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yeah whatever
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@ -53,3 +53,4 @@
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* Fixed horrifying gamebreaking issue that would frequently cause crashes, corrupt worlds and bluescreen PCs where the red copper block and the advanced alloy block had inconsistent colors
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* Fixed file cabinets not dropping their contents
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* Fixed some sides of the pedestal not rendering
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* Fixed particle accelerator window blocks not dropping when mined
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@ -1904,7 +1904,7 @@ public class ModBlocks {
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hadron_plating_yellow = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_yellow").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_yellow");
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hadron_plating_striped = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_striped").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_striped");
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hadron_plating_voltz = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_voltz").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_voltz");
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hadron_plating_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_plating_glass", Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_glass");
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hadron_plating_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_plating_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_plating_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_plating_glass");
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hadron_coil_alloy = new BlockHadronCoil(Material.iron, 10).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_alloy").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_alloy");
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hadron_coil_gold = new BlockHadronCoil(Material.iron, 25).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_gold").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_gold");
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hadron_coil_neodymium = new BlockHadronCoil(Material.iron, 50).setStepSound(Block.soundTypeMetal).setBlockName("hadron_coil_neodymium").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_coil_neodymium");
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@ -1921,7 +1921,7 @@ public class ModBlocks {
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hadron_power_10g = new BlockHadronPower(Material.iron, 10000000000L).setStepSound(Block.soundTypeMetal).setBlockName("hadron_power_10g").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_power");
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hadron_diode = new BlockHadronDiode(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_diode").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab);
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hadron_analysis = new BlockHadronPlating(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_analysis");
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hadron_analysis_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_analysis_glass", Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_analysis_glass");
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hadron_analysis_glass = new BlockNTMGlass(0, RefStrings.MODID + ":hadron_analysis_glass", Material.iron, true).setStepSound(Block.soundTypeMetal).setBlockName("hadron_analysis_glass").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_analysis_glass");
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hadron_access = new BlockHadronAccess(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_access").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_access");
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hadron_core = new BlockHadronCore(Material.iron).setStepSound(Block.soundTypeMetal).setBlockName("hadron_core").setHardness(5.0F).setResistance(10.0F).setCreativeTab(MainRegistry.machineTab).setBlockTextureName(RefStrings.MODID + ":hadron_core");
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hadron_cooler = new BlockHadronCooler(Material.iron).setBlockName("hadron_cooler").setCreativeTab(MainRegistry.blockTab).setHardness(5.0F).setResistance(10.0F);
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@ -59,7 +59,7 @@ public class MobConfig {
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public static boolean rampantMode = false;
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public static boolean rampantNaturalScoutSpawn = false;
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public static double rampantScoutSpawnThresh = 20;
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public static int rampantScoutSpawnChance = 1000;
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public static int rampantScoutSpawnChance = 600;
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public static boolean scoutInitialSpawn = false;
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public static boolean rampantExtendedTargetting = false;
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public static boolean rampantDig = false;
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@ -154,8 +154,8 @@ public class MobConfig {
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config.addCustomCategoryComment(CATEGORY, "The individual features of rampant can be used regardless of whether the main rampant toggle is enabled or not");
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rampantNaturalScoutSpawn = CommonConfig.createConfigBool(config, CATEGORY,"12.R02_rampantScoutSpawn", "Whether scouts should spawn natually in highly polluted chunks", false);
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rampantScoutSpawnChance = CommonConfig.createConfigInt(config, CATEGORY, "12.R02.1_rampantScoutSpawnChance", "How much soot is needed for scouts to naturally spawn", 20);
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rampantScoutSpawnThresh = CommonConfig.createConfigDouble(config, CATEGORY, "12.R02.2_rampantScoutSpawnThresh", "How often scouts naturally spawn per mob population, 1/x format, the bigger the number, the more uncommon the scouts", 600);
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rampantScoutSpawnThresh = CommonConfig.createConfigDouble(config, CATEGORY, "12.R02.1_rampantScoutSpawnThresh", "How much soot is needed for scouts to naturally spawn", 20);
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rampantScoutSpawnChance = CommonConfig.createConfigInt(config, CATEGORY, "12.R02.2_rampantScoutSpawnChance", "How often scouts naturally spawn per mob population, 1/x format, the bigger the number, the more uncommon the scouts", 600);
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rampantExtendedTargetting = CommonConfig.createConfigBool(config, CATEGORY,"12.R03_rampantExtendedTargeting", "Whether Glyphids should have the extended targetting always enabled", false);
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rampantDig = CommonConfig.createConfigBool(config, CATEGORY,"12.R04_rampantDig", "Whether Glyphids should be able to dig to waypoints", false);
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rampantGlyphidGuidance = CommonConfig.createConfigBool(config, CATEGORY,"12.R05_rampantGlyphidGuidance", "Whether Glyphids should always expand toward a player's spawnpoint", false);
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