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

<!-- Nod Structures -->

	<ThingDef ParentName="BuildingBase" Name="NodWall">
		<defName>NodWall_TBNW</defName>
		<label>Nod wall</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>An impassable wall especially designed for the Brotherhood.</description>
		<graphicData>
			<texPath>things/building/Nod/Structure/Wall_Nod</texPath>
			<graphicClass>Graphic_single</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>
		<costList>
			<Nod_CarbonPlate>2</Nod_CarbonPlate>
		</costList>
		<blueprintGraphicData>
			<texPath>Things/Building/Linked/Wall_Blueprint_Atlas</texPath>
		</blueprintGraphicData>
		<uiIconPath>things/building/Nod/Structure/Wall_Nod_Icon</uiIconPath>
		<statBases>
			<MaxHitPoints>1000</MaxHitPoints>
			<WorkToBuild>150</WorkToBuild>
			<Flammability>0.0</Flammability>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<blockWind>true</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>1</fillPercent>
		<coversFloor>true</coversFloor>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<tickerType>Rare</tickerType>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<holdsRoof>true</holdsRoof>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<canOverlapZones>false</canOverlapZones>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_SuppressionWall">
				<radius>3</radius>
			</li>
		</comps>
		<drawerType>MapMeshAndRealTime</drawerType>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_NodSuppressionWall</li>
		</placeWorkers>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<filthLeaving>FilthAsh</filthLeaving>
		<damageMultipliers>
		<li>
			<damageDef>Bomb</damageDef>
			<multiplier>2</multiplier>
		</li>
		</damageMultipliers>
		<researchPrerequisites>
		  <li>NodResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>
	
	
	<ThingDef ParentName="BuildingBase">
		<defName>Nod_LaserFence</defName>
		<label>Laser fence</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<graphicData>
			<texPath>things/building/Nod/Structure/Fence_Laser</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<linkType>Basic</linkType>
			<linkFlags>
				<li>Wall</li>
			</linkFlags>
		</graphicData>
		<blueprintGraphicData>
			<texPath>things/building/Nod/Structure/Fence_Laser_Blueprint</texPath>
		</blueprintGraphicData>
		<uiIconPath>things/building/Nod/Structure/Fence_Laser_icon</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>999</pathCost>
		<pathCostIgnoreRepeat>true</pathCostIgnoreRepeat>
		<passability>PassThroughOnly</passability>
		<blockLight>false</blockLight>
		<blockWind>false</blockWind>
		<coversFloor>false</coversFloor>
		<holdsRoof>false</holdsRoof>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>0.75</fillPercent>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<MaxHitPoints>450</MaxHitPoints>
			<Beauty>-10</Beauty>
			<WorkToBuild>500</WorkToBuild>
			<Flammability>0</Flammability>
		</statBases>
		<building>
			<ai_chillDestination>false</ai_chillDestination>
			<isInert>true</isInert>
			<isEdifice>true</isEdifice>
		</building>
		<description>Use this to protect yourself from enemies!</description>
		<placingDraggableDimensions>1</placingDraggableDimensions>
		<costList>
			<Steel>14</Steel>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>15</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>2</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<filthLeaving>FilthAsh</filthLeaving>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>0.20</staticSunShadowHeight>
		<constructEffect>ConstructDirt</constructEffect>
		<repairEffect>ConstructDirt</repairEffect>
		<researchPrerequisites>
			<li>NodResearch_Security</li>
		</researchPrerequisites>
	</ThingDef>
	
	<!--Nod Doors -->
	
	<ThingDef ParentName="BuildingBase" Name="DoorBase" Abstract="True">
		<thingClass>Building_Door</thingClass>
		<blueprintClass>Blueprint_Door</blueprintClass>
		<category>Building</category>
		<blueprintGraphicData>
			<texPath>Things/Building/Door/Door_Blueprint</texPath>
		</blueprintGraphicData>
		<altitudeLayer>DoorMoveable</altitudeLayer>
		<fillPercent>1</fillPercent>
		<useHitPoints>true</useHitPoints>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<selectable>true</selectable>
		<tickerType>Normal</tickerType>
		<rotatable>false</rotatable>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<holdsRoof>true</holdsRoof>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<blockLight>true</blockLight>
		<drawerType>RealtimeOnly</drawerType>
		<building>
			<isInert>true</isInert>
			<ignoreNeedsPower>true</ignoreNeedsPower>
			<canPlaceOverWall>true</canPlaceOverWall>
			<soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
			<soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
			<soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
			<soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
		</building>
		<comps>
		<li Class="CompProperties_Forbiddable"/>
		</comps>
		<placeWorkers>
			<li>PlaceWorker_DoorLearnOpeningSpeed</li>
		</placeWorkers>
	</ThingDef>
	
