<?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>BlastingCharge</defName>
		<eType>BuildingComplex</eType>
		<label>Blasting charge</label>
		<thingClass>Building_BlastingCharge</thingClass>
		<texturePath>Things/Building/BlastingCharge</texturePath>
		<altitudeLayer>Waist</altitudeLayer>
		<passability>PassThroughOnly</passability>
		<useStandardHealth>true</useStandardHealth>
		<maxHealth>50</maxHealth>
		<flammability>1.0</flammability>
		<selectable>true</selectable>
		<tickerType>Normal</tickerType>
		<description>Detonates on command.</description>
		<comps>
			<li>
				<compClass>CompExplosive</compClass>
				<explosiveRadius>3.9</explosiveRadius>
				<explosiveDamageType>Bomb</explosiveDamageType>
			</li>
		</comps>
		<specialDisplayRadius>3.9</specialDisplayRadius>
		<size>(1,1)</size>
		<workToBuild>100</workToBuild>
		<costList>
			<li>
				<thingDef>Metal</thingDef>
				<count>35</count>
			</li>
		</costList>
		<researchPrerequisite>BlastingCharges</researchPrerequisite>
		<surfaceNeeded>Light</surfaceNeeded>
		<designationCategory>Security</designationCategory>
		<ConstructionEffect>ConstructMetal</ConstructionEffect>
	</ThingDef>







</Buildings>