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ComfyFactorio/maps/pirates/balance.lua

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-- This file is part of thesixthroc's Pirate Ship softmod, licensed under GPLv3 and stored at https://github.com/danielmartin0/ComfyFactorio-Pirates.
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local Public = {}
local Math = require 'maps.pirates.math'
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-- local Raffle = require 'maps.pirates.raffle'
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-- local Memory = require 'maps.pirates.memory'
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local Common = require 'maps.pirates.common'
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-- local Utils = require 'maps.pirates.utils_local'
-- local _inspect = require 'utils.inspect'.inspect
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-- this file is an API to all the balance tuning knobs
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-- Kraken related parameters
Public.biter_swim_speed = 1
Public.kraken_biter_spawn_radius = 6 -- only used during non automatic forced spawning during kraken's "special ability"
Public.kraken_spit_targeting_player_chance = 0
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Public.base_extra_character_speed = 1.44
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Public.respawn_speed_boost = 1.85
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-- maximum rate at which alert sound can be played when important buildings are damaged (like silo or cannons)
-- NOTE: frequency can sometimes be faster by 1 second than denoted, but accuracy doesn't really matter here
Public.alert_sound_max_frequency_in_seconds = 3
Public.cannon_extra_hp_for_upgrade = 1000
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Public.cannon_starting_hp = 2000
Public.cannon_resistance_factor = 2
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Public.technology_price_multiplier = 1
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Public.rocket_launch_coin_reward = 5000
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Public.base_caught_fish_amount = 3
Public.class_reward_tick_rate_in_seconds = 7
Public.poison_damage_multiplier = 1.85
Public.every_nth_tree_gives_coins = 6
Public.samurai_damage_taken_multiplier = 0.26
Public.samurai_damage_dealt_when_not_melee_multiplier = 0.75
Public.samurai_damage_dealt_with_melee = 25
Public.hatamoto_damage_taken_multiplier = 0.16
Public.hatamoto_damage_dealt_when_not_melee_multiplier = 0.75
Public.hatamoto_damage_dealt_with_melee = 45
Public.iron_leg_damage_taken_multiplier = 0.18
Public.iron_leg_iron_ore_required = 3000
Public.deckhand_extra_speed = 1.25
Public.deckhand_ore_grant_multiplier = 5
Public.deckhand_ore_scaling_enabled = false
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Public.boatswain_extra_speed = 1.25
Public.boatswain_ore_grant_multiplier = 8
Public.boatswain_ore_scaling_enabled = false
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Public.shoresman_extra_speed = 1.1
Public.shoresman_ore_grant_multiplier = 5
Public.shoresman_ore_scaling_enabled = false
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Public.quartermaster_range = 19
Public.quartermaster_bonus_physical_damage = 1.3
Public.quartermaster_ore_scaling_enabled = false
Public.scout_extra_speed = 1.3
Public.scout_damage_taken_multiplier = 1.25
Public.scout_damage_dealt_multiplier = 0.6
Public.fisherman_reach_bonus = 10
Public.lumberjack_coins_from_tree = 12
Public.lumberjack_ore_base_amount = 4
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Public.master_angler_reach_bonus = 16
Public.master_angler_fish_bonus = 2
Public.master_angler_coin_bonus = 20
Public.dredger_reach_bonus = 16
Public.dredger_fish_bonus = 2
Public.gourmet_ore_scaling_enabled = false
Public.chef_fish_received_for_biter_kill = 1
Public.chef_fish_received_for_worm_kill = 3
Public.rock_eater_damage_taken_multiplier = 0.8
Public.rock_eater_required_stone_furnace_to_heal_count = 1
Public.soldier_defender_summon_chance = 0.2
Public.veteran_destroyer_summon_chance = 0.2
Public.veteran_on_hit_slow_chance = 0.1
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function Public.starting_boatEEIpower_production_MW()
-- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2
return 3/2
end
function Public.starting_boatEEIelectric_buffer_size_MJ() --maybe needs to be at least the power_production
-- return 3 * Math.sloped(Common.capacity_scale(), 1/2) / 2 --/2 as we have 2
return 3/2
end
Public.EEI_stages = { --multipliers
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1,2,4,7,11
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}
function Public.scripted_biters_pollution_cost_multiplier()
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return 1.45 / Math.sloped(Common.difficulty_scale(), 1/3) * (1 + 1.2 / ((1 + (Common.overworldx()/40))^(1.5+Common.difficulty_scale()))) -- the complicated factor just makes the early-game easier; in particular the first island, but on easier difficulties the next few islands as well
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end
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function Public.cost_to_leave_multiplier()
-- return Math.sloped(Common.difficulty_scale(), 7/10) --should scale with difficulty similar to, but slightly slower than, passive fuel depletion rate --Edit: not sure about this?
