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

	<!--  Disabled, because it is already defined in the DarkMatterGenerator (Abstracts with the same name must only be defined once!)
	<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>
	</ThingDef>
-->

	<ThingDef ParentName="BuildingBase">
		<defName>Example_WindTurbineGenerator</defName>
		<thingClass>WindTurbine.Building_WindTurbineEx</thingClass>
		<label>Wind Turbine</label>
		<description>A turbine harnessing wind to generate power.</description>
		<graphicData>
			<texPath>Things/Building/WindTurbine/wind turbine_frame1</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,2)</drawSize>
			<shadowData>
				<volume>(0.2, 1.0, 0.8)</volume>
			</shadowData>
		</graphicData>
		<altitudeLayer>Building</altitudeLayer>
		<passability>Impassable</passability>
		<pathCost>150</pathCost>
		<fillPercent>0.5</fillPercent>
		<statBases>
			<MaxHitPoints>150</MaxHitPoints>
			<WorkToMake>3300</WorkToMake>
			<Flammability>0.4</Flammability>
			<Beauty>-12</Beauty>
		</statBases>
		<tickerType>Normal</tickerType>
		<size>(5,2)</size>
		<selectable>true</selectable>
		<drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
		<rotatable>true</rotatable>
		<designationCategory>Power</designationCategory>
		<building>
			<ignoreNeedsPower>true</ignoreNeedsPower>
		</building>
		<costList>
			<Steel>100</Steel>
			<Component>2</Component>
		</costList>
		<constructEffect>ConstructMetal</constructEffect>
		<placeWorkers>
			<li>PlaceWorker_WindTurbine</li>
		</placeWorkers>
		<comps>
			<li Class="CompProperties_Power">
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>-2000</basePowerConsumption>
				<transmitsPower>true</transmitsPower>
			</li>
			<li Class="CompProperties_Breakdownable"/>
		</comps>
	</ThingDef>

</Buildings>