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beta 4.1.1
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README.md

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# 饱和火力/Saturation Firepower
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![logo](https://github.com/RA2EXE/Saturation-Firepower/assets/119042209/e39d7de5-09ea-4fd6-b815-674141e0557c)
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# WARNING
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>Unstable beta!
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# Prepare to publish
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> mapping campaigns
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>
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> rebuilding into Java, it may cost some time...
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> it seems like i can finish all content but maps in June
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>
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> ## Community
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+ **Discord Server**
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[![Discord](https://img.shields.io/discord/825801593466388520.svg?logo=discord&logoColor=white&logoWidth=20&labelColor=7289DA&label=Discord&color=17cf48)](https://discord.gg/wfs97YEA)
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> rebalance turrets and units
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## Community
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+ **Discord Server**
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>https://discord.gg/uScpeSRr8D
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+ **QQ Group | QQ群**
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181108928
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>181108928

mod.hjson

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@@ -8,6 +8,6 @@ main: "SFire.SFireMod"
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description: "Hell time, once for all"
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version: BETA_4.1.0
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version: BETA_4.1.1
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minGameVersion: 149
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java: true

src/SFire/content/SFBlocks.java

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@@ -6360,7 +6360,7 @@ SFItems.discFabric, new PowerupBulletType(16,100,"sfire-mod-arrow-bullet"){{
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trailColor = backColor = SFColor.energyYellow;
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trailWidth = 3.6f;
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trailLength = 12;
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trailChance = 0.03f;
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trailInterval = 1f;
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trailEffect = new ParticleEffect() {{
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particles = 3;
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sizeFrom = 4;

src/SFire/content/SFPlanets.java

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@@ -25,7 +25,7 @@ public static void load(){
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new HexSkyMesh(this, 11, 0.15f, 0.13f, 5, new Color().set(SFItems.tayrAlloy.color).mul(0.9f).a(0.75f), 2, 0.42f, 0.2f, 0.43f),
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new HexSkyMesh(this, 1, 0.6f, 0.16f, 5, Color.white.cpy().lerp(SFItems.tayrAlloy.color, 0.55f).a(0.75f), 2, 0.42f, 0.5f, 0.45f)
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);
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iconColor = SFColor.tayrDark;
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iconColor = SFColor.tayrLight;
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atmosphereColor = lightColor = SFColor.tayrDark.cpy().a(0.8f);
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prebuildBase = false;
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bloom = false;
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atmosphereRadOut = 0.3f;
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landCloudColor = SFColor.tayrDark.cpy().a(0.5f);
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allowLaunchToNumbered = false;
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allowWaves = true;
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allowLegacyLaunchPads = false;
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allowWaveSimulation = true;
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allowSectorInvasion = true;
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allowLaunchSchematics = false;
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allowLaunchToNumbered = false;
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enemyCoreSpawnReplace = true;
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allowLaunchLoadout = true;
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//doesn't play well with configs
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prebuildBase = false;
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clearSectorOnLose = true;
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ruleSetter = r -> {
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r.onlyDepositCore = true;
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};
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allowCampaignRules = false;
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showRtsAIRule = true;
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campaignRuleDefaults.showSpawns = true;
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campaignRuleDefaults.rtsAI = true;

src/SFire/content/SFUnitTypes.java

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@@ -3761,6 +3761,7 @@ public static void loadUnit() {
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splashDamageRadius = 40;
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buildingDamageMultiplier = 2.25f;
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collides = false;
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makeFire = true;
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status = StatusEffects.blasted;
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backColor = SFColor.enemyRedLight;
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frontColor = SFColor.missileGray;
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speed = 0.8f;
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hitSize = 52f;
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crushDamage = 6;
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treadRects = new Rect[]{new Rect(-98, -130, 46, 255)};
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treadRects = new Rect[]{new Rect(-98, -125, 46, 255)};
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treadFrames = 8;
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drownTimeMultiplier = 5;
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health = 25000;
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shootSound = Sounds.boom;
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mirror = false;
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shootY = 46.5f;
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recoil = 0;
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recoil = 2;
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shake = 8;
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bullet = new BasicBulletType(16, 220) {{
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bullet = new BasicBulletType(16, 270, "missile-large") {{
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lifetime = 22;
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status = SFStatusEffects.breakdown;
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statusDuration = 120;
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pierce = true;
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pierce = pierceBuilding = true;
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pierceCap = 2;
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hittable = absorbable = false;
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trailColor = backColor = SFColor.energyYellow;
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trailWidth = 3.6f;
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trailLength = 12;
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trailChance = 0.1f;
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trailChance = 0.5f;
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trailEffect = new ParticleEffect() {{
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particles = 3;
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sizeFrom = 4;

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