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Indonesian bundle loading hack
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core/assets-raw/sprites/blocks/turrets/divine/divine.png
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core/assets-raw/sprites/blocks/turrets/divine/divine.png
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@ -573,3 +573,4 @@
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63111=scathe-missile|unit-scathe-missile-ui
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63110=ravage|block-ravage-ui
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63109=underflow-duct|block-underflow-duct-ui
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63108=divine|block-divine-ui
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@ -136,7 +136,7 @@ public class Blocks{
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
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//turrets - erekir
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe, ravage,
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe, ravage, divine,
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//units
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groundFactory, airFactory, navalFactory,
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@ -4693,7 +4693,7 @@ public class Blocks{
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reload = 100f;
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recoil = 2f;
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range = 300;
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shootCone = 7f;
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shootCone = 10f;
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scaledHealth = 350;
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rotateSpeed = 1.5f;
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@ -4701,7 +4701,44 @@ public class Blocks{
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limitRange();
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}};
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//TODO 1 more turret
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divine = new PowerTurret("divine"){{
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 150, Items.graphite, 250, Items.phaseFabric, 300));
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shootType = new BasicBulletType(7.5f, 85){{
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width = 12f;
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hitSize = 7f;
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height = 20f;
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shootEffect = Fx.shootBig2;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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pierceCap = 2;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Pal.berylShot;
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frontColor = Color.white;
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trailWidth = 2.1f;
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trailLength = 10;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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buildingDamageMultiplier = 0.3f;
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}};
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heatRequirement = 30f;
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consumePower(5f);
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size = 5;
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drawer = new DrawTurret("reinforced-");
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outlineColor = Pal.darkOutline;
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envEnabled |= Env.space;
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reload = 200f;
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recoil = 2f;
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range = 350;
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shootCone = 100f;
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scaledHealth = 370;
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rotateSpeed = 2f;
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coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
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limitRange(5f);
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}};
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//endregion
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//region units
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