Asteroid/space improvements
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@@ -832,6 +832,7 @@ public class Blocks{
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size = 2;
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hasPower = true;
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drawer = new DrawWeave();
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envEnabled |= Env.space;
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ambientSound = Sounds.techloop;
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ambientSoundVolume = 0.02f;
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@@ -994,6 +995,7 @@ public class Blocks{
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incinerator = new Incinerator("incinerator"){{
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requirements(Category.crafting, with(Items.graphite, 5, Items.lead, 15));
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health = 90;
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envEnabled |= Env.space;
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consumes.power(0.50f);
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}};
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@@ -2146,6 +2148,8 @@ public class Blocks{
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tier = 2;
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drillTime = 600;
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size = 2;
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//mechanical drill doesn't work in space
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envEnabled ^= Env.space;
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consumes.liquid(Liquids.water, 0.05f).boost();
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}};
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@@ -2167,7 +2171,6 @@ public class Blocks{
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tier = 4;
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updateEffect = Fx.pulverizeMedium;
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drillEffect = Fx.mineBig;
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envEnabled |= Env.space;
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consumes.power(1.10f);
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consumes.liquid(Liquids.water, 0.08f).boost();
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@@ -2570,6 +2573,7 @@ public class Blocks{
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flags = EnumSet.of(BlockFlag.turret, BlockFlag.extinguisher);
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}};
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//TODO these may work in space, but what's the point?
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lancer = new PowerTurret("lancer"){{
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requirements(Category.turret, with(Items.copper, 60, Items.lead, 70, Items.silicon, 50));
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range = 165f;
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@@ -2656,6 +2660,7 @@ public class Blocks{
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size = 2;
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scaledHealth = 300;
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shootSound = Sounds.missile;
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envEnabled |= Env.space;
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limitRange(5f);
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}};
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@@ -2699,6 +2704,7 @@ public class Blocks{
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shootLength = 5f;
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bulletDamage = 30f;
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reloadTime = 8f;
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envEnabled |= Env.space;
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}};
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tsunami = new LiquidTurret("tsunami"){{
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@@ -2736,6 +2742,7 @@ public class Blocks{
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restitution = 0.1f;
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shootCone = 30;
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size = 3;
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envEnabled |= Env.space;
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scaledHealth = 220;
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shootSound = Sounds.shotgun;
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@@ -2846,6 +2853,7 @@ public class Blocks{
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shootCone = 2f;
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shootSound = Sounds.railgun;
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unitSort = UnitSorts.strongest;
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envEnabled |= Env.space;
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coolantMultiplier = 0.4f;
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@@ -2898,6 +2906,7 @@ public class Blocks{
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shootSound = Sounds.laserbig;
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loopSound = Sounds.beam;
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loopSoundVolume = 2f;
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envEnabled |= Env.space;
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shootType = new ContinuousLaserBulletType(78){{
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length = 200f;
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@@ -1,6 +1,5 @@
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package mindustry.content;
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import mindustry.ctype.*;
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import mindustry.game.*;
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public class Loadouts{
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@@ -8,6 +7,7 @@ public class Loadouts{
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basicShard,
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basicFoundation,
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basicNucleus,
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spaceNucleus,
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basicBastion;
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public static void load(){
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@@ -15,5 +15,6 @@ public class Loadouts{
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basicFoundation = Schematics.readBase64("bXNjaAB4nD1OSQ6DMBBzFhVu8BG+0X8MQyoiJTNSukj8nlCi2Adbtg/GA4OBF8oB00rvyE/9ykafqOIw58A7SWRKy1ZiShhZ5RcOLZhYS1hefQ1gRIeptH9jq/qW2lvc1d2tgWsOfVX/tOwE86AYBA==");
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basicNucleus = Schematics.readBase64("bXNjaAB4nD2MUQqAIBBEJy0s6qOLdJXuYNtCgikYBd2+LNmdj308hkGHtkId7M4YFns4mk/yfB4a48602eDI+mlNznu0FMPFd0wYKCaewl8F0EOueqM+yKSLVfJrNKWnSw/FZGzEGXFG9sy/px4gEBW1");
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basicBastion = Schematics.readBase64("bXNjaAF4nGNgYWBhZmDJS8xNZWBNzMsEUtwpqcXJRZkFJZn5eQyClfmlCin5Cnn5JQqpFZnFJVwMbDmJSak5xQxM0bGMDDzJ+UWpukmJxWDVDAyMIAQkACMdFqE=");
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spaceNucleus = Schematics.readBase64("bXNjaAF4nDXKuwrCQBRF0WMStVDwQyQJAStBrCxEKxsLsZjcXJiBeTEPB/9eQdzlYmOOZY3GCsPYypR83Pd9KaV7u5zyyB050xeRSB5fh+F2ulz9neTujNXEkYLySTkLYKHFyDqiejwrbLzlbERS1E5BaY01ucCtzaQ5x+9d49cMFRr84QNbTSRJ");
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}
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}
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