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

    <!--QX========================= Imperial Manufacturing - General Fabricator Bench ==========================QX-->

	<ThingDef ParentName="BenchBase">
		<defName>ImperialFabricator</defName>
		<label>Imperial Fabricator</label>
		<thingClass>Building_WorkTable</thingClass>
		<description>The Impeial Fabricator, is used to construct general Imperial Construction Componenets. Used in many facets of Imperial Technology.</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpConFab</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,2)</drawSize>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<costList>
			<Steel>600</Steel>
			<Ceramite>250</Ceramite>
			<Plasteel>50</Plasteel>
			<Component>15</Component>
		</costList>
		<altitudeLayer>Building</altitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToBuild>7000</WorkToBuild>
			<MaxHitPoints>500</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(5,2)</size>
		<designationCategory>Production</designationCategory>
		<passability>Impassable</passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<recipes>
			<li>CreateImperialComponent</li>
			<li>CreateRefinedCeramite</li>
			<li>CreateRefinedAdamantium</li>
			<li>CreateImperialPowercore</li>
			<li>CreateImperialPromFuel</li>
			<li>CreateVComponent</li>
		</recipes>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>750</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>6</glowRadius>
				<glowColor>(172,240,203,0)</glowColor>
			</li>
			<li Class="CompProperties_AffectedByFacilities">
				<linkableFacilities>
					<li>ToolCabinet</li>
					<li>ManCogitator</li>
				</linkableFacilities>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
		</building>
		<researchPrerequisites><li>BasicImperialConstruction</li></researchPrerequisites>
	</ThingDef>

    <!--QX========================= Imperial Manufacturing - Weapon Fabricator Bench ==========================QX-->

	<ThingDef ParentName="BenchBase">
		<defName>ImperialWeaponFab</defName>
		<label>Imperial Weapon Fabricator</label>
		<thingClass>Building_WorkTable</thingClass>
		<description>The Impeial Weapon Fabricator, is used to construct Imperial Weapons. To take the Emperors fire to the Daemon, Alien and Heretic!.</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpWepFab</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,2)</drawSize>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<costList>
			<RefinedCeramite>40</RefinedCeramite>
			<Steel>75</Steel>
			<ImperialComponent>10</ImperialComponent>
			<ImperialPowercore>1</ImperialPowercore>
		</costList>
		<altitudeLayer>Building</altitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToBuild>7000</WorkToBuild>
			<MaxHitPoints>500</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(5,2)</size>
		<designationCategory>Production</designationCategory>
		<passability>Impassable</passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>750</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>6</glowRadius>
				<glowColor>(207,83,0,0)</glowColor>
			</li>
			<li Class="CompProperties_AffectedByFacilities">
				<linkableFacilities>
					<li>ToolCabinet</li>
					<li>ManCogitator</li>
				</linkableFacilities>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
		</building>
		<researchPrerequisites><li>BasicImperialConstruction</li></researchPrerequisites>
		<placeWorkers>
			<li>PlaceWorker_ShowFacilitiesConnections</li>
		</placeWorkers>
	</ThingDef>

    <!--QX========================= Imperial Manufacturing - Armor Fabricator Bench ==========================QX-->

	<ThingDef ParentName="BenchBase">
		<defName>ImperialArmorFab</defName>
		<label>Imperial Armor Fabricator</label>
		<thingClass>Building_WorkTable</thingClass>
		<description>The Impeial Armor Fabricator, is used to construct Imperial Armors. To take the Emperors faithful from the Daemon, Alien and Heretic!.</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpArmFab</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,2)</drawSize>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<costList>
			<RefinedCeramite>40</RefinedCeramite>
			<Steel>75</Steel>
			<ImperialComponent>10</ImperialComponent>
			<ImperialPowercore>1</ImperialPowercore>
		</costList>
		<altitudeLayer>Building</altitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToBuild>7000</WorkToBuild>
			<MaxHitPoints>500</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(5,2)</size>
		<designationCategory>Production</designationCategory>
		<passability>Impassable</passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>750</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>6</glowRadius>
				<glowColor>(222,173,70,0)</glowColor>
			</li>
			<li Class="CompProperties_AffectedByFacilities">
				<linkableFacilities>
					<li>ToolCabinet</li>
					<li>ManCogitator</li>
				</linkableFacilities>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
		</building>
		<researchPrerequisites><li>BasicImperialConstruction</li></researchPrerequisites>
	</ThingDef>

    <!--QX========================= Imperial Manufacturing - Planetary Extractor ==========================QX-->

