1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-24 03:47:58 +02:00

improve comments

This commit is contained in:
danielmartin0 2022-05-23 02:01:01 +01:00
parent e268c885d4
commit 35ed73bf54

View File

@ -107,7 +107,7 @@ function Public.max_time_on_island()
return -1
else
if x == 40 then
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
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
else
return Math.ceil(Public.max_time_on_island_formula())
end
@ -193,7 +193,7 @@ function Public.base_evolution_leagues(leagues)
if overworldx > 600 and overworldx < 1000 then
evo = evo + (0.0025 * (overworldx - 600)/40)
elseif overworldx > 1000 then
elseif overworldx >= 1000 then
evo = evo + 0.0025 * 10
end --extra slope from 600 to 1000 adds 2.5% evo
end
@ -270,7 +270,7 @@ end
-- end
function Public.biter_timeofday_bonus_damage(darkness) -- a surface having min_brightness of 0.2 will cap this at 0.8
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
end
@ -526,13 +526,12 @@ end
function Public.covered_entry_price_scale()
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
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
end
-- if the prices are too high, players will accidentally throw too much in when they can't do it
Public.covered1_entry_price_data_raw = { --watch out that the raw_materials chest can only hold e.g. 4.8 iron-plates
-- choose things that are easy to make at outposts
-- if the prices are too high, players will accidentally throw too much in when they can't do it
{1, 0, 1, false, {
price = {name = 'iron-stick', count = 1500},
raw_materials = {{name = 'iron-plate', count = 750}}}, {}},