-- return Math.sloped(Common.difficulty_scale(), 9/10)
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-- extra factor now that the cost scales with time:
return Math.sloped(Common.difficulty_scale(), 8/10)
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end
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function Public.crew_scale()
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local ret = Common.activecrewcount()/10
if ret == 0 then ret = 1/10 end --if all players are afk
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if ret > 2.1 then ret = 2.1 end --An upper cap on this is important, for two reasons:
-- large crews become disorganised
-- Higher values of this scale lower the amount of time you get on each island. But the amount of time certain island tasks take is fixed; e.g. the amount of ore is mostly invariant, and you need time to mine it.
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return ret
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end
function Public.silo_base_est_time()
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local T = Public.expected_time_on_island() * Public.crew_scale()^(2/10) --to undo some of the time scaling
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local est_secs
if T > 0 then
est_secs = T/6
else
est_secs = 60 * 6
end
if Common.overworldx() == 0 then est_secs = 60 * 2 end
return est_secs
end
function Public.time_quest_seconds()
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return 2.8 * Public.silo_base_est_time()
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end
function Public.silo_energy_needed_MJ()
local est_secs = Public.silo_base_est_time()
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local est_base_power = 2*Public.starting_boatEEIpower_production_MW() * (1 + 0.05 * (Common.overworldx()/40)^(5/3))
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return est_secs * est_base_power
-- return est_secs * est_base_power * Math.sloped(Common.difficulty_scale(), 1/3)
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end
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function Public.silo_count()
local E = Public.silo_energy_needed_MJ()
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return Math.min(Math.ceil(E/(16.8 * 300)),6)
-- return Math.ceil(E/(16.8 * 300)) --no more than this many seconds to charge it. Players can in fact go even faster using beacons
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end
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function Public.game_slowness_scale()
-- return 1 / Public.crew_scale()^(55/100) / Math.sloped(Common.difficulty_scale(), 1/4) --changed crew_scale factor significantly to help smaller crews
-- return 1 / (Public.crew_scale()^(50/100) / Math.sloped(Common.difficulty_scale(), 1/4)) --changed crew_scale factor significantly to help smaller crews
return Math.sloped(Common.difficulty_scale(), 1/4) / Public.crew_scale()^(50/100)
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end
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function Public.max_time_on_island_formula() --always >0 --tuned
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return 60 * (
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-- (32 + 2.2 * (Common.overworldx()/40)^(1/3))
(33 + 0.2 * (Common.overworldx()/40)^(1/3)) --based on observing x=2000, lets try killing the extra time
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) * Public.game_slowness_scale()
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end
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Public.rockets_needed_x = 40*20
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function Public.max_time_on_island()
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local x = Common.overworldx()
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if x == 0 or (x >= Public.rockets_needed_x and x ~= 40*21) then
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-- if Common.overworldx() == 0 or ((Common.overworldx()/40) > 20 and (Common.overworldx()/40) < 25) then
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return -1
else
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if x == 40 then
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return 1.1 * Math.ceil(Public.max_time_on_island_formula()) --it's important for this island to be somewhat chill, so that it's not such a shock to go here from the first lobby chill island
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else
return Math.ceil(Public.max_time_on_island_formula())
end
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end
end
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Public.expected_time_fraction = 3/5
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function Public.expected_time_on_island() --always >0
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return Public.expected_time_fraction * Public.max_time_on_island_formula()
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end
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function Public.fuel_depletion_rate_static()
if (not Common.overworldx()) then return 0 end
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if Common.overworldx() > 0 then
-- With this formula coal consumption becomes 1x, 2x, 3x and 4x with 1, 3, 6, 9 crew members respectively
-- most of the crewsize dependence is through T, i.e. the coal cost per island stays the same... but the extra player dependency accounts for the fact that even in compressed time, more players seem to get more resources per island
-- rate = 570 * ((Common.overworldx()/40)^(9/10)) * Public.crew_scale()^(1/8) * Math.sloped(Common.difficulty_scale(), 65/100) / T
-- With this formula coal consumption becomes 1x, 1.24x, 1.44x and 1.57x with 1, 3, 6, 9 crew members respectively.
