Coal centrifuge / In-game chat / Player health rule / Bugfixes
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@@ -40,7 +40,7 @@ public class Blocks implements ContentList{
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//crafting
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siliconSmelter, kiln, graphitePress, plastaniumCompressor, multiPress, phaseWeaver, surgeSmelter, pyratiteMixer, blastMixer, cryofluidMixer,
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melter, separator, sporePress, pulverizer, incinerator,
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melter, separator, sporePress, pulverizer, incinerator, coalCentrifuge,
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//sandbox
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powerVoid, powerSource, itemSource, liquidSource, itemVoid,
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@@ -593,10 +593,10 @@ public class Blocks implements ContentList{
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separator = new Separator("separator"){{
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requirements(Category.crafting, ItemStack.with(Items.copper, 60, Items.titanium, 50));
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results = ItemStack.with(
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Items.copper, 5,
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Items.lead, 3,
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Items.graphite, 2,
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Items.titanium, 2
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Items.copper, 5,
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Items.lead, 3,
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Items.graphite, 2,
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Items.titanium, 2
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);
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hasPower = true;
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craftTime = 35f;
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@@ -669,6 +669,18 @@ public class Blocks implements ContentList{
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};
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}};
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coalCentrifuge = new GenericCrafter("coal-centrifuge"){{
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requirements(Category.crafting, ItemStack.with(Items.titanium, 40, Items.graphite, 80, Items.lead, 60));
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craftEffect = Fx.smeltsmoke;
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outputItem = new ItemStack(Items.coal, 1);
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craftTime = 30f;
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size = 2;
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hasPower = hasItems = hasLiquids = true;
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consumes.liquid(Liquids.oil, 3f);
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consumes.power(0.5f);
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}};
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incinerator = new Incinerator("incinerator"){{
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requirements(Category.crafting, ItemStack.with(Items.graphite, 10, Items.lead, 30));
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health = 90;
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@@ -1244,10 +1256,10 @@ public class Blocks implements ContentList{
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duo = new DoubleTurret("duo"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 70), true);
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ammo(
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Items.copper, Bullets.standardCopper,
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Items.graphite, Bullets.standardDense,
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Items.pyratite, Bullets.standardIncendiary,
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Items.silicon, Bullets.standardHoming
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Items.copper, Bullets.standardCopper,
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Items.graphite, Bullets.standardDense,
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Items.pyratite, Bullets.standardIncendiary,
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Items.silicon, Bullets.standardHoming
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);
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reload = 20f;
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restitution = 0.03f;
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@@ -1262,8 +1274,8 @@ public class Blocks implements ContentList{
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scatter = new BurstTurret("scatter"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 170, Items.lead, 90));
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ammo(
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Items.scrap, Bullets.flakScrap,
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Items.lead, Bullets.flakLead
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Items.scrap, Bullets.flakScrap,
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Items.lead, Bullets.flakLead
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);
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reload = 15f;
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range = 180f;
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@@ -1283,8 +1295,8 @@ public class Blocks implements ContentList{
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scorch = new ItemTurret("scorch"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 50, Items.graphite, 45));
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ammo(
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Items.coal, Bullets.basicFlame,
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Items.pyratite, Bullets.pyraFlame
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Items.coal, Bullets.basicFlame,
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Items.pyratite, Bullets.pyraFlame
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);
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recoil = 0f;
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reload = 4f;
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@@ -1298,9 +1310,9 @@ public class Blocks implements ContentList{
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hail = new ArtilleryTurret("hail"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 80, Items.graphite, 35));
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ammo(
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Items.graphite, Bullets.artilleryDense,
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Items.silicon, Bullets.artilleryHoming,
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Items.pyratite, Bullets.artlleryIncendiary
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Items.graphite, Bullets.artilleryDense,
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Items.silicon, Bullets.artilleryHoming,
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Items.pyratite, Bullets.artlleryIncendiary
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);
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reload = 60f;
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recoil = 2f;
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@@ -1313,10 +1325,10 @@ public class Blocks implements ContentList{
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wave = new LiquidTurret("wave"){{
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requirements(Category.turret, ItemStack.with(Items.metaglass, 90, Items.lead, 150));
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ammo(
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Liquids.water, Bullets.waterShot,
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Liquids.slag, Bullets.slagShot,
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Liquids.cryofluid, Bullets.cryoShot,
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Liquids.oil, Bullets.oilShot
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Liquids.water, Bullets.waterShot,
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Liquids.slag, Bullets.slagShot,
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Liquids.cryofluid, Bullets.cryoShot,
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Liquids.oil, Bullets.oilShot
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);
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size = 2;
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recoil = 0f;
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@@ -1380,9 +1392,9 @@ public class Blocks implements ContentList{
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swarmer = new BurstTurret("swarmer"){{
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requirements(Category.turret, ItemStack.with(Items.graphite, 70, Items.titanium, 70, Items.plastanium, 90, Items.silicon, 60));
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ammo(
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Items.blastCompound, Bullets.missileExplosive,
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Items.pyratite, Bullets.missileIncendiary,
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Items.surgealloy, Bullets.missileSurge
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Items.blastCompound, Bullets.missileExplosive,
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Items.pyratite, Bullets.missileIncendiary,
