<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<ThingDef ParentName="ApparelNoQualityBase">
    <defName>CAT_MechanoidBitsPack</defName>
    <label>Mechanoid Bits Pack</label>
    <description>A device of Mechanoid design. This device allows the wearer to control Mechanoid drones that devastate enemies with focused beam.</description>
	<tickerType>Normal</tickerType>
	<techLevel>Ultra</techLevel>
    <costList>
      <ComponentSpacer>12</ComponentSpacer>
      <Plasteel>250</Plasteel>
	  <Steel>200</Steel>
	  <Uranium>60</Uranium>
	  <SignalChip>4</SignalChip>
	  <PowerfocusChip>2</PowerfocusChip>
	  <NanostructuringChip>1</NanostructuringChip>
    </costList>
	<altitudeLayer>Item</altitudeLayer>
    <graphicData>
      <texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPack</texPath>
      <shaderType>CutoutComplex</shaderType>
	  <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <statBases>
		<WorkToMake>22000</WorkToMake>
		<Mass>20</Mass>
		<Flammability>0</Flammability>
		<EquipDelay>2</EquipDelay>
		<MarketValue>12000</MarketValue>
    </statBases>
	<tradeability>Sellable</tradeability>
	<tradeTags>
		<li>Armor</li>
		<li>HiTechArmor</li>
		<li>ExoticMisc</li>
	</tradeTags>
    <equippedStatOffsets>
		<MoveSpeed>-1.5</MoveSpeed>
		<MechBandwidth>12</MechBandwidth>
		<MechRepairSpeed>1.0</MechRepairSpeed>
	</equippedStatOffsets>
	<recipeMaker>
		<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
		<workSkill>Crafting</workSkill>
		<effectWorking>Smith</effectWorking>
		<soundWorking>Recipe_Smith</soundWorking>
		<unfinishedThingDef>UnfinishedPack</unfinishedThingDef>
		<skillRequirements>
			<Crafting>15</Crafting>
		</skillRequirements>
		<researchPrerequisites>
			<li>UltraMechtech</li>
		</researchPrerequisites>
		<recipeUsers>
			<li>FabricationBench</li>
		</recipeUsers>
	</recipeMaker>
    <thingCategories>
      <li>ApparelUtility</li>
    </thingCategories>
    <generateAllowChance>0</generateAllowChance>
	<generateCommonality>0</generateCommonality>
    <apparel>
      <wornGraphicPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPack</wornGraphicPath>
      <wornGraphicData>
        <renderUtilityAsPack>true</renderUtilityAsPack>
		<north>
			<offset>(0,0)</offset>
			<hulk>
				<offset>(0,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0,0)</offset>
			</fat>
			<female>
				<offset>(0,0)</offset>
			</female>
			<male>
				<offset>(0,0)</offset>
			</male>
			<thin>
				<offset>(0,0)</offset>
			</thin>
		</north>
		<south>
			<offset>(0,0)</offset>
			<hulk>
				<offset>(0,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0,0)</offset>
			</fat>
			<female>
				<offset>(0,0)</offset>
			</female>
			<male>
				<offset>(0,0)</offset>
			</male>
			<thin>
				<offset>(0,0)</offset>
			</thin>
		</south>
		<east>
			<hulk>
				<offset>(-0.25,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(-0.3,0)</offset>
			</fat>
			<female>
				<offset>(-0.15,0)</offset>
			</female>
			<male>
				<offset>(-0.15,0)</offset>
			</male>
			<thin>
				<offset>(-0.1,0)</offset>
			</thin>
		</east>
		<west>
			<hulk>
				<offset>(0.25,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0.3,0)</offset>
			</fat>
			<female>
				<offset>(0.15,0)</offset>
			</female>
			<male>
				<offset>(0.15,0)</offset>
			</male>
			<thin>
				<offset>(0.1,0)</offset>
			</thin>
		</west>
      </wornGraphicData>
		<drawData>
			<dataNorth><offset>(0, 0.1, 0)</offset></dataNorth>
			<dataEast><offset>(0, 0, 0)</offset></dataEast>