	<ThingDef ParentName="DoorBase">
		<defName>Nod_Door_TBNW</defName>
		<label>Nod door</label>
		<description>Divides rooms. Must be manually opened and closed, which slows people down.</description>
		<statBases>
			<WorkToBuild>850</WorkToBuild>
		</statBases>
		<graphicData>
			<texPath>things/building/Nod/Structure/Door_Nod</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<damageData>
				<enabled>false</enabled>
				</damageData>
		</graphicData>
		<costList>
			<Nod_CarbonPlate>2</Nod_CarbonPlate>
		</costList>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_SuppressionWall">
				<radius>2</radius>
			</li>
		</comps>
		<filthLeaving>FilthAsh</filthLeaving>
		<uiIconPath>things/building/Nod/Structure/Door_Nod_icon</uiIconPath>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
			<li>NodResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>

	<ThingDef ParentName="DoorBase">
		<defName>Nod_Autodoor_TBNW</defName>
		<label>Nod autodoor</label>
		<description>Divides rooms. Powered operation allows people to move through the door without slowing down.</description>
		<statBases>
			<WorkToBuild>1100</WorkToBuild>
		</statBases>
		<graphicData>
			<texPath>things/building/Nod/Structure/AutoDoor_Nod</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<damageData>
			<enabled>false</enabled>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/Nod/Structure/AutoDoor_Nod_icon</uiIconPath>
		<costList>
		<Nod_CarbonPlate>3</Nod_CarbonPlate>
		<Component>2</Component>
		</costList>
		<comps>
			<li Class="TiberiumRimFactions.CompProperties_SuppressionWall">
				<radius>2</radius>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>50</basePowerConsumption>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>2</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<filthLeaving>FilthAsh</filthLeaving>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
			<li>Autodoors</li>
			<li>NodResearch_Buildings</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="DoorBase">
		<defName>Nod_Laserdoor</defName>
		<label>Nod Lserdoor</label>
		<description>Divides rooms. Powered operation allows people to move through the door without slowing down.</description>
		<statBases>
			<WorkToBuild>2000</WorkToBuild>
			<MaxHitPoints>450</MaxHitPoints>
			<Beauty>-10</Beauty>
			<Flammability>0</Flammability>
		</statBases>
		<graphicData>
		<texPath>things/building/Nod/Structure/LaserDoor_Nod</texPath>
		<graphicClass>Graphic_Single</graphicClass>
		<damageData>
		<enabled>false</enabled>
		</damageData>
		</graphicData>
		<uiIconPath>things/building/Nod/Structure/LaserDoor_Nod_icon</uiIconPath>
		<costList>
			<Steel>25</Steel>
			<Component>3</Component>
		</costList>
		<blockLight>false</blockLight>
		<blockWind>false</blockWind>
		<holdsRoof>false</holdsRoof>
		<coversFloor>false</coversFloor>
		<canOverlapZones>false</canOverlapZones>
		<fillPercent>0.75</fillPercent>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>75</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>2</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<filthLeaving>FilthAsh</filthLeaving>
		<designationCategory>Tiberium</designationCategory>
		<researchPrerequisites>
		  <li>NodResearch_Security</li>
		</researchPrerequisites>
	</ThingDef>

