<?xml version="1.0" encoding="utf-8" ?>
<Defs>
  <ThingCategoryDef>
    <defName>PN_AutomatonCatagory</defName>
    <label>PnL Industry</label>
    <parent>Manufactured</parent>
    <iconPath>UI/Icons/PNCT_PnL</iconPath>
  </ThingCategoryDef>

  <!--==================================== 미완성 오토마톤 ====================================-->
  <ThingDef ParentName="UnfinishedBase">
    <defName>UnfinishedAutomaton</defName>
    <label>unfinished automaton</label>
    <description>An unfinished automaton.</description>
    <statBases>
      <Flammability>0.5</Flammability>
    </statBases>
    <graphicData>
      <texPath>Things/Item/UnfinishedAutomaton</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <stuffCategories Inherit="false" />
  </ThingDef>

  <!--==================================== 오토마톤 가죽 ====================================-->
  <ThingDef ParentName="LeatherBase">
    <defName>Leather_Automaton</defName>
    <label>automaton skin</label>
    <description>leather made for automaton production. looks like human leather.</description>
    <graphicData>
      <color>(255,240,227)</color>
    </graphicData>
    <statBases>
      <MarketValue>4.2</MarketValue>
      <StuffPower_Armor_Sharp>0.64</StuffPower_Armor_Sharp>
      <StuffPower_Insulation_Cold>12</StuffPower_Insulation_Cold>
      <StuffPower_Insulation_Heat>12</StuffPower_Insulation_Heat>
    </statBases>
    <thingCategories>
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <tradeTags Inherit="false">

    </tradeTags>
    <tradeability>Buyable</tradeability>
    <stuffProps>
      <color>(255,240,227)</color>
      <commonality>0.0025</commonality>
    </stuffProps>
  </ThingDef>

  <!--==================================== 브레인 코어 ====================================-->
  <ThingCategoryDef>
    <defName>PN_BrainCoreCatagory</defName>
    <label>automaton core</label>
    <parent>PN_AutomatonCatagory</parent>
    <iconPath>Things/Item/PNBrainCore</iconPath>
  </ThingCategoryDef>

  <!--중추신경케이스-->
  <ThingDef ParentName="ResourceBase">
    <defName>PN_BrainEmpty</defName>
    <label>Empty case</label>
    <description>A case specially designed to contain the central nervous system.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNCentralnervous_empty</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>1</drawSize>
    </graphicData>
    <isTechHediff>false</isTechHediff>
    <thingCategories Inherit="false">
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <statBases>
      <Mass>1</Mass>
      <WorkToMake>700</WorkToMake>
      <Flammability>0.7</Flammability>
    </statBases>
    <stackLimit>10</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <drawGUIOverlay>true</drawGUIOverlay>
    <costList>
      <ComponentIndustrial>1</ComponentIndustrial>
      <Steel>5</Steel>
      <PN_AutomatonFuel>1</PN_AutomatonFuel>
    </costList>
    <tradeTags Inherit="false">

    </tradeTags>
    <tradeability>Buyable</tradeability>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <unfinishedThingDef>UnfinishedComponent</unfinishedThingDef>
      <skillRequirements>
        <Crafting>6</Crafting>
      </skillRequirements>
      <researchPrerequisite>PNRP_Brain</researchPrerequisite>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
    </recipeMaker>
    <comps>

    </comps>
  </ThingDef>

  <ThingDef ParentName="BodyPartBase">
    <defName>PN_Brain</defName>
    <label>central nervous</label>
    <description>A biological human central nervous. It doesn't look like it can be stored for long.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNCentralnervous</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>1</drawSize>
    </graphicData>
    <thingCategories Inherit="false">
      <li>PN_BrainCoreCatagory</li>
    </thingCategories>
    <statBases>
      <MarketValue>548</MarketValue>
      <Mass>1</Mass>
      <Flammability>0.7</Flammability>
    </statBases>
    <isTechHediff>false</isTechHediff>
    <tradeTags Inherit="false">

    </tradeTags>
    <comps>
      <li Class="CompProperties_Lifespan">
        <lifespanTicks>240000</lifespanTicks>
        <expireEffect>RaisedRock_Collapse</expireEffect>
      </li>
    </comps>
    <tradeability>Buyable</tradeability>
    <tickerType>Normal</tickerType>
  </ThingDef>