			<dataSouth><offset>(0, 0, 0)</offset></dataSouth>
			<dataWest><offset>(0, 0, 0)</offset></dataWest>
		</drawData>
      <countsAsClothingForNudity>true</countsAsClothingForNudity>
      <careIfWornByCorpse>false</careIfWornByCorpse>
      <careIfDamaged>false</careIfDamaged>
      <wearPerDay>0</wearPerDay>
      <bodyPartGroups>
        <li>Torso</li>
      </bodyPartGroups>
      <layers>
        <li>Belt</li>
      </layers>
      <useWornGraphicMask>true</useWornGraphicMask>
    </apparel>
	<comps>
		<li Class="VFECore.CompProperties_ShieldBubble">
			<compClass>VFECore.CompShieldBubble</compClass>
			<blockRangedAttack>true</blockRangedAttack>
			<blockMeleeAttack>false</blockMeleeAttack>
			<showWhenDrafted>true</showWhenDrafted>
			<showOnHostiles>true</showOnHostiles>
			<showOnNeutralInCombat>true</showOnNeutralInCombat>
			<shieldTexPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPackShield</shieldTexPath>
			<EnergyShieldRechargeRate>2.0</EnergyShieldRechargeRate>
			<EnergyShieldEnergyMax>150</EnergyShieldEnergyMax>
			<minShieldSize>1.9</minShieldSize>
			<maxShieldSize>2.5</maxShieldSize>
			<disableRotation>true</disableRotation>
		</li>
		<li Class="VanillaApparelExpanded.CompProperties_SwitchApparel">
			<SwitchTo>CAT_MechanoidBitsPackDeployed</SwitchTo>
			<graphicPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPack</graphicPath>
		</li>
	</comps>
	</ThingDef>

	<ThingDef ParentName="ApparelNoQualityBase">
    <defName>CAT_MechanoidBitsPackDeployed</defName>
    <label>Mechanoid Bits Pack</label>
    <description>A device of Mechanoid design. This device allows the wearer to control Mechanoid drones that devastate enemies with focused beam.</description>
	<tickerType>Normal</tickerType>
	<techLevel>Ultra</techLevel>
	<altitudeLayer>Item</altitudeLayer>
    <smeltable>false</smeltable>
    <graphicData>
      <texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPackDeployed</texPath>
      <shaderType>CutoutComplex</shaderType>
	  <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <statBases>
		<WorkToMake>22000</WorkToMake>
		<Mass>20</Mass>
		<Flammability>0</Flammability>
		<EquipDelay>2</EquipDelay>
		<MarketValue>10000</MarketValue>
    </statBases>
    <thingCategories>
      <li>ApparelUtility</li>
    </thingCategories>
    <generateAllowChance>0</generateAllowChance>
    <apparel>
      <wornGraphicPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPackDeployed</wornGraphicPath>
      <wornGraphicData>
        <renderUtilityAsPack>true</renderUtilityAsPack>
		<north>
			<offset>(0,0)</offset>
			<hulk>
				<offset>(0,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0,0)</offset>
			</fat>
			<female>
				<offset>(0,0)</offset>
			</female>
			<male>
				<offset>(0,0)</offset>
			</male>
			<thin>
				<offset>(0,0)</offset>
			</thin>
		</north>
		<south>
			<offset>(0,0)</offset>
			<hulk>
				<offset>(0,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0,0)</offset>
			</fat>
			<female>
				<offset>(0,0)</offset>
			</female>
			<male>
				<offset>(0,0)</offset>
			</male>
			<thin>
				<offset>(0,0)</offset>
			</thin>
		</south>
		<east>
			<hulk>
				<offset>(-0.25,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(-0.3,0)</offset>
			</fat>
			<female>
				<offset>(-0.15,0)</offset>
			</female>
			<male>
				<offset>(-0.15,0)</offset>
			</male>
			<thin>
				<offset>(-0.1,0)</offset>
			</thin>
		</east>
		<west>
			<hulk>
				<offset>(0.25,-0.1)</offset>
			</hulk>
