<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <ThingDef ParentName="BuildingBase">
    <defName>Lectern</defName>
    <label>lectern</label>
    <description>A slanted platform that holds a text in front of a speaker. Place it near the focus of rituals and speeches to extend the duration of their positive effects.</description>
    <graphicData>
      <graphicClass>Graphic_Multi</graphicClass>
      <texPath>Things/Building/Misc/Lectern/Lectern</texPath>
      <drawSize>(1,1)</drawSize>
      <shadowData>
        <volume>(0.8, 1, 0.8)</volume>
      </shadowData>
    </graphicData>
    <minifiedDef>MinifiedThing</minifiedDef>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>2020</uiOrder>
    <fillPercent>0.35</fillPercent>
    <selectable>true</selectable>
    <useHitPoints>true</useHitPoints>
    <size>(1,1)</size>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>50</costStuffCount>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>5000</WorkToBuild>
      <Beauty>10</Beauty>
      <Flammability>1.0</Flammability>
      <Mass>25</Mass>
    </statBases>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <building>
      <buildingTags>
        <li>RitualFocus</li>
      </buildingTags>
      <paintable>true</paintable>
    </building>
    <comps>
      <li Class="CompProperties_Styleable" />
    </comps>
    <ritualFocus>
      <spectateDistance>2</spectateDistance>
      <allowedSpectateSides>Up</allowedSpectateSides>
    </ritualFocus>
    <placeWorkers>
      <li>PlaceWorker_RitualPosition</li>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
  </ThingDef>
  
  <ThingDef ParentName="BuildingBase">
    <defName>Reliquary</defName>
    <label>reliquary</label>
    <description>A ceremonial building that protects and displays a relic. Relics are ancient objects venerated by some cultures, belief systems, or religions.</description>
    <statBases>
      <MaxHitPoints>350</MaxHitPoints>
      <WorkToBuild>40000</WorkToBuild>
      <Mass>100</Mass>
      <Flammability>1.0</Flammability>
    </statBases>
    <graphicData>
      <drawSize>(3.2,2.4)</drawSize>
      <texPath>Things/Building/Misc/Reliquary/Reliquary</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawOffsetNorth>(0,0,0.2)</drawOffsetNorth>
      <drawOffsetSouth>(0,0,0.2)</drawOffsetSouth>
      <shadowData>
        <volume>(2.9,0.6,1.9)</volume>
      </shadowData>
      <damageData>
        <rect>(0.1,0.1,2.8,1.8)</rect>
      </damageData>
    </graphicData>
    <castEdgeShadows>true</castEdgeShadows>
    <drawerType>MapMeshAndRealTime</drawerType>
    <tickerType>Normal</tickerType>
    <defaultPlacingRot>South</defaultPlacingRot>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <category>Building</category>
    <size>(3,2)</size>
    <researchPrerequisites>
      <li>ComplexFurniture</li>
    </researchPrerequisites>
    <pathCost>30</pathCost>
    <fillPercent>0.4</fillPercent>
    <uiIconOffset>(0, -0.02)</uiIconOffset>
    <uiIconScale>1.2</uiIconScale>
    <stuffCategories>
      <li>Metallic</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>300</costStuffCount>
    <costList>
      <Gold>75</Gold>
    </costList>
    <building>
      <buildingSizeCategory>Medium</buildingSizeCategory>
      <paintable>true</paintable>
    </building>
    <hasInteractionCell>true</hasInteractionCell>
    <interactionCellOffset>(0,0,2)</interactionCellOffset>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>2040</uiOrder>
    <comps>
      <li Class="CompProperties_ThingContainer">
        <compClass>CompRelicContainer</compClass>
        <containedThingOffset>(0,0,1)</containedThingOffset>
        <stackLimit>1</stackLimit>
      </li>
    </comps>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>StylingStation</defName>
    <label>styling station</label>
    <description>A table with a mirror and styling tools. People can use this to change their look.</description>
