<?xml version="1.0" encoding="utf-8" ?>
<Buildings>
  
  
	<ThingDef Name="BuildingBase" Abstract="True">
		<category>Building</category>
		<soundBulletHit>BulletImpactMetal</soundBulletHit>
		<selectable>true</selectable>
		<drawerType>MapMeshAndRealTime</drawerType>
		<surfaceNeeded>Light</surfaceNeeded>
		<constructionEffect>ConstructMetal</constructionEffect>
		<repairEffect>Repair</repairEffect>
	</ThingDef>






  <ThingDef ParentName="BuildingBase">
    <defName>PowerConduit</defName>
    <eType>Building_PowerConduit</eType>
    <label>Power conduit</label>
    <thingClass>Building</thingClass>
    <linkDrawerType>Transmitter</linkDrawerType>
    <linkFlags>
      <li>PowerConduit</li>
    </linkFlags>
    <category>Building</category>
    <texturePath>Things/Building/Linked/PowerConduit_Atlas</texturePath>
    <blueprintTexturePath>Things/Building/Linked/PowerConduit_Blueprint_Atlas</blueprintTexturePath>
    <uiIconPath>Things/Building/Linked/PowerConduit_MenuIcon</uiIconPath>
    <flammability>1.0</flammability>
    <building>
      <ignoreNeedsPower>true</ignoreNeedsPower>
      <transmitsPower>true</transmitsPower>
    </building>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <passability>Standable</passability>
    <maxHealth>80</maxHealth>
    <description>A set of electrical cables for moving power around.</description>
    <placingDraggableDimensions>1</placingDraggableDimensions>
    <workToBuild>35</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>1</count>
      </li>
    </costList>
    <rotatable>false</rotatable>
    <selectable>true</selectable>
    <neverMultiSelect>true</neverMultiSelect>
    <soundBulletHit>BulletImpactMetal</soundBulletHit>
    <surfaceNeeded>Light</surfaceNeeded>
    <designationCategory>Power</designationCategory>
    <constructionEffect>ConstructDig</constructionEffect>
    <designationHotKey>U</designationHotKey>
  </ThingDef>







  <ThingDef ParentName="BuildingBase">
    <defName>SolarGenerator</defName>
    <eType>BuildingComplex</eType>
    <label>Solar generator</label>
    <thingClass>Building_PowerPlantSolar</thingClass>
    <texturePath>Things/Building/SolarCollector</texturePath>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>Impassable</passability>
    <fillPercent>0.5</fillPercent>
    <castEdgeShadows>true</castEdgeShadows>
    <maxHealth>300</maxHealth>
    <flammability>1.0</flammability>
    <tickerType>Normal</tickerType>
    <description>Produces electricity from sunlight. Does not work in the dark.</description>
    <size>(4,4)</size>
    <workToBuild>1650</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>80</count>
      </li>
    </costList>
    <overdraw>false</overdraw>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>-1</basePowerConsumption>
      </li>
    </comps>
    <killedLeavings>
      <li>
        <thingDef>ChunkSlag</thingDef>
        <count>8</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>2</count>
      </li>
    </filthLeavings>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <surfaceNeeded>Light</surfaceNeeded>
    <designationCategory>Power</designationCategory>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <building>
      <transmitsPower>true</transmitsPower>
    </building>
  </ThingDef>



  <ThingDef ParentName="BuildingBase">
    <defName>GeothermalGenerator</defName>
    <eType>Building_PowerPlantGeothermal</eType>
    <label>Geothermal generator</label>
    <thingClass>Building_PowerPlantSteam</thingClass>
    <texturePath>Things/Building/GeothermalPlant</texturePath>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <maxHealth>500</maxHealth>
    <flammability>1.0</flammability>
    <tickerType>Normal</tickerType>
    <description>Produces electricity from geothermal steam geysers. Must be placed on a geyser.</description>
    <size>(6,6)</size>
    <workToBuild>3300</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>300</count>
      </li>
    </costList>
    <overdraw>false</overdraw>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>-3600</basePowerConsumption>
      </li>
    </comps>
    <killedLeavings>
      <li>
        <thingDef>ChunkSlag</thingDef>
        <count>16</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>3</count>
      </li>
    </filthLeavings>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <surfaceNeeded>Heavy</surfaceNeeded>
    <designationCategory>Power</designationCategory>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <placementRestricters>
      <li>PlacementRestricter_OnSteamGeyser</li>
    </placementRestricters>
    <building>
      <transmitsPower>true</transmitsPower>
    </building>
  </ThingDef>


  <ThingDef ParentName="BuildingBase">
    <defName>Battery</defName>
    <eType>Building_Battery</eType>
    <label>Battery</label>
    <thingClass>Building_Battery</thingClass>
    <texturePath>Things/Building/Battery</texturePath>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <tickerType>Normal</tickerType>
    <maxHealth>100</maxHealth>
    <flammability>2.0</flammability>
    <description>Stores electricity when there is excess power and yields it when there is not. Warning - charged batteries tend to explode when heated or wet.</description>
    <size>(1,2)</size>
    <workToBuild>650</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>50</count>
      </li>
    </costList>
    <overdraw>false</overdraw>
    <comps>
      <li>
        <compClass>CompPowerBattery</compClass>
        <storedEnergyMax>1000</storedEnergyMax>
        <efficiency>0.5</efficiency>
        <startElectricalFires>true</startElectricalFires>
      </li>
    </comps>
    <killedLeavings>
      <li>
        <thingDef>ChunkSlag</thingDef>
        <count>1</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>2</count>
      </li>
    </filthLeavings>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <surfaceNeeded>Light</surfaceNeeded>
    <designationCategory>Power</designationCategory>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <building>
      <transmitsPower>true</transmitsPower>
    </building>
  </ThingDef>








</Buildings>