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



	<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>

	<!-- ========================= Food ==========================-->


	<!-- ========================= Work tables ==========================-->

	<ThingDef ParentName="BuildingBase">
		<DefName>PharmaTable</DefName>
		<label>pharmaceutical table</label>
		<ThingClass>Building_WorkTable_HeatPush</ThingClass>
		<Description>A table and tools for mixing and producing drugs and medicine.</Description>
		<graphicData>
			<texPath>Things/Building/Production/TablePharmaceutical</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(3,1)</drawSize>
		</graphicData>
		<CostList>
			<Steel>120</Steel>
			<Titanium>40</Titanium>
			<Silicon>40</Silicon>
			<ComputerComp>5</ComputerComp>
			<Ethanol>10</Ethanol>
		</CostList>
		<AltitudeLayer>Waist</AltitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToMake>6500</WorkToMake>
			<MaxHitPoints>220</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<Size>(3,1)</Size>
		<DesignationCategory>Production</DesignationCategory>
		<Passability>PassThroughOnly</Passability>
		<pathCost>60</pathCost>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<recipes>
			<li>BuildBandages</li>
			<li>BuildMedicine</li>
			<li>ProduceSerum</li>
		</recipes>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<startElectricalFires>true</startElectricalFires>
				<basePowerConsumption>1200</basePowerConsumption>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>4</glowRadius>
				<glowColor>(120,120,120,0)</glowColor>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
		</building>
		<constructEffect>ConstructMetal</constructEffect>
		<researchPrerequisite>Pharmaceuticals</researchPrerequisite>
	</ThingDef>

	<!-- ========================= Matter fabricator ==========================-->
	<ThingDef ParentName="BuildingBase">
		<DefName>Matterfab</DefName>
		<label>Matter fabricator</label>
		<ThingClass>Building_WorkTable</ThingClass>
		<Description>The forefront of quantum thermodynamics and plasma spectrometry, this machine disassembles elements into base subatomic particles and re-assembles them into powerful artificial elements.</Description>
		<graphicData>
			<texPath>Things/Building/Production/MatterFab</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(7,2)</drawSize>
		</graphicData>
		<CostList>
			<Steel>650</Steel>
			<Titanium>150</Titanium>
			<Uranium>5</Uranium>
			<MagneticCoil>12</MagneticCoil>
			<ComputerComp>35</ComputerComp>
		</CostList>
		<AltitudeLayer>Waist</AltitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToMake>18000</WorkToMake>
			<MaxHitPoints>180</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<Size>(7,2)</Size>
		<DesignationCategory>Production</DesignationCategory>
		<Passability>Impassable</Passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<recipes>
			<li>ProduceAPoly</li>
			<li>ProduceBPoly</li>
			<li>ProducePlasteel</li>
		</recipes>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>65000</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>8</glowRadius>
				<glowColor>(0,217,217,0)</glowColor>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>1.5</heatPerTickWhileWorking>
			<soundAmbient>MatterFab</soundAmbient>
		</building>
		<researchPrerequisite>AtomicA</researchPrerequisite>
	</ThingDef>

	<!-- ========================= Electrolyzer ==========================-->

	<ThingDef ParentName="BuildingBase">
		<DefName>Electrolyzer</DefName>
		<label>Electrolyzer</label>
		<ThingClass>Building_WorkTable</ThingClass>
		<Description>A machine that induces electrolysis, separating elements by applying a direct electric current and driving non-spontaneous chemical reactions. Produces manufactored materials.</Description>
		<graphicData>
			<texPath>Things/Building/Production/Electrolyzer</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(3,2)</drawSize>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<CostList>
			<Steel>540</Steel>
			<Titanium>120</Titanium>
			<ComputerComp>10</ComputerComp>
		</CostList>
		<AltitudeLayer>Waist</AltitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToMake>3000</WorkToMake>
			<MaxHitPoints>100</MaxHitPoints>
			<Flammability>1.0</Flammability>
		</statBases>
		<Size>(3,2)</Size>
		<DesignationCategory>Production</DesignationCategory>
		<Passability>Impassable</Passability>
		<hasInteractionCell>True</hasInteractionCell>
		<interactionCellOffset>(0,0,-1)</interactionCellOffset>
		<surfaceType>Item</surfaceType>
		<recipes>
			<li>ProduceSilicon</li>
			<li>ProduceEthanol</li>
			<li>ProduceTitanium</li>
		</recipes>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>1100</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>8</glowRadius>
				<glowColor>(0,112,112,0)</glowColor>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
		</building>
		<researchPrerequisite>Electrolysis</researchPrerequisite>
	</ThingDef>

	<!-- ========================= Robotic assembler ==========================-->

	<ThingDef ParentName="BuildingBase">
		<DefName>RobAssem</DefName>
		<label>Robotic Assembler</label>
		<ThingClass>Building_WorkTable</ThingClass>
		<Description>A machine that applies state of the art robotics, not jerry rigged with scrap metal, to construct machine components too intricate for simple human hands.</Description>
		<graphicData>
			<texPath>Things/Building/Production/RobAssem</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(5,2)</drawSize>
		</graphicData>
		<constructEffect>ConstructMetal</constructEffect>
		<CostList>
			<Steel>480</Steel>
			<Titanium>120</Titanium>
			<ComputerComp>12</ComputerComp>
		</CostList>
		<AltitudeLayer>Waist</AltitudeLayer>
		<fillPercent>0.5</fillPercent>
		<useHitPoints>True</useHitPoints>
		<statBases>
			<WorkToMake>3000</WorkToMake>
			<MaxHitPoints>100</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>BuildComputerComp</li>
			<li>BuildMagneticCoil</li>
			<li>BuildGlitterworldMedicine</li>
		</recipes>
		<inspectorTabs>
			<li>ITab_Bills</li>
		</inspectorTabs>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>1350</basePowerConsumption>
				<startElectricalFires>true</startElectricalFires>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>8</glowRadius>
				<glowColor>(255,0,0,0)</glowColor>
			</li>
		</comps>
		<building>
			<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
			<heatPerTickWhileWorking>0.5</heatPerTickWhileWorking>
		</building>
		<researchPrerequisite>RoboticEngineering</researchPrerequisite>
	</ThingDef>

</ThingDefs>