    <thingClass>Building_StylingStation</thingClass>
    <minifiedDef>MinifiedThing</minifiedDef>
    <statBases>
      <WorkToBuild>2000</WorkToBuild>
      <MaxHitPoints>120</MaxHitPoints>
      <Flammability>0.8</Flammability>
      <Mass>15</Mass>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Misc/StylingStation/TableStyling</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(3.5,1.5)</drawSize>
      <shadowData>
        <volume>(3,0.5,1)</volume>
      </shadowData>
      <damageData>
        <rect>(0.1,0.1,2.8,0.8)</rect>
      </damageData>
    </graphicData>
    <thingCategories>
      <li>BuildingsFurniture</li>
    </thingCategories>
    <canOverlapZones>false</canOverlapZones>
    <altitudeLayer>Building</altitudeLayer>
    <fillPercent>0.5</fillPercent>
    <useHitPoints>True</useHitPoints>
    <passability>PassThroughOnly</passability>
    <pathCost>50</pathCost>
    <hasInteractionCell>true</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <size>(3,1)</size>
    <researchPrerequisites>
      <li>ComplexFurniture</li>
    </researchPrerequisites>
    <designationCategory>Ideology</designationCategory>
    <costStuffCount>80</costStuffCount>
    <costList>
      <Steel>30</Steel>
    </costList>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
    </stuffCategories>
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <building>
      <paintable>true</paintable>
    </building>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>GibbetCage</defName>
    <label>gibbet cage</label>
    <description>A steel cage for holding and displaying corpses. This horrifying sight inspires terror and disgust in observers. It is an especially brutal and effective way to terrorize slaves.</description>
    <thingClass>Building_GibbetCage</thingClass>
    <drawerType>MapMeshAndRealTime</drawerType>
    <altitudeLayer>Building</altitudeLayer>
    <graphicData>
      <texPath>Things/Building/Misc/GibbetCageBottom</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1.3,1.3)</drawSize>
    </graphicData>
    <minifiedDef>MinifiedThing</minifiedDef>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <uiIconPath>Things/Building/Misc/GibbetCage_MenuIcon</uiIconPath>
    <passability>PassThroughOnly</passability>
    <pathCost>42</pathCost>
    <blockWind>true</blockWind>
    <fillPercent>0.5</fillPercent>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <WorkToBuild>1600</WorkToBuild>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>0</Flammability>
      <TerrorSource MayRequire="Ludeon.RimWorld.Ideology">0</TerrorSource>  
      <Mass>25</Mass>
    </statBases>
    <tickerType>Rare</tickerType>
    <size>(1,1)</size>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>3000</uiOrder>
    <defaultPlacingRot>North</defaultPlacingRot>
    <rotatable>false</rotatable>
    <building>
      <paintable>true</paintable>
      <ai_chillDestination>false</ai_chillDestination>
      <destroySound>BuildingDestroyed_Metal_Small</destroySound>
      <haulToContainerDuration>500</haulToContainerDuration>
      <gibbetCageTopGraphicData>
        <texPath>Things/Building/Misc/GibbetCageTop</texPath>
        <graphicClass>Graphic_Single</graphicClass>
        <drawSize>(1.3,1.3)</drawSize>
        <shaderType>Cutout</shaderType>
      </gibbetCageTopGraphicData>
      <gibbetCorposeDrawOffset>(0, 0, 0.15)</gibbetCorposeDrawOffset>
      <gibbetCagePlaceCorpseEffecter>GibbetCage_PlaceCorpse</gibbetCagePlaceCorpseEffecter>
      <fixedStorageSettings>
        <filter>
          <categories>
            <li>CorpsesHumanlike</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>CorpsesHumanlike</li>
          </categories>
          <specialFiltersToDisallow>
            <li>AllowCorpsesColonist</li>
          </specialFiltersToDisallow>
          <specialFiltersToAllow>
            <li MayRequire="Ludeon.RimWorld.Ideology">AllowCorpsesSlave</li>
            <li>AllowCorpsesStranger</li>
          </specialFiltersToAllow>