			<fat>
				<offset>(0.3,0)</offset>
			</fat>
			<female>
				<offset>(0.15,0)</offset>
			</female>
			<male>
				<offset>(0.15,0)</offset>
			</male>
			<thin>
				<offset>(0.1,0)</offset>
			</thin>
		</west>
		<!--<male>  <scale>(1.2,1.2)</scale></male>
		<female><scale>(1.2,1.2)</scale></female>
		<thin>  <scale>(1.2,1.2)</scale></thin>
		<hulk>  <scale>(1.2,1.2)</scale></hulk>
		<fat>   <scale>(1.2,1.2)</scale></fat>-->
      </wornGraphicData>
      <countsAsClothingForNudity>true</countsAsClothingForNudity>
      <careIfWornByCorpse>false</careIfWornByCorpse>
      <careIfDamaged>false</careIfDamaged>
      <wearPerDay>0</wearPerDay>
      <bodyPartGroups>
        <li>Torso</li>
      </bodyPartGroups>
      <layers>
        <li>Belt</li>
      </layers>
      <useWornGraphicMask>true</useWornGraphicMask>
    </apparel>
	<verbs>
		<li>
			<verbClass>Verb_ShootBeam</verbClass>
			<label>mechanoid Bit 1</label>
			<hasStandardCommand>true</hasStandardCommand>
			<warmupTime>0</warmupTime>
			<range>24.9</range>
			<minRange>3.9</minRange>
			<defaultCooldownTime>3.5</defaultCooldownTime>
			<beamFullWidthRange>3.9</beamFullWidthRange>
			<burstShotCount>5</burstShotCount>
			<beamWidth>1</beamWidth>
			<ticksBetweenBurstShots>22</ticksBetweenBurstShots>
			<beamDamageDef>CAT_MechBitBeam</beamDamageDef>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
			<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
			<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
			<beamMaxDeviation>1.5</beamMaxDeviation>
			<beamCurvature>0.3</beamCurvature>
			<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
			<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
			<beamChanceToStartFire>0.1</beamChanceToStartFire>
			<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
			<beamFireSizeRange>0.15~0.35</beamFireSizeRange>
			<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
			<beamStartOffset>0.8</beamStartOffset>
			<beamLineFleckChanceCurve>
			  <points>
				<li>(0, 0)</li>
				<li>(0.65, 0.4)</li>
				<li>(1, 0.75)</li>
			  </points>
			</beamLineFleckChanceCurve>
		</li>
		<li>
			<verbClass>Verb_ShootBeam</verbClass>
			<label>mechanoid Bit 2</label>
			<hasStandardCommand>true</hasStandardCommand>
			<warmupTime>0</warmupTime>
			<range>24.9</range>
			<minRange>3.9</minRange>
			<defaultCooldownTime>3.5</defaultCooldownTime>
			<beamFullWidthRange>3.9</beamFullWidthRange>
			<burstShotCount>5</burstShotCount>
			<beamWidth>1</beamWidth>
			<ticksBetweenBurstShots>22</ticksBetweenBurstShots>
			<beamDamageDef>CAT_MechBitBeam</beamDamageDef>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
			<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
			<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
			<beamMaxDeviation>1.5</beamMaxDeviation>
			<beamCurvature>0.3</beamCurvature>
			<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
			<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
			<beamChanceToStartFire>0.1</beamChanceToStartFire>
			<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
			<beamFireSizeRange>0.15~0.35</beamFireSizeRange>
			<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
			<beamStartOffset>0.8</beamStartOffset>
			<beamLineFleckChanceCurve>
			  <points>
				<li>(0, 0)</li>
				<li>(0.65, 0.4)</li>
				<li>(1, 0.75)</li>
			  </points>
			</beamLineFleckChanceCurve>
		</li>
		<li>
			<verbClass>Verb_ShootBeam</verbClass>
			<label>mechanoid Bit 3</label>
