glowColor>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>50</basePowerConsumption>
        <shortCircuitInRain>false</shortCircuitInRain>
      </li>
    </comps>
    <costList>
      <Steel>15</Steel>
	  <Component>1</Component>
    </costList>
	<designationCategory>Tiberium</designationCategory>
    <researchPrerequisites>
      <li>Electricity</li>
	  <li>NodResearch_Technology</li>
    </researchPrerequisites>
  </ThingDef>
  
	<ThingDef Class="TiberiumRimFactions.GraveDef" ParentName="BuildingBase">
		<defName>Nod_Grave</defName>
		<label>Mausoleum</label>
		<thingClass>TiberiumRimFactions.Building_MassGrave</thingClass>
		<graphicData>
			<texPath>things/building/Nod/Misc/Grave/Mausoleum</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(4,4)</drawSize>
		</graphicData>
		<rotatable>false</rotatable>
		<constructEffect>ConstructDirt</constructEffect>
		<altitudeLayer>Building</altitudeLayer>
		<useHitPoints>false</useHitPoints>
		<description>This mausoleum can house multiple dead. It's to honor our fallen brothers.</description>
		<size>(4,4)</size>
		<tickerType>Rare</tickerType>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<WorkToBuild>1500</WorkToBuild>
			<Beauty>126</Beauty>
		</statBases>
		<passability>PassThroughOnly</passability>
		<building>			
			<ai_chillDestination>false</ai_chillDestination>
			<isInert>true</isInert>
			<preventDeterioration>true</preventDeterioration>
			<fullGraveGraphicData>
				<texPath>things/building/Nod/Misc/Grave/Mausoleum_full</texPath>
				<graphicClass>Graphic_Single</graphicClass>
				<drawSize>(4,4)</drawSize>
			</fullGraveGraphicData>
			<fixedStorageSettings>
				<filter>
					<categories>
						<li>Corpses</li>
					</categories>
				</filter>
			</fixedStorageSettings>
			<defaultStorageSettings>
				<filter>
					<categories>
						<li>CorpsesHumanlike</li>
					</categories>
				</filter>
			</defaultStorageSettings>
		</building>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>8</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>95</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
			</li>
		</comps>
		<costList>
			<Nod_CarbonPlate>6</Nod_CarbonPlate>
		</costList>
		<inspectorTabs>
			<li>ITab_Storage</li>
		</inspectorTabs>
		<designationCategory>Tiberium</designationCategory>
		<CorpseCapacity>6</CorpseCapacity>
		<researchPrerequisites>
		  <li>NodResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>
	
</ThingDefs>