	<!-- Obelisk -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>NodSecurity_Obelisk</defName>
		<label>Obelisk of Light</label>
		<thingClass>Building_TurretGun</thingClass>
		<size>(2,2)</size>
		<graphicData>
			<texPath>things/building/Nod/Defense/Obelisk/ObeliskOfLight</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,6)</drawSize>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/Nod/Defense/Obelisk/ObeliskOfLight_icon</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<stealable>false</stealable>
		<rotatable>false</rotatable>
		<statBases>
			<MaxHitPoints>1000</MaxHitPoints>
			<Flammability>0.50</Flammability>
			<WorkToBuild>10000</WorkToBuild>
			<Mass>250</Mass>
			<Beauty>-50</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>3</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.9</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Forbiddable"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>1750</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>4</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<description>The Obelisk of Light.</description>
		<passability>PassThroughOnly</passability>
		<pathCost>50</pathCost>
		<fillPercent>0.4</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<costList>
			<Nod_CarbonPlate>40</Nod_CarbonPlate>
			<Component>22</Component>
			<Nod_LQTiberiumCore>1</Nod_LQTiberiumCore>
		</costList>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<specialDisplayRadius>35</specialDisplayRadius>
		<building>
			<ai_combatDangerous>false</ai_combatDangerous>
			<turretGunDef>Gun_NodObelisk</turretGunDef>
			<turretBurstCooldownTime>6</turretBurstCooldownTime>
			<turretTopgraphicPath>things/building/Nod/Defense/Obelisk/ObeliskGun</turretTopgraphicPath>
		</building>
		<filthLeaving>FilthAsh</filthLeaving>
		<placeWorkers>
			<li>PlaceWorker_NotUnderRoof</li>
		</placeWorkers>
		<researchPrerequisites>
			<li>GunTurrets</li>
			<li>NodResearch_AdvancedSecurity</li>
		</researchPrerequisites>
	</ThingDef>

	<ThingDef ParentName="BaseHumanGun">
		<defName>Gun_NodObelisk</defName>
		<label>obelisk gun</label>
		<graphicData>
			<texPath>things/building/Nod/Defense/Obelisk/ObeliskGun</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<menuHidden>true</menuHidden>
		<description>pew pew</description>
		<soundInteract>InteractRifle</soundInteract>
		<canBeSpawningInventory>false</canBeSpawningInventory>
		<tradeability>Never</tradeability>
		<destroyOnDrop>true</destroyOnDrop>
		<statBases>
			<AccuracyTouch>1</AccuracyTouch>
			<AccuracyShort>1</AccuracyShort>
			<AccuracyMedium>1</AccuracyMedium>
			<AccuracyLong>1</AccuracyLong>
			<RangedWeapon_Cooldown>0.50</RangedWeapon_Cooldown>
		</statBases>
		<weaponTags>
			<li>TurretGun</li>
		</weaponTags>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<hasStandardCommand>true</hasStandardCommand>
				<projectileDef>Bullet_ObeliskGun</projectileDef>
				<warmupTime>0.65</warmupTime>
				<range>45</range>
				<burstShotCount>3</burstShotCount>
				<ticksBetweenBurstShots>65</ticksBetweenBurstShots>
				<soundCast>ObeliskShot</soundCast>
				<soundCastTail>GunTail_Light</soundCastTail>
				<muzzleFlashScale>9</muzzleFlashScale>
			</li>
		</verbs>
	</ThingDef>

	<ThingDef ParentName="BaseBullet">
		<defName>Bullet_ObeliskGun</defName>
		<label>obelisk laser bullet</label>
		<graphicData>
		<texPath>things/projectile/Weapons/bullet_Obelisk</texPath>
		<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile>
			<damageDef>Cut</damageDef>
			<damageAmountBase>85</damageAmountBase>
			<speed>95</speed>
			<flyOverhead>true</flyOverhead>
			<soundHitThickRoof>ArtilleryHitThickRoof</soundHitThickRoof>
		</projectile>
	</ThingDef>
	
	<!-- Shredder Turret -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>NodSecurity_ShredderTurret</defName>
		<label>Shredder turret</label>
		<thingClass>Building_TurretGun</thingClass>
		<size>(2,2)</size>
		<graphicData>
			<texPath>things/building/Nod/Defense/Shredder/shredder_base</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<rect>(0.2,0.2,0.6,0.6)</rect>
			</damageData>
		</graphicData>
		<uiIconPath>things/building/Nod/Defense/Shredder/shredder_turret</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<stealable>false</stealable>
		<rotatable>false</rotatable>
		<statBases>
			<MaxHitPoints>400</MaxHitPoints>
			<Flammability>0.65</Flammability>
			<WorkToBuild>2500</WorkToBuild>
			<Mass>150</Mass>
			<Beauty>-35</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>1</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.6</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Forbiddable"/>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>175</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>4</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
		</comps>
		<description>A Nod shredder turret, useful to control masses.</description>
		<passability>PassThroughOnly</passability>
		<pathCost>50</pathCost>
		<fillPercent>0.4</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<costList>
			<Nod_CarbonPlate>12</Nod_CarbonPlate>
			<Component>5</Component>
		</costList>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<specialDisplayRadius>20</specialDisplayRadius>
		<building>
			<ai_combatDangerous>false</ai_combatDangerous>
			<turretGunDef>Gun_ShredderTurret</turretGunDef>
			<turretBurstCooldownTime>3</turretBurstCooldownTime>
			<turretTopgraphicPath>things/building/Nod/Defense/Shredder/shredder_turret</turretTopgraphicPath>
		</building>
		<filthLeaving>FilthAsh</filthLeaving>
		<researchPrerequisites>
			<li>GunTurrets</li>
			<li>NodResearch_Security</li>
		</researchPrerequisites>
	</ThingDef>
	
