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


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


	<!--============================== Beds ==============================-->

	<ThingDef ParentName="BuildingBase">
		<defName>ambTable</defName>
		<label>Re-Ambulation Pod</label>
		<Description>Warning this med-pod is calibrated for male patents only. This pod is designed for severely injured patents. By injecting bio-discardable re-constructive nano machines into the blood stream this table will fix most wounds over time, but some wounds will still require a doctor.</Description>
		<ThingClass>Building_Bed</ThingClass>
		<graphicData>
			<texPath>Things/Building/Furniture/Bed/HospitalBed</texPath>
			<graphicClass>Graphic_Multi</graphicClass>
			<shaderType>CutoutComplex</shaderType>
			<drawSize>(3,4)</drawSize>
		</graphicData>
		<AltitudeLayer>Waist</AltitudeLayer>
		<statBases>
			<MaxHitPoints>150</MaxHitPoints>
			<WorkToMake>3200</WorkToMake>
			<Flammability>1.0</Flammability>
			<BedRestEffectiveness>1.5</BedRestEffectiveness>
			<ImmunityGainSpeedFactor>3</ImmunityGainSpeedFactor>
			<MedicalTreatmentQualityFactor>3</MedicalTreatmentQualityFactor>
		</statBases>
		<Size>(1,2)</Size>
		<stuffCategories>
			<li>Metallic</li>
		</stuffCategories>
		<costStuffCount>80</costStuffCount>
		<costList>
			<Titanium>80</Titanium>
			<GlitterworldMedicine>10</GlitterworldMedicine>
			<MagneticCoil>2</MagneticCoil>
			<ComputerComp>4</ComputerComp>
			<Serum>1</Serum>
		</costList>
		<building>
			<Bed_ShowSleeperBody>False</Bed_ShowSleeperBody>
			<Bed_HealTickInterval>50</Bed_HealTickInterval>
			<bed_defaultMedical>true</bed_defaultMedical>
		</building>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>350</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>6</glowRadius>
				<glowColor>(0,255,255,0)</glowColor>
			</li>
		</comps>
		<fillPercent>0.4</fillPercent>
		<PathCost>60</PathCost>
		<LeaveResourcesWhenKilled>True</LeaveResourcesWhenKilled>
		<StaticSunShadowHeight>0.17</StaticSunShadowHeight>
		<CastEdgeShadows>True</CastEdgeShadows>
		<DesignationCategory>Furniture</DesignationCategory>
		<Passability>PassThroughOnly</Passability>
		<DrawGUIOverlay>True</DrawGUIOverlay>
		<researchPrerequisite>Pharmaceuticals</researchPrerequisite>
	</ThingDef>


	<ThingDef ParentName="BuildingBase">
		<defName>DynChair</defName>
		<label>Dynamic Relaxation Chair</label>
		<graphicData>
			<texPath>Things/Building/Furniture/Armchair</texPath>
			<graphicClass>Graphic_Multi</graphicClass>
			<drawSize>(3,3)</drawSize>
		</graphicData>
		<altitudeLayer>Waist</altitudeLayer>
		<statBases>
			<MaxHitPoints>140</MaxHitPoints>
			<WorkToMake>5000</WorkToMake>
			<Flammability>1.0</Flammability>
			<Beauty>10</Beauty>
			<Comfort>8</Comfort>
		</statBases>
		<description>A large, chair that dynamically reforms to not only comfort each person, but sense areas of specific discomfort and provide mild or intensive massaging. All it needs is a bar fridge...</description>
		<socialPropernessMatters>true</socialPropernessMatters>
		<stuffCategories>
			<li>Fabric</li>
			<li>Leathery</li>
		</stuffCategories>
		<costStuffCount>100</costStuffCount>
		<costList>
			<Titanium>40</Titanium>
			<ComputerComp>4</ComputerComp>
			<Uranium>1</Uranium>
		</costList>
		<pathCost>30</pathCost>
		<designationCategory>Furniture</designationCategory>
		<building>
			<isSittable>true</isSittable>
		</building>
	</ThingDef>

	<!-- ======================== Lighting ======================= -->

	<ThingDef ParentName="BuildingBase">
		<defName>FloodLight</defName>
		<label>Flood light</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<graphicData>
			<texPath>Things/Building/Furniture/LampStanding</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<altitudeLayer>Waist</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<statBases>
			<MaxHitPoints>50</MaxHitPoints>
			<WorkToMake>115</WorkToMake>
			<Flammability>1.0</Flammability>
		</statBases>
		<selectable>true</selectable>
		<description>Flood light illuminates a large area, but costs a bit more.</description>
		<costList>
			<Titanium>15</Titanium>
			<Uranium>1</Uranium>
		</costList>
		<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
		<soundImpactDefault>BulletImpactMetal</soundImpactDefault>
		<comps>
			<li>
				<compClass>CompPowerTrader</compClass>
				<basePowerConsumption>650</basePowerConsumption>
				<shortCircuitInRain>false</shortCircuitInRain>
				<soundPowerOn>PowerOnSmall</soundPowerOn>
				<soundPowerOff>PowerOffSmall</soundPowerOff>
			</li>
			<li>
				<compClass>CompGlower</compClass>
				<glowRadius>24</glowRadius>
				<glowColor>(208,217,217,0)</glowColor>
			</li>
		</comps>
		<designationCategory>Furniture</designationCategory>
		<rotatable>false</rotatable>
	</ThingDef>









</Buildings>