        </filter>
      </defaultStorageSettings>
    </building>
    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>
    <costStuffCount>60</costStuffCount>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
      <li>
        <compClass>CompQuality</compClass>
      </li>
    </comps>
    <placeWorkers>
      <li>PlaceWorker_PreventInteractionSpotOverlap</li>
    </placeWorkers>
    <inspectorTabs>
      <li>ITab_ContentsCasket</li>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <constructionSkillPrerequisite>4</constructionSkillPrerequisite>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>LightBall</defName>
    <label>lightball</label>
    <description>A decorative light that rotates and changes colors. Used as a focus for dance parties.</description>
    <minifiedDef>MinifiedThing</minifiedDef>
    <drawerType>MapMeshAndRealTime</drawerType>
    <graphicData>
      <graphicClass>Graphic_Single</graphicClass>
      <texPath>Things/Building/Misc/Lightball/Lightball</texPath>
      <drawSize>(1,1)</drawSize>
      <shadowData>
        <volume>(0.5, 1, 0.5)</volume>
      </shadowData>
    </graphicData>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <designationCategory>Ideology</designationCategory>
    <rotatable>false</rotatable>
    <receivesSignals>true</receivesSignals>
    <fillPercent>0.35</fillPercent>
    <selectable>true</selectable>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <size>(1,1)</size>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>1000</WorkToBuild>
      <Mass>5</Mass>
    </statBases>
    <researchPrerequisites>
      <li>Electricity</li>
    </researchPrerequisites>
    <costList>
      <Steel>30</Steel>
      <ComponentIndustrial>1</ComponentIndustrial>
    </costList>
    <building>
      <relatedBuildCommands>
        <li>Loudspeaker</li>
      </relatedBuildCommands>
    </building>
    <comps>
      <li Class="CompProperties_Glower">
        <overlightRadius>2.0</overlightRadius>
        <glowRadius>7</glowRadius>
        <glowColor>(170,170,170,0)</glowColor>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <shortCircuitInRain>true</shortCircuitInRain>
        <showPowerNeededIfOff>false</showPowerNeededIfOff>
        <basePowerConsumption>60</basePowerConsumption>
      </li>
      <li Class="CompProperties_Lightball">
        <soundDefsPerSpeakerCount>
          <li>Loudspeaker_Music_1</li>
          <li>Loudspeaker_Music_2</li>
          <li>Loudspeaker_Music_3</li>
          <li>Loudspeaker_Music_4</li>
          <li>Loudspeaker_Music_5</li>
          <li>Loudspeaker_Music_6</li>
        </soundDefsPerSpeakerCount>
        <maxSpeakerDistance>12</maxSpeakerDistance>
      </li>
    </comps>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>Loudspeaker</defName>
    <label>loudspeaker</label>
    <description>A large loudspeaker for playing music. At least one is necessary to hold a dance party, and more loudspeakers will enhance the effect.</description>
    <minifiedDef>MinifiedThing</minifiedDef>
    <drawerType>MapMeshAndRealTime</drawerType>
    <graphicData>
      <graphicClass>Graphic_Multi</graphicClass>
      <texPath>Things/Building/Misc/Loudspeaker/Loudspeaker</texPath>
      <drawRotated>false</drawRotated>
      <drawSize>(1.32, 1.32)</drawSize>
      <drawOffset>(0, 0, 0.18)</drawOffset>
      <shadowData>
        <volume>(0.8, 1, 0.8)</volume>
      </shadowData>
    </graphicData>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <designationCategory>Ideology</designationCategory>
    <fillPercent>0.35</fillPercent>
    <selectable>true</selectable>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <receivesSignals>true</receivesSignals>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <size>(1,1)</size>
    <uiIconScale>0.8</uiIconScale>
    <rotatable>true</rotatable>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>1000</WorkToBuild>
      <Mass>15</Mass>
    </statBases>
