PATH_HABITATION
{
	author = Angel-125
	name = GeoLab
	title = Pathfinder Geology Lab
	shortName = Geology Lab
	description = When you're out performing geoscience, it's nice to have a lab where you can analyze the results. That's where the Pathfinder Geology Lab comes in. With the right staff, you can make an impact in the field of astro geology. The lab specializes in soil analysis, metallurgic analysis, chemical analysis, and biome reports, all of which contribute to the knowledge of the local area.
	mass = 1.5
	requiredResource = Equipment
	requiredAmount = 600
	reconfigureSkill = ConverterSkill
	logoPanel = WildBlueIndustries/000WildBlueTools/Decals/GeologyLab
	glowPanel = WildBlueIndustries/000WildBlueTools/Decals/GeologyLabGlow
	toolTip = You might want to staff your Geology Labs with scientists to make a lasting impact on geoscience. Or profit from it... Just be sure you choose the right scientists for the job...
	toolTipTitle = Your First Pathfinder Lab!
	templateTags = orbitalWorkshop;moleHab;dsevHab;airshipHab

	MODULE
	{
		name = ModuleGPS
	}

	MODULE
	{
		name = ModuleBiomeScanner
	}

	MODULE
	{
		name = ModuleResourceScanner
		MaxAbundanceAltitude = 5000
		RequiresUnlock = true
		ScannerType = 0
		ResourceName = Ore
	}

	MODULE
	{
		name = ModuleKerbNetAccess
		EnhancedSituationMask = 7
		EnhancedMinimumFoV = 160
		EnhancedMaximumFoV = 179.5
		MinimumFoV = 5
		MaximumFoV = 90
		AnomalyDetection = 0.75
		DISPLAY_MODES
		{
			Mode = Resources
			Mode = Biome
			Mode = Terrain
		}
	}

	MODULE
	{
		name = WBIModuleScienceExperiment
		experimentID = WBIEmptyExperiment
		defaultExperiment = WBIEmptyExperiment
		experimentActionName = Do Nothing
		resetActionName = Reset Nothing
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.25
		dataIsCollectable = False
		interactionRange = 1.2
		rerunnable = False
		resettable = False
		resettableOnEVA = False
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}

	MODULE
	{
		name = WBIModuleScienceExperiment
		experimentID = WBIEmptyExperiment
		defaultExperiment = WBIEmptyExperiment
		experimentActionName = Do Nothing
		resetActionName = Reset Nothing
		useStaging = False
		useActionGroups = True
		hideUIwhenUnavailable = True
		xmitDataScalar = 0.25
		dataIsCollectable = False
		interactionRange = 1.2
		rerunnable = False
		resettable = False
		resettableOnEVA = False
		usageReqMaskInternal = 1
		usageReqMaskExternal = 8
	}

	//Improve production efficiencies in the local biome through geology research.
	MODULE
	{
		name = WBIExperimentLab
		opsButtonName = Geoscience

		defaultExperiment = WBIEmptyExperiment
		canCreateExperiments = true
		needsConnectionToKSC = false
		creationTags = geologyLab
		checkCreationResources = false
		experimentCreationSkill = ScienceSkill
		defaultCreationResource = ResearchKits
		minimumCreationAmount = 25.0
		checkCreationResources = true

		experimentID = WBISpaceResearch
		ConverterName = Geology Lab
		StartActionName = Start Geology
		StopActionName = Stop Geology
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1
		hoursPerCycle = 6
		minimumSuccess = 60
		minimumSuccess = 5
		criticalSuccess = 95
		criticalFail = 2
		sciencePerCycle = 1.0
		repairSkill = ScienceSkill
		repairResource = Equipment
		repairAmount = 50

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 5
		}

		INPUT_RESOURCE
		{
			ResourceName = ResearchKits
			Ratio = 0.00027777
		}

		OUTPUT_RESOURCE
		{
			ResourceName = CoreSamples
			Ratio = 0.00005
			DumpExcess = true
		}
	}

	//Unlock a biome, show abundance. Needs ModuleBiomeScanner.
	MODULE
	{
		name = WBIPathfinderLab
	}

	//Prospect for valuable resources
	MODULE
	{
		name = WBIGoldStrike
		showDebugLog = true
		showGUI = true
		prospectChance = 40
		lodeStrikeSound = WildBlueIndustries/Pathfinder/Sounds/wereInTheMoney
	}

	//Separates the biome's resources from Ore.
	MODULE
	{
		name = WBIProspector
		ConverterName = Prospector
		StartActionName = Start Prospector
		StopActionName = Stop Prospector
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1

		//Resource byproduct from prospecting that isn't part of the planetary/asteroid resource list.
		byproduct = Slag

		//Amount of input mass (units * density) that will become the byproduct mass. 
		//Byproduct units produced depends upon the density of the byproduct. 
		//This is the minimum, the actual amount will vary.
		//Ore grades range from 25% to 75%
		byproductMinPercent = 50.0

		//Resources in the biome that should be ignored (and ther percentages added to the byproduct)
		ignoreResources = GeoEnergy

		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.1
		}		

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 5
		}		
	}

	MODULE
	{
		name = WBIEfficiencyMonitor
		efficiencyType = habitation
		harvestType = 0
	}

	RESOURCE
	{
		name = ElectricCharge
		amount = 200
		maxAmount = 200
		isTweakable = false
	}

	RESOURCE
	{
		name = ResearchKits
		amount = 500
		maxAmount = 500
	}

	RESOURCE
	{
		name = Ore
		amount = 500
		maxAmount = 500
	}
	RESOURCE
	{
		name = ExoticMinerals
		amount = 500
		maxAmount = 500
	}
	RESOURCE
	{
		name = RareMetals
		amount = 500
		maxAmount = 500
	}

	RESOURCE
	{
		name = CoreSamples
		amount = 36
		maxAmount = 36
	}
}