Balancing
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@@ -638,7 +638,7 @@ public class Blocks implements ContentList{
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}};
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overdriveProjector = new OverdriveProjector("overdrive-projector"){{
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requirements(Category.effect, ItemStack.with(Items.lead, 200, Items.titanium, 150, Items.silicon, 250));
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requirements(Category.effect, ItemStack.with(Items.lead, 200, Items.titanium, 150, Items.silicon, 150, Items.plastanium, 60));
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consumes.power(3.50f);
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size = 2;
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consumes.item(Items.phasefabric).optional(true).boost(true);
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@@ -1060,7 +1060,7 @@ public class Blocks implements ContentList{
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}};
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wave = new LiquidTurret("wave"){{
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requirements(Category.turret, ItemStack.with(Items.titanium, 70, Items.lead, 150));
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requirements(Category.turret, ItemStack.with(Items.metaglass, 90, Items.lead, 150));
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ammo(
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Liquids.water, Bullets.waterShot,
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Liquids.slag, Bullets.slagShot,
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@@ -1110,7 +1110,7 @@ public class Blocks implements ContentList{
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}};
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arc = new PowerTurret("arc"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 70, Items.lead, 60));
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requirements(Category.turret, ItemStack.with(Items.copper, 70, Items.lead, 70));
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shootType = Bullets.arc;
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reload = 20f;
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shootCone = 40f;
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@@ -1142,7 +1142,7 @@ public class Blocks implements ContentList{
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}};
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salvo = new BurstTurret("salvo"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 210, Items.graphite, 190, Items.thorium, 130));
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requirements(Category.turret, ItemStack.with(Items.copper, 210, Items.graphite, 190, Items.titanium, 120));
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ammo(
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Items.copper, Bullets.standardCopper,
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Items.graphite, Bullets.standardDense,
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@@ -1166,7 +1166,7 @@ public class Blocks implements ContentList{
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}};
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ripple = new ArtilleryTurret("ripple"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 300, Items.graphite, 220, Items.thorium, 120));
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requirements(Category.turret, ItemStack.with(Items.copper, 300, Items.graphite, 270, Items.titanium, 120));
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ammo(
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Items.graphite, Bullets.artilleryDense,
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Items.silicon, Bullets.artilleryHoming,
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@@ -1191,7 +1191,7 @@ public class Blocks implements ContentList{
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}};
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cyclone = new ItemTurret("cyclone"){{
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requirements(Category.turret, ItemStack.with(Items.copper, 400, Items.surgealloy, 200, Items.plastanium, 150));
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requirements(Category.turret, ItemStack.with(Items.copper, 400, Items.titanium, 250, Items.plastanium, 160));
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ammo(
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Items.blastCompound, Bullets.flakExplosive,
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Items.plastanium, Bullets.flakPlastic,
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@@ -354,6 +354,7 @@ public class Zones implements ContentList{
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}};
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impact = new Zone("impact0079", new MapGenerator("impact0079", 2)
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.dist(2.2f, true)
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.decor(
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new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01),
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new Decoration(Blocks.metalFloor, Blocks.metalFloorDamaged, 0.02)
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@@ -303,10 +303,8 @@ public class Control implements ApplicationListener{
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inputHandler.updateController();
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}
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//autosave global data every second if it's modified
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if(timer.get(1, 60)){
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data.checkSave();
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}
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//autosave global data if it's modified
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data.checkSave();
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if(!state.is(State.menu)){
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for(InputHandler input : inputs){
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@@ -1,5 +0,0 @@
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package io.anuke.mindustry.game;
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public enum Rank{
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F, D, C, B, A, S, SS
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}
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@@ -65,4 +65,8 @@ public class Stats{
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this.modifier = modifier;
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}
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}
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public enum Rank{
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F, D, C, B, A, S, SS
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}
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}
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@@ -7,7 +7,6 @@ import io.anuke.arc.util.Structs;
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import io.anuke.arc.util.noise.Simplex;
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import io.anuke.mindustry.content.Blocks;
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import io.anuke.mindustry.content.Items;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.io.MapIO;
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import io.anuke.mindustry.maps.Map;
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import io.anuke.mindustry.maps.MapTileData;
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@@ -22,7 +21,8 @@ import io.anuke.mindustry.world.blocks.StaticWall;
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import io.anuke.mindustry.world.blocks.storage.CoreBlock;
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import io.anuke.mindustry.world.blocks.storage.StorageBlock;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Vars.content;
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import static io.anuke.mindustry.Vars.world;
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public class MapGenerator extends Generator{
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private Map map;
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@@ -34,7 +34,7 @@ public class MapGenerator extends Generator{
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/**The amount of final enemy spawns used. -1 to use everything in the map.
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* This amount of enemy spawns is selected randomly from the map.*/
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public int enemySpawns = -1;
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/*Whether floor is distorted along with blocks.*/
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/**Whether floor is distorted along with blocks.*/
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public boolean distortFloor = false;
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/**Items randomly added to containers and vaults.*/
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public ItemStack[] storageDrops = ItemStack.with(Items.copper, 300, Items.lead, 300, Items.silicon, 200, Items.graphite, 200, Items.blastCompound, 200);
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@@ -132,7 +132,7 @@ public class MapGenerator extends Generator{
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}
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}
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if(tile.getTeam() == Team.none && tile.block() instanceof StorageBlock){
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if(tile.block() instanceof StorageBlock && !(tile.block() instanceof CoreBlock)){
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for(ItemStack stack : storageDrops){
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if(Mathf.chance(0.3)){
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tile.entity.items.add(stack.item, Math.min(Mathf.random(stack.amount), tile.block().itemCapacity));
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@@ -123,16 +123,11 @@ public class PowerGraph{
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public void distributePower(float needed, float produced){
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//distribute even if not needed. this is because some might be requiring power but not requesting it; it updates consumers
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//if(Mathf.isEqual(needed, 0f)) return;
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float coverage = Math.min(1, produced / needed);
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for(Tile consumer : consumers){
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Consumers consumes = consumer.block().consumes;
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if(consumes.has(ConsumePower.class)){
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ConsumePower consumePower = consumes.get(ConsumePower.class);
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//if(!otherConsumersAreValid(consumer, consumePower)){
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// consumer.entity.power.satisfaction = 0.0f; // Only supply power if the consumer would get valid that way
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//}else{
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//currently satisfies power even if it's not required yet
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if(consumePower.isBuffered){
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// Add an equal percentage of power to all buffers, based on the global power coverage in this graph
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@@ -141,7 +136,6 @@ public class PowerGraph{
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}else{
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consumer.entity.power.satisfaction = coverage;
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}
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//}
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}
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}
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}
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@@ -17,8 +17,8 @@ import java.io.DataOutput;
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import java.io.IOException;
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public class Cultivator extends GenericCrafter{
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protected static final Color plantColor = Color.valueOf("648b55");
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protected static final Color plantColorLight = Color.valueOf("73a75f");
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protected static final Color plantColor = Color.valueOf("5541b1");
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protected static final Color plantColorLight = Color.valueOf("7457ce");
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protected static final Color bottomColor = Color.valueOf("474747");
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protected TextureRegion middleRegion, topRegion;
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