    <researchPrerequisites>
      <li>Electricity</li>
    </researchPrerequisites>
    <costList>
      <Steel>80</Steel>
      <ComponentIndustrial>2</ComponentIndustrial>
    </costList>
    <building>
      <relatedBuildCommands>
        <li>LightBall</li>
      </relatedBuildCommands>
    </building>
    <comps>
      <li Class="CompProperties_Glower">
        <overlightRadius>1.5</overlightRadius>
        <glowRadius>3</glowRadius>
        <glowColor>(170,170,170,0)</glowColor>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <shortCircuitInRain>true</shortCircuitInRain>
        <showPowerNeededIfOff>false</showPowerNeededIfOff>
        <basePowerConsumption>150</basePowerConsumption>
      </li>
      <li Class="CompProperties_Loudspeaker"/>
      <li Class="CompProperties_ThrownFleckEmitter">
        <fleck>Music</fleck>
        <offsetMin>(-0.6,0,0.3)</offsetMin>
        <offsetMax>(0.6,0,0.5)</offsetMax>
        <emissionInterval>100</emissionInterval>
        <scale>0.6~0.9</scale>
        <rotationRate>-15~15</rotationRate>
        <velocityX>0.3~0.7</velocityX>
        <velocityY>0.7~1.0</velocityY>
      </li>
    </comps>
  </ThingDef>

  <ThingDef ParentName="MusicalInstrumentBase">
    <defName>Drum</defName>
    <label>drum</label>
    <description>A large wooden drum used as a music source for tribal rituals and parties.</description>
    <graphicData>
      <graphicClass>Graphic_Single</graphicClass>
      <texPath>Things/Building/Misc/Drum/Drum</texPath>
      <drawSize>(1,1)</drawSize>
      <drawRotated>False</drawRotated>
      <shadowData>
        <volume>(0.5, 1, 0.5)</volume>
      </shadowData>
    </graphicData>
    <designationCategory>Ideology</designationCategory>
    <fillPercent>0.35</fillPercent>
    <selectable>true</selectable>
    <useHitPoints>true</useHitPoints>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <size>(1,1)</size>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>800</WorkToBuild>
      <Mass>5</Mass>
    </statBases>
    <stuffCategories>
      <li>Leathery</li>
      <li>Fabric</li>
    </stuffCategories>
    <costStuffCount>30</costStuffCount>
    <costList>
      <WoodLog>50</WoodLog>
    </costList>
    <recipeMaker/>
    <comps Inherit="False">
      <li Class="CompProperties_ThrownFleckEmitter">
        <fleck>Music</fleck>
        <offsetMin>(-0.6,0,0.3)</offsetMin>
        <offsetMax>(0.6,0,0.5)</offsetMax>
        <emissionInterval>100</emissionInterval>
        <scale>0.6~0.9</scale>
        <rotationRate>-15~15</rotationRate>
        <velocityX>0.3~0.7</velocityX>
        <velocityY>0.7~1.0</velocityY>
      </li>
    </comps>
    <placeWorkers Inherit="False">
      <li>PlaceWorker_LinkToCampfire</li>
    </placeWorkers>
  </ThingDef>

  <ThingDef Abstract="True" Name="RitualSeatBase" ParentName="BuildingBase">
    <minifiedDef>MinifiedThing</minifiedDef>
    <altitudeLayer>Building</altitudeLayer>
    <thingCategories>
      <li>BuildingsFurniture</li>
    </thingCategories>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>2030</uiOrder>
    <selectable>true</selectable>
    <useHitPoints>true</useHitPoints>
    <pathCost>25</pathCost>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <defaultPlacingRot>South</defaultPlacingRot>
    <canGenerateDefaultDesignator>false</canGenerateDefaultDesignator>
    <ideoBuilding>true</ideoBuilding>
    <building>
      <isSittable>true</isSittable>
      <buildingTags>
        <li>RitualSeat</li>
      </buildingTags>
    </building>
    <comps>
      <li Class="CompProperties_Styleable" />
      <li Class="CompProperties_RitualSeat" />
      <li>
        <compClass>CompQuality</compClass>
      </li>
    </comps>
    <drawPlaceWorkersWhileSelected>True</drawPlaceWorkersWhileSelected>
    <placeWorkers>
      <li>PlaceWorker_RitualSeat</li>
    </placeWorkers>
  </ThingDef>

  <ThingDef ParentName="RitualSeatBase">
    <defName>Pew</defName>
    <label>pew</label>
