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

	<!--QX==================== Imperial Guard Core Mod - Imperial Uranium Reactor =========================QX-->

	<ThingDef ParentName="BuildingBase">
		<defName>ImpUReactor</defName>
		<label>Imperial Uranium Reactor</label>
		<thingClass>Building</thingClass>
		<graphicData>
			<texPath>Things/IGCore/Building/Power/ImpUReactor</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,3)</drawSize>
			<damageData>
				<rect>(0,0.6,2,0.8)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>400</pathCost>
		<blockWind>true</blockWind>
		<fillPercent>1.0</fillPercent>
		<castEdgeShadows>false</castEdgeShadows>
		<statBases>
			<MaxHitPoints>500</MaxHitPoints>
			<WorkToBuild>2500</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<tickerType>Normal</tickerType>
		<description>Produces power by consuming Uranium. Must be fueled by hand approx every 18 days. Must Be Kept below 0c or it will start to take Damage. If this item fails epected large fires</description>
		<size>(2,3)</size> <!-- Changed to 33 from 22 -->
		<building>
			<repairable>true</repairable>
		</building>
		<costList>
			<Steel>100</Steel>
			<Ceramite>100</Ceramite>
			<ImperialComponent>8</ImperialComponent>
			<ImperialPowercore>1</ImperialPowercore>
		</costList>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>4</explosiveRadius>
				<explosiveDamageType>Flame</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.50</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlant</compClass>
				<basePowerConsumption>-2500</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable" />
			<li Class="CompProperties_Refuelable">
				<fuelConsumptionRate>4.0</fuelConsumptionRate>
				<fuelCapacity>75.0</fuelCapacity>
				<fuelFilter>
				<thingDefs>
					<li>Uranium</li> <!-- Changed to Uranium from Wood -->
				</thingDefs>
				</fuelFilter>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>5</glowRadius>
				<glowColor>(93,202,49,0)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>10</heatPerSecond>
				<heatPushMaxTemperature>300</heatPushMaxTemperature>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Power</designationCategory>
		<staticSunShadowHeight>0.5</staticSunShadowHeight>
		<designationHotKey>Misc3</designationHotKey>
		<constructEffect>ConstructMetal</constructEffect>
		<researchPrerequisites>
			<li>PRImpUReactor</li>
		</researchPrerequisites>
	</ThingDef>

	<!--QX==================== Imperial Guard Core Mod - Imperial Plasma Reactor POWER XML =========================QX-->

	<ThingDef ParentName="BuildingBase">
		<defName>ImpPReactor</defName>
		<label>Imperial Plasma Reactor</label>
		<thingClass>Building</thingClass>
		<graphicData>
			<texPath>Things/IGCore/Building/Power/ImpPReactor</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,5)</drawSize>
			<damageData>
				<rect>(0,0.6,2,0.8)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>400</pathCost>
		<blockWind>true</blockWind>
		<fillPercent>1.0</fillPercent>
		<castEdgeShadows>false</castEdgeShadows>
		<statBases>
			<MaxHitPoints>250</MaxHitPoints>
			<WorkToBuild>5000</WorkToBuild>
			<Flammability>1.0</Flammability>
		</statBases>
		<description>Produces power by consuming Prometium Fuel Blocks. Must be fueled by hand approx every 9 days, also has small heat output so watch the room temperature. If this item fails expected large fires</description>
		<size>(5,5)</size>
		<tickerType>Normal</tickerType>
		<building>
			<repairable>true</repairable>
		</building>
		<costList>
			<Steel>600</Steel>
			<Ceramite>800</Ceramite>
			<ImperialComponent>20</ImperialComponent>
			<ImperialPowercore>3</ImperialPowercore>
		</costList>
		<comps>
			<li Class="CompProperties_Explosive">
				<explosiveRadius>10</explosiveRadius>
				<explosiveDamageType>Flame</explosiveDamageType>
				<chanceNeverExplodeFromDamage>0.1</chanceNeverExplodeFromDamage>
			</li>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlant</compClass>
				<basePowerConsumption>-15000</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
				<startElectricalFires>true</startElectricalFires>
			</li>
			<li Class="CompProperties_Flickable" />
			<li Class="CompProperties_Refuelable">
				<fuelConsumptionRate>6.00</fuelConsumptionRate>
				<fuelCapacity>75.0</fuelCapacity>
				<fuelFilter>
				<thingDefs>
					<li>ImperialPromFuel</li>
				</thingDefs>
				</fuelFilter>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>5</glowRadius>
				<glowColor>(106,42,212,0)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>35</heatPerSecond>
				<heatPushMaxTemperature>200</heatPushMaxTemperature>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Power</designationCategory>
		<staticSunShadowHeight>0.5</staticSunShadowHeight>
		<designationHotKey>Misc3</designationHotKey>
		<constructEffect>ConstructMetal</constructEffect>
		<researchPrerequisites>
			<li>PRImpPReactor</li>
		</researchPrerequisites>
	</ThingDef>

	<!--QX==================== Imperial Guard Core Mod - Imperial Battery =========================QX-->

