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@@ -543,23 +543,26 @@ if settings.startup['PHI-CT'].value and settings.startup['PHI-CT-FLUID'].value t
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data:extend({item})
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data:extend({item})
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local entity = table.deepcopy(data.raw['offshore-pump']['offshore-pump'])
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local entity = table.deepcopy(data.raw['offshore-pump']['offshore-pump'])
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entity.name = 'super-pump'
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entity.minable.result = 'super-pump'
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entity.type = 'assembling-machine'
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entity.type = 'assembling-machine'
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entity.crafting_categories = {'fluid'}
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entity.crafting_categories = {'fluid'}
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entity.crafting_speed = 1
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entity.crafting_speed = 1
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entity.energy_source = {type = 'void'}
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entity.energy_source = {type = 'void'}
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entity.name = 'super-pump'
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entity.effect_receiver = {
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entity.minable.result = 'super-pump'
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uses_module_effects = false,
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entity.adjacent_tile_collision_mask = nil
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uses_beacon_effects = false,
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entity.adjacent_tile_collision_test = {'ground-tile'}
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uses_surface_effects = true
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entity.tile_buildability_rules = nil
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entity.water_reflection = nil
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entity.layers = {
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item = true,
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object = true,
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player = true,
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water_tile = true,
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elevated_rail = true
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}
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}
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entity.allowed_effects = {
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'consumption'
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}
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entity.module_slots = 0
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entity.fluid_boxes_off_when_no_fluid_recipe = false
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entity.collision_mask = nil
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entity.tile_buildability_rules = nil
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entity.layers = nil
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entity.fluid_source_offset = nil
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entity.localised_name = {'name.super-pump'}
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entity.localised_name = {'name.super-pump'}
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entity.localised_description = nil
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entity.localised_description = nil
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data:extend({entity})
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data:extend({entity})
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@@ -186,7 +186,7 @@ function main.EEE(source, tier)
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end
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end
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end
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end
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tint_handle(item, tier, {'picture', 'pictures', 'frames', 'working_visualisations', 'animation', 'horizontal_animation', 'vertical_animation', 'structure', 'integration_patch'})
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tint_handle(item, tier, {'picture', 'pictures', 'frames', 'working_visualisations', 'animation', 'horizontal_animation', 'vertical_animation', 'structure', 'integration_patch', 'graphics_set'})
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if item.idle_animation and item.idle_animation.layers then
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if item.idle_animation and item.idle_animation.layers then
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local i = 1
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local i = 1
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