    <description>A long bench where ritual participants can sit while listening to a speaker. Place it facing rituals and speeches to extend the duration of their positive effects.</description>
    <graphicData>
      <graphicClass>Graphic_Multi</graphicClass>
      <texPath>Things/Building/Misc/Pew/Pew</texPath>
      <drawSize>(3,1)</drawSize>
      <shadowData>
        <volume>(0.8, 1, 0.8)</volume>
      </shadowData>
    </graphicData>
    <fillPercent>0.35</fillPercent>
    <size>(3,1)</size>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>100</costStuffCount>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToBuild>2400</WorkToBuild>
      <Beauty>10</Beauty>
      <Flammability>1.0</Flammability>
      <Comfort>0.60</Comfort>
      <Mass>15</Mass>
      <StyleDominance>5</StyleDominance>
    </statBases>
    <building>
      <multiSittable>true</multiSittable>
      <paintable>true</paintable>
    </building>
  </ThingDef>

  <ThingDef ParentName="RitualSeatBase">
    <defName>KneelSheet</defName>
    <label>kneel sheet</label>
    <description>A sheet on which believers kneel while observing rituals, praying, or discussing.</description>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <graphicData>
      <graphicClass>Graphic_Multi</graphicClass>
      <texPath>Things/Building/Misc/KneelSheet/KneelSheet</texPath>
      <drawSize>(2,2)</drawSize>
    </graphicData>
    <fillPercent>0.05</fillPercent>
    <size>(2,2)</size>
    <stuffCategories>
      <li>Fabric</li>
      <li>Leathery</li>
    </stuffCategories>
    <costStuffCount>80</costStuffCount>
    <statBases>
      <MaxHitPoints>40</MaxHitPoints>
      <WorkToBuild>2400</WorkToBuild>
      <Beauty>10</Beauty>
      <Flammability>1.0</Flammability>
      <Comfort>0.60</Comfort>
      <Mass>2.5</Mass>
      <StyleDominance>5</StyleDominance>
    </statBases>
    <building>
      <multiSittable>true</multiSittable>
      <sitIgnoreOrientation>true</sitIgnoreOrientation>
    </building>
  </ThingDef>

  <ThingDef ParentName="RitualSeatBase">
    <defName>KneelPillow</defName>
    <label>kneel pillow</label>
    <description>A pillow on which believers kneel while observing rituals, praying, or discussing.</description>
    <altitudeLayer>FloorEmplacement</altitudeLayer>
    <graphicData>
      <graphicClass>Graphic_Multi</graphicClass>
      <texPath>Things/Building/Misc/KneelPillow/KneelPillow</texPath>
      <drawSize>(1,1)</drawSize>
    </graphicData>
    <fillPercent>0.05</fillPercent>
    <size>(1,1)</size>
    <stuffCategories>
      <li>Fabric</li>
      <li>Leathery</li>
    </stuffCategories>
    <costStuffCount>25</costStuffCount>
    <statBases>
      <MaxHitPoints>20</MaxHitPoints>
      <WorkToBuild>2400</WorkToBuild>
      <Beauty>10</Beauty>
      <Flammability>1.0</Flammability>
      <Comfort>0.60</Comfort>
      <Mass>2.5</Mass>
      <StyleDominance>5</StyleDominance>
    </statBases>
    <building>
      <sitIgnoreOrientation>true</sitIgnoreOrientation>
    </building>
  </ThingDef>

  <ThingDef ParentName="FurnitureWithQualityBase">
    <defName>PlantPot_Bonsai</defName>
    <label>bonsai pot</label>
    <description>This special pot is suitable for planting bonsai trees, which can improve the mood of people nearby and satisfy ideoligious requirements.</description>
    <thingClass>Building_PlantGrower</thingClass>
    <graphicData>
      <texPath>Things/Building/Misc/BonsaiTreePot/BonsaiTreePot</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.20</fillPercent>
    <statBases>
      <MaxHitPoints>80</MaxHitPoints>
      <WorkToBuild>275</WorkToBuild>
      <Mass>3</Mass>
      <Flammability>1.0</Flammability>
    </statBases>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>24</costStuffCount>
    <comps>
      <li Class="CompProperties_Forbiddable"/>
    </comps>
    <researchPrerequisites>
      <li>TreeSowing</li>
    </researchPrerequisites>
    <fertility>1.0</fertility>