			<hasStandardCommand>true</hasStandardCommand>
			<warmupTime>0</warmupTime>
			<range>24.9</range>
			<minRange>3.9</minRange>
			<defaultCooldownTime>3.5</defaultCooldownTime>
			<beamFullWidthRange>3.9</beamFullWidthRange>
			<burstShotCount>5</burstShotCount>
			<beamWidth>1</beamWidth>
			<ticksBetweenBurstShots>22</ticksBetweenBurstShots>
			<beamDamageDef>CAT_MechBitBeam</beamDamageDef>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
			<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
			<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
			<beamMaxDeviation>1.5</beamMaxDeviation>
			<beamCurvature>0.3</beamCurvature>
			<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
			<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
			<beamChanceToStartFire>0.1</beamChanceToStartFire>
			<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
			<beamFireSizeRange>0.15~0.35</beamFireSizeRange>
			<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
			<beamStartOffset>0.8</beamStartOffset>
			<beamLineFleckChanceCurve>
			  <points>
				<li>(0, 0)</li>
				<li>(0.65, 0.4)</li>
				<li>(1, 0.75)</li>
			  </points>
			</beamLineFleckChanceCurve>
		</li>
		<li>
			<verbClass>Verb_ShootBeam</verbClass>
			<label>mechanoid Bit 4</label>
			<hasStandardCommand>true</hasStandardCommand>
			<warmupTime>0</warmupTime>
			<range>24.9</range>
			<minRange>3.9</minRange>
			<defaultCooldownTime>3.5</defaultCooldownTime>
			<beamFullWidthRange>3.9</beamFullWidthRange>
			<burstShotCount>5</burstShotCount>
			<beamWidth>1</beamWidth>
			<ticksBetweenBurstShots>22</ticksBetweenBurstShots>
			<beamDamageDef>CAT_MechBitBeam</beamDamageDef>
			<soundCastTail>GunTail_Medium</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>
			<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
			<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
			<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
			<beamMaxDeviation>1.5</beamMaxDeviation>
			<beamCurvature>0.3</beamCurvature>
			<beamMoteDef>Mote_GraserBeamBase</beamMoteDef>
			<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
			<beamChanceToStartFire>0.1</beamChanceToStartFire>
			<beamChanceToAttachFire>0.1</beamChanceToAttachFire>
			<beamFireSizeRange>0.15~0.35</beamFireSizeRange>
			<beamLineFleckDef>Fleck_BeamSpark</beamLineFleckDef>
			<beamStartOffset>0.8</beamStartOffset>
			<beamLineFleckChanceCurve>
			  <points>
				<li>(0, 0)</li>
				<li>(0.65, 0.4)</li>
				<li>(1, 0.75)</li>
			  </points>
			</beamLineFleckChanceCurve>
			<!--<hasStandardCommand>true</hasStandardCommand>
			<defaultProjectile>CAT_BitBeam</defaultProjectile>
			<burstShotCount>1</burstShotCount>
			<warmupTime>0</warmupTime>
			<range>29.9</range>
			<accuracyTouch>0.90</accuracyTouch>
			<accuracyShort>0.85</accuracyShort>
			<accuracyMedium>0.8</accuracyMedium>
			<accuracyLong>0.75</accuracyLong>
			<soundCast>ChargeLance_Fire</soundCast>
			<soundCastTail>GunTail_Heavy</soundCastTail>
			<muzzleFlashScale>9</muzzleFlashScale>-->
		</li>
	</verbs>
	<comps>
		<li Class="MVCF.Comps.CompProperties_VerbGiver">
			<verbProps>
				<li>
					<label>mechanoid Bit 1</label>
					<visualLabel>mechanoid Bit 1</visualLabel>
					<description>A deployed Mechanoid bit.</description>
					<canBeToggled>true</canBeToggled>
					<comps>
						<li Class="MVCF.VerbComps.VerbCompProperties_Turret">
							<compClass>MVCF.VerbComps.VerbComp_Turret</compClass>
							<humanAsDefault>true</humanAsDefault>
							<graphic>