	<ThingDef ParentName="BenchBase">
		<defName>PlanetaryCoreExractor</defName>
		<label>Imperial Planetary Core Exractor</label>
		<thingClass>Building_WorkTable</thingClass>
		<description>The Imperial Planetary Core Exractor, strip mines to core of Planets for available resources. Must Be Kept below 0c or it will start to take Damage</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpResExtractor</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,5)</drawSize>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<costList>
			<RefinedCeramite>20</RefinedCeramite>
			<Steel>3500</Steel>
			<Plasteel>200</Plasteel>
			<ImperialComponent>10</ImperialComponent>
			<ImperialPowercore>2</ImperialPowercore>
		</costList>
		<altitudeLayer>Building</altitudeLayer> 
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToBuild>20000</WorkToBuild>
			<MaxHitPoints>2000</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<rotatable>false</rotatable>
		<size>(5,5)</size>
		<designationCategory>Production</designationCategory>
		<passability>PassThroughOnly</passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-3)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<recipes>
			<li>CoreExtractCeramite</li>
			<li>CoreExtractAdamantium</li>
			<li>CoreExtractPromethium</li>
			<li>CoreExtractSteel</li>
			<li>CoreExtractPlasteel</li>
			<li>CoreExtractUranium</li>
			<li>CoreExtractSilver</li>
			<li>CoreExtractGold</li>
			<li>CoreExtractJade</li>
		</recipes>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<tickerType>Normal</tickerType>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>3500</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Breakdownable"/>
			<li Class="CompProperties_Glower">
				<glowRadius>8</glowRadius>
				<glowColor>(152,0,3,0)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>75</heatPerSecond>
				<heatPushMaxTemperature>300</heatPushMaxTemperature>
			</li>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>4</explosiveRadius>
				<explosiveDamageType>Flame</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.1</chanceNeverExplodeFromDamage>
			</li>
			<li>
				<compClass>CompMelter</compClass>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>10</heatPerTickWhileWorking>
			<repairable>true</repairable>
		</building>
		<researchPrerequisites><li>BRImpPlanetCoreExtractor</li></researchPrerequisites>
	</ThingDef>
	
	<!--QX========================= Imperial Research - Research Cogitator ==========================QX-->
	
	<ThingDef ParentName="BuildingBase">
		<defName>ResCogitator</defName>
		<label>Imperial Research Cogitator</label>
		<description>A Cogitator is the most commonly used name in Low Gothic for any type of digital computer in the Imperium of Man. Imperial Cogitators function much like their real-world equivalents (though capable of more advanced functions), but like most Imperial technology they often possess a far more arcane and Gothic exterior. This Cogitator provides a substantial boost to research output. (35% Increase)</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpResCogitator</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<rect>(0.15,0.15,1.7,1.7)</rect>
			</damageData>
		</graphicData>
		<researchPrerequisites><li>FRImpCogitators</li></researchPrerequisites>
		<size>(2,2)</size>
		<rotatable>false</rotatable>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>0.5</fillPercent>
		<designationHotKey>Misc4</designationHotKey>
		<designationCategory>Misc</designationCategory>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<WorkToBuild>5000</WorkToBuild>
			<Mass>100</Mass>
			<Flammability>1.0</Flammability>
		</statBases>
		<costList>
			<Steel>500</Steel>
			<Ceramite>250</Ceramite>
			<Plasteel>50</Plasteel>
			<ImperialComponent>6</ImperialComponent>
			<IGBrain>1</IGBrain>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>true</startElectricalFires>
				<basePowerConsumption>400</basePowerConsumption>
			</li>
			<li Class="CompProperties_Flickable"/>
			<li Class="CompProperties_Facility">
				<statOffsets>
					<ResearchSpeedFactor>0.35</ResearchSpeedFactor>
				</statOffsets>
				<maxSimultaneous>2</maxSimultaneous>
			</li>
		</comps>
			<placeWorkers>
				<li>PlaceWorker_ShowFacilitiesConnections</li>
			</placeWorkers>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
	</ThingDef>
	
	<!--QX========================= Imperial Research - Manufacturing Cogitator ==========================QX-->
	
	<ThingDef ParentName="BuildingBase">
		<defName>ManCogitator</defName>
		<label>Imperial Manufacturing Cogitator</label>
		<description>A Cogitator is the most commonly used name in Low Gothic for any type of digital computer in the Imperium of Man. Imperial Cogitators function much like their real-world equivalents (though capable of more advanced functions), but like most Imperial technology they often possess a far more arcane and Gothic exterior. This Cogitator provides a substantial boost to manufacturing output, this can only affect up to 3 fabricators at a time. (25% Increase)</description>
		<graphicData>
			<texPath>Things/IGCore/Building/Production/ImpManCogitator</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<rect>(0.15,0.15,1.7,1.7)</rect>
			</damageData>
		</graphicData>
		<researchPrerequisites><li>FRImpCogitators</li></researchPrerequisites>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<castEdgeShadows>true</castEdgeShadows>
		<staticSunShadowHeight>0.35</staticSunShadowHeight>
		<fillPercent>0.5</fillPercent>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<WorkToBuild>5000</WorkToBuild>
			<Mass>40</Mass>
			<Flammability>1.0</Flammability>
		</statBases>
		<size>(2,2)</size>
		<costList>
			<Steel>350</Steel>
			<Ceramite>150</Ceramite>
			<Plasteel>50</Plasteel>
			<ImperialComponent>3</ImperialComponent>
			<IGBrain>1</IGBrain>
		</costList>
		<designationCategory>Misc</designationCategory>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<comps>
			<li Class="CompProperties_Facility">
				<statOffsets>
					<WorkTableWorkSpeedFactor>0.25</WorkTableWorkSpeedFactor>
				</statOffsets>
				<maxSimultaneous>3</maxSimultaneous>
			</li>
		</comps>
		<designationHotKey>Misc6</designationHotKey>
			<placeWorkers>
				<li>PlaceWorker_ShowFacilitiesConnections</li>
			</placeWorkers>
	</ThingDef>
	
</Defs>