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Phase tech tree fix
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@ -1401,7 +1401,7 @@ public class Blocks{
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//TODO bad name, and there's no use for phase yet...
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phaseSynthesizer = new HeatCrafter("phase-synthesizer"){{
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requirements(Category.crafting, with(Items.surgeAlloy, 70, Items.carbide, 90, Items.silicon, 100, Items.thorium, 100, Items.beryllium, 200));
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requirements(Category.crafting, with(Items.carbide, 90, Items.silicon, 100, Items.thorium, 100, Items.tungsten, 200));
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size = 3;
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@ -4249,13 +4249,13 @@ public class Blocks{
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}};
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advancedReconstructor = new Reconstructor("advanced-reconstructor"){{
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requirements(Category.units, with(Items.beryllium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
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requirements(Category.units, with(Items.thorium, 250, Items.oxide, 200, Items.tungsten, 200, Items.silicon, 400));
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regionSuffix = "-dark";
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size = 5;
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consumePower(5f);
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consumeLiquid(Liquids.nitrogen, 10f / 60f);
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consumeItems(with(Items.oxide, 20, Items.tungsten, 100));
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consumeItems(with(Items.thorium, 80, Items.silicon, 100));
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constructTime = 60f * 60f;
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@ -142,16 +142,17 @@ public class BulletType extends Content implements Cloneable{
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public boolean fragOnHit = true;
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/** If true, unit armor is ignored in damage calculations. Ignored for building armor. */
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public boolean pierceArmor = false;
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//additional effects
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/** Whether status and despawnHit should automatically be set. */
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public boolean setDefaults = true;
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/** Degree spread range of fragmentation bullets. */
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public float fragRandomSpread = 360f;
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/** Uniform spread between each frag bullet in degrees. */
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public float fragSpread = 0f;
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/** Angle offset of fragmentation bullets. */
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public float fragAngle = 0f;
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/** Number of fragmentation bullets created. */
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public int fragBullets = 9;
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public float fragVelocityMin = 0.2f, fragVelocityMax = 1f, fragLifeMin = 1f, fragLifeMax = 1f;
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public @Nullable BulletType fragBullet = null;
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public float bulletInterval = 20f;
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