								<texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsDeployed</texPath>
								<graphicClass>Graphic_Single</graphicClass>
								<shaderType>CutoutFlying</shaderType>
							</graphic>
							<specificPositions>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<Default>(0,0)</Default>
									<Up>(-0.65,0.65)</Up>
									<Down>(-0.65,0.65)</Down>
									<Right>(-0.65,0.65)</Right>
									<Left>(-0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<Default>(0,0)</Default>
									<Up>(-0.65,0.65)</Up>
									<Down>(-0.65,0.65)</Down>
									<Right>(-0.65,0.65)</Right>
									<Left>(-0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<Default>(0,0)</Default>
									<Up>(-0.65,0.65)</Up>
									<Down>(-0.65,0.65)</Down>
									<Right>(-0.65,0.65)</Right>
									<Left>(-0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<Default>(0,0)</Default>
									<Up>(-0.65,0.65)</Up>
									<Down>(-0.65,0.65)</Down>
									<Right>(-0.65,0.65)</Right>
									<Left>(-0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<Default>(0,0)</Default>
									<Up>(-0.65,0.65)</Up>
									<Down>(-0.65,0.65)</Down>
									<Right>(-0.65,0.65)</Right>
									<Left>(-0.65,0.65)</Left>
								</li>
							</specificPositions>
							<scalings>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<scaling>1.5</scaling>
								</li>
							</scalings>
						</li>
					</comps>
				</li>
				<li>
					<label>mechanoid Bit 2</label>
					<visualLabel>mechanoid Bit 2</visualLabel>
					<description>A deployed Mechanoid bit.</description>
					<canBeToggled>true</canBeToggled>
					<comps>
						<li Class="MVCF.VerbComps.VerbCompProperties_Turret">
							<compClass>MVCF.VerbComps.VerbComp_Turret</compClass>
							<humanAsDefault>true</humanAsDefault>
							<graphic>
								<texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsDeployed</texPath>
								<graphicClass>Graphic_Single</graphicClass>
								<shaderType>CutoutFlying</shaderType>
							</graphic>
							<specificPositions>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<Default>(0,0)</Default>
									<Up>(-1.25,0.65)</Up>
									<Down>(-1.25,0.65)</Down>
									<Right>(-1.25,0.65)</Right>
									<Left>(-1.25,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<Default>(0,0)</Default>
									<Up>(-1.25,0.65)</Up>
									<Down>(-1.25,0.65)</Down>
									<Right>(-1.25,0.65)</Right>
									<Left>(-1.25,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<Default>(0,0)</Default>
									<Up>(-1.25,0.65)</Up>
									<Down>(-1.25,0.65)</Down>
									<Right>(-1.25,0.65)</Right>
									<Left>(-1.25,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<Default>(0,0)</Default>
									<Up>(-1.25,0.65)</Up>
									<Down>(-1.25,0.65)</Down>
									<Right>(-1.25,0.65)</Right>
									<Left>(-1.25,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<Default>(0,0)</Default>
									<Up>(-1.25,0.65)</Up>
									<Down>(-1.25,0.65)</Down>
									<Right>(-1.25,0.65)</Right>
									<Left>(-1.25,0.65)</Left>
								</li>
							</specificPositions>
							<scalings>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<scaling>1.5</scaling>
								</li>
							</scalings>
						</li>
					</comps>
				</li>
				<li>
					<label>mechanoid Bit 3</label>
					<visualLabel>mechanoid Bit 3</visualLabel>
					<description>A deployed Mechanoid bit.</description>
					<canBeToggled>true</canBeToggled>
					<comps>
						<li Class="MVCF.VerbComps.VerbCompProperties_Turret">
