mirror of
https://github.com/soarqin/DSP_Mods.git
synced 2026-03-22 11:53:25 +08:00
UXAssist: fix belt signal overlap issue
This commit is contained in:
@@ -77,7 +77,7 @@ public static class BeltSignal
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SID = ""
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SID = ""
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};
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};
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p.name = p.Name.Translate();
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p.name = p.Name.Translate();
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signals.dataArray = signals.dataArray.AddItem(p).ToArray();
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signals.dataArray = [.. signals.dataArray.AddItem(p)];
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signals.dataIndices[p.ID] = index;
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signals.dataIndices[p.ID] = index;
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_initialized = true;
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_initialized = true;
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}
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}
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@@ -10,7 +10,7 @@ public static class Util
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{
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{
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public static Type[] GetTypesFiltered(Assembly assembly, Func<Type, bool> predicate)
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public static Type[] GetTypesFiltered(Assembly assembly, Func<Type, bool> predicate)
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{
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{
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return assembly.GetTypes().Where(predicate).ToArray();
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return [.. assembly.GetTypes().Where(predicate)];
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}
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}
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public static Type[] GetTypesInNamespace(Assembly assembly, string nameSpace) => GetTypesFiltered(assembly, t => string.Equals(t.Namespace, nameSpace, StringComparison.Ordinal));
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public static Type[] GetTypesInNamespace(Assembly assembly, string nameSpace) => GetTypesFiltered(assembly, t => string.Equals(t.Namespace, nameSpace, StringComparison.Ordinal));
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@@ -221,7 +221,7 @@ public static class UIFunctions
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rectTrans.anchorMax = new Vector2(0.5f, 0f);
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rectTrans.anchorMax = new Vector2(0.5f, 0f);
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rectTrans.anchorMin = new Vector2(0.5f, 0f);
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rectTrans.anchorMin = new Vector2(0.5f, 0f);
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rectTrans.pivot = new Vector2(0.5f, 0f);
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rectTrans.pivot = new Vector2(0.5f, 0f);
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rectTrans.anchoredPosition3D = new Vector3(0f, 140f, 0f);
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rectTrans.anchoredPosition3D = new Vector3(-165f, 185f, 0f);
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rectTrans.localScale = new Vector3(1f, 1f, 1f);
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rectTrans.localScale = new Vector3(1f, 1f, 1f);
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ConstructCountPanel = new GameObject("uxassist-construct-count-panel");
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ConstructCountPanel = new GameObject("uxassist-construct-count-panel");
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@@ -230,7 +230,7 @@ public static class UIFunctions
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rectTrans.anchorMax = new Vector2(0.5f, 0f);
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rectTrans.anchorMax = new Vector2(0.5f, 0f);
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rectTrans.anchorMin = new Vector2(0.5f, 0f);
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rectTrans.anchorMin = new Vector2(0.5f, 0f);
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rectTrans.pivot = new Vector2(0.5f, 0f);
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rectTrans.pivot = new Vector2(0.5f, 0f);
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rectTrans.anchoredPosition3D = new Vector3(0f, 116f, 0f);
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rectTrans.anchoredPosition3D = new Vector3(-165f, 161f, 0f);
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rectTrans.localScale = new Vector3(1f, 1f, 1f);
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rectTrans.localScale = new Vector3(1f, 1f, 1f);
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rectTrans.sizeDelta = new Vector2(160f, 24f);
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rectTrans.sizeDelta = new Vector2(160f, 24f);
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var bg = ConstructCountPanel.AddComponent<Image>();
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var bg = ConstructCountPanel.AddComponent<Image>();
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@@ -295,9 +295,9 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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_lastPrebuildCount = -1;
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_lastPrebuildCount = -1;
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}
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}
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[HarmonyPrefix]
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerAction_Rts), nameof(PlayerAction_Rts.GameTick))]
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[HarmonyPatch(typeof(PlayerAction_Rts), nameof(PlayerAction_Rts.GameTick))]
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private static void PlayerAction_Rts_GameTick_Prefix(PlayerAction_Rts __instance, long timei)
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private static void PlayerAction_Rts_GameTick_Postfix(PlayerAction_Rts __instance, long timei)
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{
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{
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if (timei % 60L != 0) return;
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if (timei % 60L != 0) return;
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var planet = GameMain.localPlanet;
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var planet = GameMain.localPlanet;
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@@ -1694,7 +1694,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 301,
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ID = 301,
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Name = "存储单元",
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Name = "存储单元",
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GridIndex = 3601,
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GridIndex = 3801,
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IconPath = "assets/signal/memory.png",
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IconPath = "assets/signal/memory.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/memory.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/memory.png", assembly),
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SID = ""
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SID = ""
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@@ -1703,7 +1703,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 302,
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ID = 302,
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Name = "能量碎片",
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Name = "能量碎片",
