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

<!-- GDI Structures -->

	<ThingDef ParentName="BenchBase">
		<defName>GDI_Factory</defName>
		<label>GDI Factory</label>
		<description>The GDI factory allows you to construct many different items, weapons and units if available.</description>
		<thingClass>Building_WorkTable</thingClass>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>70</pathCost>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<WorkToBuild>500</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(3,2)</size>		
		<costList>
			<Steel>125</Steel>
			<Component>3</Component>
		</costList>
		<recipes>
			<li>MakeReinforcedPlate</li>
			<li>MakeReinforcedPlateX5</li>
			<li>MakeGDISonicCore</li>
			<li>MakeJuggernautShell</li>
		</recipes>
		<castEdgeShadows>false</castEdgeShadows>
		<staticSunShadowHeight>0</staticSunShadowHeight>
		<graphicData>
			<texPath>things/building/GDI/Primary/Factory_GDI</texPath>
			<graphicClass>Graphic_Multi</graphicClass>
			<drawSize>(3,3)</drawSize>
			<shadowData>
				<volume>(1.5,1,1.5)</volume>
			</shadowData>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
		</building>
		<fillPercent>0.5</fillPercent>
		<interactionCellOffset>(0,0,2)</interactionCellOffset>
		<hasInteractionCell>true</hasInteractionCell>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<surfaceType>Item</surfaceType>
		<researchPrerequisites>
			<li>GDIResearch_Buildings</li>
		</researchPrerequisites>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>true</startElectricalFires>
				<basePowerConsumption>450</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
		</comps>
	</ThingDef>

	<ThingDef ParentName="BenchBase">
		<defName>GDI_TiberiumRefinery</defName>
		<label>Advanced tiberium refinery</label>
		<description>An advanced chemical refining plant. Used to refine lethal Tiberium into useful resources.</description>
		<thingClass>Building_WorkTable</thingClass>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>70</pathCost>
		<statBases>
			<MaxHitPoints>550</MaxHitPoints>
			<WorkToBuild>3500</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(5,5)</size>
		<costList>
			<Plasteel>5</Plasteel>
			<Component>5</Component>
 			<BookVinifera>1</BookVinifera>
			<GDI_ReinforcedPlate>10</GDI_ReinforcedPlate>
		</costList>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>3</glowRadius>
				<glowColor>(120,255,150,0)</glowColor>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>500</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<recipes>
			<li>ExtractResourcesFromGreenTiberium</li>
			<li>ExtractResourcesFromBlueTiberium</li>
			<li>ExtractResourcesFromRedTiberium</li>
			<li>ExtractResourcesFromVeinTiberium</li>
			<li>MakeTiberiumFuel</li>
		</recipes>
		<castEdgeShadows>false</castEdgeShadows>
		<staticSunShadowHeight>0</staticSunShadowHeight>
		<graphicData>
			<texPath>things/building/GDI/Primary/Refinery_GDI</texPath>
			<graphicClass>Graphic_Multi</graphicClass>
			<drawSize>(5,5)</drawSize>
			<shadowData>
				<volume>(1.5,1,1.5)</volume>
			</shadowData>
			<damageData>
				<rect>(0.3,0.1,2.4,1.8)</rect>
			</damageData>
		</graphicData>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<building>
			<workSpeedPenaltyOutdoors>false</workSpeedPenaltyOutdoors>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
		</building>
		<fillPercent>0.5</fillPercent>
		<interactionCellOffset>(0,0,3)</interactionCellOffset>
		<hasInteractionCell>true</hasInteractionCell>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<surfaceType>Item</surfaceType>
		<researchPrerequisites>
			<li>TiberiumResearchRefining</li>
			<li>GDIResearch_Technology</li>
		</researchPrerequisites>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
        <killedLeavings>
            <TiberiumGreen>3</TiberiumGreen>
        </killedLeavings>
	</ThingDef>
	
	<ThingDef ParentName="BuildingBase">
		<defName>GDI_TiberiumPowerPlant</defName>
		<label>GDI Powerplant</label>
		<thingClass>Building</thingClass>
		<graphicData>
			<texPath>things/building/GDI/Primary/Powerplant_GDI</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(4,4)</drawSize>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>150</pathCost>
		<blockWind>true</blockWind>
		<fillPercent>1.0</fillPercent>
		<castEdgeShadows>false</castEdgeShadows>
		<rotatable>false</rotatable>
		<statBases>
			<MaxHitPoints>550</MaxHitPoints>
			<WorkToBuild>4500</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<tickerType>Normal</tickerType>
		<description>Produces power by consuming Tiberium fuel. Must be fueled by hand.</description>
		<size>(4,4)</size>
		<building>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<costList>
			<GDI_ReinforcedPlate>22</GDI_ReinforcedPlate>
			<Uranium>45</Uranium>
			<Component>5</Component>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlant</compClass>
				<basePowerConsumption>-5500</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Flickable" />
			<li Class="CompProperties_Refuelable">
			<fuelConsumptionRate>1</fuelConsumptionRate>
			<fuelCapacity>14.0</fuelCapacity>
			<fuelFilter>
				<thingDefs>
					<li>TiberiumFuel</li>
				</thingDefs>
			</fuelFilter>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>5</glowRadius>
				<glowColor>(200,200,255)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>36</heatPerSecond>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Tiberium</designationCategory>
		<staticSunShadowHeight>0.5</staticSunShadowHeight>
		<constructEffect>ConstructMetal</constructEffect>
		<researchPrerequisites>
			<li>TiberiumPower</li>
			<li>GDIResearch_Technology</li>
		</researchPrerequisites>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
        <killedLeavings>
            <TiberiumGreen>2</TiberiumGreen>
			<TiberiumBlue>3</TiberiumBlue>
        </killedLeavings>
	</ThingDef>
	
	
	
</ThingDefs>