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

	<ThingDef ParentName="BuildingBase">
		<defName>InactiveScrinShip</defName>
		<label>Inactive ship</label>
		<description>This alien ship seems to be inactive, maybe it might be useful for research?</description>
		<category>Building</category>
		<graphicData>
			<texPath>things/building/Scrin/CrashedShip/Scrin_Ship2</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(9,9)</drawSize>
			<damageData>
				<rect>(0.1,0.1,1.8,1.8)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>35</pathCost>
		<blockWind>true</blockWind>
		<passability>PassThroughOnly</passability>
		<fillPercent>0.50</fillPercent>
		<size>(5,5)</size>
		<statBases>
			<MaxHitPoints>1250</MaxHitPoints>
			<Flammability>0</Flammability>
			<Beauty>-71</Beauty>
			<WorkToBuild>12000</WorkToBuild>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<killedLeavings>
			<ChunkSlagSteel>6</ChunkSlagSteel>
		</killedLeavings>
		<costList>
			<Component>30</Component>
			<Plasteel>125</Plasteel>
		</costList>
		<comps>
			<li Class="CompProperties_Glower">
				<glowRadius>8</glowRadius>
				<glowColor>(76,0,153)</glowColor>
			</li>
		</comps>
		<building>
			<claimable>false</claimable>
			<alwaysDeconstructible>true</alwaysDeconstructible>
		</building>
		<selectable>true</selectable>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<drawerType>MapMeshOnly</drawerType>
		<repairEffect>ConstructMetal</repairEffect>
	</ThingDef>
  
	<ThingDef ParentName="BuildingBase">
		<defName>ActiveScrinShip</defName>
		<label>Active ship</label>
		<description>This alien ship seems to be active, you should be careful.</description>
		<category>Building</category>
		<graphicData>
			<texPath>things/building/Scrin/CrashedShip/Scrin_Ship1</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(9,9)</drawSize>
			<damageData>
				<rect>(0.1,0.1,1.8,1.8)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>35</pathCost>
		<blockWind>true</blockWind>
		<passability>PassThroughOnly</passability>
		<fillPercent>0.50</fillPercent>
		<size>(5,5)</size>
		<tickerType>Rare</tickerType>
		<statBases>
			<MaxHitPoints>1250</MaxHitPoints>
			<Flammability>0</Flammability>
			<Beauty>-50</Beauty>
			<WorkToBuild>12000</WorkToBuild>
		</statBases>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<killedLeavings>
			<Component>45</Component>
			<Plasteel>165</Plasteel>
			<ChunkSlagSteel>6</ChunkSlagSteel>
		</killedLeavings>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlant</compClass>
				<basePowerConsumption>-4025</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>12</glowRadius>
				<glowColor>(125,125,255)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>36</heatPerSecond>
			</li>
			<li Class="TiberiumRimFactions.CompProperties_ScrinShip"/>
		</comps>
		<building>
			<claimable>false</claimable>
			<alwaysDeconstructible>false</alwaysDeconstructible>
		</building>
		<selectable>true</selectable>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<drawerType>MapMeshOnly</drawerType>
		<repairEffect>ConstructMetal</repairEffect>
	</ThingDef>

</Defs>