  <ThingDef ParentName="BodyPartBase">
    <defName>PN_BrainCasing</defName>
    <label>Automaton brain core</label>
    <description>A brain core used to make automata.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNBrainCore</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>1</drawSize>
    </graphicData>
    <isTechHediff>false</isTechHediff>
    <thingCategories Inherit="false">
      <li>PN_BrainCoreCatagory</li>
    </thingCategories>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <statBases>
      <Mass>1</Mass>
      <WorkToMake>13000</WorkToMake>
      <Flammability>0.7</Flammability>
    </statBases>
    <costList>
      <PN_Brain>1</PN_Brain>
      <ComponentSpacer>1</ComponentSpacer>
      <Steel>15</Steel>
      <PN_AutomatonFuel>2</PN_AutomatonFuel>
    </costList>
    <tradeTags Inherit="false">

    </tradeTags>
    <tradeability>Buyable</tradeability>
    <comps>

    </comps>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
      <skillRequirements>
        <Crafting>8</Crafting>
      </skillRequirements>
      <researchPrerequisite>PNRP_BrainCasing</researchPrerequisite>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
    </recipeMaker>
  </ThingDef>

  <ThingDef ParentName="BodyPartBase">
    <defName>PN_BrainCasingAntigrain</defName>
    <label>Antigrain core</label>
    <description>A brain core used to Railgun.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNAntigrainCore</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>1</drawSize>
    </graphicData>
    <isTechHediff>false</isTechHediff>
    <thingCategories Inherit="false">
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <resourceReadoutPriority>Middle</resourceReadoutPriority>
    <statBases>
      <Mass>1</Mass>
      <WorkToMake>13000</WorkToMake>
      <Flammability>0.7</Flammability>
    </statBases>
    <costList>
      <PN_BrainCasing>1</PN_BrainCasing>
      <PN_Component>2</PN_Component>
      <ComponentSpacer>2</ComponentSpacer>
      <Steel>15</Steel>
      <Shell_AntigrainWarhead>1</Shell_AntigrainWarhead>
    </costList>
    <tradeTags Inherit="false">

    </tradeTags>
    <tradeability>Buyable</tradeability>
    <tickerType>Normal</tickerType>
    <comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>14.9</explosiveRadius>
        <explosiveDamageType>BombSuper</explosiveDamageType>
        <explosiveExpandPerStackcount>0.4</explosiveExpandPerStackcount>
        <startWickHitPointsPercent>0.7</startWickHitPointsPercent>
        <chanceToStartFire>0.22</chanceToStartFire>
        <damageFalloff>true</damageFalloff>
        <explosionEffect>GiantExplosion</explosionEffect>
        <explosionSound>Explosion_GiantBomb</explosionSound>
        <wickTicks>60~120</wickTicks>
      </li>
    </comps>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <effectWorking>Smith</effectWorking>
      <soundWorking>Recipe_Smith</soundWorking>
      <unfinishedThingDef>UnfinishedHealthItemBionic</unfinishedThingDef>
      <skillRequirements>
        <Crafting>8</Crafting>
      </skillRequirements>
      <researchPrerequisite>PNRP_Railgun</researchPrerequisite>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
    </recipeMaker>
  </ThingDef>

  <!--==================================== 수리키트 ====================================-->
  <ThingCategoryDef>
    <defName>PNKit</defName>
    <label>Repair kit</label>
    <parent>PN_AutomatonCatagory</parent>
    <iconPath>UI/Icons/PNCT_PNRepairkit</iconPath>
  </ThingCategoryDef>