-- Coal consumption should scale slowly because:
-- - More people doesn't necessarily mean faster progression: people just focus on other things (and on some islands it's hard to "employ" every crew member to be productive, due to lack of activities).
-- - Although more players can setup miners faster, miners don't dig ore faster.
-- - It's not fun being punished when noobs(or just your casual friends) join game and don't contribute "enough" to make up for increased coal consumption (among other things).
return -0.2 * ((Common.overworldx()/40)^(9/10)) * Public.crew_scale()^(1/5) * Math.sloped(Common.difficulty_scale(), 40/100)
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else
return 0
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end
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end
function Public.fuel_depletion_rate_sailing()
if (not Common.overworldx()) then return 0 end
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return - 7.75 * (1 + 0.135 * (Common.overworldx()/40)^(100/100)) * Math.sloped(Common.difficulty_scale(), 1/20) --shouldn't depend on difficulty much if at all, as available resources don't depend much on difficulty
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end
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function Public.silo_total_pollution()
return (
365 * (Common.difficulty_scale()^(1.2)) * Public.crew_scale()^(3/10) * (3.2 + 0.7 * (Common.overworldx()/40)^(1.6)) / Math.sloped(Common.difficulty_scale(), 1/5) --shape of the curve with x is tuned. Final factor of difficulty is to offset a change made to scripted_biters_pollution_cost_multiplier
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)
end
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function Public.boat_passive_pollution_per_minute(time)
local T = Public.max_time_on_island_formula()
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if (Common.overworldx()/40) > 25 then T = T * 0.9 end
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local boost
if time then --sharp rise approaching T, steady increase thereafter
if time > T then
boost = 20 + 10 * (time - T) / (30/100 * T)
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elseif time >= 95/100 * T then
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boost = 16
elseif time >= 90/100 * T then
boost = 12
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elseif time >= 85/100 * T then
boost = 8
elseif time >= 80/100 * T then
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boost = 5
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elseif time >= 70/100 * T then
boost = 3
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elseif time >= 60/100 * T then
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boost = 2
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elseif time >= 50/100 * T then
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boost = 1.5
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else
boost = 1
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end
else
boost = 1
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end
return boost * (
2.73 * (Common.difficulty_scale()^(1.1)) * (Common.overworldx()/40)^(1.8) * (Public.crew_scale())^(52/100)-- There is no _explicit_ T dependence, but it depends almost the same way on the crew_scale as T does.
) / Math.sloped(Common.difficulty_scale(), 1/5) --Final factor of difficulty is to offset a change made to scripted_biters_pollution_cost_multiplier
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end
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function Public.base_evolution_leagues(leagues)
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local evo
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local overworldx = leagues
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if overworldx == 0 then
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evo = 0
else
evo = (0.0201 * (overworldx/40)) * Math.sloped(Common.difficulty_scale(), 1/5)
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if overworldx > 600 and overworldx < 1000 then
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evo = evo + (0.0025 * (overworldx - 600)/40)
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elseif overworldx >= 1000 then
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evo = evo + 0.0025 * 10
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end --extra slope from 600 to 1000 adds 2.5% evo
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end
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return evo
end
function Public.expected_time_evo()
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return 0.125 --tuned
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end
function Public.evolution_per_second()
local destination = Common.current_destination()
local T = Public.expected_time_on_island() --always greater than 0
local rate = Public.expected_time_evo() / T
if Common.overworldx() == 0 then rate = 0 end
-- scale by biter nests remaining:
if destination and destination.dynamic_data then
local initial_spawner_count = destination.dynamic_data.initial_spawner_count
if initial_spawner_count and initial_spawner_count > 0 then
local surface = game.surfaces[destination.surface_name]
if surface and surface.valid then
rate = rate * Common.spawner_count(surface) / destination.dynamic_data.initial_spawner_count
end
end
end
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-- if _DEBUG then
-- local surface = game.surfaces[destination.surface_name]
-- game.print(Common.spawner_count(surface) .. ' ' .. destination.dynamic_data.initial_spawner_count)