							<compClass>MVCF.VerbComps.VerbComp_Turret</compClass>
							<humanAsDefault>true</humanAsDefault>
							<graphic>
								<texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsDeployed</texPath>
								<graphicClass>Graphic_Single</graphicClass>
								<shaderType>CutoutFlying</shaderType>
							</graphic>
							<specificPositions>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<Default>(0,0)</Default>
									<Up>(0.65,0.65)</Up>
									<Down>(0.65,0.65)</Down>
									<Right>(0.65,0.65)</Right>
									<Left>(0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<Default>(0,0)</Default>
									<Up>(0.65,0.65)</Up>
									<Down>(0.65,0.65)</Down>
									<Right>(0.65,0.65)</Right>
									<Left>(0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<Default>(0,0)</Default>
									<Up>(0.65,0.65)</Up>
									<Down>(0.65,0.65)</Down>
									<Right>(0.65,0.65)</Right>
									<Left>(0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<Default>(0,0)</Default>
									<Up>(0.65,0.65)</Up>
									<Down>(0.65,0.65)</Down>
									<Right>(0.65,0.65)</Right>
									<Left>(0.65,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<Default>(0,0)</Default>
									<Up>(0.65,0.65)</Up>
									<Down>(0.65,0.65)</Down>
									<Right>(0.65,0.65)</Right>
									<Left>(0.65,0.65)</Left>
								</li>
							</specificPositions>
							<scalings>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<scaling>1.5</scaling>
								</li>
							</scalings>
						</li>
					</comps>
				</li>
				<li>
					<label>mechanoid Bit 4</label>
					<visualLabel>mechanoid Bit 4</visualLabel>
					<description>A deployed Mechanoid bit.</description>
					<canBeToggled>true</canBeToggled>
					<comps>
						<li Class="MVCF.VerbComps.VerbCompProperties_Turret">
							<compClass>MVCF.VerbComps.VerbComp_Turret</compClass>
							<humanAsDefault>true</humanAsDefault>
							<graphic>
								<texPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsDeployed</texPath>
								<graphicClass>Graphic_Single</graphicClass>
								<shaderType>CutoutFlying</shaderType>
							</graphic>
							<specificPositions>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<Default>(0,0)</Default>
									<Up>(1.25,0.65)</Up>
									<Down>(1.25,0.65)</Down>
									<Right>(1.25,0.65)</Right>
									<Left>(1.25,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<Default>(0,0)</Default>
									<Up>(1.35,0.65)</Up>
									<Down>(1.35,0.65)</Down>
									<Right>(1.35,0.65)</Right>
									<Left>(1.35,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<Default>(0,0)</Default>
									<Up>(1.35,0.65)</Up>
									<Down>(1.35,0.65)</Down>
									<Right>(1.35,0.65)</Right>
									<Left>(1.35,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<Default>(0,0)</Default>
									<Up>(1.35,0.65)</Up>
									<Down>(1.35,0.65)</Down>
									<Right>(1.35,0.65)</Right>
									<Left>(1.35,0.65)</Left>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<Default>(0,0)</Default>
									<Up>(1.25,0.65)</Up>
									<Down>(1.25,0.65)</Down>
									<Right>(1.25,0.65)</Right>
									<Left>(1.25,0.65)</Left>
								</li>
							</specificPositions>
							<scalings>
								<li>
									<defName>Human</defName>
									<BodyType>Thin</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Male</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Female</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Fat</BodyType>