  <ThingDef ParentName="ResourceBase">
    <defName>PN_RepairKit</defName>
    <label>automaton repair kit</label>
    <description>A kit containing various materials to repair the automaton.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNRepairkit</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>1.0</drawSize>
    </graphicData>
    <techLevel>Industrial</techLevel>
    <stackLimit>25</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <healthAffectsPrice>false</healthAffectsPrice>
    <statBases>
      <MaxHitPoints>60</MaxHitPoints>
      <Mass>2</Mass>
      <Flammability>0.7</Flammability>
      <WorkToMake>700</WorkToMake>
    </statBases>
    <thingCategories>
      <li>PNKit</li>
    </thingCategories>
    <costList>
      <ComponentIndustrial>2</ComponentIndustrial>
      <Steel>30</Steel>
      <Chemfuel>10</Chemfuel>
      <Leather_Automaton>20</Leather_Automaton>
    </costList>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
      <researchPrerequisite>PNRP_Production</researchPrerequisite>
      <skillRequirements>
        <Crafting>4</Crafting>
      </skillRequirements>
    </recipeMaker>
    <tradeTags Inherit="false">

    </tradeTags>
    <comps>

    </comps>
    <tradeability>Buyable</tradeability>
  </ThingDef>

  <!--==================================== 자가 수리 키트 ====================================-->
  <ThingDef ParentName="MechSerumBase">
    <defName>PN_SelfRepairKit</defName>
    <label>self repair kit</label>
    <description>Repair kit combined with healer mech serum. It can be used alone without an operator, and the user can self-repair.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNSelfRepairkit</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>1.0</drawSize>
    </graphicData>
    <techLevel>Spacer</techLevel>
    <stackLimit>25</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <statBases>
      <Mass>2</Mass>
      <MaxHitPoints>60</MaxHitPoints>
      <Flammability>0.7</Flammability>
      <WorkToMake>1500</WorkToMake>
    </statBases>
    <thingCategories>
      <li>PNKit</li>
    </thingCategories>
    <costList>
      <MechSerumHealer>1</MechSerumHealer>
      <ComponentIndustrial>1</ComponentIndustrial>
      <Steel>15</Steel>
      <Chemfuel>2</Chemfuel>
      <Leather_Automaton>5</Leather_Automaton>
    </costList>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
      <researchPrerequisite>PNRP_SelfRepairKit</researchPrerequisite>
      <skillRequirements>
        <Crafting>8</Crafting>
      </skillRequirements>
    </recipeMaker>
    <tradeTags Inherit="false">

    </tradeTags>
    <comps>
      <li Class="CompProperties_Usable">
        <useJob>UseItem</useJob>
        <useLabel>Use self repair kit</useLabel>
        <useDuration>600</useDuration>
      </li>
      <li Class="AutomataRace.CompProperties_UseEffectRepairKit">
        <thingDefs>
          <li>Paniel_Race</li>
        </thingDefs>
        <blockUnnecessaryUse>false</blockUnnecessaryUse>
      </li>
      <li Class="CompProperties_UseEffectDestroySelf">
        <compClass>CompUseEffect_DestroySelf</compClass>
      </li>
    </comps>
    <tradeability>Buyable</tradeability>
  </ThingDef>

  <RecipeDef>
    <defName>PN_AdministerSelfRepairKit</defName>
    <label>administer self repair kit</label>
    <description>Administer a self repair kit.</description>
    <workerClass>Recipe_AdministerUsableItem</workerClass>
    <jobString>Administering self repair kit.</jobString>
    <targetsBodyPart>false</targetsBodyPart>
    <anesthetize>false</anesthetize>
    <workAmount>600</workAmount>
    <isViolation>false</isViolation>
    <dontShowIfAnyIngredientMissing>true</dontShowIfAnyIngredientMissing>
    <surgerySuccessChanceFactor>99999</surgerySuccessChanceFactor>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>PN_SelfRepairKit</li>
          </thingDefs>
        </filter>
        <count>1</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>PN_SelfRepairKit</li>
      </thingDefs>
    </fixedIngredientFilter>
    <recipeUsers>
      <li>Paniel_Race</li>
    </recipeUsers>
  </RecipeDef>

