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limit overly large wave sizes
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@ -155,10 +155,8 @@ function Public.wave_size_rng() -- random variance in attack sizes
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wave_size_multiplier = 1.5
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elseif rng2 >= 15 * rng_scale then
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wave_size_multiplier = 2
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elseif rng2 >= 5 * rng_scale then
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wave_size_multiplier = 3
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else
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wave_size_multiplier = 4
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wave_size_multiplier = 3
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end
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end
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@ -413,19 +411,7 @@ function Public.try_spawner_spend_fraction_of_available_pollution_on_biters(spaw
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if initial_spawner_count > 0 then
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local spawnerscount = Common.spawner_count(surface)
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if spawnerscount > 0 then
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-- if Common.current_destination().subtype and Common.current_destination().subtype == IslandEnum.enum.RADIOACTIVE then
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-- -- destroying spawners doesn't do quite as much here:
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-- base_pollution_cost_multiplier = (initial_spawner_count/spawnerscount)^(1/3)
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-- else
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-- base_pollution_cost_multiplier = (initial_spawner_count/spawnerscount)^(1/2)
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-- end
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-- base_pollution_cost_multiplier = (initial_spawner_count/spawnerscount)^(1/2)
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-- Now directly proportional:
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map_pollution_cost_multiplier = initial_spawner_count / spawnerscount
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if memory.overworldx == 0 then
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map_pollution_cost_multiplier = Math.max(1, map_pollution_cost_multiplier)
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end -- The first map not being fully loaded when you get there commonly means it records too few initial spawners, which this helps fix
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map_pollution_cost_multiplier = Math.max(initial_spawner_count / spawnerscount, 1)
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else
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map_pollution_cost_multiplier = 1000000
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end
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