<?xml version="1.0" encoding="utf-8" ?>
<Defs>
	
  <ThingDef ParentName="BuildingBase">
    <defName>LTF_LockdownBlock</defName>
    <label>Lockdown block</label>
    <description>Crystal ability fruit</description>
	
    <thingClass>Building</thingClass>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
	
    <!-- <soundImpactDefault>BulletImpactMetal</soundImpactDefault> -->
	<soundImpactDefault>LTF_Crystal_BlockImpact</soundImpactDefault>
    <useHitPoints>true</useHitPoints>
	<!-- <randomizeRotationOnSpawn>true</randomizeRotationOnSpawn> -->
    <graphicData>
		<texPath>Things/Building/Art/Block</texPath>
		<graphicClass>Graphic_Random</graphicClass>
		
		<!-- <flipExtraRotation>2</flipExtraRotation> -->
		<!-- <drawSize>(1.5, 1.8)</drawSize> -->
		<drawSize>(1.5, 1.8)</drawSize>
		
		
		<shadowData>
			<volume>(.5,	0.7,	.3)</volume>
			<offset>(0,		0,		-.65)</offset>
		</shadowData>

    </graphicData>
	
    <blockLight>false</blockLight>
	<blockWind>true</blockWind>
	
    <fillPercent>.85</fillPercent>
    <coversFloor>true</coversFloor>
    <neverMultiSelect>true</neverMultiSelect>
	
    <rotatable>false</rotatable>
    <holdsRoof>false</holdsRoof>
    <mineable>true</mineable>
	
    <tickerType>Rare</tickerType>
	
    <drawDamagedOverlay>false</drawDamagedOverlay>
	
    <statBases>
		<MaxHitPoints>200</MaxHitPoints>
		<Beauty>4</Beauty>
		<WorkToBuild>3000</WorkToBuild>
    </statBases>
	
	<!-- not active -->
	<startingHpRange>
      <min>0.8</min>
      <max>1.3</max>
    </startingHpRange>
	
	
    <comps>
		<li>
			<compClass>CompColorable</compClass>
		</li>
		<!-- <li> -->
			<!-- <compClass>CompQuality</compClass> -->
		<!-- </li> -->
		
		<li Class="CompProperties_Glower">
			<glowRadius>2</glowRadius>
			<glowColor>(113,141,117,0)</glowColor>
		</li>
		<li Class="CompProperties_Lifespan">
			<lifespanTicks>2000</lifespanTicks>
			<!-- about 8 sec 460 tk= 8 * 60 / boring-->
		</li>
		<!--
		<li Class="LTF_Crystal_Lockdowner.CompProperties_MakeIceOverlay">
			<maxTicks>500</maxTicks>
		</li>
		-->
    </comps>
	
    <forceDebugSpawnable>true</forceDebugSpawnable>
	
    <building>
		<expandHomeArea>false</expandHomeArea>
		<repairable>false</repairable>
		<isInert>true</isInert>
		<ai_chillDestination>true</ai_chillDestination>
		<canPlaceOverImpassablePlant>false</canPlaceOverImpassablePlant>
    </building>
	
	<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
	<!--
    <leaveResourcesWhenKilled>True</leaveResourcesWhenKilled>
	<costList>
		<FilthSand>10</FilthSand>
    </costList>
	-->
	
	<filthLeaving>FilthSand</filthLeaving>
	<!-- csharp overriden -->
	<colorGenerator Class="ColorGenerator_Options">
		<options>
		<!-- red -->
			<li><weight>1</weight><only>RGBA(1,	.95,	.9,	.6)</only></li>
			<!-- yellow -->
			<li><weight>2</weight><only>RGBA(1,	1, .7,	.6)</only></li>
			<li><weight>2</weight><only>RGBA(1,	1, .8,	.6)</only></li>
			
			<!-- green blue -->
			<li><weight>2</weight><only>RGBA(.8,1, .9,	.6)</only></li>
			<li><weight>2</weight><only>RGBA(.9,1, 1,	.6)</only></li>
			<li><weight>2</weight><only>RGBA(.75,.8,	1,	.6)</only></li>
			<!-- blue -->
			<li><weight>20</weight><only>RGBA(.75, 1,	1,	.6)</only></li>
			<li><weight>20</weight><only>RGBA(.65, .9,	1,	.6)</only></li>
			<li><weight>5</weight><only>RGBA(.7, .85,	1,	.6)</only></li>
			<li><weight>5</weight><only>RGBA(.7,.7,	1,	.6)</only></li>
			<li><weight>5</weight><only>RGBA(.8,.8,1,	.6)</only></li>
			
			<!-- pink -->
			<li><weight>3</weight><only>RGBA(.8,.75,	1,	.6)</only></li>
			<li><weight>2</weight><only>RGBA(1,	.8, 1,	.6)</only></li>
			<li><weight>1</weight><only>RGBA(1,	.9, 1,	.6)</only></li>
		</options>
    </colorGenerator>

	
	</ThingDef>



</Defs>
