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Fracture turret requirement decrease
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583edacb11
commit
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@ -2286,7 +2286,7 @@ public class Blocks{
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size = 2;
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range = 3;
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consumes.liquid(Liquids.hydrogen, 1f / 60f).boost();
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consumes.liquid(Liquids.hydrogen, 0.5f / 60f).boost();
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}};
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//TODO awful name
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@ -2300,7 +2300,7 @@ public class Blocks{
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range = 6;
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laserWidth = 0.7f;
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consumes.liquid(Liquids.hydrogen, 2f / 60f).boost();
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consumes.liquid(Liquids.hydrogen, 1f / 60f).boost();
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}};
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//TODO should be crusher or something
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@ -2929,7 +2929,6 @@ public class Blocks{
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//TODO no coolant?
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acceptCoolant = false;
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draw = new DrawTurret("reinforced-");
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shootLength = 0f;
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outlineColor = Pal.darkOutline;
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@ -2945,18 +2944,17 @@ public class Blocks{
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limitRange();
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}};
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//TODO implementation; splash damage? shotgun? AA? I have no ideas
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fracture = new ItemTurret("fracture"){{
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requirements(Category.turret, with(Items.tungsten, 30, Items.graphite, 30, Items.silicon, 35));
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requirements(Category.turret, with(Items.beryllium, 10, Items.graphite, 30, Items.silicon, 35));
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ammo(
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Items.tungsten, new ContinuousFlameBulletType(55f){{
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Items.graphite, new ContinuousFlameBulletType(65f){{
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length = 105f;
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shootEffect = Fx.randLifeSpark;
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width = 4.5f;
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colors = new Color[]{Color.valueOf("e8e6ff").a(0.55f), Color.valueOf("819aeb").a(0.7f), Color.valueOf("786bed").a(0.8f), Color.valueOf("c3cdfa"), Color.white};
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smokeEffect = Fx.shootBigSmoke;
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continuous = false;
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ammoMultiplier = 2;
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ammoMultiplier = 4;
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pierce = true;
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knockback = 4f;
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status = StatusEffects.slow;
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@ -2971,10 +2969,6 @@ public class Blocks{
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}}
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);
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acceptCoolant = false;
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consumes.liquid(Liquids.hydrogen, 1.5f / 60f);
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shots = 1;
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draw = new DrawTurret("reinforced-"){{
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parts.addAll(new RegionPart("-glow"){{
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drawRegion = false;
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@ -33,7 +33,7 @@ public class BeamDrill extends Block{
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public int tier = 1;
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public float laserWidth = 0.65f;
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/** How many times faster the drill will progress when boosted by an optional consumer. */
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public float optionalBoostIntensity = 2f; //TODO would be nice to change laser color when this is active.
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public float optionalBoostIntensity = 2.5f; //TODO would be nice to change laser color when this is active.
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public Color sparkColor = Color.valueOf("fd9e81"), glowColor = Color.white;
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public float glowIntensity = 0.2f, pulseIntensity = 0.07f;
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