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

	<ThingDef Name="BuildingBase" Abstract="True">
		<category>Building</category>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<selectable>true</selectable>
		<drawerType>MapMeshAndRealTime</drawerType>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<repairEffect>Repair</repairEffect>
		<leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
		<filthLeaving>BuildingRubble</filthLeaving>
	</ThingDef>

	<ThingDef ParentName="BuildingBase">
		<defName>Example_DarkMatterGenerator</defName>
		<thingClass>DarkMatterGenerator.Building_DarkMatterGenerator</thingClass>
		<label>Dark Matter Generator</label>
		<description>A generator that creates energy out of dark matter.</description>
		<graphicData>
			<texPath>Things/Building/DarkMatterGenerator</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(1,1)</drawSize>
			<damageData>
				<rect>(0.05,0.05,0.95,0.95)</rect>
			</damageData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<pathCost>150</pathCost>
		<blockWind>false</blockWind>
		<fillPercent>0.8</fillPercent>
		<castEdgeShadows>true</castEdgeShadows>
		<statBases>
			<MaxHitPoints>350</MaxHitPoints>
			<WorkToMake>1800</WorkToMake>
			<Flammability>0.0</Flammability>
			<Beauty>12</Beauty>
		</statBases>
		<tickerType>Rare</tickerType>
		<size>(1,1)</size>
		<selectable>true</selectable>
		<rotatable>true</rotatable>
		<designationCategory>Power</designationCategory>
		<building>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<costList>
			<Steel>120</Steel>
			<Component>1</Component>
		</costList>
		<constructEffect>ConstructMetal</constructEffect>
		<killedLeavings>
			<ChunkSlagSteel>1</ChunkSlagSteel>
		</killedLeavings>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>1</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Glower">
				<glowRadius>5</glowRadius>
				<glowColor>(10,15,75,0)</glowColor>
			</li>
			<li Class="CompProperties_HeatPusher">
				<compClass>CompHeatPusherPowered</compClass>
				<heatPerSecond>1</heatPerSecond>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
	</ThingDef>

</Buildings>