💄 Update textures and visual effects
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@@ -71,7 +71,7 @@ public partial class NaturalResourceGenerator : Node2D
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if (_rng.Randf() < IronDensity)
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{
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var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize);
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PlaceVein(stoneCell, "stone_iron", veinSize, _ironTiles);
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PlaceVein(stoneCell, "ore_iron", veinSize, _ironTiles);
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}
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}
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}
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@@ -93,10 +93,10 @@ public partial class NaturalResourceGenerator : Node2D
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switch (tileType)
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{
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// For iron, make sure we're placing on stone
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case "stone_iron" when !_stoneTiles.Contains(cell):
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case "ore_iron" when !_stoneTiles.Contains(cell):
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continue;
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// Remove from previous layer if needed
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case "stone_iron" when _stoneTiles.Contains(cell):
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case "ore_iron" when _stoneTiles.Contains(cell):
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_stoneTiles.Remove(cell);
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break;
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case "stone" when _groundTiles.Contains(cell):
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