-- end
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return rate
end
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function Public.evolution_per_nest_kill() --it's important to have evo go up with biter base kills, to provide resistance if you try to plow through all the bases
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local destination = Common.current_destination()
if Common.overworldx() == 0 then return 0 end
if destination and destination.dynamic_data and destination.dynamic_data.timer and destination.dynamic_data.timer > 0 and destination.dynamic_data.initial_spawner_count and destination.dynamic_data.initial_spawner_count > 0 then
local initial_spawner_count = destination.dynamic_data.initial_spawner_count
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local base_evo_jump = 0.04 * (1/initial_spawner_count) --extra friction to make them hard to mow through, even at late times
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local time = destination.dynamic_data.timer
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-- local time_to_jump_to = Public.expected_time_on_island() * ((1/Public.expected_time_fraction)^(2/3))
local time_to_jump_to = Public.max_time_on_island_formula()
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if time > time_to_jump_to then return base_evo_jump
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else
-- evo it 'would have' contributed:
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return (1/initial_spawner_count) * Public.expected_time_evo() * (time_to_jump_to - time)/time_to_jump_to + base_evo_jump
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end
else
return 0
end
-- return 0.003 * Common.difficulty_scale()
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end
function Public.evolution_per_full_silo_charge()
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--too low and you always charge immediately, too high and you always charge late
-- return 0.05
-- observed x=2000 run, changed this to:
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-- return 0.05 + 0.03 * Common.overworldx()/1000
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return 0.06 + 0.025 * Common.overworldx()/1000
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end
-- function Public.bonus_damage_to_humans()
-- local ret = 0.025
-- local diff = Common.difficulty_scale()
-- if diff <= 0.7 then ret = 0 end
-- if diff >= 1.3 then ret = 0.050 end
-- return ret
-- end
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function Public.biter_timeofday_bonus_damage(darkness) -- a surface having min_brightness of 0.2 will cap darkness at 0.8
return 0.1 * darkness
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end
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function Public.periodic_free_resources_per_x()
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return {
}
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-- return {
-- {name = 'iron-plate', count = Math.ceil(5 * (Common.overworldx()/40)^(2/3))},
-- {name = 'copper-plate', count = Math.ceil(1 * (Common.overworldx()/40)^(2/3))},
-- }
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end
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function Public.periodic_free_resources_per_destination_5_seconds()
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return {
}
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-- return {
-- {name = 'iron-ore', count = Math.ceil(7 * (Common.overworldx()/40)^(0.6))},
-- {name = 'copper-ore', count = Math.ceil(3 * (Common.overworldx()/40)^(0.6))},
-- }
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end
function Public.class_resource_scale()
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return 1 / (Public.crew_scale()^(2/5)) --already helped by longer timescales
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end
function Public.biter_base_density_scale()
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local p = Public.crew_scale()
if p >= 1 then
return p^(1/2)
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else
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return Math.max((p*10/6)^(1/2), 0.6)
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end
end
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function Public.rocket_launch_fuel_reward()
return Math.ceil(1250 * (1 + 0.13 * (Common.overworldx()/40)^(9/10)) * Math.sloped(Common.difficulty_scale(), 1/3))
-- return Math.ceil(1000 * (1 + 0.1 * (Common.overworldx()/40)^(8/10)) / Math.sloped(Common.difficulty_scale(), 1/4))
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end
function Public.quest_reward_multiplier()
return (0.4 + 0.08 * (Common.overworldx()/40)^(8/10)) * Math.sloped(Common.difficulty_scale(), 1/3) * (Public.crew_scale())^(1/8)
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end
function Public.island_richness_avg_multiplier()
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local base = 0.73
local additional = 0.120 * Math.clamp(0, 7, (Common.overworldx()/40)^(65/100) * Math.sloped(Public.crew_scale(), 1/40)) --tuned tbh
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-- now clamped, because it takes way too long to mine that many more resources
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--we don't really have resources scaling by player count in this resource-constrained scenario, but we scale a little, to accommodate each player filling their inventory with useful tools. also, I would do higher than 1/40, but we go even slightly lower because we're applying this somewhat sooner than players actually get there.