    <designationHotKey>Misc9</designationHotKey>
    <uiOrder>2610</uiOrder>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <building>
      <defaultPlantToGrow>Plant_TreeBonsai</defaultPlantToGrow>
      <sowTag>DecorativeTree</sowTag>
      <paintable>true</paintable>
    </building>
    <rotatable>false</rotatable>
  </ThingDef>
  
  <ThingDef ParentName="Bed">
    <defName>SlabBed</defName>
    <label>slab bed</label>
    <description>A slab of hard material made to sleep on. Slab beds are uncomfortable, but some see their use as a demonstration of moral good.</description>
    <graphicData Inherit="False">
      <texPath>Things/Building/Misc/SlabBed/SlabBed</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(2,2)</drawSize>
    </graphicData>
    <canGenerateDefaultDesignator>false</canGenerateDefaultDesignator>
    <statBases Inherit="False">
      <MaxHitPoints>140</MaxHitPoints>
      <WorkToBuild>400</WorkToBuild>
      <Mass>30</Mass>
      <BedRestEffectiveness>1</BedRestEffectiveness>
      <ImmunityGainSpeedFactor>1.07</ImmunityGainSpeedFactor>
      <SurgerySuccessChanceFactor>1</SurgerySuccessChanceFactor>
      <Flammability>1.0</Flammability>
    </statBases>
    <size>(1,2)</size>
    <building>
      <bed_slabBed>true</bed_slabBed>
      <bed_showSleeperBody>true</bed_showSleeperBody>
    </building>
    <stuffCategories Inherit="False">
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>30</costStuffCount>
    <fillPercent>0.3</fillPercent>
    <pathCost>20</pathCost>
    <staticSunShadowHeight>0.17</staticSunShadowHeight>
    <castEdgeShadows>True</castEdgeShadows>
    <designationHotKey>Misc2</designationHotKey>
    <techLevel>Medieval</techLevel>
    <uiIconScale>0.90</uiIconScale>
    <uiOrder>2030</uiOrder>
  </ThingDef>

  <ThingDef ParentName="DoubleBed">
    <defName>SlabDoubleBed</defName>
    <label>slab double bed</label>
    <description>A slab of hard material made to sleep on. Slab beds are uncomfortable, but some see their use as a demonstration of moral good. This one is wide enough to fit two people.</description>
    <graphicData Inherit="False">
      <texPath>Things/Building/Misc/DoubleSlabBed/DoubleSlabBed</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <shaderType>CutoutComplex</shaderType>
      <drawSize>(2,2)</drawSize>
    </graphicData>
    <canGenerateDefaultDesignator>false</canGenerateDefaultDesignator>
    <statBases Inherit="False">
      <MaxHitPoints>200</MaxHitPoints>
      <WorkToBuild>750</WorkToBuild>
      <Mass>50</Mass>
      <BedRestEffectiveness>1</BedRestEffectiveness>
      <ImmunityGainSpeedFactor>1.07</ImmunityGainSpeedFactor>
      <SurgerySuccessChanceFactor>1</SurgerySuccessChanceFactor>
      <Flammability>1.0</Flammability>
    </statBases>
    <size>(2,2)</size>
    <building>
      <bed_slabBed>true</bed_slabBed>
      <bed_showSleeperBody>true</bed_showSleeperBody>
    </building>
    <stuffCategories Inherit="False">
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>85</costStuffCount>
    <fillPercent>0.3</fillPercent>
    <pathCost>20</pathCost>
    <leaveResourcesWhenKilled>True</leaveResourcesWhenKilled>
    <staticSunShadowHeight>0.17</staticSunShadowHeight>
    <castEdgeShadows>True</castEdgeShadows>
    <designationHotKey>Misc3</designationHotKey>
    <techLevel>Medieval</techLevel>
    <uiIconScale>0.90</uiIconScale>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>Skullspike</defName>
    <label>skullspike</label>
    <description>A spike mounted upright for the purpose of piercing and displaying a human skull. To some, displayed skulls are a symbol of power. To others, they represent barbaric evil. Skullspikes are an especially brutal and effective way to terrorize slaves.</description>
    <thingClass>Building_Skullspike</thingClass>
    <drawerType>MapMeshAndRealTime</drawerType>
    <altitudeLayer>Building</altitudeLayer>
    <graphicData>
