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	Changed Living Cumbucket behaviour
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					 4 changed files with 32 additions and 13 deletions
				
			
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					@ -182,9 +182,11 @@ Its just meant if you want to drop me a tip.
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- Made the Feminizer and Twinkifier configurable with XML.
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					- Made the Feminizer and Twinkifier configurable with XML.
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- Typos in the Hediff Defs, tweaking of some values.
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					- Typos in the Hediff Defs, tweaking of some values.
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- Living Cum-Bucket & Rut Genes
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					- Living Cum-Bucket & Rut Genes
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- Great images by @WasMachenDennSachen
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					- Great icons by @Alpenglow
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**Beta-2** (17-07-2024)
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					**Since Beta-2** (17-07-2024)
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					- Changed behaviour of living cumbucket. Now, once "really full" the output happens more rarely but is much more at once. 
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# 2.1.0 (27-06-2024)
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					# 2.1.0 (27-06-2024)
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					@ -20,7 +20,7 @@
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              <li>0.5</li>
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					              <li>0.5</li>
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              <li>0.25</li>
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					              <li>0.25</li>
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              <li>0.1</li>
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					              <li>0.1</li>
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              <li>0.005</li>
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					              <li>0.5</li>
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            </mtbDaysPerStage>
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					            </mtbDaysPerStage>
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          </li>
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					          </li>
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        </comps>
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					        </comps>
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					@ -74,7 +74,7 @@
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            </capMods>
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					            </capMods>
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          </li>
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					          </li>
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          <li>
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					          <li>
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            <label>living fountain</label>
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					            <label>living reservior</label>
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            <minSeverity>10.1</minSeverity>
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					            <minSeverity>10.1</minSeverity>
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            <hungerRateFactor>0.1</hungerRateFactor>
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					            <hungerRateFactor>0.1</hungerRateFactor>
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            <statOffsets>
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					            <statOffsets>
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					@ -6,7 +6,7 @@
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  <JobDef>
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					  <JobDef>
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    <defName>ProcessCumbucket</defName>
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					    <defName>ProcessCumbucket</defName>
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    <driverClass>RJW_Genes.JobDriver_ProcessingCumbucket</driverClass>
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					    <driverClass>RJW_Genes.JobDriver_ProcessingCumbucket</driverClass>
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    <playerInterruptible>true</playerInterruptible>
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					    <playerInterruptible>false</playerInterruptible>
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    <casualInterruptible>false</casualInterruptible>
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					    <casualInterruptible>false</casualInterruptible>
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    <reportString>processing internal cumbucket.</reportString>
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					    <reportString>processing internal cumbucket.</reportString>
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    <suspendable>false</suspendable>
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					    <suspendable>false</suspendable>
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					@ -97,15 +97,32 @@ namespace RJW_Genes
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                return;
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					                return;
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            }
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					            }
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            //TODO: Fine-Tune the amount and how things calm down. 
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					            // Case 1: "Normal Severity", just puke out a bit of cum here and there. 
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					            if (hediff.Severity <= 10)
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					            {
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					                Thing cum = ThingMaker.MakeThing(cumDef);
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					                cum.Position = cell;
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					                int stacks = Math.Max(1, (int)(hediff.Severity * 1.5));
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					                stacks = Math.Min(stacks, 75); // 75 is the default max stacksize ...
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					                cum.stackCount = stacks;
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					                cum.SpawnSetup(map, false);
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					                hediff.Severity -= (stacks / 50);
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					            } else
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					            // Case 2: Reserviour mode, put out a lot of cum at once but less often. 
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					            {
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					                int stacks = Math.Max(1, (int)(hediff.Severity * 1.5));
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            Thing cum = ThingMaker.MakeThing(cumDef);
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					                while (stacks > 0)
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            cum.Position = cell;
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					                {
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            int stacks = Math.Max(1, (int)(hediff.Severity * 1.5));
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					                    Thing cum = ThingMaker.MakeThing(cumDef);
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            stacks = Math.Min(stacks, 75); // 75 is the default max stacksize ...
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					                    cum.Position = cell;
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            cum.stackCount = stacks;
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					                    var curStacks = Math.Min(stacks, 75); // 75 is the default max stacksize ...
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            cum.SpawnSetup(map, false);
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					                    cum.stackCount = stacks;
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            hediff.Severity -= (stacks / 50);
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					                    cum.SpawnSetup(map, false);
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					                    hediff.Severity -= (curStacks / 50);
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					                    stacks -= curStacks;
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					                }
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					            }
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        }
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					        }
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        private int ticksLeft;
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					        private int ticksLeft;
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