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GridIndex = 3602,
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GridIndex = 3802,
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IconPath = "assets/signal/energy-fragment.png",
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IconPath = "assets/signal/energy-fragment.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/energy-fragment.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/energy-fragment.png", assembly),
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SID = ""
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SID = ""
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@@ -1712,7 +1712,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 303,
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ID = 303,
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Name = "硅基神经元",
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Name = "硅基神经元",
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GridIndex = 3603,
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GridIndex = 3803,
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IconPath = "assets/signal/silicon-neuron.png",
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IconPath = "assets/signal/silicon-neuron.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/silicon-neuron.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/silicon-neuron.png", assembly),
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SID = ""
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SID = ""
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@@ -1721,7 +1721,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 304,
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ID = 304,
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Name = "负熵奇点",
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Name = "负熵奇点",
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GridIndex = 3604,
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GridIndex = 3804,
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IconPath = "assets/signal/negentropy.png",
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IconPath = "assets/signal/negentropy.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/negentropy.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/negentropy.png", assembly),
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SID = ""
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SID = ""
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@@ -1730,7 +1730,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 305,
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ID = 305,
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Name = "物质重组器",
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Name = "物质重组器",
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GridIndex = 3605,
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GridIndex = 3805,
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IconPath = "assets/signal/reassembler.png",
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IconPath = "assets/signal/reassembler.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/reassembler.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/reassembler.png", assembly),
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SID = ""
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SID = ""
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@@ -1739,7 +1739,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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{
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{
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ID = 306,
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ID = 306,
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Name = "虚粒子",
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Name = "虚粒子",
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GridIndex = 3606,
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GridIndex = 3806,
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IconPath = "assets/signal/virtual-particle.png",
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IconPath = "assets/signal/virtual-particle.png",
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/virtual-particle.png", assembly),
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_iconSprite = Util.LoadEmbeddedSprite("assets/signal/virtual-particle.png", assembly),
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SID = ""
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SID = ""
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@@ -1751,7 +1751,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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}
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}
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var index = signals.dataArray.Length;
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var index = signals.dataArray.Length;
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signals.dataArray = signals.dataArray.Concat(protos).ToArray();
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signals.dataArray = [.. signals.dataArray, .. protos];
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foreach (var proto in protos)
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foreach (var proto in protos)
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{
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{
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signals.dataIndices[proto.ID] = index;
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signals.dataIndices[proto.ID] = index;
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@@ -1767,7 +1767,7 @@ public class FactoryPatch : PatchImpl<FactoryPatch>
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var signals = LDB._signals;
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var signals = LDB._signals;
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if (signals.dataIndices.TryGetValue(301, out var index))
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if (signals.dataIndices.TryGetValue(301, out var index))
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{
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{
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signals.dataArray = signals.dataArray.Take(index).Concat(signals.dataArray.Skip(index + 6)).ToArray();
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signals.dataArray = [.. signals.dataArray.Take(index), .. signals.dataArray.Skip(index + 6)];
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for (var id = 301; id <= 306; id++)
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for (var id = 301; id <= 306; id++)
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signals.dataIndices.Remove(id);
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signals.dataIndices.Remove(id);
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var len = signals.dataArray.Length;
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var len = signals.dataArray.Length;
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@@ -163,8 +163,8 @@ public static class BirthPlanetPatch
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if (veins.Count > 0)
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if (veins.Count > 0)
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{
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{
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theme.RareVeins = veins.ToArray();
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theme.RareVeins = [.. veins];
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theme.RareSettings = settings.ToArray();
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theme.RareSettings = [.. settings];
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}
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}
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if (HighLuminosityBirthStar.Value)
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if (HighLuminosityBirthStar.Value)
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