      <texPath>Things/Building/Misc/Skullspike/Skullspike</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1.3,1.3)</drawSize>
      <shaderType>CutoutComplex</shaderType>
    </graphicData>
    <minifiedDef>MinifiedThing</minifiedDef>
    <thingCategories>
      <li>BuildingsMisc</li>
    </thingCategories>
    <uiIconPath>Things/Building/Misc/Skullspike/Skullspike</uiIconPath>
    <passability>PassThroughOnly</passability>
    <pathCost>30</pathCost>
    <blockWind>true</blockWind>
    <fillPercent>0.5</fillPercent>
    <canOverlapZones>false</canOverlapZones>
    <statBases>
      <WorkToBuild>1600</WorkToBuild>
      <MaxHitPoints>150</MaxHitPoints>
      <TerrorSource>25</TerrorSource>
      <Beauty>0</Beauty>
      <Mass>15</Mass>
    </statBases>
    <size>(1,1)</size>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>3000</uiOrder>
    <defaultPlacingRot>North</defaultPlacingRot>
    <rotatable>false</rotatable>
    <building>
      <ai_chillDestination>false</ai_chillDestination>
      <destroySound>BuildingDestroyed_Metal_Small</destroySound>
      <haulToContainerDuration>500</haulToContainerDuration>
      <paintable>true</paintable>
    </building>
    <stuffCategories>
      <li>Woody</li>
      <li>Metallic</li>
    </stuffCategories>
    <costStuffCount>25</costStuffCount>
    <costList>
      <Skull>1</Skull>
    </costList>
    <terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
    <constructionSkillPrerequisite>4</constructionSkillPrerequisite>
    <comps>
      <li Class="CompProperties_HasSources">
        <affectLabel>false</affectLabel>
        <inspectStringLabel>skull of</inspectStringLabel>
      </li>
    </comps>
  </ThingDef>

  <ThingDef>
    <defName>DryadCocoon</defName>
    <label>dryad cocoon</label>
    <thingClass>ThingWithComps</thingClass>
    <category>Building</category>
    <description>A sphere of fibrous plant matter. A dryad inside is slowly morphing into a new form. Gauranlen trees grow these spheres to help protect the dryads as they morph.</description>
    <drawerType>MapMeshAndRealTime</drawerType>
    <altitudeLayer>Building</altitudeLayer>
    <tickerType>Normal</tickerType>
    <graphicData>
      <texPath>Things/Building/Misc/DryadSphere/DryadSphereBack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1.3, 1.3)</drawSize>
    </graphicData>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>1.25</Flammability>
    </statBases>
    <fillPercent>0.5</fillPercent>
    <selectable>true</selectable>
    <comps>
      <li Class="CompProperties_DryadCocoon">
        <compClass>CompDryadCocoon</compClass>
        <daysToComplete>5</daysToComplete>
        <drawContents>true</drawContents>
      </li>
    </comps>
  </ThingDef>

  <ThingDef>
    <defName>DryadHealingPod</defName>
    <label>dryad healing pod</label>
    <thingClass>ThingWithComps</thingClass>
    <category>Building</category>
    <description>A sphere of fibrous plant matter. A dryad inside is slowly healing its wounds.</description>
    <drawerType>MapMeshAndRealTime</drawerType>
    <altitudeLayer>Building</altitudeLayer>
    <tickerType>Normal</tickerType>
    <graphicData>
      <texPath>Things/Building/Misc/DryadSphere/DryadSphereBack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(1.3, 1.3)</drawSize>
    </graphicData>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>1.25</Flammability>
    </statBases>
    <fillPercent>0.5</fillPercent>
    <selectable>true</selectable>
    <comps>
      <li Class="CompProperties_DryadCocoon">
        <compClass>CompDryadHealingPod</compClass>
        <daysToComplete>3</daysToComplete>
        <drawContents>true</drawContents>
      </li>
    </comps>
  </ThingDef>

  <ThingDef>
    <defName>GaumakerCocoon</defName>
    <label>gaumaker pod</label>
    <thingClass>ThingWithComps</thingClass>
    <category>Building</category>
