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cl_crosshair_dynamic_maxdist_splitratio "0.35"
cl_crosshair_dynamic_splitalpha_innermod "1"
cl_crosshair_dynamic_splitalpha_outermod "0.5"
cl_crosshair_dynamic_splitdist "7"
cl_crosshair_friendly_warning "1"
cl_crosshair_outlinethickness "3.000000"
cl_crosshair_sniper_show_normal_inaccuracy "0"
cl_crosshair_sniper_width "1"
cl_crosshair_t "0"
cl_crosshairalpha "235.000000"
cl_crosshaircolor "5"
cl_crosshaircolor_b "0"
cl_crosshaircolor_g "255"
cl_crosshaircolor_r "0"
cl_crosshairdot "1"
cl_crosshairgap "15.500000"
cl_crosshairgap_useweaponvalue "0"
cl_crosshairsize "7.000000"
cl_crosshairstyle "4"
cl_crosshairthickness "0.500000"
cl_crosshairusealpha "1"
cl_fixedcrosshairgap "3"
cl_crosshair_dynamic_maxdist_splitratio "0.35"
cl_crosshair_dynamic_splitalpha_innermod "1"
cl_crosshair_dynamic_splitalpha_outermod "0.5"
cl_crosshair_dynamic_splitdist "7"
cl_crosshair_friendly_warning "1"
cl_crosshair_outlinethickness "2.000000"
cl_crosshair_sniper_show_normal_inaccuracy "0"
cl_crosshair_sniper_width "1"
cl_crosshair_t "0"
cl_crosshairalpha "255"
cl_crosshaircolor "5"
cl_crosshaircolor_b "255"
cl_crosshaircolor_g "255"
cl_crosshaircolor_r "0"
cl_crosshairdot "1"
cl_crosshairgap "13.000000"
cl_crosshairgap_useweaponvalue "0"
cl_crosshairsize "6.000000"
cl_crosshairstyle "4"
cl_crosshairthickness "1.000000"
cl_crosshairusealpha "1"
cl_fixedcrosshairgap "3"
Further Testing...
Setup is 6 Intermediate Irradiators into radiation extender, 2 Filter Burn, 1 Filter Normal, 1 Filter Double, next extender. Repeat until 16 of those 4 Filter combinations have been set, then add 2 more Filter Burn before the chamber.
Make sure there are no other moving things in the chamber when using it otherwise it won't work. (Well technically it still works but all the filtering is getting broken.)
Results: 99% Rare, 0% burn, 0% normal, 100% prisoner abuse.
On tests I had a few more doubled up radiation filters but I disabled them because it was going too fast and mutations started to spread far too quickly, bad results were being added to body parts with good mutations destroying the use of the body part for me.
I am not sure how low rounded numbers can go in rimworld, technically you should be able to get it down so low that it is either considered 0 or creates an overflow, but I was quite happy with my setup so I did not go further into it to try out how far I have to go down on the numbers until the doubling up of radiation won't increase burn or normal radiation anymore.
On my setup I have decreased the normal radiation 7 times by 40%,
17 times the burn radiation by 40% and all other radiations by 20%,
and to get the resulting extremely low amount of radiation back up to a number that has effects in time I doubled all radiation up 8 times.