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<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<!--
A crude pick, filed the same way a shiv is: off the cell's own furniture, over quiet days, the
damage to the source the visible tell. Where the shiv is a weapon, this is a way OUT: its whole
purpose is the tunnel (escapeWorker), so it carries no weapon stats and is never equipped.
A finished pick starts a Prison-Architect dig: the holder tunnels under the ground and everything
on it toward the nearest wilderness, surfacing beyond the perimeter wall or fence. The dig itself
is a second secret; a warden's cell search can turn it up, and the deeper the shaft the harder it
is to miss. It works for any held pawn (prisoner, ward patient, slave) because the disposition
to dig, not a prison-only mental break, is what drives it.
-->
<ThingDef ParentName="ResourceBase">
<defName>CB_DiggingTool</defName>
<label>crude pick</label>
<description>A stubby digging pick filed off a bed frame, its point hardened in a cell wall. Useless as a weapon and useless above ground -- but pointed downward, patiently, it is a way out that no lock and no guard can see.</description>
<techLevel>Neolithic</techLevel>
<graphicData>
<texPath>Things/Item/Contraband/CrudePick</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<Mass>1.2</Mass>
<Beauty>-4</Beauty>
<DeteriorationRate>2.0</DeteriorationRate>
</statBases>
<stackLimit>1</stackLimit>
<comps>
<li Class="Institution.CompProperties_Contraband">
<concealability>0.5</concealability>
<hideIn>InCell</hideIn>
<acquireWorker>Institution.AcquireWorker_Improvise</acquireWorker>
<escapeWorker>Institution.EscapeTunnelWorker</escapeWorker>
</li>
</comps>
</ThingDef>
</Defs>