<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <!--==================================== 오토마톤 제작대 ====================================-->
  <ThingDef ParentName="BenchBase">
    <defName>PN_AutomatonBench</defName>
    <label>automaton fabrication bench</label>
    <description>...</description>
    <thingClass>Building_WorkTable</thingClass>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <WorkToBuild>5000</WorkToBuild>
      <Flammability>1.0</Flammability>
    </statBases>
    <minifiedDef />
    <thingCategories Inherit="false" />
    <size>(5,2)</size>
    <costList>
      <Steel>200</Steel>
      <ComponentIndustrial>8</ComponentIndustrial>
    </costList>
    <comps>
      <li Class="CompProperties_AffectedByFacilities">
        <linkableFacilities>
          <li>ToolCabinet</li>
        </linkableFacilities>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <shortCircuitInRain>true</shortCircuitInRain>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_Breakdownable"/>
    </comps>
    <recipes>
      <li>PN_Make_ComponentIndustrial</li>
      <li>Make_ComponentSpacer</li>
    </recipes>
    <graphicData>
      <texPath>Things/Building/PNAutomatonBench</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(7,4)</drawSize>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>0.20</staticSunShadowHeight>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
    </building>
    <fillPercent>0.5</fillPercent>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <hasInteractionCell>true</hasInteractionCell>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <designationCategory>Production</designationCategory>
    <surfaceType>Item</surfaceType>
    <designationHotKey>Misc12</designationHotKey>
    <constructionSkillPrerequisite>6</constructionSkillPrerequisite>
    <placeWorkers>
      <li>PlaceWorker_ShowFacilitiesConnections</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <researchPrerequisites>
      <li>PNRP_Production</li>
    </researchPrerequisites>
  </ThingDef>

  <!--==================================== 오토마톤 동면관 ====================================-->

  <!--<ThingDef ParentName="BuildingBase">
    <defName>PN_CryptosleepCasket</defName>
    <label>Automaton cryptosleep casket</label>
    <description>A self-powered sarcophagus designed to keep a person in a state of suspended animation for many years.</description>
    <thingClass>AutomataRace.Building_AutomatonCryptosleepCasket</thingClass>
    <drawerType>MapMeshAndRealTime</drawerType>
    <graphicData>
      <texPath>Things/Building/Ship/ShipCryptosleepCasket</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <drawSize>(1, 2)</drawSize>
      <shadowData>
        <volume>(0.83, 0.3, 1.7)</volume>
      </shadowData>
    </graphicData>
    <researchPrerequisites>
      <li>PNRP_CryptosleepCasket</li>
    </researchPrerequisites>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>42</pathCost>
    <blockWind>true</blockWind>
    <fillPercent>0.5</fillPercent>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <WorkToBuild>3200</WorkToBuild>
      <MaxHitPoints>250</MaxHitPoints>
      <Flammability>0.5</Flammability>
    </statBases>
    <tickerType>Normal</tickerType>
    <size>(1,2)</size>
    <designationCategory>Misc</designationCategory>
    <hasInteractionCell>true</hasInteractionCell>
    <interactionCellOffset>(1,0,0)</interactionCellOffset>
    <defaultPlacingRot>South</defaultPlacingRot>
    <building>
      <ai_chillDestination>false</ai_chillDestination>
      <destroySound>BuildingDestroyed_Metal_Small</destroySound>
    </building>
    <costList>
      <Steel>180</Steel>
      <Uranium>5</Uranium>
      <ComponentIndustrial>4</ComponentIndustrial>
      <ComponentSpacer>1</ComponentSpacer>
    </costList>
    <comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>2.66</explosiveRadius>
        <explosiveDamageType>Flame</explosiveDamageType>
      </li>
      <li Class="CompProperties_EmptyStateGraphic">
        <graphicData>
          <texPath>Things/Building/Ship/ShipCryptosleepCasketOpenDoor</texPath>
          <graphicClass>Graphic_Multi</graphicClass>
          <drawSize>(1, 2)</drawSize>
        </graphicData>
      </li>
    </comps>
    <placeWorkers>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <inspectorTabs>
      <li>ITab_ContentsCasket</li>
    </inspectorTabs>
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <constructionSkillPrerequisite>8</constructionSkillPrerequisite>
  </ThingDef>-->
</Defs>