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engulfing chunks is now more balanced.
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Untrustedlife authored and hhyyrylainen committed Mar 15, 2019
1 parent 37f7f9b commit a73a80e
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Showing 2 changed files with 3 additions and 2 deletions.
3 changes: 2 additions & 1 deletion scripts/microbe_stage/configs.as
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@ const auto MAX_SPAWN_DENSITY = 20000.0f;
//Corpse info
const auto CORPSE_COMPOUND_COMPENSATION = 2.0f;
const auto CORPSE_CHUNK_DIVISER = 5.0f;
const auto CHUNK_ENGULF_COMPOUND_DIVISOR = 6.0f;

// Cell Spawn Variation
const auto MIN_SPAWN_DISTANCE = -5000.0f;
Expand Down Expand Up @@ -168,7 +169,7 @@ const uint AGENT_EMISSION_COOLDOWN = 2000;
const double IRON_PER_BIG_CHUNK = 30000.0f;
const bool LARGE_IRON_DISSOLVES = false;
// small iron ejects 3 per 20 clicks , so about 9 per second, so ill give it enough for 1000 seconds aswell
const double IRON_PER_SMALL_CHUNK = 9000.0f;
const double IRON_PER_SMALL_CHUNK = 3000.0f;
const bool SMALL_IRON_DISSOLVES = true;

//Auto Evo Values
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2 changes: 1 addition & 1 deletion scripts/microbe_stage/setup.as
Original file line number Diff line number Diff line change
Expand Up @@ -342,7 +342,7 @@ void cellHitIron(GameWorld@ world, ObjectID firstEntity, ObjectID secondEntity)
double amountToTake =
floatBag.takeCompound(realCompoundId,floatBag.getCompoundAmount(realCompoundId));
// Right now you get way too much compounds for engulfing the things but hey
compoundBagComponent.giveCompound(realCompoundId, amountToTake/2);
compoundBagComponent.giveCompound(realCompoundId, amountToTake/CHUNK_ENGULF_COMPOUND_DIVISOR);
}
world.QueueDestroyEntity(floatingEntity);
}
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