    <description>The result of the merging of several Gaumaker dryads, this symbiotic plant/animal pod is an essential part of the Gauranlen life cycle. After some time, it will flower into a mature Gauranlen pod which can be harvested to plant a new Gauranlen tree.</description>
    <drawerType>MapMeshAndRealTime</drawerType>
    <altitudeLayer>Building</altitudeLayer>
    <tickerType>Normal</tickerType>
    <graphicData>
      <graphicClass>Graphic_Random</graphicClass>
      <texPath>Things/Building/Misc/GauranlenProtoSeedPod</texPath>
    </graphicData>
    <statBases>
      <MaxHitPoints>150</MaxHitPoints>
      <Flammability>1.25</Flammability>
    </statBases>
    <fillPercent>0.5</fillPercent>
    <selectable>true</selectable>
    <comps>
      <li Class="CompProperties_DryadCocoon">
        <compClass>CompGaumakerPod</compClass>
        <daysToComplete>4</daysToComplete>
      </li>
    </comps>
  </ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>Autobong</defName>
    <label>autobong</label>
    <description>An automatic smokeleaf-burning device which generates a smoke cloud around itself. Anyone in the cloud will become high on smokeleaf over time.</description>
    <category>Building</category>
    <graphicData>
      <texPath>Things/Building/Misc/Autobong/Autobong</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(2,2)</drawSize>
      <shaderType>CutoutComplex</shaderType>
    </graphicData>
    <uiIconPath>Things/Building/Misc/Autobong/Autobong</uiIconPath>
    <altitudeLayer>Building</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <pathCost>42</pathCost>
    <tickerType>Normal</tickerType>
    <drawerType>RealtimeOnly</drawerType>
    <fillPercent>0.20</fillPercent>
    <canGenerateDefaultDesignator>false</canGenerateDefaultDesignator>
    <size>(2,2)</size>
    <statBases>
      <MaxHitPoints>80</MaxHitPoints>
      <WorkToBuild>800</WorkToBuild>
    </statBases>
    <selectable>true</selectable>
    <costList>
      <SmokeleafLeaves>25</SmokeleafLeaves>
      <ComponentIndustrial>3</ComponentIndustrial>
    </costList>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
    </stuffCategories>
    <costStuffCount>100</costStuffCount>
    <leaveResourcesWhenKilled>true</leaveResourcesWhenKilled>
    <researchPrerequisites>
      <li>MicroelectronicsBasics</li>
    </researchPrerequisites>
    <comps>
      <li Class="CompProperties_Refuelable">
        <fuelConsumptionRate>1.66</fuelConsumptionRate>
        <fuelCapacity>25.0</fuelCapacity>
        <fuelFilter>
          <thingDefs>
            <li>SmokeleafLeaves</li>
          </thingDefs>
        </fuelFilter>
        <initialFuelPercent>1</initialFuelPercent>
        <showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
        <consumeFuelOnlyWhenPowered>true</consumeFuelOnlyWhenPowered>
      </li>
      <li Class="CompProperties_Glower">
        <glowRadius>10</glowRadius>
        <glowColor>(252,187,113,0)</glowColor>
      </li>
      <li>
        <compClass>CompGatherSpot</compClass>
      </li>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>150</basePowerConsumption>
        <shortCircuitInRain>true</shortCircuitInRain>
      </li>
      <li Class="CompProperties_Flickable"/>
      <li Class="CompProperties_GiveHediffSeverity">
        <hediff>SmokeleafHigh</hediff>
        <range>4.9</range>
        <severityPerSecond>0.005</severityPerSecond>
        <drugExposure>true</drugExposure>
        <chemical>Smokeleaf</chemical>
        <allowMechs>false</allowMechs>
      </li>
      <li Class="CompProperties_SmokeCloudMaker">
        <sourceStreamEffect>BurnbongSmoke</sourceStreamEffect>
        <cloudRadius>4.9</cloudRadius>
        <fleckScale>4</fleckScale>
        <cloudFleck>AutobongSmoke</cloudFleck>
        <fleckSpawnMTB>25</fleckSpawnMTB>
      </li>
    </comps>
    <designationCategory>Ideology</designationCategory>
    <uiOrder>2110</uiOrder>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <placeWorkers>
      <li>PlaceWorker_SmokeCloudMaker</li>
    </placeWorkers>
  </ThingDef>

</Defs>
