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improve comments
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@ -107,7 +107,7 @@ function Public.max_time_on_island()
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return -1
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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 chill, so that it's not such a shock to go here from the first chill island
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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
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return Math.ceil(Public.max_time_on_island_formula())
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end
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@ -193,7 +193,7 @@ function Public.base_evolution_leagues(leagues)
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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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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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@ -270,7 +270,7 @@ end
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-- end
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function Public.biter_timeofday_bonus_damage(darkness) -- a surface having min_brightness of 0.2 will cap this at 0.8
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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
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return 0.1 * darkness
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end
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@ -526,13 +526,12 @@ end
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function Public.covered_entry_price_scale()
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return 0.85 * (1 + 0.033 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) --whilst resource scales tend to be held fixed with crew size, we account slightly for the fact that more players tend to handcraft more
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return 0.85 * (1 + 0.033 * (Common.overworldx()/40 - 1)) * ((1 + Public.crew_scale())^(1/3)) * Math.sloped(Common.difficulty_scale(), 1/2) --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
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end
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-- if the prices are too high, players will accidentally throw too much in when they can't do it
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Public.covered1_entry_price_data_raw = { --watch out that the raw_materials chest can only hold e.g. 4.8 iron-plates
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-- choose things that are easy to make at outposts
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-- if the prices are too high, players will accidentally throw too much in when they can't do it
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{1, 0, 1, false, {
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price = {name = 'iron-stick', count = 1500},
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raw_materials = {{name = 'iron-plate', count = 750}}}, {}},
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