return base + additional
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end
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function Public.resource_quest_multiplier()
return (0.9 + 0.075 * (Common.overworldx()/40)^(8/10)) * Math.sloped(Common.difficulty_scale(), 1/5) * (Public.crew_scale())^(1/10)
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end
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function Public.quest_market_entry_price_scale()
-- Whilst the scenario philosophy says that resource scales tend to be independent of crew size, we account slightly for the fact that more players tend to handcraft more
-- Idea behind formula: small scale for early islands, but scale linearly ~3-4 times every 25 islands (scaling and starting scale is more aggressive for higher difficulties)
-- Returned value examples
-- Assuming parameters:
-- crew_size = 3
-- difficulty = easy (0.5)
-- @NOTE: assuming starting island is 0th island
-- x = 40 (1st island): 0.419
-- x = 200 (5th island): 0.582
-- x = 600 (15th island): 0.992
-- x = 1000 (25th island): 1.401
return (1 + 0.05 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
end
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function Public.quest_furnace_entry_price_scale()
-- Slower increase with time, because this is more time-constrained than resource-constrained
-- Idea behind formula: small scale for early islands, but scale linearly ~2-3 times every 25 islands (scaling and starting scale is more aggressive for higher difficulties)
-- Returned value examples
-- Assuming parameters:
-- crew_size = 3
-- difficulty = easy (0.5)
-- @NOTE: assuming starting island is 0th island
-- x = 40 (1st island): 0.419
-- x = 200 (5th island): 0.517
-- x = 600 (15th island): 0.762
-- x = 1000 (25th island): 1.008
return (1 + 0.03 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) - 0.4
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end
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function Public.apply_crew_buffs_per_league(force, leagues_travelled)
force.laboratory_productivity_bonus = force.laboratory_productivity_bonus + Math.max(0, 7/100 * leagues_travelled/40)
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end
function Public.class_cost(at_dock)
if at_dock then
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return 10000
else
return 6000
end
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-- return Math.ceil(10000 / (Public.crew_scale()*10/4)^(1/6))
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end
Public.quest_structures_first_appear_at = 40
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Public.coin_sell_amount = 500
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Public.starting_fuel = 4000
Public.silo_max_hp = 5000
Public.silo_resistance_factor = 7
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function Public.pistol_damage_multiplier() return 2.25 end --2.0 slightly too low, 2.5 causes players to yell at each other for not using pistol
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Public.kraken_static_evo = 0.35
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function Public.kraken_evo_increase_per_shot()
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-- return 1/100 * 0.08
return 0
end
function Public.kraken_evo_increase_per_second()
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return (1/100) / 20
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end
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function Public.sandworm_evo_increase_per_spawn()
if _DEBUG then
return 1/100
else
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return (1/100) * (1/7) * Math.sloped(Common.difficulty_scale(), 3/5)
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end
end
function Public.kraken_kill_reward_items()
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return {{name = 'coin', count = 800}, {name = 'utility-science-pack', count = 8}}
end
function Public.kraken_kill_reward_fuel()
return 150
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end
function Public.kraken_health()
return Math.ceil(3500 * Math.max(1, 1 + 0.075 * (Common.overworldx()/40)^(13/10)) * (Public.crew_scale()^(4/8)) * Math.sloped(Common.difficulty_scale(), 3/4))
-- return Math.ceil(3500 * Math.max(1, 1 + 0.08 * ((Common.overworldx()/40)^(13/10)-6)) * (Public.crew_scale()^(5/8)) * Math.sloped(Common.difficulty_scale(), 3/4))
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end
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Public.kraken_regen_scale = 0.1 --starting off low
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function Public.krakens_per_slot()
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local rng = Math.random()
if rng < 0.03 then
return 2
elseif rng < 0.25 then
return 1
else
return 0
end
end
function Public.krakens_per_free_slot(overworldx)
local rng = Math.random()
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local multiplier = 1
if overworldx and overworldx > 600 then
multiplier = 1 + (overworldx-600)/600
end
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if rng < 0.0025 * multiplier then
return 3
elseif rng < 0.075 * multiplier then
return 1
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elseif rng < 0.5 * multiplier then
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return 1
else
return 0
end
end
function Public.main_shop_cost_multiplier()
return 1
end
function Public.barter_decay_parameter()
return 0.95
end
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function Public.sandworm_speed()
return 6.4 * Math.sloped(Common.difficulty_scale(), 1/5)
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end
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-- function Public.island_otherresources_prospect_decay_parameter()
-- return 0.95
-- end
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Public.research_buffs = { --currently disabled anyway
