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institution/Defs/ThingDefs/Buildings_Justice.xml
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<?xml version="1.0" encoding="utf-8"?>
<Defs>
<!--
The security marker: a wall placard that grades the WING it stands in (Minimum..Supermax). One
marker covers a whole cell block — a prisoner takes the grade of the nearest marker within range,
so you tag a block's corridor once rather than cluttering every small cell. Classification then
warns when a prisoner is held in a wing too weak for their grade. Wall-mounted, so it costs no
floor space.
-->
<ThingDef ParentName="BuildingBase">
<defName>Institution_SecurityMarker</defName>
<label>security marker</label>
<description>A steel wall placard that grades its security wing, from Minimum to Supermax — set with the button on it. One marker covers a whole cell block: a prisoner takes the grade of the nearest marker in range. The colony's classification then warns you when a prisoner is held in a wing too weak to hold them, so you can move them before they walk out.</description>
<thingClass>Building</thingClass>
<graphicData>
<texPath>Things/Building/Justice/SecurityMarker</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(1,1)</drawSize>
</graphicData>
<altitudeLayer>BuildingOnTop</altitudeLayer>
<passability>Standable</passability>
<fillPercent>0</fillPercent>
<rotatable>false</rotatable>
<selectable>true</selectable>
<statBases>
<MaxHitPoints>60</MaxHitPoints>
<WorkToBuild>400</WorkToBuild>
<Flammability>0.5</Flammability>
<Beauty>0</Beauty>
</statBases>
<size>(1,1)</size>
<costList>
<Steel>15</Steel>
</costList>
<comps>
<li Class="Contraband.CompProperties_SecurityGrade" />
</comps>
<building>
<isEdifice>false</isEdifice>
<isAttachment>true</isAttachment>
<ai_chillDestination>false</ai_chillDestination>
</building>
<placeWorkers>
<li>Placeworker_AttachedToWall</li>
</placeWorkers>
<designationCategory>Security</designationCategory>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
</ThingDef>
</Defs>