									<scaling>1.5</scaling>
								</li>
								<li>
									<defName>Human</defName>
									<BodyType>Hulk</BodyType>
									<scaling>1.5</scaling>
								</li>
							</scalings>
						</li>
					</comps>
				</li>
			</verbProps>
		</li>
		<li Class="VFECore.Abilities.CompProperties_AbilitiesApparel">
			<abilities>
				<li>CAT_BitFangs</li>
			</abilities>
		</li>
		<li Class="VanillaApparelExpanded.CompProperties_SwitchApparel">
			<SwitchTo>CAT_MechanoidBitsPack</SwitchTo>
			<graphicPath>Things/Apparel/MechanoidBitsPack/MechanoidBitsPack</graphicPath>
		</li>
	</comps>
	</ThingDef>
	
	<DamageDef>
		<defName>CAT_MechBitBeam</defName>
		<label>beam</label>
		<workerClass>DamageWorker_AddInjury</workerClass>
		<externalViolence>true</externalViolence>
		<deathMessage>{0} has been beamed to death.</deathMessage>
		<hediff>BeamWound</hediff>
		<harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
		<impactSoundType>Bullet</impactSoundType>
		<armorCategory>Heat</armorCategory>
		<overkillPctToDestroyPart>0~0.7</overkillPctToDestroyPart>
		<isRanged>true</isRanged>
		<makesAnimalsFlee>true</makesAnimalsFlee>
		<defaultDamage>15</defaultDamage>
		<defaultArmorPenetration>1.00</defaultArmorPenetration>
		<buildingDamageFactorImpassable>0.4</buildingDamageFactorImpassable>
		<buildingDamageFactorPassable>0.2</buildingDamageFactorPassable>
	</DamageDef>

	<VFECore.Abilities.AbilityDef>
		<defName>CAT_BitFangs</defName>
		<label>Mech Bits</label>
		<description>Unleashes mechanoid bits to seek out and slice a target.</description>
        <abilityClass>VFECore.Abilities.Ability_Blank</abilityClass>
        <targetMode>Self</targetMode>
        <castTime>20</castTime>
	    <durationTime>900</durationTime>
        <cooldownTime>1800</cooldownTime>
        <iconPath>UI/MechanoidBits_Icon</iconPath>
		<castSound>PsycastPsychicEffect</castSound>
        <modExtensions>
            <li Class="VFECore.Abilities.AbilityExtension_Hediff">
                <hediff>CAT_MechanoidBits</hediff>
				<bodyPartToApply>Torso</bodyPartToApply>
				<durationMultiplier>PsychicSensitivity</durationMultiplier>
            </li>
        </modExtensions>
	</VFECore.Abilities.AbilityDef>
	
	<HediffDef ParentName = "PsycastHediffBase">
		<defName>CAT_MechanoidBits</defName>
		<label>deployed Bits</label>
		<description>Unleash Mechanoid Bits to seek out target.</description>
		<isBad>false</isBad>
		<comps>
			<li Class="MVCF.Comps.HediffCompProperties_ExtendedVerbGiver">
				<verbs>
					<li>
						<verbClass>Verb_Shoot</verbClass>
						<label>Bit Fang 1</label>
						<accuracyTouch>1.0</accuracyTouch>
						<accuracyShort>1.0</accuracyShort>
						<accuracyMedium>1.0</accuracyMedium>
						<accuracyLong>1.0</accuracyLong>
						<defaultProjectile>CAT_BitFang</defaultProjectile>
						<burstShotCount>1</burstShotCount>
						<warmupTime>0</warmupTime>
						<range>24.9</range>
						<soundCast>Pawn_Melee_MechanoidSlash_Miss</soundCast>
						<soundCastTail>GunTail_Heavy</soundCastTail>
						<muzzleFlashScale>9</muzzleFlashScale>
					</li>
					<li>
						<verbClass>Verb_Shoot</verbClass>
						<label>Bit Fang 2</label>
						<accuracyTouch>1.0</accuracyTouch>
						<accuracyShort>1.0</accuracyShort>
						<accuracyMedium>1.0</accuracyMedium>
						<accuracyLong>1.0</accuracyLong>
						<defaultProjectile>CAT_BitFang</defaultProjectile>
						<burstShotCount>1</burstShotCount>
						<warmupTime>0</warmupTime>
						<range>24.9</range>