	<ThingDef ParentName="BaseHumanGun">
		<defName>Gun_ShredderTurret</defName>
		<label>shredder turret gun</label>
		<graphicData>
			<texPath>things/building/Nod/Defense/Shredder/shredder_turret</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<menuHidden>true</menuHidden>
		<description>pew pew</description>
		<soundInteract>InteractRifle</soundInteract>
		<canBeSpawningInventory>false</canBeSpawningInventory>
		<tradeability>Never</tradeability>
		<destroyOnDrop>true</destroyOnDrop>
		<statBases>
			<AccuracyTouch>1</AccuracyTouch>
			<AccuracyShort>0.85</AccuracyShort>
			<AccuracyMedium>0.65</AccuracyMedium>
			<AccuracyLong>0.35</AccuracyLong>
			<RangedWeapon_Cooldown>0.75</RangedWeapon_Cooldown>
		</statBases>
		<weaponTags>
			<li>TurretGun</li>
		</weaponTags>
		<verbs>
			<li>
				<verbClass>Verb_Shoot</verbClass>
				<hasStandardCommand>true</hasStandardCommand>
				<projectileDef>Bullet_Shredder</projectileDef>
				<warmupTime>1.5</warmupTime>
				<range>20</range>
				<burstShotCount>6</burstShotCount>
				<ticksBetweenBurstShots>25</ticksBetweenBurstShots>
				<soundCast>ShotShredderTurret</soundCast>
				<soundCastTail>GunTail_Light</soundCastTail>
				<muzzleFlashScale>9</muzzleFlashScale>
			</li>
		</verbs>
	</ThingDef>
	
	<ThingDef ParentName="BaseBullet">
		<defName>Bullet_Shredder</defName>
		<label>pew pew</label>
		<graphicData>
			<texPath>things/projectile/Weapons/Bullet_Shredder</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile>
			<damageDef>Bullet</damageDef>
			<damageAmountBase>18</damageAmountBase>
			<speed>45</speed>
		</projectile>
	</ThingDef>
	
	<!-- Nod Tiberium Suppressor -->
	
	<ThingDef ParentName="BuildingBase">
		<defName>Nod_TiberiumSuppressor</defName>
		<label>Tiberium-Growth Suppressor</label>
		<description>This specialized facility connects to a nearby Brotherhood of Nod Wall or Laser Fence (needs to be touching) and spreads a suppressing liquid through those. This way Tiberium will be suppressed from further growth near the walls. Requires a huge amount of electricity.</description>
		<graphicData>
			<texPath>things/building/Nod/Defense/Suppressor</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,5)</drawSize>
			<shadowData>
				<volume>(1.4, 0.5, 1.4)</volume>
				<offset>(0,0,-0.1)</offset>
			</shadowData>
		</graphicData>
		<costList>
			<Nod_CarbonPlate>40</Nod_CarbonPlate>
			<Component>15</Component>
			<Nod_LQTiberiumCore>3</Nod_LQTiberiumCore>
		</costList>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>15</glowRadius>
				<glowColor>(255,150,150)</glowColor>
			</li>
			<li Class="TiberiumRimFactions.CompProperties_NodSuppressor">
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>true</startElectricalFires>
				<basePowerConsumption>2750</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Flickable"/>				
		</comps>
		<altitudeLayer>Building</altitudeLayer>
		<tickerType>Rare</tickerType>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToBuild>4500</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>25</Beauty>
		</statBases>
		<drawerType>MapMeshAndRealTime</drawerType>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<placeWorkers>
			<li>TiberiumRimFactions.PlaceWorker_NodSuppressor</li>
		</placeWorkers>
		<fillPercent>0.40</fillPercent>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<pathCost>25</pathCost>
		<designationCategory>Tiberium</designationCategory>
		<rotatable>false</rotatable>
		<canOverlapZones>false</canOverlapZones>
		<size>(5,5)</size>
		<researchPrerequisites>
			<li>NodResearch_LiquidTechnology</li>
		</researchPrerequisites>
	</ThingDef>
	
</ThingDefs>