Thermal generator effect tweaks
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@@ -1161,7 +1161,7 @@ public class Blocks implements ContentList{
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requirements(Category.power, with(Items.copper, 40, Items.graphite, 35, Items.lead, 50, Items.silicon, 35, Items.metaglass, 40));
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powerProduction = 1.8f;
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generateEffect = Fx.redgeneratespark;
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effectChance = 0.013f;
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effectChance = 0.011f;
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size = 2;
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floating = true;
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ambientSound = Sounds.hum;
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@@ -1526,12 +1526,16 @@ public class Fx{
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});
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}),
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redgeneratespark = new Effect(80, e -> {
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color(Pal.redSpark, Color.gray, e.fin());
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randLenVectors(e.id, 2, e.finpow() * 9f, (x, y) -> {
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Fill.circle(e.x + x, e.y + y, e.fslope() * 1.8f);
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});
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}),
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redgeneratespark = new Effect(90, e -> {
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color(Pal.redSpark);
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alpha(e.fslope());
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rand.setSeed(e.id);
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for(int i = 0; i < 2; i++){
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v.set(e.finpow() * 9f * rand.nextFloat(), 0).rotate(rand.random(360f)).add(e.x, e.y);
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Fill.circle(v.x, v.y, rand.random(1.4f, 2.4f));
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}
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}).layer(Layer.bullet - 1f),
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generatespark = new Effect(18, e -> {
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randLenVectors(e.id, 5, e.fin() * 8f, (x, y) -> {
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@@ -22,8 +22,6 @@ public class DrawArcSmelter extends DrawBlock{
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Draw.rect(bottom, build.x, build.y);
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if(build.warmup > 0f && flameColor.a > 0.001f){
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Lines.stroke(circleStroke * build.warmup);
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float si = Mathf.absin(flameRadiusScl, flameRadiusMag);
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