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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00

Make treasure rooms unbounded but lower frequency the more that appear

This commit is contained in:
Eric Anderson 2022-03-15 00:02:05 -07:00
parent e91d492a93
commit 43e7be2337
4 changed files with 9 additions and 5 deletions

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@ -78,7 +78,7 @@ map_info_text=Expand into the depths for treasure.\nEverytime a new room is disc
descend=Descend to lower floor.\nEach floor has stronger enemies and better treasure.\nRIGHT-CLICK: Descend 5 floors.\nSHIFT-CLICK: Desscend to lowest accessible Floor.
ascend=Ascend to higher floor.\nRIGHT-CLICK: Ascend 5 floors.\nSHIFT-CLICK: Ascend to Floor 0.
depth=~ Floor __1__ | Depth __2__ ~
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__ / 5\nHidden Technologies: __6__
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__\nHidden Technologies: __6__
max_depth=You are on deepest level already!
min_depth=You are on highest level already!
only_on_spawn=You can change floors only on spawn.

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@ -77,7 +77,7 @@ map_info_text=Отправляйтесь в глубины за сокровищ
descend=Спуститься на нижний этаж.\nНа каждом этаже более сильные враги и лучшие сокровища.\nПКМ: спуск на 5 этажей.\nShift+ЛКМ: спуск на самый нижний доступный этаж.
ascend=Подняться на верхний этаж.\nПКМ: подняться на 5 этажей.\nShift+ЛКМ: подняться на 0-й этаж.
depth=~ Этаж __1__ | Глубина __2__ ~
depth_tooltip=Эволюция: __1__%\nЗдоровье врагов: __2__%\nУрон врагов: __3__%\nЦенность добычи: __4__\nКомнат с сокровищами найдено: __5__ / 5\nСкрытых технологий: __6__
depth_tooltip=Эволюция: __1__%\nЗдоровье врагов: __2__%\nУрон врагов: __3__%\nЦенность добычи: __4__\nКомнат с сокровищами найдено: __5__\nСкрытых технологий: __6__
max_depth=Вы уже на самом глубоком уровне!
min_depth=Вы уже на самом верхнем уровне!
only_on_spawn=Вы можете изменить этаж только на точке появления.

View File

@ -78,7 +78,7 @@ map_info_text=Expand into the depths for treasure.\nEverytime a new room is disc
descend=Descend to lower floor.\nEach floor has stronger enemies and better treasure.\nRIGHT-CLICK: Descend 5 floors.\nSHIFT-CLICK: Desscend to lowest accessible Floor.
ascend=Ascend to higher floor.\nRIGHT-CLICK: Ascend 5 floors.\nSHIFT-CLICK: Ascend to Floor 0.
depth=~ Floor __1__ | Depth __2__ ~
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__ / 5\nHidden Technologies: __6__
depth_tooltip=Evolution: __1__%\nEnemy Health: __2__%\nEnemy Damage: __3__%\nLoot Value: __4__\nTreasure rooms found: __5__\nHidden Technologies: __6__
max_depth=You are on deepest level already!
min_depth=You are on highest level already!
only_on_spawn=You can change floors only on spawn.

View File

@ -188,7 +188,9 @@ local function expand(surface, position)
if not room then
return
end
if dungeontable.treasures[surface.index] < 5 and dungeontable.surface_size[surface.index] >= 225 and math.random(1, 50) == 1 then
local treasure_room_one_in = 30 + 10 * dungeontable.treasures[surface.index]
if dungeontable.surface_size[surface.index] >= 225 and math.random(1, treasure_room_one_in) == 1 then
log('Found treasure room, change was 1 in ' .. treasure_room_one_in)
Biomes['treasure'](surface, room)
if room.room_tiles[1] then
dungeontable.treasures[surface.index] = dungeontable.treasures[surface.index] + 1
@ -880,7 +882,9 @@ Changelog.SetVersions({
* Add melee mode toggle to top bar. Keeps weapons in main inventory if possible.
* Ore from rocks nerfed. Used to hit max value on floor 2, now scales up from
floors 0-19 along with ore from rooms. After floor 20 ore from rooms scales up faster.
* Treasure room resources rescaled to have similar total regardless of size
* Treasure rooms
* Rescaled to have similar total resources regardless of size
* Unlimited number of rooms but lower frequency
* Autostash and corpse clearing from Mountain Fortress enabled
* Harder rooms will occur somewhat farther out on the early floors.
* Spawners and worm counts bounded in early rooms.