						<soundCast>Pawn_Melee_MechanoidSlash_Miss</soundCast>
						<soundCastTail>GunTail_Heavy</soundCastTail>
						<muzzleFlashScale>9</muzzleFlashScale>
					</li>
					<li>
						<verbClass>Verb_Shoot</verbClass>
						<label>Bit Fang 3</label>
						<accuracyTouch>1.0</accuracyTouch>
						<accuracyShort>1.0</accuracyShort>
						<accuracyMedium>1.0</accuracyMedium>
						<accuracyLong>1.0</accuracyLong>
						<defaultProjectile>CAT_BitFang</defaultProjectile>
						<burstShotCount>1</burstShotCount>
						<warmupTime>0</warmupTime>
						<range>24.9</range>
						<soundCast>Pawn_Melee_MechanoidSlash_Miss</soundCast>
						<soundCastTail>GunTail_Heavy</soundCastTail>
						<muzzleFlashScale>9</muzzleFlashScale>
					</li>
					<li>
						<verbClass>Verb_Shoot</verbClass>
						<label>Bit Fang 4</label>
						<accuracyTouch>1.0</accuracyTouch>
						<accuracyShort>1.0</accuracyShort>
						<accuracyMedium>1.0</accuracyMedium>
						<accuracyLong>1.0</accuracyLong>
						<defaultProjectile>CAT_BitFang</defaultProjectile>
						<burstShotCount>1</burstShotCount>
						<warmupTime>0</warmupTime>
						<range>24.9</range>
						<soundCast>Pawn_Melee_MechanoidSlash_Miss</soundCast>
						<soundCastTail>GunTail_Heavy</soundCastTail>
						<muzzleFlashScale>9</muzzleFlashScale>
					</li>
				</verbs>
				<verbProps>
					<li>
						<label>Bit Fang 1</label>
						<description>An attack Mechanoid bit.</description>
						<comps>
							<li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
							  <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
							  <cooldownTime>5</cooldownTime>
							</li>
						</comps>
					</li>
					<li>
						<label>Bit Fang 2</label>
						<description>An attack Mechanoid bit.</description>
						<comps>
							<li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
							  <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
							  <cooldownTime>5</cooldownTime>
							</li>
						</comps>
					</li>
					<li>
						<label>Bit Fang 3</label>
						<description>An attack Mechanoid bit.</description>
						<comps>
							<li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
							  <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
							  <cooldownTime>5</cooldownTime>
							</li>
						</comps>
					</li>
					<li>
						<label>Bit Fang 4</label>
						<description>An attack Mechanoid bit.</description>
						<comps>
							<li Class="MVCF.VerbComps.VerbCompProperties_Cooldown">
							  <compClass>MVCF.VerbComps.VerbComp_Cooldown</compClass>
							  <cooldownTime>5</cooldownTime>
							</li>
						</comps>
					</li>
				</verbProps>
			</li>
		</comps>
	</HediffDef>

	<ThingDef ParentName="BaseBullet">
		<defName>CAT_BitFang</defName>
		<label>Bit Fang</label>
		<graphicData>
			<texPath>Things/Projectiles/Proj_MechanoidBitsPack</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>(1, 1)</drawSize>
			<shaderType>CutoutFlying01</shaderType>
		</graphicData>
		<projectile>
			<damageDef>Cut</damageDef>
			<damageAmountBase>20</damageAmountBase>
			<armorPenetrationBase>0.5</armorPenetrationBase>
			<speed>10</speed>
		</projectile>
		<comps>
			<li Class="VFECore.CompProperties_HomingProjectile">
				<homingDistanceFractionPassed>0.9</homingDistanceFractionPassed>
				<homingCorrectionTickRate>10</homingCorrectionTickRate>
				<initialDispersionFromTarget>2</initialDispersionFromTarget>
				<hitSound>Pawn_Melee_MechanoidSlash_HitPawn</hitSound>
			</li>
		</comps>
	</ThingDef>

</Defs>