Commit Graph

23 Commits

Author SHA1 Message Date
drakewill-CRL 1dec19cc05
Botany Rework Part 1: Mutations (#31163)
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.

All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.

The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.

Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.

This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
2024-09-14 20:12:17 -07:00
Crotalus 9c9bfda4d2
Fix botany bugs (#27210)
* Fixed bug with missing gas not getting reset

* Fix bug with MutateInt not using min/max in prob calculation

* Add divison by zero check

* Fix styling
2024-08-18 03:05:26 +02:00
slarticodefast bd5d415575
Make the sentient plant mutation non-copyable to other plantholders (#29133)
make the sentient plant mutation not propagate by clipping, using the seed extractor or cryoxadone
2024-08-11 19:23:14 +10:00
slarticodefast 6f5077803b
Fix formatting warnings (#30122) 2024-07-17 10:25:19 -08:00
Kevin Zheng 28755f5405
Fix hybridization seedless probability (#25084)
Fix comparison

Hybrids (different plants being crossed) are supposed to have a high
chance of becoming seedless to balance overpowered plants.

However, a logic error in the comparison gave seedless to plants when
they were from the same seed (not hybrids) rather than the other way
around.

Reported by:    @genderGeometries
2024-02-10 12:21:48 +11:00
Doru991 541e9a0711
Botany balancing fixes and QoL ('No romerol ambrosia' edition) (#21756)
* Chem 1984 phase 1

* Chem 1984 phase 2

* Notification on species mutation

* Plant yml balancing

* Better localization

* First version of reagent list

* Revert "Better localization"
nvm
This reverts commit bab87cb1bd58523164d306dccaefc1ac5c6b64ad.

* cooler reagents and no more popups

* :trollface:

* I’m blind
2023-12-02 12:01:58 -05:00
Nemanja 2c8a97fe02
Revert "Revert "Reenable kudzu."" (#20876) 2023-10-09 20:34:41 -07:00
Sailor a62b9ea19b
Revert "Reenable kudzu." (#20843) 2023-10-09 00:08:42 -07:00
Nemanja 2a75e7213e
Wow kudzu is back! (#20822) 2023-10-07 13:59:39 -06:00
drteaspoon420 b5117f613b
Carry over other mutations when doing species mutation (#20551) 2023-10-01 09:52:45 -08:00
TomaszKawalec 282db32ad8
MutationSystem style changes (#19954) 2023-09-16 12:25:53 -08:00
612 236a97d190
Disable kuzdu pending growth rate fix (#20200) 2023-09-15 09:16:03 -08:00
Doru991 3f51795cc7
Add plant species mutations (#19960) 2023-09-13 20:56:24 -08:00
drteaspoon420 a7980be623
Ensure plants always have some reagents after crossing (#20078) 2023-09-12 11:40:11 -08:00
drteaspoon420 6a005640cd
Improve plant chemical and gas crossing (#19950)
Chemicals and gasses are not all wholesale swapped but given 50/50 for every chemical or gas.
2023-09-09 13:54:37 -08:00
drteaspoon420 a2c9ef04b3
Mutate plant chemical and gas production (#19455)
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
2023-09-04 08:24:39 -08:00
Doru991 30f0ad2134
Botany tweaks vol. 2 (#18888)
* Even more consumption

* Revert "Even more consumption"

This reverts commit 94ae0eca0ba1b4a55913f92519e1354b77e70734.

Oops forgot a file

* Believe it or not, more nutrient consumption

* Buff ez nutrient and l4z

* Add left 4 zed to emagged nutrimax just because

* Change some thresholds
2023-08-09 19:43:06 -06:00
metalgearsloth 90110183be
Fix a bunch of logger warnings (#17691) 2023-06-27 23:56:52 +10:00
Leon Friedrich e9b5849ddb
Prevent mutation of non-unique plant seeds (#15702) 2023-05-02 11:37:30 +10:00
Duke 8640f0b0a3
New botany mutations (#13646) 2023-03-05 21:11:13 -04:00
Visne c6d3e4f3bd
Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Kevin Zheng 10019cdabd
Fix debug crash due to probability being outside 0-1 (#12616) 2022-11-16 06:22:28 -08:00
Kevin Zheng 7fc357afd2
Plant genetics (#11407) 2022-10-15 23:25:41 -07:00