	<ThingDef ParentName="BuildingBase">
		<defName>ImpBattery</defName>
		<label>Imperial Battery</label>
		<thingClass>Building_Battery</thingClass>
		<graphicData>
			<texPath>Things/IGCore/Building/Power/ImpBattery</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(2,2)</drawSize>
			<damageData>
				<cornerTL>Damage/Corner</cornerTL>
				<cornerTR>Damage/Corner</cornerTR>
				<cornerBL>Damage/Corner</cornerBL>
				<cornerBR>Damage/Corner</cornerBR>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>70</pathCost>
		<blockWind>true</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
		<fillPercent>0.40</fillPercent>
		<tickerType>Normal</tickerType>
		<minifiedDef>MinifiedFurniture</minifiedDef>
		<statBases>
			<MaxHitPoints>100</MaxHitPoints>
			<WorkToBuild>1600</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-18</Beauty>
		</statBases>
		<description>Imperial Batteries stores electricity when there is excess power and yields it when there is not. These batteries have a high capacity. Warning - charged batteries tend to explode when heated or wet.</description>
		<size>(2,2)</size>
		<building>
			<repairable>true</repairable>
		</building>
		<costList>
			<Steel>100</Steel>
			<Ceramite>50</Ceramite>
			<ImperialComponent>3</ImperialComponent>
		</costList>
		<comps>
			<li Class="CompProperties_Battery">
				<storedEnergyMax>5000</storedEnergyMax>
				<efficiency>0.75</efficiency>
				<startElectricalFires>true</startElectricalFires>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Power</designationCategory>
		<staticSunShadowHeight>0.5</staticSunShadowHeight>
		<constructEffect>ConstructMetal</constructEffect>
		<designationHotKey>Misc4</designationHotKey>
		<researchPrerequisites>
			<li>PRImpBattery</li>
		</researchPrerequisites>
	</ThingDef>

	<!--QX==================== Imperial Guard Core Mod - Imperial Solar Panel =========================QX-->
	
	<ThingDef ParentName="BuildingBase">
		<defName>ImpSolarPanel</defName>
		<label>Imperial Solar Generator</label>
		<thingClass>Building</thingClass>
		<graphicData>
			<texPath>Things/IGCore/Building/Power/ImpSolarPanel</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(4,4)</drawSize>
			<damageData>
				<rect>(0,0.6,4,2.8)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<pathCost>70</pathCost>
		<fillPercent>0.5</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<MaxHitPoints>300</MaxHitPoints>
			<WorkToBuild>2000</WorkToBuild>
			<Flammability>1.5</Flammability>
		</statBases>
		<tickerType>Normal</tickerType>
		<description>This is the s Standard Pattern Imperial Generator and it produces electricity from sunlight. Does not work in the dark.</description>
		<size>(4,4)</size>
		<costList>
			<Steel>50</Steel>
			<Ceramite>50</Ceramite>
			<ImperialComponent>1</ImperialComponent>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlantSolar</compClass>
				<basePowerConsumption>-1</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Power</designationCategory>
		<staticSunShadowHeight>0.20</staticSunShadowHeight>
		<designationHotKey>Misc5</designationHotKey>
		<constructEffect>ConstructMetal</constructEffect>
		<researchPrerequisites>
			<li>Electricity</li>
			<li>SolarPanels</li>
			<li>BasicImperialConstruction</li>
		</researchPrerequisites>
	</ThingDef>

	<!--QX==================== Imperial Guard Core Mod - Imperial Solar GeoThermal Plant =========================QX-->
	
	<ThingDef ParentName="BuildingBase">
		<defName>ImpGeothermGen</defName>
		<label>Imperial Geothermal Plant</label>
		<thingClass>Building</thingClass>
		<graphicData>
			<texPath>Things/IGCore/Building/Power/ImpGeoPlant</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(6,6)</drawSize>
			<damageData>
				<rect>(0.3,0,5.4,6)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<blockWind>true</blockWind>
		<castEdgeShadows>true</castEdgeShadows>
			<scatterableOnMapGen>false</scatterableOnMapGen>
			<fillPercent>1</fillPercent>
		<blockLight>true</blockLight>
		<canOverlapZones>false</canOverlapZones>
		<statBases>
			<MaxHitPoints>1000</MaxHitPoints>
			<WorkToBuild>4000</WorkToBuild>
			<Flammability>1.0</Flammability>
			<Beauty>-30</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<description>Imperial GeoThermal Plant, Produces electricity from geothermal steam geysers. Must be placed on a geyser.</description>
		<size>(6,6)</size>
		<costList>
			<Steel>400</Steel>
			<Ceramite>400</Ceramite>
			<ImperialComponent>5</ImperialComponent>
			<ImperialPowercore>2</ImperialPowercore>
		</costList>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerPlantSteam</compClass>
				<basePowerConsumption>-7200</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
		<rotatable>false</rotatable>
		<terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
		<designationCategory>Power</designationCategory>
		<staticSunShadowHeight>1.0</staticSunShadowHeight>
		<placeWorkers>
			<li>PlaceWorker_OnSteamGeyser</li>
		</placeWorkers>
		<building>
			<ai_chillDestination>false</ai_chillDestination>
			<soundAmbient>GeothermalPlant_Ambience</soundAmbient>
		</building>
		<constructEffect>ConstructMetal</constructEffect>
		<designationHotKey>Misc6</designationHotKey>
		<researchPrerequisites><li>GeothermalPower</li></researchPrerequisites>
		<constructionSkillPrerequisite>8</constructionSkillPrerequisite>
	</ThingDef>
	
</Defs>