Misc requirement tweaks
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@@ -2436,20 +2436,21 @@ public class Blocks{
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requirements(Category.power, with(Items.beryllium, 8));
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requirements(Category.power, with(Items.beryllium, 8));
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consumesPower = outputsPower = true;
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consumesPower = outputsPower = true;
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health = 90;
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health = 90;
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consumePowerBuffered(1000f);
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range = 10;
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range = 10;
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fogRadius = 1;
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fogRadius = 1;
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researchCost = with(Items.beryllium, 5);
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researchCost = with(Items.beryllium, 5);
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consumePowerBuffered(1000f);
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}};
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}};
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//TODO requirements
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beamTower = new BeamNode("beam-tower"){{
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beamTower = new BeamNode("beam-tower"){{
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requirements(Category.power, with(Items.beryllium, 30, Items.oxide, 20, Items.silicon, 10));
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requirements(Category.power, with(Items.beryllium, 30, Items.oxide, 10, Items.silicon, 10));
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size = 3;
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size = 3;
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consumesPower = outputsPower = true;
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consumesPower = outputsPower = true;
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consumePowerBuffered(40000f);
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range = 23;
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range = 23;
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scaledHealth = 90;
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scaledHealth = 90;
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consumePowerBuffered(40000f);
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}};
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}};
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beamLink = new LongPowerNode("beam-link"){{
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beamLink = new LongPowerNode("beam-link"){{
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@@ -2754,7 +2755,6 @@ public class Blocks{
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consumeLiquid(Liquids.water, 0.15f);
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consumeLiquid(Liquids.water, 0.15f);
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}};
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}};
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//TODO output heat?
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ventCondenser = new AttributeCrafter("vent-condenser"){{
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ventCondenser = new AttributeCrafter("vent-condenser"){{
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requirements(Category.production, with(Items.graphite, 20, Items.beryllium, 60));
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requirements(Category.production, with(Items.graphite, 20, Items.beryllium, 60));
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attribute = Attribute.steam;
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attribute = Attribute.steam;
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@@ -101,7 +101,7 @@ public final class FogControl implements CustomChunk{
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}
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}
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public boolean isDiscovered(Team team, int x, int y){
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public boolean isDiscovered(Team team, int x, int y){
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if(!state.rules.staticFog || team.isAI()) return true;
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if(!state.rules.staticFog || team == null || team.isAI()) return true;
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var data = getDiscovered(team);
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var data = getDiscovered(team);
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if(data == null) return false;
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if(data == null) return false;
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@@ -114,7 +114,7 @@ public final class FogControl implements CustomChunk{
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}
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}
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public boolean isVisibleTile(Team team, int x, int y){
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public boolean isVisibleTile(Team team, int x, int y){
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if(!state.rules.fog || team.isAI()) return true;
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if(!state.rules.fog|| team == null || team.isAI()) return true;
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var data = data(team);
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var data = data(team);
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if(data == null) return false;
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if(data == null) return false;
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