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-- these already give .1 productivity so we're adding .1 to get to 20%
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['mining-productivity-1'] = {['mining_drill_productivity_bonus'] = .1},
['mining-productivity-2'] = {['mining_drill_productivity_bonus'] = .1},
['mining-productivity-3'] = {['mining_drill_productivity_bonus'] = .1},
['mining-productivity-4'] = {['mining_drill_productivity_bonus'] = .1},
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-- -- these already give .1 productivity so we're adding .1 to get to 20%
-- ['mining-productivity-1'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5},
-- ['mining-productivity-2'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5},
-- ['mining-productivity-3'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5},
-- ['mining-productivity-4'] = {['mining-drill-productivity-bonus'] = .1, ['character-inventory-slots-bonus'] = 5},
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}
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function Public.flamers_tech_multipliers()
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return 0.8
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end
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function Public.flamers_base_nerf()
return -0.2
end
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function Public.player_ammo_damage_modifiers() -- modifiers are fractional. bullet affects gun turrets, but flamethrower does not affect flamer turrets
local data = {
['artillery-shell'] = 0,
['biological'] = 0,
['bullet'] = 0.1,
['cannon-shell'] = 0,
['capsule'] = 0,
['electric'] = 0,
['flamethrower'] = 0, --these nerfs are elsewhere for finer control
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['grenade'] = -0.05,
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['landmine'] = 0,
['melee'] = 0, -- doesn't do anything apparently
['rocket'] = 0,
['shotgun-shell'] = 0
}
return data
end
function Public.player_turret_attack_modifiers()
local data = {
['gun-turret'] = 0,
['artillery-turret'] = 0,
['laser-turret'] = 0,
}
return data
end
function Public.player_gun_speed_modifiers()
local data = {
['artillery-shell'] = 0,
['biological'] = 0,
['bullet'] = 0,
['cannon-shell'] = 0,
['capsule'] = 0,
['electric'] = 0,
['flamethrower'] = 0, --these nerfs are elsewhere for finer control
['grenade'] = -0.25,
['landmine'] = 0,
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['melee'] = 0, -- doesn't do anything apparently
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['rocket'] = 0,
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['shotgun-shell'] = 0
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}
return data
end
Public.starting_items_player = {
['pistol'] = 1,
['firearm-magazine'] = 20,
['raw-fish'] = 4,
['medium-electric-pole'] = 20,
['iron-plate'] = 50,
['copper-plate'] = 20,
['iron-gear-wheel'] = 6,
['copper-cable'] = 20,
['burner-inserter'] = 2,
['gun-turret'] = 1
}
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Public.starting_items_player_late = {
['pistol'] = 1,
['firearm-magazine'] = 10,
['raw-fish'] = 4,
['small-electric-pole'] = 20,
['iron-plate'] = 50,
['copper-plate'] = 20,
['iron-gear-wheel'] = 6,
['copper-cable'] = 20,
['burner-inserter'] = 2,
['gun-turret'] = 1
}
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function Public.starting_items_crew_upstairs()
return {
{['steel-plate'] = 38},
{['stone-brick'] = 60},
{['grenade'] = 3},
{['shotgun'] = 2, ['shotgun-shell'] = 36},
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-- {['raw-fish'] = 5},
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{['coin'] = 1000},
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}
end
function Public.starting_items_crew_downstairs()
return {
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{['transport-belt'] = Math.random(600,650)},
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{['underground-belt'] = 80},
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{['splitter'] = Math.random(50,56)},
{['inserter'] = Math.random(120,140)},
{['storage-tank'] = 2},
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{['medium-electric-pole'] = Math.random(15,21)},
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{['coin'] = 1000},
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{['solar-panel'] = 3},
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}
end
function Public.pick_random_drilling_ore()
local number = Math.random(10)
if number <= 4 then -- 40%
return 'iron-ore'
elseif number <= 7 then -- 30%
return 'copper-ore'
elseif number <= 9 then -- 20%
return 'coal'
else -- 10%
return 'stone'
end
end
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-- Current formula returns [50 - 200] + random(1, [10 - 40]) depending on completion progress
-- Formula is "a(100x)^(1/2) + random(1, 0.2a(100x)^(1/2))" where
-- x: progress in range [0-1] (when leagues are in 0-1000)
-- a: scaling
-- When the formula needs adjustments, I suggest changing scaling variable
function Public.pick_drilling_ore_amount()
local scaling = 20
local amount = scaling * Math.sqrt(100 * Common.game_completion_progress())
local extra_random_amount = Math.random(Math.ceil(0.2 * amount))
return amount + extra_random_amount
end
-- Current formula returns [15000 - 50000] + random(1, [3000 - 10000]) depending on completion progress
-- Formula is "a(1000000x)^(1/2) + random(1, 0.2a(1000000x)^(1/2))" where
-- x: progress in range [0-1] (when leagues are in 0-1000)
-- a: scaling
-- When the formula needs adjustments, I suggest changing scaling variable
-- Note: 3333 crude oil amount ~= 1% = 0.1/sec
function Public.pick_default_oil_amount()
local scaling = 50
local amount = scaling * Math.sqrt(1000000 * Common.game_completion_progress())
local extra_random_amount = Math.random(Math.max(1, Math.ceil(0.2 * amount)))
return amount + extra_random_amount
end
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return Public