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Items.surgealloy, Bullets.missileSurge
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);
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reload = 50f;
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shots = 4;
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@@ -1397,11 +1409,11 @@ public class Blocks implements ContentList{
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salvo = new BurstTurret("salvo"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 210, Items.graphite, 190, Items.titanium, 120));
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ammo(
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Items.copper, Bullets.standardCopper,
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Items.graphite, Bullets.standardDense,
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Items.pyratite, Bullets.standardIncendiary,
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Items.silicon, Bullets.standardHoming,
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Items.thorium, Bullets.standardThorium
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Items.copper, Bullets.standardCopper,
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Items.graphite, Bullets.standardDense,
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Items.pyratite, Bullets.standardIncendiary,
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Items.silicon, Bullets.standardHoming,
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Items.thorium, Bullets.standardThorium
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);
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size = 2;
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@@ -1421,11 +1433,11 @@ public class Blocks implements ContentList{
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ripple = new ArtilleryTurret("ripple"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 300, Items.graphite, 270, Items.titanium, 120));
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ammo(
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Items.graphite, Bullets.artilleryDense,
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Items.silicon, Bullets.artilleryHoming,
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Items.pyratite, Bullets.artlleryIncendiary,
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Items.blastCompound, Bullets.artilleryExplosive,
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Items.plastanium, Bullets.arilleryPlastic
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Items.graphite, Bullets.artilleryDense,
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Items.silicon, Bullets.artilleryHoming,
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Items.pyratite, Bullets.artlleryIncendiary,
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Items.blastCompound, Bullets.artilleryExplosive,
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Items.plastanium, Bullets.arilleryPlastic
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);
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size = 3;
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shots = 4;
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@@ -1446,9 +1458,9 @@ public class Blocks implements ContentList{
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cyclone = new ItemTurret("cyclone"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 400, Items.titanium, 250, Items.plastanium, 160));
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ammo(
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Items.blastCompound, Bullets.flakExplosive,
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Items.plastanium, Bullets.flakPlastic,
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Items.surgealloy, Bullets.flakSurge
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Items.blastCompound, Bullets.flakExplosive,
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Items.plastanium, Bullets.flakPlastic,
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Items.surgealloy, Bullets.flakSurge
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);
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xRand = 4f;
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reload = 6f;
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@@ -1478,9 +1490,9 @@ public class Blocks implements ContentList{
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spectre = new DoubleTurret("spectre"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 700, Items.graphite, 600, Items.surgealloy, 500, Items.plastanium, 350, Items.thorium, 500));
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ammo(
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Items.graphite, Bullets.standardDenseBig,
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Items.pyratite, Bullets.standardIncendiaryBig,
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Items.thorium, Bullets.standardThoriumBig
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Items.graphite, Bullets.standardDenseBig,
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Items.pyratite, Bullets.standardIncendiaryBig,
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Items.thorium, Bullets.standardThoriumBig
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);
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reload = 6f;
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coolantMultiplier = 0.5f;
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@@ -80,7 +80,7 @@ public class Mechs implements ContentList{
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reload = 40f;
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shotDelay = 3f;
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roundrobin = true;
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shots = 3;
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shots = 2;
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inaccuracy = 0f;
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ejectEffect = Fx.none;
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bullet = Bullets.lightning;
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@@ -137,6 +137,9 @@ public class TechTree implements ContentList{
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node(siliconSmelter, () -> {
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node(sporePress, () -> {
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node(coalCentrifuge, () -> {
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});
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node(multiPress, () -> {
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});
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@@ -2,13 +2,17 @@ package io.anuke.mindustry.content;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.game.Rules;
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import io.anuke.mindustry.maps.generators.DesertThingGenerator;
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import io.anuke.mindustry.maps.generators.MapGenerator;
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import io.anuke.mindustry.maps.generators.MapGenerator.Decoration;
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import io.anuke.mindustry.type.*;
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import io.anuke.mindustry.world.Block;
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public class Zones implements ContentList{
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public static Zone groundZero, craters, frozenForest, ruinousShores, stainedMountains,
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public static Zone
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groundZero, desertThing,
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craters, frozenForest, ruinousShores, stainedMountains,
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overgrowth, infestedIslands,
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desolateRift, nuclearComplex;
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@Override
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@@ -28,6 +32,19 @@ public class Zones implements ContentList{
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}};
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}};
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desertThing = new Zone("desertThing", new DesertThingGenerator(240, 240)){{
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startingItems = ItemStack.list(Items.copper, 200);
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alwaysUnlocked = true;
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conditionWave = 5;
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launchPeriod = 5;
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resources = new Item[]{Items.copper, Items.scrap, Items.lead};
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rules = () -> new Rules(){{
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waves = true;
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waveTimer = true;
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waveSpacing = 60 * 60 * 2;
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}};
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}};
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craters = new Zone("craters", new MapGenerator("craters", 1).dist(0).decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{
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startingItems = ItemStack.list(Items.copper, 200);
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conditionWave = 10;
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