  <!--==================================== 연료 드럼 ====================================-->
  <!--<ThingDef ParentName="ResourceBase">
    <defName>PN_Fueldrumcan</defName>
    <label>PnL fuel drum can</label>
    <description>A drum for efficient and safe PnL fuel storage. It has high durability and low flammability.</description>
    <graphicData Inherit="false">
      <texPath>Things/Item/PNFuleDrum</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
      <drawSize>1.0</drawSize>
    </graphicData>
    <techLevel>Industrial</techLevel>
    <stackLimit>75</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <healthAffectsPrice>false</healthAffectsPrice>
    <statBases>
      <MaxHitPoints>300</MaxHitPoints>
      <MarketValue>51.5</MarketValue>
      <Mass>5.5</Mass>
      <Flammability>0.4</Flammability>
    </statBases>
    <thingCategories>
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <tradeability>Buyable</tradeability>
    <costList>
      <PN_AutomatonFuel>10</PN_AutomatonFuel>
      <Steel>5</Steel>
    </costList>
    <recipeMaker>
      <workSpeedStat>GeneralLaborSpeed</workSpeedStat>
      <workSkill>Crafting</workSkill>
      <recipeUsers>
        <li>PN_AutomatonBench</li>
      </recipeUsers>
      <researchPrerequisite>PNRP_Production</researchPrerequisite>
      <skillRequirements>

      </skillRequirements>
    </recipeMaker>
    <tradeTags Inherit="false">

    </tradeTags>
    <tickerType>Normal</tickerType>
    <comps>
      <li Class="CompProperties_Explosive">
        <explosiveRadius>1.1</explosiveRadius>
        <explosiveDamageType>Flame</explosiveDamageType>
        <explosiveExpandPerStackcount>0.37</explosiveExpandPerStackcount>
        <startWickOnDamageTaken>
          <li>Flame</li>
        </startWickOnDamageTaken>
        <startWickHitPointsPercent>0.05</startWickHitPointsPercent>
        <preExplosionSpawnThingDef>Filth_Fuel</preExplosionSpawnThingDef>
        <preExplosionSpawnChance>1</preExplosionSpawnChance>
        <wickTicks>70~150</wickTicks>
      </li>
    </comps>
  </ThingDef>-->

  <!--==================================== 로열 부품 ====================================-->
  <ThingDef ParentName="ResourceBase">
    <defName>PN_Component</defName>
    <label>PnL component</label>
    <description>This is a component used in special products of PnL Industry. It's tightly sealed, so reverse engineering looks difficult.</description>
    <graphicData>
      <texPath>Things/Item/PNComponent</texPath>
      <graphicClass>Graphic_StackCount</graphicClass>
    </graphicData>
    <soundInteract>Metal_Drop</soundInteract>
    <soundDrop>Standard_Drop</soundDrop>
    <stackLimit>50</stackLimit>
    <uiIconForStackCount>1</uiIconForStackCount>
    <healthAffectsPrice>false</healthAffectsPrice>
    <statBases>
      <MaxHitPoints>70</MaxHitPoints>
      <MarketValue>800</MarketValue>
      <Mass>0.6</Mass>
      <Flammability>0.6</Flammability>
      <DeteriorationRate>2.0</DeteriorationRate>
    </statBases>
    <intricate>true</intricate>
    <thingCategories>
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <tradeTags Inherit="false">
      <li>PN_RoyalComp</li>
    </tradeTags>
    <tradeability>Buyable</tradeability>
    <thingSetMakerTags Inherit="false">

    </thingSetMakerTags>
  </ThingDef>

  <!--==================================== OTP 카드 ====================================-->
  <ThingDef ParentName="ResourceBase">
    <defName>PN_OTPCard</defName>
    <label>PnL OTP card</label>
    <description>A disposable OTP card used to connect to a secure line in the PnL industry. \n\nIt is used to request a PnL trader ship by contacting PnL logistics from the Comms console.</description>
    <graphicData>
      <texPath>Things/Item/PNOTPCard</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <stackLimit>10</stackLimit>
    <healthAffectsPrice>false</healthAffectsPrice>
    <statBases>
      <MaxHitPoints>70</MaxHitPoints>
      <MarketValue>1500</MarketValue>
      <Mass>0.1</Mass>
      <Flammability>0.6</Flammability>
      <DeteriorationRate>2.0</DeteriorationRate>
    </statBases>
    <intricate>true</intricate>
    <thingCategories>
      <li>PN_AutomatonCatagory</li>
    </thingCategories>
    <tradeTags Inherit="false">
      <li>PN_OTPCard</li>
    </tradeTags>
    <tradeability>Buyable</tradeability>
    <thingSetMakerTags Inherit="false">

    </thingSetMakerTags>
  </ThingDef>
</Defs>