Actually fixed Serpulo base gen
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@@ -2805,9 +2805,7 @@ public class Blocks{
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}}
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);
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shoot = new ShootAlternate(){{
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spread = 3.5f;
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}};
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shoot = new ShootAlternate(3.5f);
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shootY = 3f;
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reload = 20f;
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@@ -3624,9 +3622,7 @@ public class Blocks{
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range = 260f;
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inaccuracy = 3f;
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recoil = 3f;
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shoot = new ShootAlternate(){{
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spread = 8f;
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}};
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shoot = new ShootAlternate(8f);
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shake = 2f;
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size = 4;
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shootCone = 24f;
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@@ -50,7 +50,6 @@ public class Planets{
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new HexSkyMesh(this, 2, 0.15f, 0.14f, 5, Color.valueOf("eba768").a(0.75f), 2, 0.42f, 1f, 0.43f),
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new HexSkyMesh(this, 3, 0.6f, 0.15f, 5, Color.valueOf("eea293").a(0.75f), 2, 0.42f, 1.2f, 0.45f)
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);
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sectorSeed = 1;
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alwaysUnlocked = true;
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landCloudColor = Color.valueOf("ed6542");
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atmosphereColor = Color.valueOf("f07218");
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@@ -122,6 +121,7 @@ public class Planets{
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new HexSkyMesh(this, 1, 0.6f, 0.16f, 5, Color.white.cpy().lerp(Pal.spore, 0.55f).a(0.75f), 2, 0.45f, 1f, 0.41f)
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);
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sectorSeed = 2;
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allowWaves = true;
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allowWaveSimulation = true;
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allowSectorInvasion = true;
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@@ -2518,9 +2518,7 @@ public class UnitTypes{
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 30f;
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shoot = new ShootAlternate(){{
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spread = 3.5f;
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}};
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shoot = new ShootAlternate(3.5f);
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bullet = new RailBulletType(){{
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length = 160f;
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@@ -4156,7 +4154,7 @@ public class UnitTypes{
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}};
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manifold = new ErekirUnitType("manifold"){{
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aiController = CargoAI::new;
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controller = u -> new CargoAI();
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isEnemy = false;
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allowedInPayloads = false;
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logicControllable = false;
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@@ -4183,7 +4181,7 @@ public class UnitTypes{
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}};
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assemblyDrone = new ErekirUnitType("assembly-drone"){{
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aiController = AssemblerAI::new;
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controller = u -> new AssemblerAI();
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flying = true;
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drag = 0.06f;
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@@ -8,6 +8,13 @@ public class ShootAlternate extends ShootPattern{
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/** offset of barrel to start on */
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public int barrelOffset = 0;
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public ShootAlternate(float spread){
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this.spread = spread;
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}
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public ShootAlternate(){
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}
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@Override
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public void shoot(int totalShots, BulletHandler handler){
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for(int i = 0; i < shots; i++){
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@@ -82,13 +82,13 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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any = true;
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}
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if(Structs.contains(tile.tiles, s -> sector.planet.getSector(s).id == sector.planet.startSector)) return;
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if(noise < 0.16){
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for(Ptile other : tile.tiles){
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var osec = sector.planet.getSector(other);
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//no sectors near start sector!
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if(
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osec.id == sector.planet.startSector || //near starting sector
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osec.generateEnemyBase && poles < 0.85 || //near other base
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(sector.preset != null && noise < 0.11) //near preset
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){
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