Multiplayer bugfixes / Balancing
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@@ -1043,7 +1043,7 @@ public class Blocks implements ContentList{
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differentialGenerator = new ItemLiquidGenerator(true, true, "differential-generator"){{
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requirements(Category.power, ItemStack.with(Items.copper, 140, Items.titanium, 100, Items.lead, 200, Items.silicon, 130, Items.metaglass, 100));
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powerProduction = 13f;
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powerProduction = 16f;
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itemDuration = 50f;
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hasLiquids = true;
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size = 3;
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@@ -1083,9 +1083,9 @@ public class Blocks implements ContentList{
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requirements(Category.power, ItemStack.with(Items.lead, 1000, Items.silicon, 600, Items.graphite, 800, Items.thorium, 200, Items.surgealloy, 500, Items.metaglass, 500));
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size = 4;
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health = 900;
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powerProduction = 80f;
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powerProduction = 100f;
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itemDuration = 40f;
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consumes.power(23f);
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consumes.power(25f);
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consumes.item(Items.blastCompound);
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consumes.liquid(Liquids.cryofluid, 0.8f);
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}};
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@@ -1505,12 +1505,12 @@ public class Blocks implements ContentList{
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shootShake = 2f;
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powerUsed = 0.5f;
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consumes.powerBuffered(1200f);
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range = 160f;
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range = 190f;
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reload = 170f;
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firingMoveFract = 0.1f;
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firingMoveFract = 0.2f;
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shootDuration = 220f;
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health = 165 * size * size;
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health = 200 * size * size;
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consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 0.5f)).update(false);
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}};
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@@ -533,13 +533,13 @@ public class Bullets implements ContentList{
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}
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};
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meltdownLaser = new BulletType(0.001f, 35){
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meltdownLaser = new BulletType(0.001f, 50){
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Color tmpColor = new Color();
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Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.WHITE};
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float[] tscales = {1f, 0.7f, 0.5f, 0.2f};
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float[] strokes = {2f, 1.5f, 1f, 0.3f};
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float[] lenscales = {1f, 1.12f, 1.15f, 1.17f};
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float length = 200f;
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float length = 220f;
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{
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hitEffect = Fx.hitMeltdown;
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