Botany tweaks vol. 2 (#18888)
* Even more consumption * Revert "Even more consumption" This reverts commit 94ae0eca0ba1b4a55913f92519e1354b77e70734. Oops forgot a file * Believe it or not, more nutrient consumption * Buff ez nutrient and l4z * Add left 4 zed to emagged nutrimax just because * Change some thresholds
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@@ -125,7 +125,7 @@ public class SeedData
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#region Tolerances
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[DataField("nutrientConsumption")] public float NutrientConsumption = 0.50f;
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[DataField("nutrientConsumption")] public float NutrientConsumption = 0.70f;
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[DataField("waterConsumption")] public float WaterConsumption = 0.5f;
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[DataField("idealHeat")] public float IdealHeat = 293f;
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@@ -119,6 +119,7 @@ public sealed class MutationSystem : EntitySystem
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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return;
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@@ -150,6 +151,7 @@ public sealed class MutationSystem : EntitySystem
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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return;
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@@ -174,7 +176,8 @@ public sealed class MutationSystem : EntitySystem
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private void MutateBool(ref bool val, bool polarity, int bits, int totalbits, float mult)
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{
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// Probability that a bit flip happens for this value.
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float p = mult*bits/totalbits;
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float p = mult * bits / totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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{
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return;
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@@ -186,6 +189,7 @@ public sealed class MutationSystem : EntitySystem
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private void MutateHarvestType(ref HarvestType val, int bits, int totalbits, float mult)
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{
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float p = mult * bits/totalbits;
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p = Math.Clamp(p, 0, 1);
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if (!Random(p))
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return;
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@@ -344,7 +344,7 @@ namespace Content.Server.Botany.Systems
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}
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// Weeds like water and nutrients! They may appear even if there's not a seed planted.
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if (component.WaterLevel > 10 && component.NutritionLevel > 2)
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if (component.WaterLevel > 10 && component.NutritionLevel > 5)
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{
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var chance = 0f;
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if (component.Seed == null)
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@@ -435,7 +435,7 @@ namespace Content.Server.Botany.Systems
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// Make sure the plant is not starving.
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if (_random.Prob(0.35f))
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{
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if (component.NutritionLevel > 2)
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if (component.NutritionLevel > 5)
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{
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component.Health += healthMod;
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}
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@@ -904,8 +904,8 @@ namespace Content.Server.Botany.Systems
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if (!component.DrawWarnings)
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return;
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_appearance.SetData(uid, PlantHolderVisuals.WaterLight, component.WaterLevel <= 10, app);
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_appearance.SetData(uid, PlantHolderVisuals.NutritionLight, component.NutritionLevel <= 2, app);
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_appearance.SetData(uid, PlantHolderVisuals.WaterLight, component.WaterLevel <= 15, app);
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_appearance.SetData(uid, PlantHolderVisuals.NutritionLight, component.NutritionLevel <= 8, app);
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_appearance.SetData(uid, PlantHolderVisuals.AlertLight,
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component.WeedLevel >= 5 || component.PestLevel >= 5 || component.Toxins >= 40 || component.ImproperHeat ||
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component.ImproperLight || component.ImproperPressure || component.MissingGas > 0, app);
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