Before I keep going on this, has anyone compiled Property lists. I'm a little over halfway on the ThingDefs. Example (The formatting is all messed up but...)
altitudeLayer -> Item,LowPlant,Filth,DoorMoveable,BuildingTall,FloorEmplacement,Waist,Floor,Pawn
alwaysHaulable -> true, false
alwaysShowCount -> true,false
apparel
damageAbsorption -> 0.03,0.08,0.3,0.8
graphicPath -> various
layer -> OnSkin,Shell,Middle
commonality -> 100,50
tags <li> BasicShirt </li>
baseMaterialType -> Transparent,PlantCutout
basePrice -> 1.5,4.0
beauty -> ugly,NiceTiny,Gorgeous,Neutral,UglyTiny
bed_healTickInterval -> 2000,1000
Bed_ShowSleeperBody -> true,false
blockLight -> true
blueprintTexturePath -> various
building
defaultPlantToGrow -> PlantPotato
doorClosedSoundManual -> DoorClosedManual
doorClosedSoundPowered -> DoorClosedPowered
doorOpenSoundManual - > DoorOpenManual
doorOpenSoundPowered -> DoorOpenPowered
ignoreNeedsPower -> true
plantsDestroyWithMe -> true
spawnConceptLearnOpportunity -> BillsTab
supportsPlants -> true
turretGunDef -> Gun_TerretImprovised
burstCooldownTicks -> 300
turretTopTexturePath -> various
wantsHopperAdjacent -> true
foodCostPerDispense -> 10
soundDispense -> DispensePaste
bulletImpactSound -> BulletImpactMetal
canFilthAttach ->true
castEdgeShadows -> true
category -> Item,Palnt,Filth,Building,Ethereal,Pawn
cleaningWorkToReduceThickness ->150
colorGenerator -> Class="ColorGenerator_StandardApparel"
"ColorGenerator_Options"
<options>
<li> <weight>10
<only>RGBA(0.xx,0.xx,0.xx,1)
combatTargetBuilding -> true
comps <li>
<compclass>CompForbidable CompPowerTrader,CompGatherSpot,CompGlower, CompExplosive, CompPowerBattery</
<basePowerConsumption>50,-1,-3600</
<startElectricalFire>True</
<glowRadius>12</
<glowColor>(217,217,217,0)</
<overLightRadius>7.1</
<powerOnSound>PowerOnSmall</
<powerOffSound>PowerOffSmall</
<explosiveRadius>3.9</
<explosiveDamageType>Bomb </
<StoredEnergyMax>1000
<efficiency>0.5
</li>
</comps>
constructionEffect -> ConstructMetal,ConstructDig
costList -> <li> <thingDef>Metal</thingDef></li>
coversFloor -> true
defaultStorageSettings ->
<priority>Important</
<allowances> <categories> <li>FoodRaw</li> </categories>
<exceptedThingDefs> <li>Human_Meat</li>
</allowances>
designationCategory -> Structure,Furniture,Security
designationHotKey -> O
destroyOnHarvest -> true, false
destroyable -> false
drawerType -> MapMeshOnly,RealTimeOnly,MapMeshAndRealTime
drawGUIOverlay -> true, false
drawMat -> null
eatEffect -> EatVegetarian
eatenDirectThought -> AteRawFood
eType ->
Item, Plant, Door ,Building_PowerConduit, SteamGeyser, Bed, BuildingComplex, Building_ResearchBench, Building_Chair, Building_Table, Building_Turret,Building_CommsConsole,BuildingInert, Building_PowerPlantGeothermal, Building_Battery, Apparel, Pawn
fertilityFactorGrowthRate -> 1.0,0.4,0.5
fillPercent -> 0.25,1.0
filthLeavings -> <li> <thingDef>SlagRubble</ <count>2</ </li>
fixedStorageSettings ->
<priority>important</
<allowances> <categories><li>weapons, FoodRaw</ </ </
flamabiltiy -> 1.0,0
generateClusterSizeRange -> <min>3</ <max10</
groundPlantable -> true,false
growthPer20Ticks -> 0.48,1.0,0.45,0.14
harvestedThingDef -> RawPotatoes
hasInteractionSquare -> true
holdsRoof -> true
iconMat_ForPrisoner -> various
itemSurface -> True
inspectorTabs ->
<li>UI.ITab_Bills</li>
<li>UI.ITab_Pawn_Thoughts</li>
<li>UI.ITab_Pawn_Needs</li>
<li>UI.ITab_Pawn_Prisoner</li>
<li>UI.ITab_Pawn_Character</li>
interactionSquareOffset -> (0,0,-1),(2,0,0),(0,0,2),(0,0,3)
interactSound -> MetalDrop
killedLeavings -> <li> <thingDef>DebrisSlag</ <count>2</ </li>
leaveResourcesWhenKilled -> true
leaveTerrain -> roughStone
lifeSpan -> 500000,200000,140000,60000,800000
linkDrawerType -> CornerFiller,Transmitter,Basic
linkFlags -> <li>Wall</li><li>Rock</li><li>Minerals</li>
maxFoodYield -> 6.0,4.0,0,7.0
maxHealth -> 100,85,120,240
menuIconPath -> various
minFertility -> 0.5,0.3,0.4,0.05
mineable -> true
mineableResource -> Metal
minGlowToGrow -> Overlit,Lit
naturalBuilding -> true
neverMultiSelect -> true
neverOverlapFloors -> true
nutrition -> 5,40
overDraw -> true
passablity -> Impassable,Standable,PassThroughOnly
pathCost -> 15,10
placingDisplayRadius -> 7.9,25.9
placingDraggableDimensions -> 1
placementRestricters ->
<li>PlacementRestricter_NotUnderRoof,
PlacementRestricter_NextToHopperAccepter
PlacementRestricter_OnSteamGeyser
</li>
purchaseable -> true
quality -> Raw,Plant
race
recipes -> <li>various</li>
repairEffect -> Repair
researchPrerequisite -> Stonecutting
resourceCountPriority -> First,Last,Middle
restEffectiveness -> 0.8,1.0
roomBarrier -> true
rotatable -> false
seedEmitAveragePer20kTicks -> 0.40,0.35,0.05
seedShootMinGrowthPercent -> 0.6
seedShootRadius -> 3,15
selectable -> true,false
size -> (1,1)
stacklimit -> 75,1
staticSunShadowHeight -> 1.0
storeCategories -> FoodMeals, ResourcesRaw, PlantFoodRaw,Manufactured
sunShadowInfo<baseWidth>0.3</<basHeight>0.3</<tallness>0.3</
surfaceNeeded -> Light,Heavy,Diggable
terrainSourced ->true
texturePath -> various
ThingClass ->
Building, ThingResource, Meal, BuildingDoor, SteamGeyser, Building_Bed, Building_WorkTable, Building_PlantGrower, Building_ResearchBench, Building_EquipmentRack, Building_Chair Building_OrbitalTradeBeacon, Building_Glower,Building_TurretGun, Building_CommsConsole,Building_Grave, Building_GibbetCage, Building_PowerPlantSolar, Building_PowerPlantSteam, Apparel
tickerType -> rare,Normal,Never
topWindExposure -> 0.1,0.3,0.08
transmitsPower -> true
usesStandardHealth -> true,false
visualSizeRange<min>0.3</min><max>1.00,1.05</max>
wildCommonality -> 0.3,0.7
workToBuild -> 350